Legendary Places
Page two

 
Mount Eldahar
Elluva's homeMount Eldahar is a single lonely mountain peak in the center of Elandia's Highborn province of Haven. Its peak shrouded in clouds and its base surrounded in tall, majestic trees, Mount Eldahar seems perpetually calm and tranquil - as picturesque as any painting with perfectly formed valley's, clear mountain streams, majestic cottages and hidden retreats for the reclusive, noble or just plain strange, every foot of land on Eldahar's sacred mountain is prime real estate for the select few.

Only friends of the Eldar get to reside here, under the watchful gaze of Eldar Elluva and protection of Rouse - Lord of Law.

Of course back prior to Orion's disappearance in the early 4th century, Mount Eldahar was more like a military base than holiday resort. Orion surrounded the entire peak with a mental barrier to strong that only the combined might of several dragons managed to penetrate it.

In 2600 though the Mountain is testament to the Eldar's majesty. No one is allowed to dwell within a twenty five mile radius of the mountain's base unless given permission by Eldar Haletha. Save for a couple of Inns (built for the odd visitor or pilgrim from a far away land - The Blue Divide, The Sanctuary and The Tantalos), the land around the mountain is untainted by human hand and as pure and virginal as when first created.

Walking up the mountain, visitors travel upon a brilliant white stone road to a place located exactly halfway up the mountain's southern side. Here several Temples stand dedicated to all known religions and deities, tended by volunteers and servants of the Eldar. A gate of white metal, carved and shaped by the mind of Aphriel into a seemingly living fresco of leaves and intertwining branches bars any further progress up the mountain; beyond this gate the road leads to Elluva's home and the houses of the Eldar Council.

Invasion
On 3 occasions, in the 7th century, 10th and 26th, Mount Eldahar has found itself besieged by the forces of Chaos and Mordark. Only those on the mountain and under Rouse's protection have survived.

The Master Gate
At the top of the Mountain stands the twin black obelisks that are Baphomet's Master Gate. Closed after the Homeland Exodus, these collossal blocks of strange metal remain Mount Eldahar's most heavily guarded place. (See Gates)

Eldar and Federation Artifacts
Within a special vault deep inside the Mountain, reside several dozen ancient and clearly technological objects. Some of them are remnants the Qual civilization whilst others are objects captured from the Federation refugees.

Occasionally Elluva orders them brought forth in Mount Eldahar's defense.
Note - Many of these objects come directly from Julian May's "Many Colored Land" series.

 

Name of item
Description
Mind Torques
Metal neck torques used by the Qual and other elven races to augment their latent mental powers and make them "operant" - able to fully use their mental abilities. The torques vary in color from;
  • black - slaves, communication only.
  • bronze - basic augmentation, pleasure / pain options built in but only able to be triggered by silver or gold torque wearers.
  • silver - moderate augmentation
  • gold - full augmentation.


All torques other than gold have a built in tracking device and limiter making their wearers unable to harm Qual and unable to resist a Qual mental probe. Mount Eldahar still has approximately 200 torques of varying colors.
The Qual still need Torques to unlock their minds.

Sigma Shields
Both portable (one man) and Sigma 4000 versions available - these energy shields were captured from the Federation rebels and integrated into Qual society. Effectively 40 AP armor they are only able to be generated whilst stationary - i.e. a moving person could not move with the shield.
The Spear of Genial
Ancient symbolic spear used in the Qual Grand Tourney. Effectively a x3 Creative power enchancer the spear can be lethal in the hands of a powerful Creator ! 
Arks of Law
All high ranking members of the Church of Rouse carry an Ark of Law - a circular silver pendant with the straight arrow of Law down its middle. Arks provide protection vs Chaos and are a symbol of Fealty to Rouse and Elluva. Each and every Ark is made by Lurienn's own hand and blessed directly by Rouse's Heart.
Silver flier
A 6 seater silver metal bird (light aircraft) with a psychocreative engine that creates a field around the hull allowing it to travel at incredible speeds without feeling momentum. Mounted with a meta lance (see below) this "bird" can actually leave Eldahar's orbit but as the Eldar soon found out - there's not a lot out there - just Baphomet's imagination. 
Field Meta Lance
A very large (9' long) metaphysical cannon that channels mental energy into a powerful energy bolt. It's range can be anything from 1 mile to 25 miles depending on the person operating it. A Meta lance like this could level a castle in 3 or 4 hits.
Psychocreative armor When the Qual used to go hunting back on Silvosa, they all wore psychocreative armor - this armor (similar to plate mail but made of colored hardened glass) reacts to a beings mental aura, actually glowing with their mental light. The effect can be dazzling, especially when all the Qual used to fly in this stuff.

