Characters

Page 17

 
Methos - The Ancient
Methos could be one of the oldest and most enigmatic beings to have ever walked Eldahar but he remains a complete mystery to even those who have known him the longest. Forever accompanied by the mysterious warrior called Carrion - brother of Trojen (see the Star Lodge.), Methos used to continually wander throughout Eldahar's Idioms, having countless untold adventures.

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 a closely guarded secret.

Carrion has shown itself to be forever silent, communicating 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.

Ashar's info :-
Whenever Methos pops up, he takes painstaking care to erase people's memories and stay in the background. Hence, 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.

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 Babellig demons. After many of the refugees had been slaughtered, the demons attempted to break into one lone wagon. Survivors of the attack reported the wagon exploded in a ball of light as an 11 foot high humanoid creature made of bone emerged. The demons were systematically plucked up into the air and dismembered. The bone creature also "howled" and disrupted dozens of the beings, causing their skeletons to explode.
Ashar believes that if the wagon had been left alone, all the refugees would have been killed. 

- Subject to change once more information is known.


 
Trinity
Trinity - 3 immortal souls occupying the same woman's body. Because of this she has a strong spiritual presence and a myriad of skills at her disposal. A blend of three lifetime's experience as a Magus, Warrior and Priestess, Trinity represents a formidable foe - especially as all three souls are deemed to be immortals, granted flesh by the Gods and can think independantly of the other allowing her to fight, cast spells and pray at the same time!

Trinity combines the following beings, with Farah being the original host  ;-

Estaban Zar of Kaimyrrh, a 17th level (85 SR) swordsman.
Saralin Yanglee of Suraan, a 15th level Magus specialising in protection magic.
Farah Sheerspite of Elandia, a 16th level True priestess of Miah capable of channeling the Goddess' power.
On top of their individual skills, each possesses the standard protections and abilities of a type III immortal.


 
General Leons
High General of the Army of Angels

Leons Sar is the Chosen of Elondil - Chosen in 2616 to lead an Army of Angels against the countless Minions of Hell. Not a priest, but a God-fearing man, Leons could never be described as a Paladin. He has however in his 40 years experienced a rollercoaster of trials designed by the Gods (without his knowledge) to temper his mind and build up his courage for the task ahead.

Since being born, Leons has seen the Immortals and their master's the Gods. In fact he has received so many visitations that he now finds it commonplace to have several arguing around him when no one else senses a thing.

Leons is a born leader of men with only one ability bestowed upon him by all the Allied Gods of Elondil - The ability to temporarily absorb any freely given, single immortal power and make it his own - and as a lot of Immortals recognise this as good, there is no end to their generosity.

Ashar's info :-
Leons was born in 2574 as the only son of an apple grower in southern Elandia called Merrif Argentain. His mother was called Sybele and was the daughter of another local land owner called Peter Tengroves.

In 2597 Leons Argentain led a cavalry charge to quell a riot taking place in the Elandian city of Euranda. Eye witnesses and fellow soldiers say the young lieutanent "commanded by instinct." Leons managed to bring a two thousand strong crowd of rioters under control with only 120 men - miraculously no one was seriously hurt and the Mayor of Euranda attempted to give him a medal. But Leons refused the medal and disappeared from the city, apparently abandoning his post. However one year later he was found and called back into service (without any noticable punishment for being AWOL) by General Trevello of Elan.

In 2599 Leons made news again by diving off of Elandia's Yellowrock falls (the highest falls and most dangerous) after a suicidal Elandia lady called Kelestra Wintermourn. Kelestra was later found washed up against a bank. She kept muttering "an angel flew down and saved me. He glowed." - Leons was not found.

In 2593 a man called Argen Tain fought against the Black Dwarves of Gundarko Kilsh. 1200 dwarves had attacked Andor on a mission to reclaim some stolen artefact before fleeing back across the Zemestan plains. Argen Tain was appointed head of an expedition to capture Gundarko. Interestingly he was assigned by the High Priestess of Lluthe as just a courier but reports claim he was the leader, not Major Hallery.

Very little else has been reported about Leons over the years.


 
Mercy CelesteMercy Celeste - The Titan Hunter

A Sorceress so powerful she can actually dominate the mind of a Dragon and bend it utterly to her will, Mercy Celeste's powers remain unequalled (one to one) on Eldahar.

She can teleport at will anywhere in the World, conjure huge illusions of 20th level reality and reform matter around her with only the slightest effort. In 2616, her mind is so powerful that accidently unshielded it can knock beings unconscious in a 2000 foot radius.

To an observer, she appears to wield the power of a Goddess. Even the most powerful of people, alone with her for more than a few seconds, feel uneasy as Mercy Celeste is completely unpredictable and quite prepared to do anything.

However, despite Mercy Celeste standing with the Army of Light, she has her own, even more horrifying agenda. Since a child she has been obsessed with the Titans, Eskanu, and Baphomet but most of all Orion. This is her true passion with everything else secondary, serving as a mere distraction.

Other abilities;
Mercy Celeste's mind is so huge and complex that it houses the "Heart of the Fatherland." Technically the seed / template for Orion's rebirth. An alternate plane of gigantic proportions, Fatherland's potential power is boundless and unmeasureable.

Ashar's info :-
Mercy Celeste, first name Danae, was not born of a mother and father, but instead born from the Mind of the World itself. Her mental faculties are possibly of an equal to Orion and if she is sided with Leons, this could be a problem.

