Legendary Places
Page One

 

 
 
 
 
 
 
 
 
 
 
 
 

Nestled deep within the Land of Evermore (Mor / Mordark) lies the Evermore Vault.  Marking  its  location stands the  Lith of  the  Ancients,  a  huge  statue standing atop  an ancient  rectangular  structure with but one way in - a pair of indestructable doors inscribed with unfathomable scripts.

Everything about this structure suggests ancient civilisations and long dead races / languages for in truth, it has stood since the creation of Eldahar, a little over 200,000 years !

The structure itself exists on all planes and in all realities on exactly the same spatial coordinates. The trick of entering is to enter on all planes and realities at once... a feat all but impossible to accomplish.

The statue standing atop the vault has been around for a lot less time (7824 years - made by Sannus the Artisan) and has been called many names down through the ages. Here are some of them;- The Lith of the Ancients, The Sanctum of Moorum (a complete lie of course), The Heaven Stair, the Titanalith, The Forever Avenger, The Midnight King, The Bearer of the Midnight Clock, Canarim's son, The Herald of the Doomwatch, The Doom Watcher, The Watcher at the Edge of Madness, Shinkarna of the Void, The Rider in the Sky etc etc.

The Vault itself has also been called ;- The Lair of she who waits, The Armagedden Crypt, The Forever Vault, or the Eternal Vault.

So what is the Vault ?
Just inside the Vault stands the Jixiliah, Evermore. She is the first of her kind and by far the most powerful. A being of perfection and unmeasurable power she appears half ebony black, half angel white and possesses six arms and the customary Jixiliah 3 eyes.

Some of her abilities include - +200% to hit and 15 attacks per round, doing a miniumum of 50 points of dmg per blow and a maximum of 300 ! Her third eye can cast 10 spells per second (up to and including 20th level). Her skin is like multiple layers of magical armor, giving 100 Armor points of protection vs all attack forms. On top of this, she has 1000 hit points and can completely heal them every minute. If she is defeated, she reforms in 5 seconds as if nothing has happened.

Face it, Evermore is not going to be defeated.

Beyond her lies the Forever Door - The door that enters the Heart of the World / the imagination of the World Mind / or sometimes called the Eternal Flame. Once beyond the door, a being becomes absolute God over Eldahar's timeline, able to influence any event, being or thing in Eldahar's existence.

Only one being has passed beyond the Forever Door since Baphomet created the Jixliah "Evermore" to guard it; King North in 2601. North possessed the sword "Need" - a weapon forged in the Eternal Flame itself and of unlimited power. With Need's help, North managed to bypass "Evermore" and pass into Time, liberating the world from the forces of Law and Chaos.


 
Ischandi's Tower of Day

Located deep within the southern fell reaches of Daydark and totally surrounded by icy wastes, Ischandi's Tower of Day stands isolated from the world. Legend's have it that anyone stumbling upon the "Father's" mystic vale will find warmth, food and conversation (even if a little puzzling). However, no one finds the vale by chance. It is often the power of Fate that brings people to Ischandi's door, changing their lives forever.


 
The Well of Life

Oh to find the Well of life - this quest has been many a hero's folly. Somewhere in the world lies a well... a hole so deep and ancient that it's waters predate many of the seas and oceans. Legends say, should any being plunge its depths to reach its source, eternal life will be theirs. An easy task, were it not for the well's depth; over five miles deep, this unnatural place is also home for an ancient dragon called Soma. The dragon sleeps on the well's spring, source of all its magical powers and cannot be slain while it remains there.


 
The Buena Kamer

Located in Sardium, the Buena Kamer is Eldahar's only flying fortress.

During the Ungmarian invasion of 1761, when the fortified town of Buena stood in the path of terrifying army, everyone would have died, were it not for the Saadi Queen CoriSaani. After seeing her daughter AbaSaani assassinated by the Warlock Nodens and unable to protect the town from Noden's black magic, in her grief she sought another solution. Using every last drop of her channeling, she tore the entire town loose of the ground and into the air. Nodens was soon defeated, unable to defend himself against aerial assaults.

The Kamer has floated above Sardium ever since, being propelled by the Saadi Queen's as a mobile battle platform.

It houses five thousand troops, two hundred balloons and two hundred griffins with trained pilots.
In addition to this, the outer wall is mounted with catapults that can throw boulders and flaming pitch down onto an enemy.

Approx 1700 feet wide and 450' deep, the Buena Kamer shows no sign of dropping like a stone. Instead, it is the pride of Sardium and a bane to any who would like to invade.