Only 6 suits remain on Mount Eldahar.

The Annex Animus
Rouse's Heart

Eldar Magical Objects
Though the Eldar cannot use magic, many of their allies can. This is why the Eldar have accumulated several dozens objects of varying power.
 

Name of item Description
Window of Day
Tall mirror that during daylight hours can focus in on anywhere above ground and 3 times / day allow anyone (or any number of beings touching) to pass through it and arrive at the reflected location. What's more, the beings can return at will back through the window as long as they are within 200' of it.
The Guard
Sentient buckler shield wth defensive capabilities.
The Circlet's of Lend
Two communication circlets.
Coins of Recall
Several dozen plain golden coins made by Elluva from the power of Law. These coins transport anyone holding them directly back to a safe room in the Mountain's peak-complex. They are bestowed upon only the most loyal and trusted of the Eldar's friends.
Spheres of Time
Several small metallic eggs that when cracked release a time stop spell in a 15' radius. The spell lasts for twelve hours within the sphere but no time outside. No save. Of Titan origin.
Ring of Moray
A +20 AP ring - unique. Again of Titan origin.

 
StarlodgeThe Star lodge exists as the opposite of the Black Lodge. Also known as the White Lodge, it serves as a rallying point for the forces of Light in their war against Orion's dark alter ego - IRE.

Its entrance appears as a plain wooden door, usually in the middle of nowhere. Anyone can walk around the door as it is free standing. However, once opened it is another story entirely; beyond the door is a sky full of stars. Anything passing through it becomes drawn at tremendous speed towards the Star Lodge, to arrive just inside its other planal entrance.

Inside a visitor might find any or all of the following beings, each renowned for his or her wisdom, dedication to preservation and defeat of evil.

1 Cabbos the Star Wizard - specialty in mathematics.
2 Shiene, Lady of Stars - wielding her Star Rings as weapons for the Light.
3 Lantri, alias the Lady of Night. Daughter of Thenox who dwelt in Darkness and founded Hell.
4 Ellenna of Dina. RIP 2601
5 Deva - Ghostly sister of K'dina and ex-priestess of Luna. RIP 2602
6 Chiron Storm bringer of Berthain. RIP 2602
7 D'einen Lore of the Black Elves. Taken to Alternate Eldahar.
8 Trojan, Chronicler of Legends. RIP 2602 - Mordark. 


 
Silverkeep
Silverkeep lies in northeastern Esia, nestled between the lands of Kist and Saxon, at the base of the 3 Winged Peaks. Built from 2130 to 2146 by the Arch Bishop of Ortha Astrik and dedicated to the Goddess Linda - Goddess of Wisdom and Justice, the Keep was originally designed to be a Great Cathedral. At least that is what the public were told. In reality, in addition to its fantastic halls and its immense spire and stained glass windows, Silverkeep was built to house Linda's elite warriors and serve as a training school for Knight's of Ortha fighting the encroachment of Mordarkian Covens.

After two hundred successful years in operation, Silverkeep was given into the keeping of the High King's loyal general, Elistar Hawk (a devout believer in Ortha and Linda). Thus from 2354 onwards, Silverkeep remained in the hands of the Hawk's.

