Swift, agile and deadly at close quarters. A true hero of Esium.
Jase Brose made his name travelling with the likes of the swordsman Jannsen in Esium circa 2598 and later by joining the Merlendy Resistance in their attack on the dragon of Wake, Skegrin.
Taken by a talent scout from one of the tough workhouses of Gost Eyedem at the age of 8, Jase received a barrage of tests that he passed with flying colours. Failure would have meant returning to the workhouse for the rest of his life, but success meant he was taken by wagon to the north and a Yarilian / Suraanese school of Sword Mastery.
Sword dancing had been a popular type of dance in Suraan for many years but it was Eredan Lancastere of Yarili that saw its potential in 2517 as a highly skilled duelling sport for the wealthy.
Two Sword Dancers stand in a circle exactly twelve feet in diameter wielding either one or two swords with quite short blades and occasionally tied together at one wrist or ankle.
The goal is to move in the confined space and inflict the smallest nicks possible to score points with the first to 10 points winning the match. A cut that sheds more than one drop of blood is an instant disqualification and a crippling or fatal wound results in complete loss of Sword Dancing licence and disgrace.
By 2590 the Sword Dancing circuit of Gost Eyedem boasted 29 highly skilled fighters with Jase Brose ranked at number one.
Nigh on indestructible immortal guardians with unbreakable robotic purpose. The ultimate doormen - 'Thou definitely shall not pass.'
The Jixiliah were originally created by Ischandi the Wise (who at the time went by the name Shaman), from the well observed and stolen spiritual blueprint (minus emotions and personality) of Daycaster, Lord of the ANU. Powerful beings, connected directly to the unlimited spiritual Source of the world, the Jixiliah are used as guardians and gate keepers, protecting forbidden tunnels and ancient passes with unwavering persistence.
Able to channel a huge variety of spiritual abilities - too numerous to list here, the Jixiliah never sleep, cannot be bribed, distracted or deterred. All Jixiliah are created for a purpose. They live and "die" by that purpose and are unmovable where it's concerned. If told to guard a door and not let anyone through it, the Jixiliah will do so, for the rest of Time (or instructed by their creator to do otherwise.)
Two of the most famous Jixiliah of the Eldahar 2600 campaign were as follows;- one situated in the Esium to Suraan underground passage and the other guarding the Vault of Wan in Darksea, near the city of Gost Yaroch.
Perhaps the most famous Jixiliah though was the one guarding one of the lesser World Gates in Darksea, who thanks to Soloman and a Black Elf (or so the story goes) disappeared off world through the gate, only to return over a thousand years later and merge souls to become the newly created (or perhaps reborn?) Wan.
*Note - It is interesting to parallel that the Jixiliah were based partly on Daycaster, only without his humanity, and that Wan is essentially part Jixiliah and part human... coincidence?*
Appearing at least 8' tall with multiple arms and two legs, every Jixiliah has 3 eyes; it's third eye a spell casting wonder - able to see into any plane / realm and cast spells at will from an unlimited power source.
Jixiliah are impervious to any weapon less than +25% to hit and +5 / +5 damage. They regenerate at 20 hp per round and have a minimum of 300 hit points. Their POW is always 80 (except where the Towers of High Sorcery is concerned as Tithmoya sits on an Astral Node of power).
Having just read all of the above you would think killing a Jixiliah would be impossible - indeed it is, almost. It takes a very special set of circumstances to sever a Jixiliah from the Eternal Source and therefore its immortality. To date, only the Living Dark and Ashar have managed to do so with any certainty and even those may not be gone forever as the Source has a memory and might very well recreate them one day.
Jixiliah of Eldahar |
|
|---|---|
| Thanatan | In Daydark / Doom. Destroyed by Ashar and the Oras Remus. |
| Quizitzil | In Darksea. Destroyed by Ashar and the Oras Remus after North split Eldahar into two in the Evermore Vault. Originally guardian of the Vault of Wan. |
| Mistral | Who later became Wan - Blasted into the Portal of Night in Darksea. Soul split into two - half of soul first bonded with that of the High Doman of Wan during Undead Uprising. |
| Evermore | Jixiliah guarding the Evermore Vault and the Eternal Flame. Impossible to disconnect this Jixiliah from the Source and therefore impossible to destroy it. |
| Tithmoya | Spirit of the T.O.H.S. Destroyed by Drathelmox of the Living Dark in 2602. |
Bad druid turned necromancer who invents the ultimate weed killer.
Junys was once a druid and active well thought of member of the Circle of Light on Eternium's realm of Aerium. However after a severe disagreement with their ways and the loss the woman he loved he became obsessed with bringing them down by going against everything he formerly believed.
See his daughter Valris for more information.
Turning his gift of understanding life on its head, Junys began learning necromancy at a startling rate. Within a few years he knew more than anyone on Aerium about death and how to use it. With the Circle as his target he began unleashing undead creatures upon their groves and sacred sanctuaries, wreaking untold havoc and destruction.
At first they sought to reason with him but he was beyond reason so they raised a force to bring him down so they might dispense their justice. The force travelled to his castle and vanished, only to return one month later as the walking dead.
Junys committed countless atrocities against the Circle and the cities of man, becoming known as the Necromancer and feared throughout the lands. But he did this for one reason and one reason only. To bring back his love, Celene.
The Circle had refused to let him help Celene when she had fallen stricken with a deadly illness. They had even gone so far as to bind his powers and keep him from her. For this he could never forgive them as she had died in his absence.
She had however only a little before given birth to his child - a daughter that he and she had kept secret from the Circle for fear they would take it away and declare it also forbidden. To be a member of the Circle of Life you must not contribute to the cycle of death in any way. A pretty weird notion but one that the other members lived by... with Death and decay utterly taboo.
Junys raised the child in his castle of the dead to keep her safe but would often become so obsessed with his rituals that he would not talk to her for days or sometimes weeks at a time, meaning young Valris grew up alone and sad.
After many years of failed experiments to resurrect Colene, Junys went mad and launched an all out attack against the Circle and armies of the living. The battle was long and terrible but eventually the living triumphed and Rylek was vanquished. The people celebrated and the Circle breathed a great sigh of relief that their nightmare was now over.
But it wasn't. Valris had watched through a scrying mirror as her father was slain. With a terrible patience she learned his magic, studied his notes and planned her revenge. She had no other reason to live, knew no other purpose to exist for. She was truly the Necromancer's daughter.
The Circle tried a few times to see into Junys' castle but its protections prevented them. They knew Junys was dead and even dispatched one or two heroes to investigate the castle and ensure everything there was destroyed. When they didn't return the Circle assumed the castle's protections or some lingering mindless undead had killed them and left it at that.
They forgot Junys, forgot the castle and went on with their business.
Until the dead marched again.
An alternative timeline exists, created by Xenon Von Victor and his exploits within Eternium's time rift. In this timeline Junys is slain several years before he should have been while experimenting at his castle and Valris is saved from an attack by the Circle by being turned by Victor at the last instant into a Vampire / Blood Star.
When the Circle search the castle's wreckage for life they find none and leave.
Xenon Von Victor raises the spirit of Junys Rylek on the World of Kastra. He raises Junys from his own spirit to help him construct the sword Life Bane. Junys makes the sword but sacrifices his spirit to it to aid its final creation. He is however grateful to meet his grand daughter Sinsifel and have one last chance to send word to Valris.
The mind that must be heard and obeyed.
Kahlen was born on the world of Cadence to Austin Hope and one of the angelic
She grew up in the great citadel of Hope and enjoyed riding, embroidery and painting; all the things that a young princess was expected to do and be good at. But Kahlen wasn't like most Princesses on Cadence because she was born without a voice.
Unable to speak, sing or even whisper she learned to communicate with those around her using a type of sign language. She could write and express herself that way but would often choose not to, in favour of sitting alone and watching the skies.
A beautiful child and endearing spirit, Kahlen became known as the
However when she was little more than 17 years old an armada of sky ships arrived around Hope and demanded that she go with them. Sent by the all powerful Empire of Estoran and its dictator the One True Voice. Kahlen learned that she was part of a prophecy that foretold the downfall of the current One True Voice and that because of this her life had been declared forfeit.
Of course her friends, Ash and Creed, the Warders of Hope and her father King Austin refused to surrender her to such a dark power. Even when the sky armada opened fire and began decimating the city around the citadel, Austin and the others remained resolute.