 
The Void

A place that lies beyond Eldahar; a place of nothingness where even time does not exist.

Baphomet and his Dragon kin supposedly originated in the void before entering the Heartstone of Eldahar.

Access to the void can only be achieved via the Titan Gates. But since year 0, the Eldar have kept the gates locked as opening them would allow the destruction that swept through the 127 Homelands in to destroy Eldahar.

The void has been imitated by the World's imagination so that a lesser version of it exists.


 
The Catacombs
In the country of Esium, under the Grandthorn Mountains, there lies a vast network of tunnels and caves both above and below sea level. These Catacombs serve as home to several thousand goblins, doomalkin, black gnomes, humans, trolls and ogres. The factions, religions and races are too diverse to cover here; suffice to say, every bit of darkness, every perversion or twist of nature, every low-life scum imaginable, lives in the catacombs.

Many a King has charged boldly into their depths. Many a group of adventurers has tried plundering the underground temples, tombs and throne rooms. Some have succeeded, but most have failed. 

If the catacombs ever mobilized, God help Esium. But thankfully, everyone living there hates everyone else, and most don't have the brains or charisma to come up with a plan. It remains a haven for the depraved and inhuman.

In 2577, the worst happened. Under the iron hand of Istar and his Crucible of Magic, the catacombs did mobilize. Catapults and siege engines became the order of the day, with the flotsam and jetsam being sorted from the reliable and powerful.

However Istar's plans were short-lived and didn't come fully to fruition. By 2600 the Crucible lay in ruins and Istar's allies in hiding. The forces of Merlendy, the Esian Resistance and a well placed, devastating earthquake from Hethcanter the Brown, caused the Catacombs to revert back to its old anarchic self.


 
Jeopardy

A legendary city that exists off of Eldahar's sphere on the Shore of Extinction, in the plane of Pandemonium. Situated on a steep mountain side with narrow winding streets permanently shrouded in fog, Jeopardy is THE place to meet weirdo's and other planal travelers. It is also THE place to learn about the Lord's of Law and Lord's of Chaos.

It exists at a planal nexus of realities and as such, doesn't abide by any normal physical laws. For instance, anyone arriving in Jeopardy has an unkillable twin or "Death-self". This twin hunts the character trying to kill them and "steal" their substance. Once a character is slain by its twin, they can never leave Jeopardy again. If the twin is slain, it reappears the next day and tries again. Therefore staying in Jeopardy for any length of time is dangerous.

The "Death-self" has only two weaknesses. Artifacts aren't duplicated, so if a character has a fantastic magical sword, the "Death-self" won't. Also, "Death-self's" thrive on attention. They appear in black and white so are easily identified; everyone in Jeopardy knows to ignore them, as the more attention they get, the more "real" they become. If a character ignores it's "Death-self" and any threats it offers, the "Death-self" cannot attack. But each time it is killed it grow more real.

You cannot kill another's "Death-self". Your weapon's / spells have no effect.


 
Temple of Phanes
Phanes was the Dragon of Spirituality. He existed between Realms, traversing paths that have now been long forgotten. Phane's had ways of bending and manipulating spiritual matter that no other Dragon came close to discovering, except perhaps for Baphomet.

Phane's Temple has been lost for centuries and is hidden from all Gods and men. It exists on the Astral Plane, high above the limits of any normal astral traveler, is sealed by 7 intensely powerful wards and protected by an invisible Guardian spirit called "Tarasku."

Inside, the Temple is a brilliant glowing white - so bright with spiritual POW that anything with a POW less than 25 will be obliterated by it's light.

This is Phane's repository of lore. Herein lies his lifetime's work. From spiritual objects to great revelations. Only one thing may be removed at any time, but removing anything from the Temple causes it to randomly relocate on the astral plane and repower the wards.


 
Celestial Garden
The Celestial Garden exists between the material realm and that of the Gods, Elond. It is a place of absolute purity and peace, filled with every plant and animal in existence, all living and breathing in perfect harmony.

One person is the chosen Keeper, responsible for caring and bonding with the Garden's spirit; only the purest and most peaceful people can apply - chosen by the previous Keeper for their innocence and love.

Not many Gods come here though - and not many mortals either. The garden can be a little too much for even Deities to handle. When they enter the garden, even they cannot entertain violent or disruptive thoughts... they are completely pacified and at peace with the world. 