Circa 2599

Lord Marlen Hawk (Hawkmar)


STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
19.77
14.66
12.68
19.23
15.78
20.13
16.69
14.89
14
10
SEN
Dfbon
Atbon
DBON
Height
Weight
Hair
Eyes
MHP
DOB
11.99
-
-
1d4(1d6+1)
6'2"
195lbs
Blonde
Green
-
2566
Skills - Longsword 92 SR, Shortsword 56 SR, Lance 80 SR, Shield 94 SR, TH sword 90 SR, Unarmed 75 SR, Dodge 78 SR, Stave 82 SR, Horse riding  76 SR, tactics 88 SR.

Wields a +15% +4/+2 sword. A +15% +3/+3 lance and +4 +20% armor.

The Lady Arlena White (Died 2590 from sickness)


STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
9.31
20.22
18.12
18.22
12.64
10.01
19.83
15.11
9.75
15
SEN
Dfbon
Atbon
DBON
Height
Weight
Hair
Eyes
MHP
DOB
14.33
-
-
+0/+1d2
5'10"
135lbs
Blonde
Green
-
2538
Arlena was Marlen's wife and co-commander of Silverkeep's Knights. A sorceress of some power specialising in Alterations (80 SR) and  Changes (73 SR) she was also the Keep's diplomat and best horse rider (92 SR), able to out ride any of the Knights and train even the most stubborn steed to a very high warhorse standard. 

Lord Torin Hawk (Marlen and Arlena's son)

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
17.60
12.56
14.92
22.67
15.33
17.12
17.09
14.45
12.5
9
SEN
Dfbon
Atbon
DBON
Height
Weight
Hair
Eyes
MHP
DOB
13.73
-
-
1d4(1d6+1)
6'1"
175lbs
blonde
Green
-
2570
Torin became lord in 2594 after Marlen stepped down to retire. He wears the Torque of Silverkeep, a magical items that imbues +15% vs Magic / Mental attacks and grants Truesight at will.

Unlike his father, Torin is a devout follower of Ortha and Linda; Marlen would always shirk his duties in favor of a good celebration.

Because of Torin's religious dedication his mother Arlena taught him how to draw upon the Goddess' power through certain prayers.

Some of these prayers are ;-
Bless, Protection vs Evil 20' radius, Bless ground 20' radius, Detect evil, remove fear, Combine, Life Guard, Lay on Hands, Lay to rest, True Light (10' radius), Truth and Vow.

Torin's combat skills are also quite incredible.
Adrenalin rush for x1.25%
Longsword 91 SR, Shortsword 40 SR, Speeding Strike 95%, Lance 86 SR, Stave 94 SR, Shield 95 SR, Unarmed 70 SR, Horse riding 65 SR (called Valient), Tactics 78 SR, Dodge 86 SR.

Lady Elensyll Hawk (Marlen and Arlena's daughter)


STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
6.65
14.84
16.95
12.43
15.55
9.39
13.96
17.49
9.75
16
SEN
Dfbon
Atbon
DBON
Height
Weight
Hair
Eyes
MHP
DOB
15.69
-
-
-1d2/+0
5'9"
130lbs
Blonde
Green
-
2580
Elensyll is loved in Silverkeep, not only by her father and brother but by all the Knights who follow Silverkeep's banner. She is the paragon of virtue and lady-like behaviour, representing all that is good, pure and sacred. Upon her mother's death she took over as the High Priestess of Linda and Cleric of Justice - a job she found difficult to come to terms with but eventually extremely good at.

A lissome, slim girl with waist length ash blonde hair and bright alert green eyes, Elensyll possesses one unique gift from the Goddess Linda - the gift of Sensitivity. Elensyll can enter a room and "see" what has transpired there, up to a few hours after the event.

Other skills;-
Lap harp 62 SR, Mixed Song 50 SR, Singing 70 SR, Mixed Dance 56 SR, Dance 64 SR, Chess 79 SR, Ground Tactics 24 SR, Mixed Esian History 72 SR, Embroidery 39 SR, Weaving 65 SR, Appraisal 49 SR, Diplomacy 18 SR, Mixed Heraldry 65 SR, Animal Lore 55 SR, Aleration magic 76 SR, Change magic 60 SR, Horse riding 85 SR (Snowdown). Dodge 30 SR, Unarmed 25 SR, Shortsword 23 SR.