Ash, a traveller from another world, invoked the power of The Primal of Fire and destroyed the armada along with its thousands of soldiers, but Kahlen knew the One True Voice wouldn't stop coming after her.
With Captain Creed of the Valen volunteering to take her on his ship, The Valen, and Ash by her side, Kahlen journeyed from Cadence to the Island of the Aria to find her voice among the ruins of her mother's people.
On the island she encountered the spirit of one of the last of the Aria who agreed to free Kahlen's voice, but only after delivering a warning. By giving her back her voice the Aria said that the powers of the Aria would also become unlocked, forever altering her mind and future. We do not know what will happen to you. What you will become. Remain as you are or become one of us. Only Time will tell and whether or not you can let go, the Aria said softly.
To everyone's amazement, including hers, Kahlen returned to the Valen with a new found voice; one as confident and skilled as if she had been born with it and using it for years.
After adventuring for a while with Ash upon the world of Mass
For more on Kahlen see the Navigator Timeline.
Mentally enslaved and physically altered enforcers of a malevolent power. Pale, in robes with big foreheads.
For hundreds of years the Keepers of the World Empire carried out the commands and laws of the first One True Voice with brutal unemotional precision. Operating as part of one collective consciousness enslaved to the mind of their master, the Keepers were feared wherever they walked because of what they represented, an all power being greater than any mere god. Especially as the Keepers were the only seemingly infallible enforcers of peace and justice that Cadence or any of the other worlds touched by the One True Voice knew.
A Keeper could never be bribed or swayed by emotional pleas. Their punishments often swift and unforgiving. Is it any wonder how such a cruel and inhuman being as the original One True Voice managed to create such an expansive empire with such perfectly obedient and powerful servants?
Keepers displayed all manner of powers. To become Keeper, first a person would hear the call of the OTV across the world, telling them to come to the holy city of Veritas. Only those with minds already powerful enough to hear the call would come.
Once at Veritas the other Keepers would probe the mind for any ill intent and lead the person into the presence of the OTV. There, in a vast temple hall, the person would have their mind wiped clean and rewritten before imbibing from a special and rare fluid (secreted by the OTV over many years per drop) called the Water of Life.
The water, a concentrated and powerful psychic antagonist would then either kill the person or mutate them, causing their minds to blossom, their eyes to lighten, their hair to turn white or fall out and their foreheads to grow larger. Reborn as Keepers, these people would then develop powers; some of levitations, others of hurling fire or casting lightning. And as part of the Keeper collective they would forever obey and serve the One True Voice.
Able to communicate with one another across any distance (on a single world) and able to send their senses reporting back to the OTV or other Keepers too, meant that if you fouled one Keeper, you fouled them all. And with such psychic powers as reading minds and sensing heresy, escape was never an option.
Of course things changed quite drastically when the first One True Voice, a world-hopping giant psychic spider, was slain by Kahlen of Citadel Hope. As Kahlen's mind mutated (due to her Aria blood) into a more powerful mind than that of the spider OTV, she ascended to become the next One True Voice and took over control of the Keepers and their collective consciousness.
Her mind was much kinder and human, influencing the Keepers in subtle ways so that they were no longer feared but revered. They still enforced the laws and carried out the justice of the land with cool and swift decision but this time were open to pleas and presentations of evidence.
Under the mind of the true One True Voice Kahlen and her God Emperor Ash, the Keepers became the symbols of a World Empire, carrying Law into the farthest reaches of the Multiverse.
Beings that assume any legendary or mythical form and upon their death, simply transform into another.
The Ki-rin were a tribe of people who lived under the rule of the Titans, a thousand years before the great cataclysm that shook the Homelands. As loyal followers of the Titan Dagon they were given the ability to change into strange and wonderful creatures of unique appearance and race. But at the cost of their identity.
A Ki-rin automatically changes its form every 10 to 100 years and has no control over what it will become, only that it will always be a creature of myth or legend; i.e. a unicorn, a chimera, a faerie etc. When it changes, it inherits all of that mythical beings abilities but only partial memory of what it was / or actually is
(Ki-rin). Hence one moment it could be pure and good, the next depraved and evil.
Ki-rin do not age like normal creatures. In their true Ki-rin form, they exist purely as spirit (and extremely powerful spirits at that, averaging 50 POW +). You can only glimpse a Ki-rin in its natural spirit state at the moment it transforms into another creature; i.e. when its current flesh form dies or it begins its natural change.
Ki-rin can only be permanently killed in their spirit form.
Ki-rin are in many ways slaves to our own myths, beliefs, legends and nightmares. We decide who and what they will become... then when they take that form, giving it substance and reality, they perpetuate the myth for generations to come.
Good girl gone psychically nuclear.
Kit was born on the World of Eternium in the year 1254, losing both her parents in a house fire at the tender of six. Shipped off to live with her Grandfather Miles she befriended a stray dog called Barnaby and retreated into her own world to avoid the horror of her past.
Easily able to make friends, Kit still chose to play alone, taking long walks with Barnaby around the local village and its scenic countryside. It was on one of these walks with her Grandfather that a landslide nearly claimed both their lives. About to be swept over a fifty foot cliff by a giant boulder Kit somehow turned it away with her mind.
Miles suspected something odd about his grand daughter from that day on. Then one day he caught her levitating toys in her room. He was stunned. Due to the Law regarding mental powers he would have to turn his daughter over to the Soul Sanctuary - unless they kept it a secret. He told her to never reveal her powers but to keep them a secret and only practice them in private. He made her swear, because if anyone else found out what she could do, she would be taken away.
Kit took her grandfather very seriously and did as he asked, but as the years passed, her powers grew more varied and powerful. She could travel out of her body across thousands of miles, teleport anywhere she wanted and create illusions.
In 1269 her grandfather passed away leaving his cottage to her. She decided to live alone and study home based courses on history, architecture and languages. A quick learner, her reputation as an oddball in the community began escalating after she turned down two proposals for marriage and spurned several "would be" friends. You see Kit could also read minds and sense whether people were genuine. No one was, so she turned her back on the rest of the world.
Never having the confidence to use her powers for anything other than her own exploration, Kit took the first chance of her entire life one night in 1271. She spied a being leaping from roof to roof with inhuman agility and a strange, alluring mind. This being was Xenon Von Victor - A Chaos Vampire with a tormented soul.
She decided to speak to this being, opening herself up to his life and his troubles. From that point on her life changed. She and Victor instantly became friends; Kit finding a strength of character in Victor she had always lacked and Victor finding a purity in Kit that would help lead him to salvation.
Kit stands 5'7" tall, is slim, blonde haired and attractive. If it weren't for her odd ways, she would be many a man's dream girl, but her unwillingness to share things about herself, especially her secret powers and mind reading (which would freak out most people) acts as a barrier to any relationship. Coming across as a pure minded, virginal young lass with a keen mind and strong inner spirit, she is still completely disconnected from the rest of the world - having never been to a pub, a night club or a supermarket in her life, let alone watch the news. Her favourite type of music is a mix between classical and folk.
Later in life, Kit ascends to the title of Lady Nox of Stars and becomes one of most powerful representatives of the Cosmic Balance. See Lady Nox for more information.
After having her essence trapped in a ring and travelling into Eternium's far flung future, Kit is brought back as the intelligence of a Time vessel called the Evereon. Her DNA, gathered from friends, is also used to clone her several times.
Each of these clones has a specific speciality / function. They have skills implanted into them like engineering, martial arts and medicine. Three of these clones go by the names of Kate (healer), Karly (engineer) and Kat (fighter).
Intelligent, manipulative and goal driven. A ruler to be reckoned with who chooses her allies well.
Kitara Rastil came to power during some of the most violent and chaotic years in Esium's history. But her story began many years beforehand.
When she was only one week old an old ritualist called Kuri came to the royal palace of Gost Yaroch. The King and Queen had both received vivid dreams about their daughter's future and if the dreams were to be believed, Kitara would die before she reached seven years of age. Seeking advice and blessings from priests, seers and prophets, the King and Queen tried every conceivable way of changing the dreams, but night after night they continued, each time ending with Kitara's death.
At the end of their wits the King and Queen were willing to try anything to save their only child. It was at this time that the ritualist Kuri approached them with a solution. Kuri said he knew of a ritual called "The Dragon's Spine"; an extremely complex and powerful ritual that once completed would provide Kitara with powerful protection and a much greater source of spiritual energy, thereby bringing her closer to the Gods and the Source of the world.