Strangely enough, the garden has been used to hold Celestial Peace-talks, with arch enemies ending up in tears, hugging one another. The effect soon wears off when they exit though.

In the garden grows the Tree of Life, able to grow and shed very useful berries and types of fruit. For instance, once every ten years it can shed a Berry of Resurrection. Once every two hundred and fifty years it can grow a Demi-God fruit (yep, you guessed it). All berries and fruits have to be eaten within 1 day or they fade and rot.


Previous owners

-950 - 0 Thethysantra the Titan.
07 Found by Dina Asi.
921 Lost again.
923 Found by Aerma the Pure.
1253 Lost.
1543 Found by Dawn Lost the storyteller.
1743 Lost.
1788 Found by Miah Karr.
2148 Lost.
2298 Found by Dias Parthenia
2318 Lost.
2601 Found by Alliath Veneer of the Shada.


 
The Dewy Dryad Inn

An infamous Inn brought across from the Homelands. Originating on the Homeland world of Kryll, this Inn was notorious for its adventurers and pub fights. The women weren't bad either, with an illegal gambling joint out back and a lot of even more illegal fights down below. It was shut down 19 times but always relocated due to its principle owner, a thief called Dayel Burrowglade.

Some parts of the Inn were saved from the Great Cataclysm and faithfully re-erected in Lanth's Capital. Now thriving on Lanth's prestigious Crown Road, The Dryad still attracts every type of brigand and would-be hero imaginable, even after two and half centuries !

How can a single Inn survive that long? Simple, it's been rebuilt a hundred times. People frequent it like a Temple. Every time it's destroyed or razed to the ground by fire, some rich adventurer happens by and funds a new one.


 
Uncus' Valley

A legendary valley in Esia, Esium. Known by many because the country's only giant lives there in a system of unnatural caves.

Many have tried to steal from Uncus, but failed.


 
The Black Lodge

Also known as Orion's Forge.

Orion, greatest of the Qual, created a huge black sword when he was at the height of his powers on Eldahar. He made it from gate materia, the same substance as the Master gate on Mount Eldahar and placed it high in the World's orbit, forever pointing downwards.

Utilizing his tremendous creativity, Orion made a doorway appear at set places, every night of the year; 1 place per night, 384 different places.

This Black Door led directly to his Forge where he could overlook the world and plot its future.

After his disappearance and suspected assassination, his "Children", the Black Elves, moved into the Forge and renamed it the Lodge. It became their stronghold and clandestine meeting place. A center for their power, devoid of Eldar influence.

Unfortunately though, Orion's spirit still haunted its corridors. The internal structure of the Lodge looped back on itself leading to confusion and strange phenomenon. Anyone looking back behind them would instantly be devoured by a Black Phantom of themselves and cease to exist. Occasionally echoes of Orion would replay themselves as if actually happening again.

The Lodge is a strange place to be.

Places in the Lodge of interest ;-
The Viewing windows - one window gazes down into Elondil and its heavenly mists. Another into Daig and its desolation. A third down onto the continent of Eldahar.

The Illusion room. Step in and sit back because this room creates complete surround illusions that are so convincing you can actually live inside the room's creations - castles, landscapes, other worlds etc.

Main hall - Flaming Pillar A.K.A. The Primal flame. Anyone can scry through this flame and "see" through any fire of any size any where on Eldahar. With practice they can actually control the fire as well.


 
Citadel Drachnir

A large sprawling citadel with foundations over 1900 years old, Citadel Drachnir squats centrally on the isle of Sevekar in Sardium. From 2494 to 2601 it is home to the Mandragon's assassins, a group of vicious martial artists come spirit warriors, plotting to take over all the countries of Eldahar simultaneously by Continent-wide assassinations of Kings and Queens.

A bold plan, but Manna Direnka - The Mandragon, is a bold girl. Most of the great plan wasn't hers though, belonging solely to a man called "The Monarch".


 
Ice Reach Vale
The Vale of  Ice Reach is approx 25 miles across. It’s northern entrance is 1 mile wide and overlooked by two statues, each 100’ in height. The statues are known as the Eyes of the March and represent two brother soldiers gazing north. One holds a shield, the other holds a sword. They both have a third eye. 

On the western side of the vale are 12 standing stones, but all bar four have been pulled down. Each stone is 13’ high, by 4’ wide and 1.5’ thick. 

On the eastern side of the vale is a battlefield – The field of the Ice Tear. Two hundred men of the March were slain here back in 2187 by the troll forces of Bakheesh Makal.