Elensyll commonly assumes the forms of a white mare, a white crested hawk and a white breasted deer. She has two pet hawks called Starspray and Whitepeak.

Prayers of Silverkeep;-
Bless, Blade bless, Detect evil, Remove fear, Protection vs evil, Foretell, Lifeguard, Vow, Bless stone, Bless Ground, Lay to rest.


 
The Knights of Silverkeep
Ellis the Strong Born 2556. 6'6", 265lbs. Blonde hair and beard. Brown eyes. STR 23.04, SIZ 18.2. DBON 1d8+1 (2d8). Longsword 67 SR, Gauntlet of Force 30'range.
Timon the Stout Born 2402. 5'0", dwarf. Black top knot and grey eyes. 2 handed battleaxe 77 SR, 2 handed hammer 60 SR - of lightning.
Corgindas the Grey archer 7/4/2563. 5'11" 165lbs. Wood Elf. Grey brown hair. Long bow 89 SR+30+15 = +134. Uses the Red Bow.
Morten of Tyne  2565. Mercenary 6'0", 168lbs. Shaggy black hair, brown eyes, part deaf.
Major Craven 2555. 6'2" 180lbs, Fearsome and overbearing. 2 fingers missing on right hand.
Thurl Danro 2570. 5'9". Daasin. Shaven headed, top knot, mixed weapon 60 SR. Great scimitar 68 SR doing 1d12 damage!
Major Branaur of Trent 2569/ 6'3". A smith. Black hair, blue eyes. Battle axe 70 SR, Mace 65 SR.
Janair of Arnan 2574. 5'10". Short blonde hair. Green eyes. COM 20. Charming lancer 79 SR.
Lt. Drake 2575. 6'0". Athletic, blonde, whip 55 SR, COM 14. Flail 64 SR.
Talisann of Ermingkist 2571. Raised by Calcadden the bladesmith. 5'11". Short brown hair, grey eyes. A laughing beserker with 72 SR in Broadsword, 61 SR in dodge and 79 SR in Crossbow.
Kyle of Saxe 6'0". Red hair. Green brown eyes. Tracking 60 SR, Longsword 58 SR, Hand Axe 47 SR.
Tunas the Lancer of Dis 2567. Brown hair. Brown eyes. Bad limp. 5'9". 165 lbs. Sturdy but grim.
Vance of Knave 6'1". 2570. Grey hair. Blue eyes. Cynical. Longsword 61 SR
Farutha 6'0". 2568. Daasin. Brown hair. Brown eyes. Squint and a squirky smile. Ringmail and Longsword 50 SR. 
Hieval 6'7". 2560. 280lbs. Black hair, green eyes. Slow moving but unstoppable.
Norens 6'2". 2576. 175lbs. Sandy hair. Smoky grey eyes. SEN 21 +4 sight. Scout. Broadsword 49 SR.
Revis of Derry 2560. 6'0". 200 lbs. Brown shaven hair. Moustache. Brown eyes. War hammer 45 SR.
Doust of Ringmarc 6'3". 190lbs. Brown hair, beard and eyes. Lochaber axe 76 SR.
Durkin the Scout 5'11". 165lbs. Black hair. Black moustache. Blue eyes. Longsword 50 SR. Pick Pockets 50 SR. Trickery 55 SR. Stalk / hide 40 SR. Pick locks 30 SR. Climb 29 SR. Ring of Shocks.
Rhaunhedes the Scribe 5'11". 160lbs. Blonde haired, green eyed. INT 15. History and languages. Mace 45 SR. 2 feathers of animation.
Scardal 5'11". 177lbs. Black hair and beard. Brown eyes. Scarred all over. Spiked mace 47 SR.
Asper of Reach 5'10". 185lbs. Black hair. Blue eyes. Sing 45 SR, War club 70 SR.
Lorin of Sulin 5'7". 160lbs. Black hair. Brown eyes. Horse tricks 82 SR.
Mathew of Sarceny 6'0". 160lbs. Thin, raven haired, green eyed. Acrobatics 50 SR, Juggling 63 SR. Knives 38 SR. Shortsword 52 SR.
Lord Ether 6'2". 2563. Elandian. Dashing young chap. COM 16.22. Seduction 85 SR.
Colt Hardy 6'2". 2575. Black hair. Blue eyes. Longsword 80 SR. Crossbow 68 SR. Dodge 66 SR. Cock sure and adventurous.