Ashar believes she has a house on top of the highest mountain on the continent - Called "God's Mount". it lies in the depths of Sindahar, thousands of miles to the south. He sent an emissary there two years ago but they encountered a green dragon and died. Spying from a distance, Mercy Celeste seems to have three adult dragons living with her on the mountain - a blue, green and red.


 
Canarim - Titan of Time
Canarim, one of Baphomet's chosen Titans and original wearer of one of the Ruling Stars of the Star Crown, has spent the past 2400 years imprisoned in the Tower of Substance - at the World's equator. Suspended in a Time loop generated by Canarim himself to escape destruction, the Titan effectively preserved himself forever at the expense of any freedom, living the same second over and over again by recycling Time.

Ashar's info :-
Siesmic disturbances at the World's equator suggest something has disturbed Canarim's Temporal prison. Ashar believes that Mercy Celeste has freed and saved the Titan in order to gain its support in up and coming events.

Canarim's possible abilities :-
Time stop. Slow and speed up Time in an area or individual.
Phase in and out of Time, traveling brief distances into the past and unlimited distances into the future.

Ashar's power rating :-


 
Pilgrim

Real name :-
Philippe Jasquo of Lanth.

Ashar's info :-
Jasquo (known simply as Pilgrim) is a fanatical worshipper of Ortha. Cast out by the reformed Church of the Sky he has spent the last 10 years wandering the lands banishing evil-doers and hunting witches.

Abilities :-
Jasquo can smell the curruption of Daig upon a being and will go to any lengths to see it / them destroyed. He possesses an array of holy items to carry this out, including the Sanctuary Shield that protects vs evil magic.


 

Leda - Daughter of
Louhri the Eldar Ice Queen
and
Cantoninus - Lord of the Burning Host


STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
SEN
6.54
16.78
14.34
15.56
17.89
10.00
14.50
20.22
8.90
19.00
POW
MHP
HAND
HAIR
EYES
HEIGHT
WEIGHT
DFBON
ATBON
DOB
6.65
23
Left
Silver
Blue
5'10"
-
-
-
-

Mental Abilities ;-
Leda has very strong metafunctions (as you might expect, being sired by Louhri's experiments into genetic engineering) but like all Qual and First Born mentalists, relies heavily on the Gold Torque she wears around her neck to elevate her powers to operancy. See Metapsychics.

Leda specialises in Creation - especially the sub branch of Illusions, being gifted to 15th level.
Her Farsensing levels out at a steady 4th level whilst her Coercion remains a competant 6th. Possessing very little in the way of Redaction (2nd level only) Leda can still effect minds with mental based illusions at 9th level.

Leda - The Experiment ; -
Over the centuries, Louhri has performed countless genetic experiments in an effort to recreate herself (i.e. clone her Eldar gene). With the intention of "breeding" Eldar Qual loyal to her and Orion, then leading an assault on Mount Eldahar to reclaim the World and reeastablish the old ways, Louhri has gradually been coming closer and closer to success.

She has foolishly tried using Chaos to her advantage (Ekarsi Kelni - the half demon) and even more foolishly trusted Ischandi the Wise to come through with the goods, only to be betrayed at the final hurdle. More recently she teamed up with Cantoninus - Lord of the Burning Host and Spirit Prince of Spirit Guard to create two unique girls - Leda and Red.

Leda remains the closest Louhri has come to producing an artificial Eldar genome. Physically she appears as any other ice fey of Louhri's Kingdom but sequenced within her DNA are some aspects of Qual biology.

Leda can heal like other Qual at 5 times the normal rate of Ice Fey. She also has a 43% chance of using Eldar only items.

Many believe that Louhri was so disappointed by Leda's failure as a Qual and unstable biology that she retired from the World, depressed.
 


 
Sacaster the Dragon Hawk
Sacaster the Dragon Hawk

Father of Pendragon of the Pentacle and one half of the spiritualist ;- Daycaster (allegedly).

Sacaster's background is extremely complex. In order to understand it fully one has to know a little about Daycaster and the incredibly powerful Ring of the Magi.

Daycaster - A powerful spiritualist who could speak to and command the ANU / Elementals of the World.
Ring of the Magi/ ANU - A ring able to bind itself to the wearer's actual soul and bestow tremendous magical power.
Phylactery of Souls - Another powerful and unique artefact capable of preserving a soul (like a Dragon's Heartstone).

When Ischandi the White struck Daycaster down with the Chaos Blade - Mourn, Daycaster's soul was torn apart by the resulting conflict of magical forces. Not only was his soul sundered but also the magic of the Ring of the Magi - most potent of channeling devices and embodiment of the complete ANU. In fact, the Ring of the Magi itself was split into two - One that Ischandi kept locked away and eventually passed to his Alter Ego Soloman (becoming known as the White Ring of Soloman) and the other becoming lost - only to turn up on the Scion / Sacaster.)