 
The Cursed Citadel
of Tan Alfar
Location - Land of March in the Rival Lands of the Far north. Midnight.


Citadel of Tan Alfar The old Citadel of Tan Alfar used to belong to Lord Distanor back in 2310. Its inhabitants were turned ethereal in 2334 by the Witch Kishra. She cursed the entire population of some 600 people so that “They never again be seen by the living.” Their Lady Yanine failed to pay proper respect and kiss the witch’s hand. Then a gallant young warrior spurned Kishra’s advances, openly favoring those of the Lady Yanine instead. Ever since the people of Tan Alfar have remained ethereal. They are still capable of having children and dying, but cannot travel more than three miles from the citadel grounds. A spiritual barrier surrounds it (9th level enchantment). Circa 2616, current Lord and Lady, Isaac and Maddy.

Flag is Blue with a white cross.


 
Citadel of SoulsFrom 810 to 2602, the Citadel of Souls remained the seat of power for the Lords of Evermore and home to Moorum, First Eternal of Mordark.

Over a thousand feet in height, the Citadel would move by Moorum's will, randomly teleporting itself to anywhere within Mordark's borders. This ability of instantaneous phasing made attacks on the Citadel virtually impossible as gaining entry to its chaotic halls required time. Merely being in contact with the Citadel's exterior was not enough to travel with it - only things inside could move as it moved.

The Citadel's secondary defense was its Soul-Bar - a potent (21st level intensity !) Chaos magic preventing anything not of Chaos from entering.

Inside the Citadel itself, a being could quite easily lose his or her sanity within moments. The internal structure of the Citadel would be continually changing. Its colors would consist of scintillating mind altering effects equivalent of an 18th level mind attack, making anything and everything inside the Citadel warped and possibly just a figment of someone's deluded imagination.

If that weren't enough to stop people from taking a trip there, the physical presence of the Chaos Lord Mor's left hand hung suspended within a rainbow of chaos. This hand empowered Moorum and his fellow Lords of Evermore with the power of Direct Intervention - meaning to put it simply, that within the Citadel's Chaos soaked halls, Mor could directly intervene and lend aid to his most powerful servants.

It's no surprise then that not many people wanted to go there.


 

The Lord Stones or Stone's of Might

Location - Rival Lands of the Midnight Sun.
The Lord Stones aka Stones of Might. C1670. 4 stones, one for each of the 4 great Lords that died on this spot. Legend says that before doing battle against a great Warlord called Nation, these 4 Lords were blessed by the spirits of earth, wind, ice and fire. Nation was a terrible foe with tremendous magical powers. He stood twice as tall as any man, could crush lesser men in one hand and break swords and arrows on his skin. The 4 Lords failed to slay Nation and died in the attempt. In tribute to their passing, the spirits raised four great stones to mark their graves. Nation went on to wreak havoc until later falling foul of The Stone of Kand.


 
The Stone of Kand

Location - Rival Lands of the Midnight Sun.

The Stone of Kand aka Kand’s Hollow. C760. A secluded and all but lost hollow containing a mystical God stone with power over time and space. Anything coming within thirty feet of the stone becomes slowed. The closer you get, the slower you get, no save. Thus nothing can actually touch the stone. Legend says “Anyone who can touch the Stone of Kand will be transported to the moment of Kand’s death and granted power unimaginable.” A few objects have made their way near the stone along with three people. Nation – The Gestalt Lord and the Girdle of Substance.  Miri, Queen of the Dark Fey. (Circlet of EverNight and Ring of Ways.) Kalas the Shard (Silver skinned, no face, nose or eyes).

Kalas is the closest, followed by Miri and then Nation.


 
The Midnight Wall

Location - Northernmost reach of the Rival Lands.
The Midnight Wall ;- a colossal structure at the northern edge of the world. Standing 100’ high and patrolled by 800 ancient "dedicated" air elementals, this structure keeps people from nosing around in the strange lands beyond. The wall itself also contains several earth elementals that sprout hands and push people off whenever they attempt to climb it. There is only one way through, the Midnight Gate. This is guarded by the Veil of Midnight, an invisible barrier that once walked through, transports any individual to a realm of timeless utter dark. The way through it is to wear an object of Midnight and first part the veil like a curtain.


 
Doth Therema

Location - Southeastern Elandia.

Doth Therema is an underground volcano that erupted in 2123 throwing tons of ash into the surrounding countryside. Though no one was harmed by the eruption, it put the village of "Bexly by the way" on the maps as a place of interest to tourists.