 
The Soul Sanctuary
Where magic and science combine to send an entire
skyscraper traveling through Eternium's Realms of Reality

The brainchild of a mad genius and half Vampire called Kalath, the Soul Sanctuary is exactly that - a Sanctuary for Souls. In Eternium's original Timeline, the year 1271, Kalath intended on his creation surviving a pre planned apocalyptic invasion.

Making a deal with Chaos to exchange all the souls of Eternium's human population with the souls of demons and vice versa in one single moment, Kalath built the Sanctuary as a way of protecting himself from the soul swap and anyone else inside.

Literally a Sanctuary for Souls, the building is interlaced throughout with a race and dense material called Duridium. When charged with energy the Duridium acts as a gigantic resonator that can be controlled and "plucked" to any frequency. Kalath had discovered many years before through experimentation with energy frequencies that particular resonance's made for unstable planal boundaries - in short, he realized that he could send an entire building through the planes and back again.

The Sanctuary has 44 floors above ground level and 18 below. It's central core lies suspended in a shaft that drops down one mile into the ground. Should the core destabilize, Kalath can order the entire thing jettisoned down the shaft.

Able to house and provide for up to 1200 men and women, the Sanctuary building contains some of the most advanced magical and technological weaponry known to man.

Kalath's vision of the Sanctuary was that it would be a monument of history and time. He intended for it to contain the best of everything - the best art, the greatest treasures and the most rare and gifted individuals.

See Eternium's Timeline for more info


 
Dark Sea
Eastern Daas

Dark Sea is a vast, chaotically structured complex of underground tunnels, passageways and chambers in Northeastern Daas. Originally created by the Cabal, the elusive fifth Suraanese school of magic, who dedicated their time to the exploration of the human Soul, at its height, Dark Sea covered an area of some 15 square miles in size with an elementally created tunnel spanning 200 miles into the Heart of the Suraanese Empire - designed as an experimental underground road for the armies of Daas to move too and fro without being noticed. If the tunnel had been a success and disaster had not befallen the complex and its mage priests, similar tunnels would have been created going under other countries.

The Cabal experimented in various spiritual abilities but it was in the creation of gateways and their understanding of the physical, ethereal and astral planes that they excelled.

The Cabal studied the World Gateways (those Gates created by Baphomet leading to other Realms across the void) and created / manufactured their very own version. However by doing so they unleashed a veritable pandora's box of troubles upon Daas and Suraan, resulting in their eventual destruction circa 1430.

1800. The Priests of Wan use the Keystone of Soloman to trap the Living Dark and prevent it from growing in power. However one of the Living Dark's 3 Kings makes contact with Laylan Forfin, choosing him to be one of Dark's 3 Living Gateways and a channeler of the Dark's spiritual energy.

From this point on only the Doman's are allowed to enter.

2600. 800 years later the Keystone runs out of power and the Living Dark breaks free. It chooses a second being to act as a Gateway and vessel of its power. This time it chooses the young girl Kerri Dhwen. Laylak destroys the hill of Wan and unwittingly makes the High Doman of Wan half immortal.

The Doman continues his exploration of Dark Sea, unearthing many of the "lost" and forgotton chambers of old. Among these are a chair that allows anyone sitting on it to shift their spirit out of their body and onto the ethereal plane, an animated bone golem sparring partner, a magical metal seal holding back enough lava to completely flood Dark Sea and a mystical vault guarded by one of the most powerful creatures to exist; a Jixiliah.


 
Daig
The Fell Reaches
Icy Wastes
Limbo, Purgatory
Daig (also known as the Fell Reaches, Icy Wastes, Limbo and purgatory) exists in the far north of the continent of Eldahar. It is a place of utter cold and ice, completely devoid of life.