Finding the man odd but quite convincing, in desperation they agreed to let him perform the ritual as in return, all he asked was to spend the rest of his life in the comfort of the palace. So if it didn't work, the executioner's axe wouldn't have far to fall.
Kitara suffered excruciating pain for 7 days and nights as every inch of her tiny spine was pricked, probed and tattooed by the strange ritualist. At its height, a baby dragon was sacrificed, its hot blood poured onto her naked wounds and its still fragile crystal heart crushed to a powder and poured down her throat.
Priests from the local religions got wind of something strange going on in the palace and demanded to be allowed in, but the King had his elite guard silence them beyond the city walls.
A lesser child may have died, but the young Kitara clung on and fought for life. Her victory over the ritual merged the dragon's essence with her own and the wounds began healing at an incredible rate.
The King and Queen's dreams stopped and for a while everyone in the Palace rejoiced in the new little princess and their more relaxed rulers. But 6 years later disaster still struck Gost Yaroch. The entire royal family was out on a boating trip around the Yarochy bay when a sudden violent storm capsized their vessel and left Kitara as the only survivor.
No one of Daas could understand where the storm came from or how so many strong people had drowned but such a small child had survived. But the ritualist Kuri could. There had a price to his ritual, one that had little to do with the sacrifice of dragons. He had plans for Kitara and with her parents gone, very little now stood in their way.
Kitara's laughing childlike innocence ended the day she attended her parents funeral at the royal docks.
In 2582 Kitara Rastil took over from her aged regent
As a child she proved exceptionally bright and eager to learn. Her powers of problem solving, logic and memory served to make her the most learned of all the royals across Esium and its bordering countries. From the age of 8 she could already converse in 4 languages and write in another 2. Her mental abilities were so sharp that she could often solve mathematical formulae quicker than groups of her teachers, earning her the reputation of a childhood genius.
Her innocent appearance and beauty made her the subject of many temples and kept her forever busy giving blessings and sermons to the religious caste. As she so obviously stood apart and above other beings, she became known as the "Daughter of Misha" and sometimes the "Blessed of Misha - Goddess of Love". So it was at the age of 12, during her coming of age ceremony, that the Temple of Misha accepted her as the head of their religion and High Priestess absolute.
What set her apart from other Kings and Queens was her fascination for everything spiritual and magical. She began accumulating a vast library of books about legends, myths, spirits and spells, using Kuri as her advisor and librarian. All this knowledge provided her with insights into the meaning of True Power. As a Queen she realized she couldn't protect her country properly unless she knew about spirits, magic and spells, so these things became the bread and butter of her private existence.
During the day she would recite prayers, attend functions and sit upon the throne. But during the night she would study magic, experiment with artefacts and research legends. Knowledge was power and Kitara made sure she knew something about everything.
She began summoning spirits as spies, assassins and thieves to scout nearby realms and mages to instruct her. She also commissioned adventurers to seek out magical objects and follow intricately planned missions concocted over her breakfast table. By doing this Kitara became a secret power. Whereas her enemies would see a mere Queen surrounded by guards and armies, in truth she was rapidly becoming something far more powerful.
One day Kitara decided to hold a Tournament where heroes and warriors from all walks of life and all races and creeds would fight one another for the honour of going on a great quest. Many came and many died but in the end she had her twelve and sent them on a magical boat called The "Hope" to find the Lost City of Andlermaign.
Only a few returned from the quest with one of those being Lord North and another Lord Ross. North, himself destined to be King of the world, impressed Kitara so much that she made him General of all of her armies as well as her lover. For a time she experienced happiness unlike anything before as aside from his strength, she also sensed North's power and destiny. She had known many men as the High Priestess of the Goddess of Love, embracing the act of love with the same passion as she would for any psalm or litany, yet her time with North was different and took her to a different place.
Unfortunately when North had to leave, his destiny calling him to a far off place, Kitara became a shell of herself, seeking something else in her life to fill the void he had left in her. It wasn't long before she found it. Something miraculous occurred that would forever change her existence and way of thinking.
The High Doman of Wan revered Kitara as the epitome of all things holy, remaining steadfast and loyal to her in all ways. As a half immortal he was closer to Elondil (Heaven) and to other immortals than any other living being at the time and freely shared his visions and insights with the Queen he adored.
One day whilst he was visiting her in her quarters at the palace, the Wraith Lord Laylak appeared, throwing balls of Dark Fire at the both of them. Laylak had grown tired of their meddling in his affairs and been threatened by his masters, the Kings of the Living Dark to put an end to it once and for all.
Taken utterly by surprise, the Doman was about to die, (thereby releasing his soul to ascend to Heaven and reincarnate a couple of days later,) when in a seemingly selfless act Kitara threw herself over him as a shield.
Now ordinarily Kitara wouldn't have been able to protect herself, let alone the Doman. But that night she had been showing off her new Blood Armour (an armour capable of absorbing terrible wounds whilst completely protecting the wearer) and she foolishly thought it would deflect Laylak's attacks.
It didn't.
Caught spiritually up in the Doman's death, Kitara's dragon spine formed a link with his ascending soul and to her shock she found her rising to Heaven with him, safely out of Laylak's clutches.
Now understand
The Gods were beside themselves and convened a great council to debate what to do. After great length they decided to treat the one off event as an opportunity to assert their power. As their temples and worshippers were being wiped out by Laylak and Orin, the Gods voted and agreed to send Kitara back as their emissary.
Of course no one who has been to heaven in their entirety can return normal and Kitara proved no exception. When she reappeared on the mortal realm she knew her soul had undergone a transformation. She was now a living Angel of Heaven, blessed by the waters of the Arda Avatarn and able to channel divine power (call upon Acts of Divine Intervention). Whereas one in a thousand people might experience a minor miracle once in their lifetime, Kitara began performing major miracles every week.
An explanation for this soon revealed itself; Kitara discovered she was with child, a child that was either North's or a child of the Gods. The Doman had no doubts and said so loud and often. He was convinced the child was "Aslan" - the New God of the Holy Lands and quick to swear to protect and serve it as he would the Queen.
As news of Aslan and Kitara's apotheosis spread, temples began turning against her. Sparking a religious war, the temple's split into those believing Kitara blessed and those believing she was mad. Unwilling to see her country torn apart by a religious dispute, Kitara decided to abdicate the throne in favour of her 2nd cousin
Forced to stand back and watch her country sink lower and lower into the quagmire of the Living Dark - her temples ravaged and people slaughtered by Laylak's and the Doman's private war, Kitara eventually turned to the Merlendy Resistance and Lord Ross for help. If they could protect her and the baby Aslan then she felt sure she could help them defeat Laylak.
Sure enough, her pure soul proved more than a match for the evil wards and spells of Lullreth Crûme (Laylak's sword that was bathed in the Dark Lake). Until then the Resistance had had no way of penetrating Laylak's evil protections or undoing Lullreth Crûme's dark magic's. Now with Kitara's help the Resistance could finally remove the last of Laylak's evil, stripping the Wraith Lord bare for the final confrontation with his arch nemesis, the Doman.
Kitara survived the Wraith War and bore Aslan into the world. For several years afterwards she remained as a guiding Angel over Daas, helping to inspire people with hope and rebuild their lives until one night she vanished without a trace.
Some say she ascended to Elondil and lives there still as a Demigod.
Others that she became a statue watching over Daas from atop its highest mountain. Many temples still revered her as The Angel of Daas and many followers of Misha turned from faith in the flesh to chastity and spiritualism instead.
There can be no doubt in this chronicler's mind. Kitara was and still is the spine of Daas and one of the greatest rulers to ever live.