In 2124, a foreign Lord, not known for his sanity, called Kaser dal, petitioned the local authorities for permission to build on top of the volcano. For the sum of money he offered, they allowed him to build a keep. He called it Doth Therema, meaning "Warm Lord's Keep" and lived in it for many years.

The whole volcanic mound was riddled with natural passages, making a great underground complex, especially for Kaser dal as he was a closet Fire Mage.

Kaser planned to use the complex to build his school of magic - The Crucible. But in 2182, Kaser died of old age (never quite getting the hang of extending his life) and his dream died with him.

No one went near his Keep and hill for many years. Doth Therema was nice to view from a distance, but protected by Kaser's magical fire sprites, fire traps and fire wards, not to mention the prospect of another eruption meant only adventurers or fools gave it shot.

Needless to say, a lot of adventurers died.

Then in 2402, after Doth Therema had fallen to ruin and become a novelty on the horizon for people to tell crazy old tales about, another man secretly moved in. After many weeks, locals began to notice wagons traveling through their village at night, loaded with supplies and strange materials. Whenever anyone tried to ask about them or follow their path, a hooded figure would appear, threaten their lives and pay them money for silence.

The people of Bexly began to prosper, never asking about the wagons or light in Doth Therema's distant windows at night.

Istar the Black Elf had moved in, discovered Kaser dal's research and ideas for a magic school. Unlike Kaser though, Istar was immortal and had the resources to create a school and find and train its members.

8 years later, in 2410, the Crucible of Magic gathered for its first meeting, around Kaser's mystic Crucible and the Heart of Doth Therema.

See Crucible of Magic.


 
Arda Avatarn - The Pure Lake

 
Ave Thenox - The Dark Lake

In the underdeeps, many miles beneath the earth, lies the Dark Lake - Ave Thenox. It's water, utterly black and viscous like oil, Ave Thenox is the place all evil runs to; like the bottom of a drain, the water of Ave Thenox is pure, poisonous evil. Merely breathing the air around the lake is enough to currupt the mind and body. Touching the water is sickening to the soul, filling the mind with evil thoughts and desires.


 
The Blessed Lake

Location - The Land of Daydark, nestled on the eastern slopes of the Mordarkian mountains.


 
The Gleaming



 
Khurdir
Capital City of Khur

Built from 805 to 845 by the tribesmen of Khur and Zem to protect them against further attacks by Mordark or Ungmar the City of Khurdir is an incredible structure. Almost perfectly round, its walls reach just over two hundred feet in height and encompass a city built  across several layers. The people of Khurdir actually live inside its gigantic 100' thick walls, scaling wooden scaffolding and ladders to reach their homes.

The most incredible thing about Khurdir though is its unique spiritual atmosphere. Built upon a magical keystone that acts as a spiritual magnet, over the centuries, Khurdir has accumulated a huge foundation of spiritual energy. By 2600 this energy has seeped into the very air over Khurdir forming a barrier so intense that 75% of the people that die inside it fail to reach Elondil or Daig. Instead, their spirits wander throughout the city, unseen by everyone bar Khur's own class of spiritualists - called the Homé.

In 2601, under the guidence of three spiritualists, Iana Katra, Yan Katra and Sojourn the Great, Khurdir's spiritual population are empowered by the city's spiritual resevoir and granted flesh. Thousands of spirits stand side by side with the living to protect the city and fight off the demonic army of Mordark.

Khurdir's spiritual resevoir is channeled into wards that shield the entire city from attack - fending off the Living Chaos Citadel of Mormeldin itself !


 
The Towers of High Sorcery

Completed by Solomon in 1413, after nearly 9 years of extensive construction through rituals and spiritual bindings, the Towers of High Sorcery stood as an impregnable fortress, symbolizing Esium's magical heritage for over a thousand years. During its time many great people lived there; Soloman, The Pentacle of Magic and the Merlendy Resistance to name a few.

Consisting of 2 towers and a main castle, "The Towers" were located just six miles northwest of Esia's capital city of "Esium".

The Tower of Stars
Standing over 500' high with a base diameter of 75', this majestic tower containted a steep winding stair that led to a roof-top observatory. Enchantments placed in the viewing room allowed Soloman and the Pentacle of Magic to scry the heavens for signs and portents. After Orion became part of the astral plane, watching the stars became a way of monitoring his influence over the World.

The Pentacle member Census L'Bone removed all of the tower's delicate instruments just prior to Laylan Forfin's attack in 1800. After that, the Tower of Stars became a hollow mystery to future generations.