Facts about Daycaster & Sacaster

  • Daycaster's sundered soul appears as one of two incomplete beings ;- The Scion or Sacaster the Dragon Hawk.
  • Sacaster and the Scion cannot die. When their bodies are slain or destroyed, only the indestructable Ring of the Magi remains (white for the Scion, black for Sacaster). 3 days later one or the other reforms around the ring after a psychic battle for possession of their flesh.
  • Sacaster is an accomplished spiritualist who specialises in Summonings, bindings and pacts. At any given time he has over three dozen spirit pacts attached to his spirit enabling him to call upon aid (sometimes in the blink of an eye).
  • Sacaster is power hungry, completely evil and extremely paranoid. A genius in his own right he has extensive experience controlling and manipulating people and establishing himself in positions of power. Seldom emerging from the Shadows, Sacaster prefers to move secretly and carefully, placing his pieces before administering the coup de grace. However, when he does move the full weight of his charisma (25 stat!) comes to bear.
  • Sacaster is also a spiritual enchanter at 17th level capable of manufacturing items of 8th level or less in one month and items of 15th level in just under one year. Despite this ease he has seldom created anything tremendously powerful (like an artefact) because he always has too many other things going on.
Sacaster in 2600

Sacaster caused no end of problems in the lands of Daydark during the Evermore War of 2601. He manipulated Champion Nadir of Daigyth and nearly killed the hero North. As well as creating a network of spiritual spies hellbent on undermining Ischandi's Wise, he managed to transform himself into a Black dragon - a feat that proved to be his undoing.

Sacaster in 2617

Choosing to move his power base slightly further afield, Sacaster decided to set up home in the Ice Kingdom of Louhri, by taking advantage of her mystical slumber. Within one year of arriving he had managed to take complete control.

Louhri's handmaidens are called the 5 Daughter's of the Fall. Up until a year ago, they were Sobarene, Calistra, Trinniarna, Elora and Lerahni. Lerahni is currently allied with Sacaster the Dragon Hawk reborn (alias Saracaste). Sacaster has her completely enthralled and in his power. He has recently killed Sobarene and four months ago, forced Lerahni to imprison the Princess Leda (who was getting in the way and resisting his magic.)

The whole mountain currently exists under a potent thrall spell. Sacaster has brought the Orn into the Palace. Those loyal to him are called the Black Guard and he has given them special helmets with glowing eyes with which to see spiritual and magic intruders. He has also equipped them with magical staves capable of hitting spirits and casting hold entity 3 times a day. There are currently 72 black guard in the mountain.

Sacaster has also brought 5 dwarves with him. The lead dwarf is called Daggelis. Daggelis' friend is called Hudrigg. These 5 dwarves are making Sacaster a magical cage for him to summon something pretty powerful into. Sacaster has convinced Essa Dalmox to find him a dragon to sacrifice. In return for the sacrifice Sacaster is promising Essa Dalmox he will summon what remains of her mate, Drathelmox. The cage is 8 sided and made from the rare alloy - Dulcium, a light absorbing metal that appears blacker than black when charged with magic.

Louhri's sleeping quarters are at the very top of the mountain. She has been asleep for 7 years and no one has been allowed to enter her chamber in that whole time. Sacaster wants to enter but fears the Queen's awakening. 

Stealing souls - Sacaster has erected the Cross of Debrisgen - and has been tormenting souls upon it. Once these souls have been converted to his cause and completely enslaved, he sends them on their way into Daig. He has recently become sloppy and stolen a few souls from Ischandi's kingdom as a test. He knows Ischandi won't interfere with him and therefore doesn't fear the Wise.

Spirits in Louhri's Kingdom... serving Sacaster.
Tragedy - a senser of Doom.
Bewitch - a  doe eyed girl capable of slitting throats.
Torment - a flayed human man.
Yaggadull - a spiritual ogre magi.
Sin - Ex Spirit of Cairis who broke his oath to serve Sacaster.

Undead in Sacaster's Kingdom...
Unifix - A spectre capable of appearing as a Black Angel with demonic wings and a green flaming mace.
Defoe - An undead, ethereal elf able to sense the truth (82%) - an excellant interrogator.

Other allies ;-
Roth Gull the Orn. 8 foot tall Orn warrior with burning gaze attack and a flying axe called the Gull Axe. Also called Lord of the Mark and Chief of the Ice Hounds.

Sacaster's aims

The Dragon Hawk has kept his true intentions secret but has always followed a pattern in his plans. He attempts to take control of lands by blackmail, magical spells, clever use of spirits, spies, information and even poison and plague. Hardly ever risking direct assault, Sacaster likes to cover all possibilities before making a move.

Sacaster has a deep rooted hatred of Ischandi and his Wise. This hatred harkens back to what Ischandi did to Daycaster - a memory that Sacaster still has, albeit a little vague. Fearful of becoming one being again and loathing his counterpart the Scion, Sacaster is happy the way he is, just so long as Ischandi suffers.

Items circa 2617

The Dragon Rod of Alertness - A slender black rod 12" in length. Enchanted at 13th level this rod performs several functions. Once per day it can generate a magical shield equivalent to 25 AP vs all attack types, duration 10 rounds, area - stationary. 10 times per day it can faerie fire any beings (spiritual or otherwise) in a 30' radius, duration 5 rounds, effects at 5th level. It constantly increases Sacaster's SEN (sense) stat to 22 giving him a greater field of vision and enhanced perception of danger. It bestows +20% Magic resistance. It also strikes doing 2d12 concussion damage.

The Black Ring of the Magi - +50% standard Magic resistance, 10 AP / dice vs all magically created / summoned elements. +20% to channeling and manipulating magic of all kinds. x10 duration to all magic. x5 range to all spells. Plus, and here's the beauty, an 8% chance of any spell or ritual becoming permanent if channeled through the ring. *Note - The complete / original Ring of the Magi was far more powerful than this. Very little is know about this object, who made it and how Daycaster came by it.

