Characters

Page 7

North
King of Kings

Between here and then, in a timeless sea,
Beyond there and whence, what came to be,
Behind what closed and will close again,
Behold the Dragon, King of men.
Nevermore the World the same,
Forevermore the World aflame.

Thirst - Spirit of Cairis.
Background

Cullyn was born in the Village of Umberlee in southern Daydark as the second son of Mulnar and Emilin. His older brother was called Thorin and he had two younger sisters, Circea and Bria.

During his early childhood, Cullyn received a vivid dream that would forever change his destiny. In this dream a voice spoke to him and said "You shall be King." When he awoke, he felt so sure of those words that they stayed in his mind, driving him on for the rest of his life.

He then led an uneventful life up to the age of fourteen, when whilst visiting the Citadel of Bryndy he encountered a group of soldiers and decided to join up. A few months into his service the soldiers were stationed at an outlying keep when a hunting party of Orn attacked. Most of Cullyn's fellows were slain in the first wave, but before the Orn could attack again, Cullyn led an evacuation over the back wall. With a head start, Cullyn ran up into the mountains, trying to elude the Orn. His remaining friends were butchered one by one, but he always managed to escape.

Not the sort to ever give up a chase, the Orn continued hunting him for many days until he had to seek shelter from the Winter in some caves. The caves were large and went deep into the mountains; before he knew it, he was exploring.

Quite by accident he stumbled upon a secret giant cave, filled with a strange pool that ran with cold-fire. Then suddenly the giants arrived and he knew he was dead if he didn't hide. The pool was his only option, so he dived through the blue flames and into the water.

He had to hide there all night while the giants drank and celebrated at the pool's edge. After a while the strange fire that didn't burn, still became very uncomfortable. He felt himself beginning to pass out and clung onto the pool's edge in case he slipped and drown.

The next morning, the giants left and Cullyn crawled out of the water. The blue flames were gone and he thought for a moment he had imagined them.

Leaving the caves, to his horror he felt hot even in the freezing wind and depth of Winter. He removed all his furs and began making his way down the mountain, only to come face to face with Orn.

The Orn had waited, like only Orn would and fell upon him one at a time. They considered him a challenge, refusing to share the honor of killing him with each other. He went into a rage and stood his ground, grabbing each Orn and hurling them too and fro. He broke one's back and threw another so hard that the creature's skull smashed against a rock. It wasn't long before all the Orn lay dead and Cullyn realized just how strong he had suddenly become.

He returned to Bryndy and told his Lord about the Orn; a day later one hundred men were dispatched to the keep, Cullyn included. When they got there, they found a large number of Orn readying to raid Bryndy.

North or Conan?
Then, as if fate had somehow had a hand, one of the Wise of Cairis happened to pass by.

Haken the Black rallied the men to face the Orn, promising them the aid of his magic. However, no sooner had they committed themselves to the fight, than a terrible creature reared above the Orn and roared. It was a demon from Evermore, sent to kill the Wise.

Haken had to act and act fast. He used his volatile "Banishment" spell on the demonic creature, but misjudged how close Cullyn was. The young man, who with his new strength, felt confident enough to fight the creature, was swept up with it and vanished.

When Cullyn awoke, it was to find himself in a strange new land. The people spoke a different tongue, dressing and acting unlike those of Daydark. It took him many months to find his feet, but the Lands of Esium became his new home.
 

My Note

This is one NPC (Non-player character) that refused to die. Originally put in at a whim, North managed to resist several attempts to kill him. It became almost impossible to stop him, as every time I knew he was going to die, I'd roll some ridiculous roll and he'd survive. Everyone saw the rolls - It must've been fate, but North became the symbol of how a character could grow from a Nobody into perhaps the most important NPC in the Campaign.

Below are North's stats at his prime, circa 2601
Red stats are those enhanced by the Frost fire.
Blue stats are those enhanced by the Circlet of Might.