The Tower of the Moon
Standing 300' high but much broader at the base than the Tower of Stars (100'), the squat, plain and unadorned structure always seemed out of place when seen from a distance. Those lucky enough to enter it during Soloman's days would have been pleasantly surprized... built as a Gathering Hall for Esium's religious leaders, The Tower of the Moon contained some of the most spectacular bas relief work ever seen. With all the Gods depicted on the interior of its dome, this was Soloman's gift to appease the temples that frowned upon his magical exploits.

Unfortunately during the attack of 1800 by Laylan Forfin's rebel army, this unprotected building ended up defaced and gutted by fire.

The Castle of Magic (Later known as "The Towers of High Sorcery")
By far the most impressive and formidable structure ever built in Esium's history, the castle was based on a sprawling design that only Soloman himself could defend as "well thought out". Built from local stone (Esia's Esium vale quarry) and covering some 800' by 800' area, the castle displayed a dozen towers of varying heights and one front gate.

Surrounded by a 50' high perimeter wall, the castle's grounds were home to 16 individual gardens and twice as many bright and well aired courtyards. Soloman built the place for comfort and tranquility - the perfect place to disappear into for a few years and not worry about the rest of the world.

To help him forget the World's ills, the castle came replete with its own powerful spirit. Emanating from the Heart of the "Towers", the castle spirit was instructed to only obey Soloman and later his Pentacle Members. Such was its power over the castle's grounds that it could move walls, make doors appear and disappear, reshape or remake corridors at will and protect against intruders by creating deep pits, collapsing ceilings or even rooting them to the spot by the power of its mighty spirit. It's versatility over stone and spirit, constantly preserving and regenerating matter within its radius became instrumental in protecting the "Towers" from a thousand years of attack.

The Castle's Library
By far the greatest library to ever exist on Eldahar, Soloman's personal book collection reached a staggering 6500 by 1700. The spirit of the castle preserved every tome in mint condition until the tower's demise in 2601.

The Castle's servants
In 1800 Census L'Bone hides Benedict Forfin, Laylan's cursed brother, in the Towers. Benedict remains in the castle (able to use its spirit to hide him from adventuring parties out to plunder the Castle's wealth) for 800 years. During his stay he reads a lot of Soloman's books, becoming extremely wise and knowledgeable. This knowledge allows him to offer the Castle as a refuge for wandering spirits who in return treat him like their Lord. The Castle's spirit keeps these lesser spirits safe, supplying them with energy and preventing them from fading.

The Death of the Towers
In 2601 the Spiritual Dragon Drathelmox manifests itself over the Castle; using the power of the Living Dark, Drathelmox drains the castle's spirit, causing the castle to crumble and implode.


 
Citadel Mormeldin
Citadel Mormeldin was created from lava by Moorum, First Eternal of Evermore. Standing in the actively volcanic bowl of Mount Shrain in Mordark, Moorum deliberately triggered an eruption that destroyed everything within twenty miles.
Born from this chaos, Citadel Mormeldin reared itself for the first time and set off on a rampage across Mordark's towns.

At the citadel's heart lies the chaos stone demon "Mormaca". Protected by a skin of 50ap diamond and made from pure plasma (doing d20 dice of damage), Mormaca can cause the entire citadel to move at up to 10mph. The walls can be up to 1000' high whilst the citadel itself can be up to 25000 square feet in area.

Mormaca can form guards of living stone to man the citadel. Aside from guards, as all the stone in the citadel is alive and Mormaca can sense anything that touches the stone, it can form hands, make the stone soft enough to fall through, shift corridors, doors, lower ceilings etc etc.

All this makes Mormeldin a terrible adversary and one of Mordark's most offensive weapons. Mormeldin can literally roll over a city's walls, crush through a keep or palace and squash an army of elite soldiers without feeling a thing or taking any damage !

How do you stop a monstrosity like this ? It has a 350 POW stat so damaging it's spirit is one way of slowing it down. But as it has a 400% magic resistance (500 vs Law!), even this is virtually impossible.

In 2601, the Kirin Yan used a piece of Mormeldin (called the sword - Mormeldin) to enter the citadel undetected. Flying his way to the citadel's heart, he channeled the POW of the city of Khurdir directly into Mormaca's heart causing it to explode. Yan and over 2000 demons died in the shockwave that followed.


 
Angst Shahpah
The Lost City of the Forbidden Wastes

Click here for Main page
Next page