The Cross of Debrisgen - Debrisgen was a Saint / Holy man who was nailed to an iron cross and carried at the head of an invading army of Orn as a trophy. However the ploy backfired on the Orn when Debrisgen prayed to the Gods and his prayers were answered. Just one mile from where women and children cowered, defenseless about to be massacred, the Cross suddenly ran with blood and over three thousand Orn heard and felt Debrisgen's suffering, resulting in a complete rout. Over the years, the Cross has been hammered, beaten and twisted by countless attempts to melt it or carve up its blood stained iron. However it has endured and anyone touching it, either directly or indirectly via a weapon or spell experiences terrible pain and suffers soul wrending feelings. The Cross attracts tormented souls and woes like a magnet, drawing them across vast distances. When they arrive, they "stick" to the cross and suffer until released or they repent. Sacaster has mastered using the Cross as a way of tormenting spirits and souls, converting them into his service.
 


 
Kreshe of the El'vista

Background
Kreshe Al'Huam Nor was born in the year 23 to Mengale parents from the 5th House of Lorgris Sahriak. The youngest of five brothers and three sisters, Kreshe was raised in Mengale tradition to uphold Law, justice and the Old ways above all else. In 201 with the sudden disappearance of Orion, Kreshe sided with the Qual Louhri in believing foul play from Elluva and his allies.

In 603 Kreshe became second in charge of the El'vista - A sorcerous band of Mengale warriors capable of Communicating with Dragons. The head of the El'vista, a Mengale woman called Leahrain sought a peaceful end to the fighting that had ensued since Orion's departure. However in 670 Leahrain was assassinated and Kreshe blamed Mount Eldahar and its human allies for her death. By 671 he had become the new Head of the El'vista, awakened six ancient dragons and summoned over two dozen Eldar Elementals to do his bidding. With over forty Dragon Sorcerors behind him he decided to strike at the Heart of the Land, Mount Eldahar itself. On the Eve of Beltaine, Kreshe stormed Elluva's palace but flew straight into a trap. Betrayed by one of his number, a Sorceror called Pennas, Kreshe was quickly apprehended by the Battle Master Quiverin and thrown into prison.

Despite his rapid capture, Kreshe had managed to assassinate various Kings and Queens along the way, causing no end of problems for Elluva's government. On the 14/8/671 Kreshe and his followers stood trial for their crimes. As none of them were repentant in any way, Elluva and the other Qual passed the kind of severe sentence common in old Qual law - Execution of the leaders and exile to another Realm for all other members of the House (approximately 400 other Mengale). It was only with the intervention of Louhri that the vote was tipped and Kreshe's life spared.

Skills

Longsword - 89 Skill ranks
Long bow - 90 Skill ranks
Dagger - 85 Skill ranks
Dodge - 78 Skill ranks
Body Control - Mental discipline.
Sword specials (7 special moves)
Physical Cloaking - Mental discipline.
Command air - 90 Skill ranks
Summon Elder Elementals - 78%
Embrace the Void - Mental discipline.
Physical haste x 1.2%
Far Sensing 5th level - range 800 miles.
Dragon Mind - Mental discipline.
Command fire - 82 Skill ranks.

In 713 Kreshe was shipwrecked on an island occupied by human colonists. Having spent the last few years living in peace and falling in love with a High Elf Leathiadorian Princess called Galeah. Galeah wanted to save Kreshe's spirit and made him swear to renounce his violent ways. However the humans feared them and Galeah was shot dead. Seeking refuge in a church, Kreshe struggled with his inner self as the humans began to torch the building. Eventually he allowed himself to be burned to death by the side of his love. Two weeks later though, Mengale warriors descended on the colony looking for Kreshe and massacred every last human.

The Elder Elementals / Gods
Kreshe, like all of the Royal line of Mengale, knows how to call upon the Ancient pacts of Krukra Tain. Able to summon the Elder Elementals, those ancient banished otherworldly beings that existed prior to ANU's collective consciousness, he can unleash Eldahar's very own, original version of Chaos upon the World without a second thought.

The Elder Gods of the Krukra Tain dwell in the far reaches of the Void; each one existing on it's own small Realm, where for all intents and purposes it is a God. Their only connection to Eldahar itself exists in the form of ancient pacts. When a Mengale of the ruling line thinks the correct thoughts, a link forms to the Elder God's plane allowing it to reach Eldahar.

All Elder God's require a sacrifice upon arrival; this sacrifice can vary from a single being / object to absolutely hundreds, depending on the creature.

Like any summoned, otherworldly creature, the Elder God's do not belong in Eldahar's dimension and are prone to be banished.

Sample Elder Gods ;-
 

Greshmar
God of the Bebbaluke
A fourteen foot tall yellow furred bear with ten arms. Capable of wrending nearly anything apart.
Sal'mahar O'lak
God of the Troga
A fifty foot long bright red and black snake with lethal venom. Sal'mahar can also swallow something up to ten times its size.
Trenjin Tohak
Mouth of Madness
A thirty foot long maggot with several gibbering mouths that constantly ooze potent liquifying bile. The creature enthrall's its victims by releasing a powerful chemical odour.
Timoan
The Fire King.
A huge, forty foot long fire breathing lizard that can scale sheer surfaces and dig holes at an alarming rate.

 


 
CarthazeCarthaze Mitri Dark was born and raised in the lands of Daas, northern Esium, in 1691. Of Kethrian blood he was the only child to the Kethrian Ambassador Gheroc and a Daasin dignitary's daughter called Simonee.
Sent for Schooling back to Kethria, Carthaze spent eleven years studying the Black Astral Arts before being forced to return to Daas. His tutors said he lacked the necessary self discipline to reach the Higher planes of understanding but in Daas he quickly established himself as a Criminal Mastermind.