Countless legends and myths surround it. Throughout the centuries the people of Daydark and IceReach have feared its emptiness, believing that the souls of the dead, those who have not lived their lives well and failed to earn the blessing of the Gods, wander forever in its bleakness, damned for all eternity, locked out from the Halls of Elondil (Heaven).

Ischandi's Daig.
Ischandi the Wise created his very own Daig to the south of Daydark, mirroring the original Daig north of the Frostspine Mountains. He did this by casting a tremendously powerful ritual that unfroze the inland sea of Eversea - an area some 500 miles by 400 miles in size, then completely froze it again a few moments later. Waves became jagged walls of ice, falling and crashing to form a unique forest of unnatural ice shards. He performed this ritual to destroy an army of over 250,000 beings marching towards his land.

The Ever-changing face of Daig.
As Eldahar's Eldar seasons change so does Daig. When the Eldar winter grips the world Daig expands to smother and eat away at anything in its way. Fortunately in the north, as it gets colder, the Frostfire grows stronger, maintaining a fragile balance between Daig and the Living Lands.

Frostfire

Frostfire exists in underground volcanic pockets. It is essentially an ignited gas that burns on the astral plane. The colder Frostfire gets, the stronger the flames become. Hence Frostfire is at its most potent during absolute Mid winter.

Frostfire effects spirit in peculiar ways as it doesn't effect the physical plane, only the spiritual. Anyone who has their spirit directly burned by it will either die from their burns, become spiritually crippled or in rare cases survive and be the stronger for it. Those who have survived being baptized in Frostfire live longer, do not feel the cold and benefit from greater physical strength, fitness and toughness. However they all become susceptible to normal fire, taking terrible damage from being anywhere near normal heat. Note - Fire also removes all of Frostfire's benefits!

If Frostfire effects someone's spirit over a long period of time, the chance of danger drops considerably. This is far more common than above with whole lands of people benefiting in small ways from the Frostfire's effects.

During the Eldar Winter the Frostfire's fumes become so spiritually overpowering that anyone standing nearby falls into a deep suspended animation - waking over 50 years later as if only one night has passed. Note - This is why the people of the north do not accurately record their years; the Wise of Cairis and Spirits of the Burning Host keep the great sleep a secret.

Giants.
In Daydark and Midgard the giants kept the Frostfire a secret for centuries. Every Mid-winter they would travel to their secret caves and celebrate around the Frostfire pools, inhaling its spiritual fumes. Because of this yearly ritual the giants began to grow from a mere 9' in height up to a colossal 30'. Despite the laws of physics saying humanoids of such a size could not survive, these Frost Giants did, because of the Frostfire and its magical strength.

The Ice Trolls.
See Yailin Shukran.
A race of creatures forced by humans to abandon their homeland and its precious Frostfire for the emptiness of Daig. These trolls, immense white furred creatures (like Yeti) long to return to the lands of the Frostfire - the lands of the their birth.

The Lost Citadels of Daig.
Over the centuries Daig has managed to consume hundreds of miles of once populated land. The ice has smothered, destroyed or buried ancient citadels and seen whole lands vanish without a trace. In over 2000 years Daig has accumulated many secrets, becoming Eldahar's largest graveyard.

The Burning Host.
The only way for the people of the north to survive Eldahar's Eldar winter is to go underground. As the world above becomes frozen in ice the people of the northern lands fall into a long sleep - a sleep that lasts over 70 years.

This sleep is caused by the Frostfire's potent fumes (at their most powerful during the Eldar Winter). The Spirits of the Burning Host - led by Cantoninus, guard the sleeping people of Daydark from those who would kill them (Ice Trolls etc.). Then when the 70 years have passed the people awaken as if only night has passed.

For more info see
Lands of the Midnight Sun
Ischandi the Wise
King North


 
The Dream World


The Dreamworld - 280k

"Dreams are but dreams within larger dreams."