TAKEN FROM A HISTORY OF KITARA
WRITTEN BY ELAY, DOMAN OF WAN, IN THE BOOK OF ASLAN.
| Name | Description |
|---|---|
| Kitara's Blood Armour | A specially made suit of female fine golden scale armour crafted to fit Kitara and only Kitara. Made from a ritual in Kuri's Book of Blood, the armour could absorb up to 500 points of damage before the wielder felt a thing. The armour bleeds when struck. Its 500 blood points could only be replaced in only one gruesome way... bodies had to be strung up and bled to death over the armour. Kitara always used prisoners that had been sentenced to death. The only gap in the armour was around the head... Kitara pioneered armour design by having the first face grill made, effectively providing 99% head protection compared to other designs that only provided 95%. |
| Kitara's Crown of Alertness | Kitara never took this off. Whenever she sensed danger she would activate this crown, creating a Dome of Force providing 30 AP against all types of attack. The Dome could remain up for a maximum of 1 hour each day. |
| Tillah's Bracelets | A pair of magical bracelets that added +50% to all banishing and summoning rituals. If clanged together 3 times the bracelets could automatically banish (12th level) any spirit within hearing distance. |
| Berle's Dagger | A +15% +3/+3 weapon imbued with horrific wounding magic. Dealing x2 total damage every hit, this nasty object could be extremely dangerous in the wrong hands. |
A war hawk chosen by the ANU of Light to catch the Sun.
And as I gazed down into that bottomless abyss, I watched the living darkness of Daig reach up like a giant tattered hand to catch our falling sun and swallow its light.
I knew then that the gift of the gods was lost - and with it, the Hope of Man.
But then I glimpsed a falling star, plummeting as from Heaven leaving a blazing trail of light in its wake. A winged creature, comprised of golden feathers ablaze with light. I held my breath as this creature, this emissary sent by the grief ridden sky swooped to catch the Sun in its claws.
But as it did, the wretched black hand closed around it and its catch, plunging the World into everlasting night. For alas, even the Day Catcher had been caught.
Kizzik was a war hawk trained by Lord Rivellion of IceMark back in 1446. As Kizzik was in the right place at the right time, (part of Rivellion's and Keohl's army marching south against Ischandi), the
More than a thousand years later Ragnek the Wise passed by the same chasm, one of the first beings to do so since the Grand Elemental Menesteen collapsed all access to it. Ragnek attracted the ethereal spirit of Kizzik that had been floating around the chasm since its death. The bird mistook him for an Anu and later bonded with the Wizard, hoping to once again try and fulfill its purpose.
Grandiose manipulator of bloodlines throughout Time. Brian Blessed with horns and hooves.
For more on Kûtal, see Taliesin Kuadosa and the Timeline of Xenon Von Victor.
A multiversal cosmic power dedicated to perpetuity, repetition, knowledge, understanding, structure, science and perfection.
Law is the direct opposite of Chaos and can be both good and evil in its intent.
Timeless immortal beings who seek to understand the Multiverse in its entirety and through understanding control it.
The 22 Lords of Law (known also as
Their bodies can be slain (more easily than those of Chaos who tend to inhabit body parts scattered throughout Time and Space,) but their souls simply transplant into new vessels / hosts - often prepared for their coming since birth or chosen from among their most exalted Servants. Some Lords of Law have extended their life spans indefinitely through use of Science, either through preservation of organs, transplantation of minds / brains into everlasting or replaceable bodies, or even through the genetic engineering of exact minded clones. Their only limitation on immortality is that of science.
Contrary to popular belief though, Lords of Law come and go. Those Lords of Law at the beginning of Time are different than those half way through and different again than those at the end - in fact, like normal mortals, every Lord of Law has a life span - albeit a vastly extended one. However, just because a Lord of Law might die doesn't mean that its knowledge or it's name will die as well.
Lords of Law exist throughout Time, from the beginning to the end of the Multiverse but uphold the Laws of Time and Space, unlike the Lords of Chaos that seek to bend these rules at every opportunity and bend the very Laws of the Lords of Law against their makers.
At some point in a scientific and Lawful future time travel is possible. Cloning is commonplace and knowledge becomes so great that whole planets are converted and used to store information like gigantic virtual brains.
A single being cannot hold that much information and this is where another fundamental difference becomes apparent between the Lords of Law and those of Chaos. In one Time, the Lords of Law are simply custodians of planetary archives, in another Time, they are the archives themselves. Their names do not necessarily relate to individuals, but to
Lords of Law (LOL's) never interfere directly with events, only through their followers and only if the natural order of Time or the Multiverse is threatened in some Chaotic way. The only time they act directly and physically is if a Lord of Chaos does so first and again, only within their own remit, which might mean not at all.
As a whole the Lords of Law have a democratic structure with every Lord and Lady carrying equal power. However on individual worlds only one Lord or Lady may have absolute power as clear
They uphold the principles of Organization, Law, Structure, Thought, Stability and Lack of Change leading to Sterility and eventual Stagnation. They are the custodians of science and rigid truths, inflexible, unbendable and resolute. They are the
A civilisation grows, expands and reaches out across the stars.
The civilisation meets and joins with other races, gaining knowledge - embracing science and becoming One with a unified purpose.
The collective seeks to understand all that there is. It cannot know peace
until it does.Unification leads first to planetary archives, then one Universal library that unlocks Time Travel, Matter Manipulation and Immortality.
All diseases are cured and bodies become timeless.
With all the knowledge of the Universe catalogued, quantified and stored there is no longer any need to seek or strive. There are no answers to find.
The collective dwindles, stagnates and loses its will, bringing serenity... peace.... and eventual silence.
PREFACE TO THE RISE AND FALL OF LAW BY MORTARRA HARN DAKLIN.
| Name | Principle | Description |
|---|---|---|
| Lord Rouse, The King of Harmony | Stability | Lord of peace, serenity, harmony and equality. |
| Lord Donablu, The Ever-Present | Perpetuity | Lord of Law-keeping, writing and understanding. |
| Lord Luaci, The Out Keeper | Obedience | Hunter of criminals and paragon of justice. The Law enforcer. |
| Lord Tuhrum, Keeper of Tomorrow's Certainties | Certainty | Lord of mathematics, equations and probability. An unparalleled strategist. |
| Lady Shien / Luranni, Keeper of the Pure Mind | Thought | Lady of meditation and transcendant thought. |
| Lady Sararli / Aeris of the Future Shadows | Structure | Lady of planning and organising. |
| Lord Blane, Custodian of the Universal Manifest | Knowledge | Lord of learning and gathering. |
Not Lords of Law as such but very powerful in their own right.
| Name | |
|---|---|
| Celesteen | Keeper of the Eternal Manifest. See also The Celesteen School of Law. |
| Unitane | A powerful advocate of Unity; the all become one. |
| Orias | A Judge of Law who presides over high ranking transgressors. |
| Name | Description |
|---|---|
| Lord Ross of Merlendy | Lived on Eldahar Prime during the 2nd undead uprising of 2600 and later fought in the Chaos war of 2602. |
| King Kaine Orgath of the world of Urth | Heroic plane traveller who defeated the Ice Giants of Balsharel (also known as the Gods of Tarot.) |
| Lucius Abraxus of the world of Hex | Ruthless but haunted demon hunter who fought and turned back a demonic invasion of his world in the name of Law. |
A few of the Paladin Savants are shown below :-
| Name | Description |
|---|---|
| Sabre and the Sword Caliburn | |
| Archer and the Living Bow / Heart Spear. | |
| Greystone and the World Hammer. | |
| Lance and the Gauntlet of Storms. |
| Name | Description |
|---|---|
| The Blue Sword | Also known as the Mind Sword. Usually wielded by the Champion of Law. |
| Heaven's Horn | |
| The Spear of Destiny | Also known as the Dayspear or Spear of Light |
| The Chalice / Grail | Also known as the Holy Grail. |
| The Tableau of Law / Arkysancture | |
| The Banner of Law | |
| The Hand and Eye of Truth | |
| The Thorn of Tears / Star of Law | |
| The Eternal Key | A small flat palm sized dish that can be absorbed into a person's hand and used to unlock any door, barrier or lock; even those of the mind. |
| The Chevron of Law | Ancient artefact of Law shaped like a silver 'V' that first appeared in the Ash campaign. |
Shriekingly insane, unluckiest bad guy ever.
Before he was Laylak he was Laylan Forfin, the second born son of King Marvas of Esium around the late 1700's. Where his brother Benedict grew up strong and wise, Laylan grew up bitter and spiteful. Hating his parents and his brother, the only thing he dreamed of was power and sitting on the throne.
From an early age he became obsessed with magic as a means to gaining power. He frequented places full of murderers and assassins and mingled with others like himself, who craved power and Lordship.
Eventually his magical studies paid off when he secured the
He called upon Eleba - patron saint of curses, to curse his brother Benedict. Ben was then transformed into a beast by the five imprisoned
In the year 1800 his plan came to fruition. He and seven traitorous lords attempted to take Esium but the Pentacle of magic drove them back.