Shortly after his return he was approached by Alendar Crane - a Wizard of some power. The two men became locked in a furious struggle for power with Alendar hellbent on bringing Carthaze to justice for his crimes. Strangely years later they would both become members of Soloman's Pentacle of Magic.

After the demise of the Pentacle in 1800, Carthaze returned to the black arts and founded a criminal organisation in Yarili whose members were an even split between Asral mages and Assassins. Known as the Black Chapter, (in direct opposition to Alendar (Alexor's) own White Chapter) the Black Chapter quickly grew in power. 

Carthaze disappeared in 2145. His fate remains a mystery but in 2617 Ashar of Daig tells Ragnek - Daig's Herald, that Carthaze resides as a damned soul within one of Daig's more private Hells. After spending four and a half centuries floating around on the astral plane, plotting the downfall of everything and everyone, Carthaze made the mistake of interfering in Ashar's plans for Adunathel and felt the awesome power of the Oras Remus brought against him. Unable to resist its lure, his soul became trapped by Hell-light and has since been tortured as one Arun's damned.

Carthaze maintains an aire of self importance and arrogance. He bows to no one and has a unique understanding of people and their souls. He knows that nothing can be worse than Daig and is content to be tortured until the moment comes that he can break free. He despises Ashar and only respects intelligence and the willingness to act upon it - in any way.
 


 
Simion - Knight of LawBackground.
Simion was "born" on Eternium's 2nd Realm. Magically created by the powerful Wizard Athon, (a pupil of the fabled Soloman), Simion was born with great purpose encoded into his very existence. Originally meant to serve Athon as a completely faithful guardian, after over 100 years of obedience, Simion finally developed self will and turned his back on Athon's unlawful ways. Journeying on a quest of self discovery and intent on deciphering the meaning of existence and the true nature of the Universe, Simion now wanders the Realms of Eternium like a Knight of old.

Saving Face.
Athon wanted Simion to have a face that reflected his own genius. Because of this, whenever Athon raised his vizor, the face beneath was a copy of the Wizards. However with Simion's freedom came a liberation of face. Now Simion can assume any face he chooses. When he finds one he is content with, he will keep it.

The Armor.
Beneath the magical armor Athon created, Simion is composed entirely of light and energy. When he grows angry or purposeful, his eyes flash like white fire through the helmet. Without the stabilising effect of the armor, Simion's energy would cause great damage to everything around him; hence he never removes it.

The Armor regenerates itself within Simion's energy field. It is 18 / 18 / 18 / 6 with a magical barrier (equivalent of skin) providing another 5 AP beneath.
Simion only takes POW damage as he has no flesh; i.e. only the magical "+" of a weapon causes damage + extra critical "+" 's too.

The Sword.
Simion wields "Wenkai", Sword of Chevron.
Chevron was a great Magician and Swordsmith in the First Age of Pernillis.
Wenkai is +15% +4 / +4 with three magical abilities built into it.

Wenkai can "blur" Simion at will, making it 25% harder to hit him. NO COST.

Wenkai can make Simion invisible, silent and able to pass without trace at will - a very powerful ability that costs 1 POW every 5 minutes. Note - Simion can still attack whilst invisible and pick up objects, that turn invisible too after 1 - 3 seconds at an additional 1/2 POW cost.

Wenkai can convert Simion's own energy / POW into a bolt of magical energy that inflicts POW damage on its target. The size, range and damage of the bolt can vary, depending on how much POW Simion channels. The larger the bolt, the longer it takes to build up. Note - Wenkai is immune to damage from Simion's energy. Cost of a typical bolt is between 1 - 6 POW. Damage therefore is 1 - 6 d3 and expressed as POW damage, not physical damage. Save for 1/2 applies.

Stats.
As Simion is just an energy field contained within magical armor, he has no flesh and therefore few physical limitations. This helped make him a very versitile bodyguard for Athon, especially as he never tired and could run forever if necessary.

By applying POW from his own energy reserves, Simion can adjust his physical stats.

Simion has a base 40 POW to draw from. He regains 15 POW every 24 hours however this amount drops if he is near another strong source of energy as interference in his own field slows recouperation.
 

These stats cannot be changed;-


Stat Total
INT 16
WIS 16
POW 40*
CON Not applicable.
These stats can be changed;-


Stat Base stat
STR 12
AGI 12
DEX 12
SIZ 14 (i.e. Mass)

Stats that can be changed, can be increased as follows;-
Note this table is at its simplest...


+1 to +5 to stat Costs 1 POW for 12 hours.
+6 to +9 to stat Costs 2 POW for 6 hours.
+10 or +11 to stat Costs 3 POW for 3 hours.
+12 or +14 to stat Costs 4 POW for 1.5 hours.
+15 to +16 to stat Costs 5 POW for 30 mins.
+17 (and every +1 thereafter...) up to 40. Costs 6+ POW for 10 mins.

See Law for more info.


 
Daycaster
I stand in the Forge, before the Anvil that is Anu,
As the vessel of the Sun to come.

Daycaster, "the Savar", is perhaps one of the most legendary and powerful spiritualists to have ever lived. In his time, there were no Gods, only Anu - the One, a vast and myriad collective of spirits representing every element of creation. Chosen by their collective mind to represent their interests in the ever changing World, Savar became their one true priest and spiritual companion and as such wielded Anu as an unequalled power in the World (except perhaps for the Dragon King and 7 fold Crown).