STR INT WIS DEX AGI CON CHA COM SIZ SEN POW MHP
18.84
57.68
14.81 14.90 17.81 15.88 20.11
42.00
14.71
18.38
12.57
16.70
16.35 15.27
19.23
9
18
91
1 Hand 2 Hand D.O.B Race Sex Hand Hair Eyes Build Height Weight Stuns
9d6 13d6 2576 Human Male Left Black Dark
Brown
Heavy 6'2" 235 lbs 13
Off Hand Hearing Smell Touch Taste Sight Father Mother Offensive
Bonus
Defensive
Bonus
Encumbrance NAP
-16          +1 Mulnar Emilin +26 +25 Negligible 2 vs Imp
Combat Skill DMG Slash Puncture Impact Skill rank
(1-100) SR
Db / Ob Other Total A/R Initiative
Dodge 66 +25 +91 5/1
Unarmed 1d4 50 +26 +76 5/1
Long sword "Need" 1d10 91 +26 +25 +141 9/1
Shield 1d6 55 +26 +15 -16 +80 5/1
Other Skills Titles and their dates
North also has the following skills ;-

Rearing Parry 34%
Attack vs Parry 54%
Reverse strike 26%
Dragon strike 8%

The Frost fire has made him immune to all but the most potent magical poisons and gasses.

Blessed of Korth - 2598
High General of Eastern Daas - 2599
Hero of Thanatan - 2598
Champion of the Northlands - 2601
King of the North - 2602
The Evermore King - 2602
The Dragon King - 2602
Magical item / artifact Possessed from Brief description
Need, Sword of Kings 2595-? An object forged in the World's flame, beating as one with the World's Heart and purpose, Need is capable of absolutely anything.
+25% to hit. +6 / +6 per critical damage.
+50% base Magic resistance.
Unlimited spell ability based on World's Need. Generally though, in North's early days, he has a 100% - (5% per level of spell) chance of calling up a spell.
Circlet of Might
aka Crown of Might
2599-? Increases POW to 18 or x1.25 (whichever is greater)
Increases CHA, COM, STR, CON, SEN by 1.25 to a Max of 18.
Gives 20 AP of magical armor all over.
Gives +25% Magic resistance.
Ring of Protection 2601 8 AP protection vs all attack types. A gift from Alliath of the Shada.
Pendant of Retribution 2600-? 1/12 days, grants a retributive attack of x1.5 damage.
Dragon scale armor 2299-? SLA/CHO/PUN/IMP 20/20/20/12
Bag of many things 2598-? A bag that can hold up to 10000 lbs in weight, but still only weigh 1 lbs per 1000 lbs inside.
Eye of Eoe "Angels" 2600-? Blue elven orb. Explodes 1/6 days in a 30' radius for 10 rounds doing 6d10 damage per round to demons and 3d10 damage / round to evil beings.
Eye of Io "Harmony" 2600-? Green elven orb. Twice per year will do an 18th level Antimagic sphere in a 30' radius.
Eye of Dao "Hearts" 2600-? Red elven orb. Twice per day, will cast Awakenings (12th level) and Life-keeping (10th level)

 

The 22 Lord's of Law are universal beings that exist in direct opposition to the Lord's of Chaos. They embody the Power of Law. Only 7 Lords of Law reside within their Inner Circle.

Their Principles are eternal and cannot be broken. Though physically they can be defeated and driven from particular worlds, their power cannot be driven from the Universe entirely.

Their bodies can be slain (more easily than those of Chaos who tend to inhabit body parts,) but their souls simply transplant into new vessels / hosts - often prepared for their coming since birth or chosen from among their most exalted Servants. Some Lords of Law have extended their lifespans indefinitely through use of Science. This can be through preservation of organs, transplantation of minds / brains into everlasting or replaceable bodies, or even through the genetic engineering of exact minded clones. Their only limitation on immortality is that of science. Contrary to popular belief, Lords of Law come and go. Those Lords of Law at the beginning of Time are different than those half way through and different again than those at the end - in fact, like normal mortals, every Lord of Law has a lifespan - albeit a usually vastly extended one. But just because a Lord of Law might die, doesn't mean that its knowledge does.