With his army defeated and only five of his lords remaining, Laylan became irrational. Having received a mortal injury he began hearing the voices of the dead while reading his most prized tome, The Carnabrium of the Dead. He gathered his Lords together and got his assassin Forthas to drug them before entombing them all, alive and in specific ways.
Laylan then retired to the Idisra plain, unearthed an old tomb (the tomb of the Witch Madisra) and killed himself, only to rise again many years later, along with his Lords as Wraiths of the Living Dark.
It began when three
But Laylak gave them a completely biased view of the World; he made several of his allied Lords into Wraith's like him but less powerful, using the rituals in the
In the year 2600 Laylak raised a second army of the dead and took over the country of Esium in a well orchestrated and planned assault that saw him finally claim his throne. His wraith lords (now numbering over fifty) quickly became rulers over every major city bar those in Daas and for a while it seemed as if the Living Dark would triumph not just in Esium but in Elandia too.
But Laylak's conquest did not go unopposed. The forces of the Merlendy resistance led by Avalon, Mercy and Ross stood against him as well as the immortal spirit of his arch nemesis; High Doman Gray of Wan.
Royal beauty raised in hiding to avoid a big bad demon.
Before Liaze was born, her mother
Imryssa entrusted Evadne with her daughter's life, sending Evadne and her lover Aegin (head of the Queen's Wayguard) away from the palace under cover of night. In return, Imryssa raised Evadne's daughter Alliath as her own knowing that Alliath would pass as a Saadi until she reached adolescence.
When both girls reached sixteen years of age Imryssa intended on revealing the truth but until that time, for both of their sakes, they needed to stay where they were.
Imryssa grew to love Alliath and Evade and Aegin grew to love Liaze, marrying and even giving her a brother called Bran to dote upon.
Raised in the Village of White Glow, western Sardium, Liaze and her brother Bran became very close. Then in the early part of 2601 their idyllic lives came to a sudden end when assassin's of the Monarch came to White Glow, killed Evadne and Aegin, kidnapped Liaze and left Bran for dead.
The assassins had been hired by Morinesa, Imryssa's evil-bitch of a sister who had been banished from the country years before. Intent on sacrificing Liaze to a demon and regaining the throne, Morinesa whisked Liaze away to her island retreat, unaware of Bran's survival.
After a lot of adventures Bran won through and liberated Liaze. The truth came out and Liaze accepted her rightful position as Princess of the Saadi. Then within a few short months, Imryssa succumbed to the 3rd Invasion of Mordark and it's demonic forces leaving Liaze as the sole ruler of Sardium. Despite her lack of training or education Liaze carried herself through the remainder of the war with poise and nobility.
Liaze can enter a room and bring silence without even speaking a word. Her beauty sums up everything regal and noble, her poise and movements everything elegant and lady-like. Despite being raised in a village and always volunteering to help with farm chores, she stands apart, shining from within.
Nothing is beneath her attention, no one too poor for her to care about or speak to. If Sardium had saints then Liaze would be the patron saint of saints.
Heroes and heroines, beyond Heaven and Hell, beyond the Wheel of Time. Eternal Heroes on an Eternal Quest.
The Lost are heroes and heroines who upon death, instead of going to Elondil (Heaven) or Daig (Hell), return to wander the Dream World and await reincarnation. When eventually reborn to the
There are
Dreamers and Dream Walkers may occasionally catch a glimpse of one of the Lost in the distance but generally the Lost keep to themselves and wander the Dream lands alone. Especially as for them, to die in the Dream world means an end to existence.
Once every
The Horn of the Lost summons the Lost to battle, but only those who are still residing on the Dream World and not currently reborn.
The Lost en masse can decimate up to one hundred times their number with ease as each and every one is remarkable at what they do, be it archery, sword play or leading and tactics. Just one alone can turn the tide of a battle as people flock to their banner and listen to their words. They are larger than life, living, breathing, walking legends and as a fighting force, virtually unstoppable.
Of course they have their disagreements, feuding and hating one another just like normal people do, but when the Horn blows, they are honour bound to fight as one.
*Note - The list below is by no means complete*
| The Lost |
|---|
Old bearded dude with a thing for faeries.
Luvon is a Master of the four Elements and extremely experienced astral traveller. Appearing as a 6 foot tall striking man with only his gray white hair hinting at age, Luvon is still very physically powerful and fit.
He can see into a person's soul and recognize its previous incarnations. He can also summon at will the Young Elementals (those sprites and imps that pop up invisibly all around the gifted). Though these young Elementals can only do minor things on their own, Luvon can call several hundred at once. He can even invoke the Young Elemental Lords themselves; a thing he doesn't take lightly.
See also Celese Brandwin and Astral travel.
One of the three Rulers of the Damned as created from the Book of the Damned.
Makailla was born in 1056 as Elaida Kalim of the town of Harken in Yarili, with a half brother called Tibus raised in Osarki on the Esian / Haimir border.
Upon reaching maturity she had black hair, stood 5'9" tall and weighed approximately 130lbs. Her highest attributes were her Charisma (19), Comeliness (22) and her Senses (18.7).
When she was only 21 years of age she, her brother Tibus and their childhood friend Greyam (who later changed his name to Greyog), performed an untitled ritual from the Book of the Damned under the heading of 'Death Mastery.'
This ritual transformed all three of them into different classes of the Ruling undead; Makailla became a Queen of Spirits with the purest of spiritual blood in her veins. Tibus became an undying, mummified man with the power of flight called Thorgustan. And Greyam became Greyog, an insatiable blood lusting vampire.
See Alyx, Goruan, Thorgustan, Greyog and Darkmoon for more information.
Surprisingly well organised and elitist Chaos Lord with the power to forcibly command most minions of Chaos to do his bidding.
A vast army of Maloth clones each wielding a portion of his power. Known collectively as the 'Mal Superiority'.
Strong, determined and wilful, with an imagination that can literally suck you in.
The
Lord Damen Trefel of Hillingdon Castle, western Elandia was a secret member of the Elandian
One day the
Damen's marriage to Yvonne was arranged so that his and her genes would give the best yield of higher Mental functions. But as fate would have it, things did not work out; they hated one another and Damen secretly sought comfort in the arms of another called Melona Drew.
A highly intelligent and beautiful young woman from one of Elandia's oldest villages, Melona had unfortunately fallen on hard times. Her parents had died leaving her in debt with many of the local tradesmen, dashing any hope for her to study at Elandian college. In stepped Damen; they met one day and instantly fell in love. She fell for his dashing charm and easy manner whilst he became spell bound by her sharp wit and stunning ideas.
It was a wild but brief romance as the Mindguard began to suspect something was amiss and sent one of their number to apply pressure on Damen and Yvonne to conceive. Fearing the Guard would pick up on his new found happiness, Damen painfully broke off his affair and threw himself back into duty.
As a gift, Damen gave Melona her scholarship money so that she could fulfil her dreams and move away to study. So with a broken heart, she packed her belongings and left.
Seven years later Damen and Yvonne had managed to put aside their loathing of each other in light of threats from the Mindguard and conceived two children - Isolde and Aimar. But it soon became apparent that someone on Mount Eldahar had made a dreadful mistake as both children were barely functional as Mentalists, possessing virtually no potential metafunctions. Damen became depressed - especially when Yvonne began having multiple affairs with other local Lords, smearing his reputation and plotting his demise.
A few months after moving away Melona realized she carried Damen's child. As studying and raising a child just wasn't possible at such an institute of learning as the Elandian College, she used her scholarship money to buy a small house in the city of Euranda and get a job writing letters for local businessmen.