For more about Savar, the Anu and Shaman, read about the Spirit's of Cairis.


 
Nation
The Gestalt Lord of Eve

Nation was born Santon, the Noble son of Anchard - Lord of the ice-bound subterranean Land of Eve.

The Land of Eve
Eve used to exist to the Northeast of Dark Moon and Northwest of Midgard. Approximately 200 miles by 120 miles in size, the Land of Eve vanished beneath the ice in the year 1342.

Nation wears the Girdle of Substance - a powerful artefact (one of 12 called the Pentacra) able to bind 5 beings into one gestalt entity. The Girdle was made by the Titan Phanes over 2000 years prior to the Cataclysm of the Homelands and entrusted to the Yoni of Eve and their Temple of the Manifold.

The original people of Eve, known as the Yonin had dwelt in Eve for 2500 years, worshipping their Lord and God, the Dragon Spirit Phanes. Able to manipulate matter, transform ice into stone, metal into sand, glass into gold etc by touch alone, the Yonin were an advanced and wealthy people who loved building temples and statues.

But one day a terrible natural disaster claimed their land and doomed it to be buried under the encroaching ice. They prayed to their protector, the Dragon God Phanes, but he did not answer, being far beyond their land about other tasks. Their citadel's were broken, their temples cast down and the people forced to endure the harshest, most terrible winter imaginable. Suffice as to say, no one survived this Eldar Winter as it lasted 110 years.

When Phanes returned many centuries later he found Eve to be buried and its people haunting the ruins as ghosts / Phantoms of Phanes. Phanes was very sad at what had happened and sought some way to make ammends to his followers and end their suffering.

Phanes created dozens of golden statues / artificial magical bodies for the Yonin to possess called "Mandragora".  As the bodies were rare and few and far between, Phanes also created a dozen artefacts capable of storing 4 other spirits, thus allowing the wearer to carry these fully aware spirits around with them. These objects became known as the Sacred Pentacra. By wearing one of the Pentacra and possessing one of the Mandragora, 5 Phantoms could exist as one.

This sufficed for many years but eventually Phanes went away and didn't come back. The Yonin grew weary of rebuilding their once great civilisation and without Phane's guidence, lost their way. Many of the Yonin began to fight for possession of the Mandragora and as word of their ability to transform matter spread, people began hunting them. The Yonin were forced deeper and deeper into the ice until they could only live as prisoners of their abilities. Eventually many of the Yonin began fighting one another. Mandragora fought Mandragora and many were destroyed in the ensuing struggles. Consumed by ever growing madness, those Yonin bound within the Pentacra became terrible Phantom's of their former selves.

Centuries later, people moved back into the Land of Eve, unaware of the Phantoms dwelling beneath their feet. These people called themselves the Arkites. Originally escaped prisoners from the then called Land of Farfrost, these people followed a man called Leos. Leos became the first Lord of the Arkites and of their new land - Sanctuary.

In the 17th century a young man called Santon, son of Anchard discovered a body frozen in the ice near his father's home. When he touched the body he found himself suddenly sucked inside of it, his own body apparently lifeless at the statues feet.
Santon's spirit had unwittingly been sucked into the Girdle of Substance, worn around the Mandragora's waist - this is how Santon began his life again as Nation - the Conqueror.

In the 17th century, Nation used the Girdle to trap and control 4 Greater Elementals , of ice, air, fire and earth.

Nation is an immensely powerful entity. Capable of calling upon the 4 Greater Elementals bound within the Girdle of Substance, as well as that of the Mandragora form housing his spirit, he is not someone to be trifled with.

Personality
Nation is violent, aggressive, bold, arrogant and intelligent. All these traits make him extremely driven and power hungry, but not to the point of stupidity.

He loves revelling in his powers and abilities, showing them off and using them to impress others. He likes nothing better than conquering the strong and being benevolent to the weak.

Ultimately Nation wants respect. He desires people to fear him and cheer for him, even if he has to crush them first.


 
MagnusMagnus was born in 1789 and died in 1831. At the age of 15 he was brought into the Elandian Coven of Arun by his mother, the High Priestess Deinastra. Granted special dispensation by Arun himself, Magnus showed an aptitude for Witch magic and quickly rose in the Coven's ranks. When he 22 he took over the whole Coven after the tragic death of his mother at the stake.

In the years that followed Magnus demonstrated unswerving loyalty to Arun and in private became a close confidant of Ashar Guentas. Unaware at the time of Ashar's true identity - as the God Arun himself, Magnus worked alongside Ashar in various spiritual endeavors and learned a wide array of disciplines.

After dying and going to Daig, Magnus suffered for several centuries before being liberated by his friend and God - Ashar, the new Overlord of Daig. Taking up where they left off, the two men continued to work side by side organising Daig for it's final hours.


Abilities

During his third year as Head Warlock of the Elandian Coven, Magnus was bitten by a Vampire of Greyog. Nearly succumbing to the creature's fatal bite, Magnus lay on his death bed for several days trying desperately to fight the Undead's infection. In a dream Arun came unto him and showed him how to turn the creature's bite to his own ends. He fought and won, taking the blood and making it a part of him.

Since then Magnus has often appeared pale (usually after using his abilities). Though not a true undead, he does benefit from being able to drain energy from others via his Gaze - at 1 POW per minute.

He also enjoys +20% vs poisons, +10% vs magic and Regeneration of 1 hp per hour.

Quickening
Another ability taught to Magnus by Ashar. By Quickening the Vampire spirit and blood in him, Magnus may over the space of 10 minutes quicken it's hold over his body, effecting a temporary metamorphosis into Vampire form.