FACTS
  • The Dream World is a large plane of reality connected to Eldahar Prime.
  • Time on the Dream World passes at approximately 21 times the rate of the prime material plane.
  • When people dream, their dreams exist and contribute to the reality of the Dream World.
  • The Dream World is the common collective reality of all Dreams. It is less real than the waking world and more malleable. Thus physical and magical laws can be bent there.
  • As most people dream at some time or other about geographical locations in the waking world, a large portion of the Dream World follows the same geographical patterns - mirroring the waking world in shape, size and detail - This is called the "Mirror of Reality."
  • Areas which no one has ever seen in the waking world will not exist in the Dream World. Instead they will be filled with randomly occuring dream matter. I.e. If no one has ever been beyond a set of mountains but countless people have dreamed that different things exist there, then beyond the Dream mountains, Dream reality will be less stable and prone to change. This is called the "Beyond" that leads to the Vanishing".
  • When people dream they usually dream privately, inventing realities and replaying personal themes within their own minds. However sometimes people stumble from their own private dreams into the Dream World. Unaware (most of the time) of other dreamers around them they walk like ghosts from one place on the Dream world to the next, enacting out their fantasies and nightmares.
  • In very rare cases people are born with the ability to step out of their own dreams into the Dream World. Called Dream Walkers, they can wander and spy into other people's Dream globes (other people's dreams appear as floating spheres).
  • Some Dream Walkers master how to step into other people's dreams and influence them.
  • Dream Walkers have to imagine themselves clothed with familiar items / objects. If they don't, they appear naked.
  • Various Titan Artifacts exist that enable people to enter the Dream World. The Titans / Dragons believe Dreams to be melting pot of Creation - the essential ingredient for any success reality. Dragons "Create" / Influence the Heartstone of Eldahar by entering a Dream state. In this state they manipulate reality around them. *Note - One reason why 95% of them are asleep at any given time - The Dragon's are dreaming the World.
  • The Lost are a group of beings / souls that upon death, return to the Dream World instead of Elondil (Heaven) or Daig (Hell). On the Dream World they retain the memories of their previous lives and await rebirth. They are heroes and heroines - part of an army of Order, championing Fate. When they are reborn they always grow up to be who they once were, appearing the same, acting the same and adopting the same skills. See The Lost. They exist within an area of the Dream World called the "Lost Realms."
  • Movement on the Dream World is accomplished by gazing at a point on the horizon and "shifting" there. Some Dream Walkers can actually visualise a place on the Dream World and appear there at will.
  • Objects on the Dream World (like pots and scrolls etc) never stay in one place very long - appearing to vanish and then reappear at random. This is because they "mirror" objects in the Waking World and as such have no set place on the Dream World.
  • Objects grabbed by a Dreamer remain until the Dreamer puts them down.
  • Nightmares on the Dream World are extremely dangerous. Often the result of hundreds of similar dreams, these "Bad Dreams" gain substance on the Dream World - becoming hazards for the unwary Dream Walker.
  • Heaven / Elondil and Hell / Daig are areas of the Dream World. As too are the various Planes of Reality that also exist - namely Anu'Taka the Wild Folk Realm, Pah Anga the Undead Realm etc etc.

 
Temple of Humanity
Nestled deep in the Dream Realm of Daig, otherwise known as "Hell", lies an immense, unending structure reminiscent of a Cathedral. Built and added to by every Overlord of Daig for 26 centuries, the Temple of Humanity serves as a Sanctuary from Hell's madness, allowing beings to be brought within its walls for short periods to recuperate from the nightmares beyond.

Here in the Temple, creatures of all races can remember what it is to have a life and values. But most importantly they can remember the nature of Humanity as after centuries of torment in Daig, even the strongest and most intelligent of souls will de-evolve to become beast-like.

"The beast is within us all."

See Daig, Midnight and Dream Realms


 
The Castle at the
End of the World


Legend has it, that at the very edge of the World, at the end of all Dreams, at the last moment in Time and the final resting place of creation, there exists a castle like but unlike any that have come before it.

this castle is the Castle at the End of the World and it shifts and changes with the ebb and flow of all ends.

always partially eclipsed in utter darkness, the castle exists part realised and part not; hence it never truly 100% exists. This unique position in the scheme of things make it less a part of Reality and more a part of the Unknown.