Born
One week after Hilus and Mercy left,
Now the way to Shirefalls from Euranda is a long one and Hilus couldn't turn down business along the way, so many weeks passed. During this time Hilus began to grow very fond of the young girl in his care, but found her to be a little too shy and quiet. When they did eventually arrive at Shirefalls, he wanted the best for her and went instead to the nearby
| Mind Power | Description |
|---|---|
| Contact other mind | Farsensing - Mercy can locate the unique patterns of another mind or object over a 5000 mile range. |
| Illusion | Creativity - She can create real illusions (all five senses) of anything (as long as she maintains concentration) that are the equivalent of 15th level to overcome. |
| Teleportation | Farsensing and PK - She can move up to 3000 lbs (even if multiple targets), to any location a piece of her mind is already at. |
| Real Creation | Creativity - 19th level ability that remains unique to Mercy, Hollis and Danae Mercy Celeste. By pushing a creation out of her imagination, the World Mind fills in any "gaps" and the object become real. However, any memory of the object is removed from Mercy's mind at the time of creation as well. |
| Split Mind | Farsensing - Mercy also possesses the unique ability of being able to split her mind into multiple parts. Whereas all Mentalists split a small portion of their mind off to contact other minds or probe / lift objects, Mercy can literally split her consciousness as well as five mental senses so that multiple, independently thinking and acting parts exist. Hence there can be 3 Mercy's in 3 different places - sharing memories but thinking separately to one another. |
| Shape change | Creativity - She can alter her appearance, turning herself completely into any creature. This technically makes her immortal, as she doesn't have to age; being able to change herself back to a younger version of herself. She can also change the appearance / shape change any other being as well. |
| Complete heal | Creativity / Redaction - By examining the memories of another being, Mercy can shape change (see above) the being's entire body back to an earlier version of itself (i.e. a version before the being was injured). This has the effect of making the person forget they ever received the injury in the first place. A slightly less powerful version, but more complex is to only shape shift the areas of the body that are effected. i.e. to replace a lost limb. |
Again fate intervened; Yvonne saw the young girl and became smitten, suggesting Mercy stay in the castle as a serving girl, after all it would be nice to have someone near the same age as Isolde so that they could play together. Where better to leave the girl than in a castle? Hilus promised Mercy he would return and then went on his way.
As Mercy grew older she began noticing she was different from the other children. Perhaps it was her preternatural sixth sense that warned her or just plain luck, but Mercy did not reveal her oddities to anyone, fearing they would do something terrible to her because of them.
She could hear people's thoughts echoing around a room, sometimes as long as a day or two after they had been thought. This simple ability enlightened her to the plots and machinations of castle life, revealing more than a few secrets along the way. The thoughts didn't stop at humankind though - all animal and plant life had thoughts too. The animals in particular were of interest; Mercy talked to them and through a process of trial and error, rode her mind "piggy-back style" with each animal she came across. After a couple of years she had managed to learn through direct mental exchange each creature's unique way of thinking - it's mental language so to speak. Able to communicate with almost anything she came across helped her in even more ways... befriending horses, cats, dogs and birds, she soon had a secret network of animal friends.
Mercy's burgeoning powers didn't stop at hearing thoughts though. Like a leaking dam, they began to spill out in ever increasing force. She found herself able to levitate objects, make strong coercive suggestions to other minds, control fires, create mental light to see by in the dark, speak to and locate her animal friends over many hundreds of miles and shield her own mind.
On her twelfth birthday, a letter arrived addressed to Lord Trefel. Damen opened it in his study and nearly feinted in shock as it was from the merchant Hilus' son, Izaac. Hilus had died a few years before and left all of his estate to Izaac's keeping, who after going through his father's things had found a letter addressed to Trefel with instructions to deliver it on this exact date. Out of respect for his father, Izaac had done exactly that.
Now Damen read the letter and learned of Melona's fate. He had led a miserable twelve years since having to leave her and still felt his grief like an open wound. But suddenly the letter spoke of a child called Mercy and how it lived in his castle, striking Damen to the very core of his being.
He burst from his study looking for the serving girl he had come to admire. When he found her, he suddenly remembered just how odd the girl was... this girl who had virtually no friends, spent so much time alone or out in the countryside. Who loved animals and always spoke with deference and well chosen words. To Damen's horror he realized this was no ordinary serving girl - as he attempted to probe her mind he encountered a well constructed mental facade, placed by the girl to hide her true nature, much like a tapestry of innocence obscuring a secret door; the girl had mental powers!
As Mercy had not noticed the probe, Damen remained hidden. He watched her for a long time over several days, in awe of everything about her. This girl had pulled the wool over everyone's eyes, skilfully concealing herself under the nose of himself and Yvonne. Somehow she had also educated herself far beyond that of a mere servant. Whenever she thought herself alone, she took on a completely different manner, one almost of nobility and breeding.
Damen chided himself for not noticing it before, so wrapped up in his own depression and Lordly ways. Mercy was like Melona - a soul of such depth and beauty that it seemed out of place in its humble surroundings.
But what could Damen do? If he brought Mercy to the attention of the Mindguard, they would start asking questions. Eventually they would find out about his love for Melona which would mean severe punishment. Seeing the girl so happy, he decided to keep her secret a while longer, but watch her closely.
Things have a way of coming to light - as if drawn to it.
Two men came to stay at the castle a few months later, saying they had been attacked by bandits. Damen offered them his hospitality and beds for the night which they gratefully took. That night though the two men crept out of their rooms and made their way to Damen's chambers.
Yvonne was off visiting relatives so Damen was alone and fast asleep when the men entered his room. Only one person was awake and that was Mercy. She was talking to the castle's horses, trying to sort out all their troubles when one of her bird friends came hurtling down to say strangers were with the Lord. When Mercy sent her mind into the Lords room to look she saw the glint of daggers ready to kill.
In a panic she forced her mind into theirs and screamed, sending them both unconscious from the mental blast. However the blast was too great to be contained within their own skulls, emanating out from their minds, into the Damen's room, across the castle grounds and as far as several villages in all directions.
Everyone within a fifty mile radius awoke to hear Mercy's scream ringing in their minds. Damen could not protect the girl now.
Within the hour members of the Mindguard arrived to interrogate the assassins, but the two men were still in a state of shock - their minds so addled by Mercy's blast that they couldn't utter a coherent sentence. However the Mindguard learned they were from a rival group of Mentalists calling themselves
It was obvious to the Mindguard that a rogue mentalist was in the area, so they began an extensive search. Possessing over a thousand years of knowledge and skills, it didn't take long to locate Mercy, despite Damen's efforts to lead them astray. Mercy's secret was suddenly out. The Guard approached her, being friendly and genteel. They asked questions and she answered them as best she could, seeing no reason to hide anything now. To Mercy, it was a relief to have her secret in the open and a delight to be able to share her thoughts with other similar beings.
The Mindguard knew her powers couldn't have arisen from fluke and brought their combined intelligence's to bare on the puzzle. It wasn't long before they stood before Damen asking awkward questions about Melona - questions he couldn't avoid.
The moment Mercy knew who her father was, knew of his love for her mother and the rules of the Mindguard about selective breeding, Damen was accused and brought to trial. She forgave him in an instant but it was already too late. The Mindguard took their rules very seriously and Damen had broken one of their most sacred. If every member of the Elandian Highborn decided to mate with whoever they chose, the pure lineage of mental powers would dissipate, thereby undermining the entire Elandian defence For Damen, a man of prestige in a position of responsibility, the crime was even worse. He was to be made an example of.
The Guard passed judgment; Damen's estate was to be sold off, his wife remarried to another prominent Lord, his children (an embarrassment because of their lack of mind powers), transported to another country to be trained as diplomats and he himself, stripped of position, title and mind powers, to live out the rest of his life without the company of other minds.
Mercy was horrified, but the Mindguard refused to give ground or renounce their judgment, saying it had come from the highest source, Mount Eldahar itself! It didn't stop there though. The Mindguard would not let her practice mind powers unless she joined their ranks and abided by their laws. One such law meant she could never again speak to animal kind as the Guard considered this a frivolous and pointless waste of mental energy. When Mercy told them where to stick their Guard, things began getting nasty.
The Chorus stepped in to provide an alternative solution. They approached Damen and offered him a position in their ranks so that he could get revenge against the Mindguard. But Damen, a loyal man of Elandia despite his misfortunes, refused their offer. Not the sort to give up easily, the Chorus took him as hostage and contacted Mercy, saying if she didn't join them, they would kill her father.
Underestimating her powers and animal friends, Mercy found out where the two chorus members were holding her father and attempted a rescue. The resulting mental conflict was quick and nasty. As the chorus were trained at attacking and defending, Mercy found herself quickly out matched. Only her creativity saved her. In a moment of revelation, she grasped "teleportation" and managed to escape with her father in tow.
But Damen was in a bad way. The Chorus, in trying to exact Mindguard secrets from his mind, had tortured him to the brink of death. Mercy shared some tender moments with her father and tried to heal him, but didn't possess the knowledge. In another moment of resolution, she decided to go and get that knowledge, even if it killed her.