As long as he doesn't spend more than 6 hours in this form, Magnus can slow the blood and force his own to take back control - however the reversal takes 1 hour.

Vampire Abilities
Magnus's full blown Vampire abilities are those of a 180 yr old Vampire. He still has the use of all of his Witch powers.

  • Haste x 1.3
  • Regeneration 3 hp / rnd
  • Tense skin 5 AP
  • Transform to Mist - rare ability
  • Charm +2 levels to gaze
  • Jumping, leaping, enhanced STR, CON, AGI, DEX


Gaze abilities
Magnus was given and taught several different gaze abilities during his time in the Coven. Unless mentioned, each gaze attack can be used 3 times a round. They are ;-

  • Telekinetic blast (range 25' for 4 d6 damage 1/rnd)
  • Levitate (up to 100 lbs - DUR concentration req)
  • Paralysis (at 5th level)
  • Eye bite (at 5th level - blind's target)
  • Strong suggestion (at 5th level - failure causes suggestion to remain for up to 10 minutes)
  • Combust (at 4th level - non living matter only)
In addition to the above, Magnus also possesses the following Witch spells ;-
  • Heal self (Decreases the severity of a wound by 2 steps)
  • Charm person
  • Cause Emotion
  • Amplify Emotion
  • Etheric Resonance
  • Psychic Impression
  • Ward of Alarm
  • Eaves drop - (range 500 feet)
  • Displace sense (to a static place up to 100 feet away)


Note : The above list is not complete.

Magnus also possesses some status in Daig itself, afforded him by the Overlord - Ashar.

  • Magnus can Shimmer between Daig's domains but not between the Prime Material and Daig.
  • He can open up Vortex's between one area of Hell and another for up to 3 beings to pass through.
  • He can summon 2 Demons of Daig with which he has special arrangements.

  •  
“When I was alive I specialized in terror tactics and subversion. I established covens and masked them behind legitimate businesses. I was also Chief Justice of the Elandian City Watch in Eeranda, which helped.

My magical abilities are quite limited but what I do have I am very good at.
I know 21 mage spells and possess a spell book with another 67 in it that I can briefly study and memorize.

Using Pentacave’s measure of Magical Power, my most powerful spells measure 10 and are Teleport without error and Phantom Armor.

I can transform into mist at will, move and see in this form.
I can drink the blood of my victims and drain memories from them. The longer I spend drinking from them, the more chance I have of learning what I need to know.
I am stronger, faster and physically tougher than any normal human. I am as strong as 10 men.
I heal extremely fast but am susceptible to fire.
I am not undead (though similar to the Vampire in many ways). I can read spiritual impressions and gain images from objects and places very accurately.
Most importantly, I can call upon Arun’s intervention. As that is the greatest ability anyone can possess.”

Red or Syrene (Preferably Red) have to get Madisra sometime today – they can tell what ever they want to, however I want her back in her lands ASAP she has a few days to visit the different Temples – I want the wandering priestesses/Guards out and about by the middle of next week.

Sidhe will contact Madisra using a scrying fire. Red will then pick her up. Madisra will need Red to transport around. The whole things will take 3 days to set in motion – visiting up to 6 temples  / shrines a day.
 
 

Companions

Magnus has a group of Companions he travels with. One of his strongest beliefs is; "Never act alone. Never travel alone. Strength comes from a team or group." Hence he makes sure his Companions always accompany him.

Krysta Sxixeria - The Ruling Naga
Race - Naga. One in a hundred Naga's is born with the Ruling scales - a mark recognised by all other Naga's as a sign of Royalty. Ruling Naga's possess greater magical ability, extra poison creativity and the ability to transform themselves into humanoid form.

Krysta's human form is green tinged black hair and yellow eyes. She is shapely and full figured with large lips and wide eyes.
Used to a lifetime of being waited on hand and foot, Krysta believes that people should serve her and that her Royal scales demand respect and subservience from even other Kings and Queens. Posh, upper class and decidedly snobby, Krysta treats Magnus like a favorite servant rather than a superior.

Innate Naga Spells

  • Light (150 foot radius)
  • Hold Person (up to 5 targets per casting)
  • Free Action (no penalties when moving over bad terrain or in water etc)
  • Invisibility (self only)
  • Wall of Force
  • Poison cloud (30' diameter)
Other abilities
Secrete poison (any of 18 different types)
To create any poison takes time. Krysta alters her body chemistry to produce the poison (and necessary antidote) but some poisons take longer to manufacture than others...

Examples;-

  • Standard nerve poison - paralysis  - 1 rnd. CON 15
  • Blinding poison - spray, 1/2 rnd. CON 15
  • Lethal poison - 2 rounds, death in 2 mins. CON 20
  • Lethal poison - 30 mins, death in 1 hour. CON 30
  • Magical poison - 1 day, death in 5 mins. CON 30. Effects enchanted beings.
Poison can be delivered by sharp finger nails (1d6/1d6), fangs or with some poisons, by skin contact or venom spray.

Babelood
Krysta's companion and good friend / familiar, Babelood is a Chameleon that normally is wrapped around her waist. Babelood is intelligent and able to communicate mentally with Krysta. Babelood can also alter his size, becoming over 30 feet in length with up to 120 hp, 5 ap scales and doing bite damage of 4d6.

Babelood can also blend in with his background using a chameleon power that takes a few seconds to work, rendering him 95% invisible. This is a non magical ability that only works when the snake is stationary.