Things can happen there that couldn't happen anywhere else as the Castle touches all ends, everywhere. It is a link to the countless Realms and Planes of the Idiom, full of possibilities and an equal number of dead ends.

It is a perilous place, with shifting currents of void able to consume the unwary travelor. But it is also a place of mystery and mysticism, binding Id's together through a common legend - after all, how many World's have an End? Perhaps all.

Living in Eldahar's Castle at the End is Miriadra, the Spinner of Dreams - A strange and alluring woman who always hides her face beneath a heavy hood. Miriadra has dwelt in the castle for a very long time - so long in fact, that the Castle has claimed it's price of her. Miriadra could never live now outside of the Castle and it's many oddities. The Castle is her home and the voices that haunt her mind are from the many split incarnations of her that reside on other ids.



Miriadra exists in hundreds of Incarnations across the Idiom with each Incarnation dwelling at the "End of the World" or its direct equivalent. Her mind is a living gateway between Realities, allowing her to dream of far off places and actually send beings there.

 
Purgatory

Surrounded by Cliffs that are impossible to climb and literally sky-high, the Plane of Purgatory is one of the smallest, but most secure sub-planes of Eldahar's Dreamland.

Existing as a neutral place between Elondil and Daig (Heaven and Hell) it has quite a small population of Souls (around 1000).

Only Souls that are in Balance / dead Neutral alignment, can enter Purgatory. The only exception to this is the Immortals of Purgatory, many of whom have Castles or other homes in the Grey.

The Rulers of Purgatory are by default - The Lord and Lady of the Grey. Their symbol of power is the 3 Rings of Weal (aka The Rings of Neutrality). These Rings embue the Lord and Lady with Dominion over Purgatory and Mastery over its Plane.

Approaching Purgatory

There are several ways of reaching Purgatory ;-

When someone dies but has a perfect balance of Good and Evil on their soul, the World calls the Immortal of Death to personally weigh them and escort them to the After-life. Every now and then, even Death's precise instruments cannot  weigh the soul as the Balance is too fine. When this happens, Death escorts the dis-embodied soul to Purgatory where it spends the rest of Eternity.

Another way of reaching Purgatory is by crossing the Sea of Dissolution. This sea is a turbalent and dangerous place that is capable of dissolving all types of matter. At the base of Purgatory's cliffs lies the Shore of Dissolution. The Sea washes all manner of "echo's" against the cliffs. Fragments of furniture, lost memories, snippets of song, pieces of clothing, discarded cups, lumps of timber and so on.

Other Denizens of Purgatory
Sarace the Spearman; who forever stands at the top of the cliffs, looking out to sea, watching for the return of his kinsman. A sad individual keeping a constant vigil who never breaks gaze with the horizon.

Terra and Panabe - who like playing draughts. Terra was the King of Elan in 887 and Panabe was the King of Eriad in 665.
 
 

Immortals
Death Koenig. Appears 38 years of age with sandy blonde hair and prominent cheek bones.
Koenig has been the Immortal of Death for 19 years.
War Vangard. Daughter called Constance. Constance is 5'8" and Suraanese, like her father.
Nature Sarah. 5'8" tall. Long chestnut brown hair. Sarah has already chosen her successor.
Fate Rou Felix. The renowned daughter of Rex Felix, the King of Thieves. Became the youngest of the 3 Immortals of Fate in 2601 after following Lord Ross into the Caves of Life to reclaim an elven Starstone.
Time Rad Farenhad. An old property salesman from the backstreets of Shandar. Uses the Hourglass of Time to navigate the Time Streams.
Evil Ashar Guentas. Spiritualist and Ruler of Daig.
Good Lomax - the Priest. Stands 5'10" and is aged 44. Possesses the Inner Light - A Radiance of the Soul that can dispel Evil in up to a 50 foot radius and can Change Alignment at 20th Level over the course of a few minutes.



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