Using her new found power of teleportation (a power no other mentalist had ever discovered), she easily surprised both Chorus members and Mindguard members alike. Waiting for both groups to separate and be alone, she brought her full mental power to bare and began delving their individual minds. As a group they possessed the mental strength to resist her but individually she conquered... learning all their secrets and mental skills. Finally, after exacting every ounce of knowledge from their minds, she blanked their memories.
When she returned to her father's side, he was already dead. She mourned him, that first person to truly matter in her life and buried him in a nearby wood, watched over by her animal friends. There was nothing now in Elandia to hold her, especially as the Mindguard and Chorus would not rest till they found her. So with a heavy heart, she bid farewell to everything she had known and teleported herself away.
After transforming her appearance (increasing looks and figure to an incredible degree), Mercy headed southeast to the seven states of Esium. Arriving in the City of Gost Iren she tried living a relatively normal life but found herself unable to stand back and watch things happen around her. What began as a simple cry for help in the dark dictated the next twenty years of her life as a healer.
Mysterious low key fuddy duddy with intimate knowledge of Eldahar and the Idiom. An observer of events rather than a participator.
Methos could be one of the oldest and most enigmatic beings to ever walk Eldahar but he remains a complete mystery to even those who claim to have known him the longest. Forever accompanied by the mysterious warrior, Carrion - brother of Trojan (see the Star Lodge), Methos spent a great many years wandering the Idiom searching for something or something, before returning to Eldahar in the early 2600's.
Methos appears as a grey haired man of indeterminate age. He comes across as very wise and intelligent with a personality that easily commands kings. In fact his influence over people is what he uses most, keeping all other aspects of his power or powers a closely guarded secret.
According to those supposedly in the know, whenever Methos pops up he takes painstaking care to erase people's memories and leave no trace of his presence. Hence, even someone as obsessed with gathering Intel as Ashar has learned nothing about the man other than that he can come and go as he pleases in the highest courts of the lands.
In the year 2617 Methos appears to Wan and his companions when they most need help. He keeps Ashar at bay (simply because Ashar doesn't like confronting an unknown variable, not through any display of power) and helps Wan, Alyx and Godark to enter the Idiom and pass safely through it. Methos goes on, taking with him
Carrion is a living metal golem that doesn't speak but has sinews and muscles made from some kind of pseudo flesh and bone over a metal interior. Some parts, like its hips and elbows are simply exposed metal but its head is simply a helm with a single slit vizor. For attacks Carrion has two huge mallet-like fists and its feet are also big heavy weights that provide it with a strong center of balance.
Carrion communicates mentally with Methos and Methos alone. The warrior has shown itself to have unbelievable strength and regenerative capabilities, with very little coming close to stopping it. And if it is stopped and dismembered, Methos can put it back together again with relative ease.
Ashar has one account of Carrion's ferocious abilities. In 2601 a train of refugee occupied wagons bound for the south was attacked by hordes of
The demons were systematically plucked up into the air and dismembered. The bone creature also "howled" and disrupted dozens of the demons in their tracks.
However, Ashar believes that if the wagon had been left alone all the refugees would have died. Where Methos goes, Carrion is never far behind, which implies that Methos was there too but unwilling to intercede to save the innocents.
World hopping brain frazzled hero with a talent for comedy and kicking arse.
Minnow is a recurring NPC that pops up in nearly every campaign of Eldahar in some form or other. His abilities might slightly change but his character and purpose as a Servant of the Cosmic Balance does not. He is a rogue, a hero and a joker who also goes by the title of "The Companion"; a title that sees him regularly accompanying incarnations of the Eternal Champion as a trusted side-kick.
From lovable irritant to Chaos Lord slaying avenger, Minnow is as broad of character as they come and a lot of fun to adventure with.
As a facet of the Balance, the Eternal Companion often incarnates in different guises through Time. Hence 'Minnow' has not always been Minnow but a host of other names and characters who all serve the balance in the same way. For example, Corbin of Dresden (Xenon Timeline) etc.
Minnow was born in the back of a tavern. Exactly what tavern and where is not known, but from the moment of his birth, his Destiny was decided.
His first years were spent learning how to steal and steal well. He was considered a master thief by the age of 10, imprisoned 3 times by the age of 14 (he escaped each time) and wanted in every state of Esium by the age of 16. He adopted many a disguise and alias along the way - the most notorious being "
In 2591, at the tender age of 17, Minnow met a wandering magus called Carpus who taught him the basic's of spell casting.
In 2595 he met Nathaniel. (a depressing young man who had just joined the local Coven of Mordark). They formed an unlikely but powerful friendship that would span several years and more than one reality.
During these years, Minnow would often be visited by an apparition. This spirit called itself Xarimog, a Lord of Chaos and kept tempting Minnow to join his side of some great struggle. Minnow always laughed and played Xarimog against himself without truly understanding who or what a Lord of Chaos was.
One adventure Nathaniel and Minnow went on involved climbing the Hallowed Mountain. Both were looking for ways to escape justice, the
As Nathaniel and Minnow's adventures became more bizarre, leading them to alternate worlds and other planes of existence, they both became more involved in the cosmic struggle of Law and Chaos. They fought against Ilvir the Damned, the minions of Maloth, Morgrim and the Lady Slavia with her black and white, two faced henchman. But it was meeting Nynsagul of the Doors that really opened up a Universe of Possibilities.
Nynsagul knew both men were pivotal to the conflict between Law and Chaos; he enticed them both with magic and adventure whilst at the same time, prodding them in the direction of their destinies. A servant of the Cosmic Balance, Nynsagul succeeded very well in his plan.
While rescuing the Lady Helen of Dawn, Nathaniel and Minnow became separated. Nathaniel loved the Lady Helen, but watched in horror as she was taken away by Ilvir the Damned. Years later Nathaniel learned Helen had given birth to a son, his son Han.
Travelling on different paths, Minnow and Nathaniel ended up on different worlds. At this time, Minnow saved a whole world from Maloth and gained the
One terrible day, Minnow learned of Nathaniel's death and blamed Maloth. He decided to hunt down Helen of Dawn and save her from Ilvir (as that would have been what Nathaniel wanted). It took him many months, but he managed to find Helen and liberate her and her two sons (for she had actually had twins), from Ilvir's clutches.
As Minnow realized he loved Helen, Ilvir reappeared in pursuit. The Damned Lord struck Helen dead before Minnow could stop him.
Enraged, Minnow beat the Damned Lord down to submission and would have taken his head if it weren't for Xarimog's interference. Suddenly Minnow realized that it was Xarimog all along, not Maloth, who had planned it all. Taking Han and Xander Dawn to Nynsagul for safety, Minnow began his search for the Chaos Lord.
It took him many months of travel on the Sea of Fate to find the seat of Xarimog's power - a world totally dominated by the Chaos Lord.
With no one to help him, Minnow confronted the Lord of Deceit and somehow triumphed... it was then that Minnow understood the Nature of the Balance - No Lord of Law or Lord of Chaos could wield greater power than that which it confronted.
Defeated, Xarimog's standing in the Court of Chaos dropped dramatically so that deprived of power, he dwindled in the Universe.
Minnow had taken his first step to Immortality.
Sometime later Minnow met up with King Kaine of Urth. Together they journeyed in search of Ilvir (for Minnow still had a score to settle), their journey taking them outside of normal space and time into the realm of Lady Nox. With Nynsagul's aid they joined up with Mislen the Star Queen (looking for her twin Silwa), Tanmar and his sword Black Bone, Ursil of Landen wielding the Reigning Light and the mage, Helen Auboney of Dawn, looking for her son Han.
Lady Nox's Castle outside of Time had been invaded by
Minnow, Kaine and the 4 other heroes rushed to Nox's rescue, only to find the Lady gone - already dissipated across the Universe by her own "Entity" and unable to return. Minnow and Kaine confronted Ilvir, but again the Damned Lord escaped - falling into the "Entity" and its cosmic tendrils to be transported to a random place and moment in existence. Ilvir had failed again to restore the Chaos Lord Xarimog, at this point giving up on the whole idea and going into hiding.
Kaine tried using the "Entity" to summon Lady Nox, but instead summoned another Minnow. There were now two Minnow's outside of Time and space in Lady Nox's castle. This other Minnow was a younger version of the same man, now removed from History. Not stopping there, Kaine unwittingly broke the Laws of the Universe again and accidentally summoned yet another Minnow out of History, making three Minnows standing in the same place.