Gnoskus - Monk of Endtime
An elderly monk who spends his entire time praying and channels the energy of these prayers to a particular Time and place.
The Monk's of Endtime were an Order of Monks who existed / still exist now at the End of Time in the Temple of Endtime. They have the ability to pray to any Faith or any belief and channel the astral energy that belief. Hence a Monk of Endtime could be a Priest of Ortha one moment or a Priest of Akilla the next and be able to tap the Divine energy of either God.

Because of this versatility the Monks of Endtime are hated and despised by ALL other religions and accused of being Unholy Thieves.

Sheltering in the Temple of Endtime, the Monk's hardly ever step into the World. As Endtime exists outside of normal Time, the Monk's exist in a timeless state. When one does enter the World they usually remain for only a brief time, just to gather information on events.

Gnoskus was on such a fact gathering mission when he met an untimely death and was consigned to Daig under bizarre circumstances. Unable to change his Faith in time, he was caught up in Daig's Hellish nightmares and trapped.

Zayus - The Red Imp
Zayus is a Hell Spawn - that is a creature without a soul born within Daig from the stuff of people's Nightmares and Evils. Zayus appears as a two foot high, red winged demon with tiny horns. Typically evil in appearance, the creatures thrives off of the pain of others and can magnify any pain or suffering by a factor of 3.

Zayus is Magnus' 7th Hell Imp and has been with Magnus for 8 months. The longest surviving Imp under Magnus' protection was Rark who served Magnus for 13 months.


 
Keats

Keats was born in Alinor in 567 and lived until 2190. For the first 1000 years of his life he never traveled more than five miles from his house in the Great Forest. A typical wood elf, through and through he lived, laughed, raised a family and fought in both Mordark Wars.

In 1781 though, Keats lost his wife Tinuvia in a tragic accident. Blamed for her death by her family, Keats left the Great Forest and wandered, lost and grief-stricken into the Land of Andor.

Keats is a Level 12 Farsensor with limited self redaction. His maximum single contact range is 1500 miles. His maximum broadcast range is 150 miles, assuming he gains enough height.

In addition to standard telepathy, Keats can use Far sight and Far Hearing up to 200 miles away from his body.
 


 
Hannibal Murdoch O'Neal
Hannibal Murdoch O'Neal, prodigal son of Flynn O'Neal.
A powerful Metapsychic born in Exile from the Star League.
Responsible for the Destruction of the Qual Homeworld Sha'Lean.
Instigator of the Cataclysm of Worlds.
Destroyer of the Homelands.
Devourer of Minds.


Hannibal, without doubt, is infamous in certain circles on Eldahar; known to some as the most evil being to ever exist, in 2617, Hannibal resides in Daig, trapped by the Ancient Dragon who's mind he consumed.

Circa 2617 Hannibal's metafunction rate as follows ;-
Creation - Grandmaster - 19th level
Farsensing - Grandmaster - 19th level
Redaction - Grandmaster - 18th level + *
PK - Grandmaster - 20th level
Coercion - Grandmaster - 19th level

*Special power* - Subsumation - sub-ability of Redaction
The ability to consume entire minds and subsume their thoughts, memories and metafunctions.


 
Valen of the Dream Watch

Valen is one of 7 members of the Inner Circle of Orin's Dream Watch.
Valen is also part of the Gestalt spiritual entity that calls itself Sharendayne.
Sharendayne exists in part, inside each and every Dream Watch.
Sharendayne can manifest itself by possessing one of the Dream Watch.


Valen was born in the country of Lanth in the year 2190. He served in the Lanthian military for twenty years before dying at the age of 36 in a cavalry charge.

Upon his death he found himself in Hell, no doubt for attrocities commited under his command by his fellow soldiers during the Tremel Campaign of 2210. Valen was quickly singled out from other damned souls because of his unusually high spiritual power (POW 26).

Pressed into the service of Orin he found new purpose, passing the decades in Hell as a Soldier of the Pale. Learning the disciplines of the Dream Watch (Orin's personal guard), Valen quickly rose in the ranks until after mastering many of the spiritual abilities and perfecting his weapon skills, he graduated to the highest position, the First Circle of the Pale.

In 2617 Valen's powers have peaked (32 POW stat). He appears in chainmail armour, often with a chain hood and gauntlets. He has pale hair, goatee and a pure white surcoat boldly displaying the Black ring of his God.

Utterly loyal to Orin and the Overlord of Hell, Ashar, who Sharendayne believes "Serves Orin in his own way," Valen comes across as a focused, dedicated individual who will stop at nothing to achieve his ends.

Abilities / Skills

Longsword 91 SR.
Medium Shield 84 SR.
Dodge 76 SR.
Stealth 90 SR.
Mask trail 70 SR - a spirit based power.

Spiritual strikes - focused through his weapon these attacks can do many of the following - Burst organs, shatter rock, explode wood, melt metal etc. (Base level 5th. This ability costs 1 POW per strike + 1 POW per 2 levels increase up to max of 11th.) Example A - 1 POW equates to an extra 3d6 damage.

Dream Shifting + 1 other. As per standard Dream shifting ability - max range 1500 miles.

Spirit sight.
Manifest physical form - Ethereal to Material and vice versa.

Summon Ring of Protection - Black ring surrounds Valen bestowing +25 AP protection vs all attack types and +25 MR.

Summon other Dream Watch - 1d6 Dream Watch per round up to maximum available (approx 2182 circa early 2617)

Kevlar

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