Eventually Kaine "mastered" the "
She proved friendly (a trait Kaine had imagined she would be) and set about trying to right all the disasters Ilvir and Kaine had caused with her "Entity". Kaine was sent back to Urth, but Minnow was kept in the castle. As there were now three of him, Nox had an idea. She couldn't undo what Kaine had done so instead set about making good use of it.
Two Minnow's were returned to normal time and space - but the third (a spare) became her Knight - The Knight of Night so to speak. She equipped him with Jet black head to toe armour of unnatural design and texture. She gave him a jet black sword of questionable matter and sent him back into the Universe to try and put right the colossal cock-up Kaine and Ilvir had made of Destiny. See Sword of Nox.
By unravelling a few threads of existence, Kaine and Ilvir had unknowingly sent the Universe spiralling towards collapse. Nox would be able to make things right, but only with Minnow's "hand's on" help as the situations were too delicate and finely balanced to manipulate from her Castle.
She created the
At the End of Time Minnow eventually becomes the
So ends one man's journey through Time... or his beginning?
12 Servants who serve Archduke Morgrim of Chaos in his battle for supremacy over Eldahar Prime. Prone to dying or being put out for recycling.
Lords of Mordark (or LOM's for short) have come and gone throughout Eldahar's history with many dying in battle against the Eldar of Mount Eldahar and many more dying against their own kind in bitter feuds for position and power.
To become a Lord of Mordark you only need a few qualifications; cunning, ruthlessness and something that makes you *poke (see below). As long as you can survive long enough, keep your back against a wall and rack up a few victories you stand in line to be noticed by Morgrim or his First Eternal and promoted as soon as a vacancy comes up.
*Note - 'Poke' is a phrase commonly used amongst players in Eldahar to denote a character or magical power / item that is off the scale or just damn powerful.*
| Name | Circa | Description |
|---|---|---|
| Orkrist the Forger | C 10th | A Black Giant who specialised in deadly magical weapons. |
| Timorden the Grey | C 10th | A master spy who infiltrated the south and served up many a King and Queen on a platter. |
| Taigra the Damned | C 10th | The first Paleman to assume such a high position. |
| Obsjaku the Flame | C 10th | History remembers him for his resistance against and power over Dragon fire. |
| Freydamas the Frozen Heart | C 18th | Second Morman to achieve such a rank, the first being Taigra above. |
| Debrisgen, Lord of the Host | C 18th | A powerful ritualist with specialities in binding. |
| Amdred, Lord for a Day | C 22nd | Literally famous for being a Mordarkian Lord for a day. During that day however he accidentally killed off his mother Uleka, disturbed the plans of the First Eternal and unknowingly let a Qual prisoner escape confinement. |
| Manae Skorian, The Poisoner | C 23rd | A Lord with dominion over all types of hideous poisons, both normal and magical; himself walking death with even the slightest of touches. |
| Doenar Karrion | C 13th | A skeleton lord famous for his powers of mass skeletal animation. |
| Name | Description |
|---|---|
| Morden / Moorum, The First Eternal | The First Eternal is the title given to Archduke Morgrim's chosen vessel on a plane or world. Morden, or Moorum as he became known after his transmutation in 2600 into a lich-like creature, resided in the |
| Yulasha the Spider Queen | Resided in the |
| Minantius the Red_Wizard | Resided in the |
| Beledon Fetch the Black Elf | A master demonist who resided in the |
| Lilas the Lady of Souls | Location - The Morlake. |
| Turas Dorn of Dark Dale | Location - The mountain citadel of Kniving. Raised to LOM 2406. |
| Njel Sardinear of Fenring | Location - Citadel Fenring on the northern slopes of the Black Mountains. Rider of Brathra the Black Dragon. A dragon warlord. |
| Ymryl the Damned | Third Morman / Paleman to be raised to rank of LOM. Location - The ice Citadel of Freydamas. Ymryl began his undead existance as a plain Morman servant to Beledon Fetch but gained heightened awareness and intellect after one of Beladon's summoning's went horribly wrong. |
| Sluthal the Serpant Lord | A snake man who wears full plate golden armour and has bright green glowing eyes. Often used by the First Eternal to investigate unknown situations or patrol areas of special interest. |
| Varinthor the Bloodless | A Chaotic Vampire / Blood Star. |
| Kur, The Dungeon Lord of Blackmark | Location - Citadel Blackmark |
| Ostek the Hound | Location - Citadel Terrorkin. The first Orn LOM and one of the most savage, brutal, uncontrollable and ferocious Lords ever to serve Morgrim. |
| Karpas the Twisted | Location - The war factories of Ornis Keln. Karpas is known for having his face on the back of his head instead of the front (made that way at the amusement of Morgrim after Karpas complained one day at 'not having eyes in the back of his head to see every eventualility.) Regarded as little more than an overseer of production by the other LOM's, Karpas holds onto his title and position neither by force or power but by creatively making terrifying seige weapons. |
| Brathra the Black | An ancient crooked dragon with a really nasty hunger for destruction. Made a LOM in the 17th century, Brathra pretty much keeps to himself and only participates in the squabbles of the other Lords if ordered to do so by Morgrim or the First Eternal. In battle though, Brathra is a terrifying sight and hurls a breath weapon of stone melting acid. |
Morgrim grants his First Eternal the power to bind up to 12 Servants directly to him. But not all of these Servants end up as powerful as one another. Especially due to the natural attrition of war.
During the war of 2601 several long standing Lords of Mordark perished. Then when North split Eldahar and moved all of Law and Chaos to the Broken Realm, even more died at the hands of the surviving Eldar. This meant that Morgrim was forced to replenish his Lords from somewhat more inferior stock than before and for a while these new Lords were mere pale imitations of their predecessors. However, as Morgrim's power over the Broken Realm grew he bestowed more and more abilities upon them until in 2617 they rivalled, if not exceeded some of the very first Lords of Mordark.
| Name | Description |
|---|---|
| Kellor Axor | The Iron Behemoth. A living rolling battle engine over 100 feet high and 600 feet in length. |
| Yulasha (see above) | Queen of Spiders. |
| Vladikash Sulsh | Lord of the Mind Flayers. |
| Orkus | The Black Giant. (Son of the deceased Orkrist) - Lord of Bones and of the remaining 11 Black Giants. |
| Mezzenzanthri | Archon of Mor (High Chaos Priest) - Morzūl's second in command. |
| Aiseeka the Northern Prayer | The most deadly assassin in existence. |
| Wretch | Lord of the Flesh Eaters and Mist Wraiths. 2nd in command is |
| Jagoon | Lord of the Orn of Mor ( |
| Fenrin Dag'ag'nu | Lord of the Mormen - Updul's and Vath's. |
| Karpas (see above) | The Lord of Many Faces. No longer content with just one face on the back of his Lords head, Morgrim rewarded Karpas with a front facing face too. However, this being Chaos all is not as it seems; using this front face, Karpas can steal the face of anyone who gazes upon him and take upon its appearance. Furthermore, by stealing a face he renders his victims faceless servants under his total control and he gains 33% of their skills and knowledge. Only one face can be presented at a time though but up to 11 faces remembered and recalled at will. |
| Pan the Mad Goat | A mad satyr whose pan-pipes send out waves of madness. |
| Fractal the Frozen Fear | A spiky headed Morman who can manipulate ice walls, hurl ice storms and wields a Chaos ice blade that freezes and shatters its victims dead in an instant. |
| Yuba Sedool, The Winter's Fist | An ice giant with gigantic white burning fists and white burning eyes. Yuba can cause chasms to appear with these fists as well as shatter ice into an explosive cloud in a 1/2 mile radius by smashing them together. |
Morgrim does not need to completely conquer the Eldahar Prime to win. All he needs to do is establish a firm enough foothold. As soon as that happens he can trigger his Chaos filled Eldahar to superimpose with the other, creating a lot of horrible situations - i.e. the sudden spreading of Chaos world-wide.
His other plan is to wipe out many of Eldahar's powerful entities first so that there are less beings to challenge his dominance of the Prime. But how does he intend on doing this?
Morgrim's most deadly weapon is his assassin -
But this two pronged attack by Chaos is only the beginning. Morzûl will trigger the opening of all lesser gates and send forces through each of these too. And the more belief swings in his favour, the more gates he will open, bringing