They exist throughout Time, from the beginning to the end of the Universe but uphold the Laws of Time and Space, unlike the Lords of Chaos that seek to bend these rules at every opportunity and bend the very Laws of the Lords of Law against their makers.

At some point, in a scientific future, Time travel becomes possible. Cloning is commonplace and knowledge becomes so great that whole planets are used to store information. A single being cannot hold that much information and this is where another fundamental difference becomes apparent between the Lords of Law and those of Chaos. In one Time, the Lords of Law are simply custodians of planetary archives, in another Time, they are the archives themselves. Their names do not necessarily relate to individuals, but to Principles of Learning and Disciplines of the Mind. In another Time, they are able to split themselves into thousands of facets and travel at will throughout Time and Space - but because of Universal Law, are forbidden to interfere or make themselves known. They simply observe and increase their knowledge. They are Observers, Students, Watchers.

They never interfere directly with events, only through their followers, if the natural Order of Time or the Multiverse is threatened in some Chaotic way. The only time they act directly and physically is if a Lord of Chaos does so first and again, only within their own remit, which might mean, not at all.

As a whole, the Lord's of Law have a democratic structure with every Lord and Lady carrying equal power. However, on individual Worlds, only one Lord or Lady may have absolute power as clear Order must be maintained.

They uphold the principles of Organization, Law, Structure, Thought, Stability and Lack of Change leading to Sterility and eventual Stagnation. They are the custodians of science and rigid truths. They are inflexible, unbendable and resolute. They are the Lord's of Universal Law.

Savants of Law are peaceful representatives of the power of Law - instruments for gradual Lawful change.
Paladins of Law are more aggressive and hard-line, enforcing the Laws through war and destruction.
Paladin Savants are figure-head heroes / heroines from monumental moments in Law's battle vs Universal Chaos. These individuals, always 12 in number, are called upon to perform duties in their normal lifetimes that transport their essences across the Worlds. (See below)


 
The Inner Circle Description
1 Lord Rouse, King of Harmony Unforgiving and stern.
2 Lord Donablu, The Ever-present Artist, Philosopher and writer.
3 Lord Luaci, The Out Keeper Hunter of Criminals. Paragon of Justice.
4 Lord Tuhrum, Keeper of Tomorrow's Certainties Strategist and Mathematician.
5 Lady Shien / Luranni, Lady of Purity
6 Lady Sararli, Lady of Future Shadows
7 Lord Blane, Custodian of the Universal Manifest

 
The Outer Circle Description
Celesteen Celesteen is the Patron Principle of Education - a Lady of Law dedicated to Higher learning and reaching one's potentials.
Unitane Unitane is the Patron Principle of Unity and cooperation - of the All become One.
Orias Orias is the Patron Principle of Probability.
Places of Law Description
The Castle of Law Resides on the Axis - The principle planetary body of Law. The Axis' location is secret.
The Celesteen School of Law Resides on the first moon of Law - called Celesteen. Headmaster of the school is the Wizard Mermerin.
The Axis Name of the Principle World of Law - Seat of the Lords of Law and foundation of the Castle.
Axis has 7 moons - Celesteen, Unitane, Orias, Metaphane, Meridian, Arklin and Constance.
Each of its 7 moons represents a different aspect of Law.
The City of the Metakon Ruled over by Belagod - This huge mechanical city flies through space consuming Worlds.

 
Champions of Law / Great Servants Description
Lord Ross of Merlendy
King Kaine Orgath of Urth
Lucius Abraxus of Hex

 
Paladin Savants of Law Description
Sabre and the Sword Caliburn
Archer and the Living Bow.
Greystone and the World Hammer.

 
Items of Law Description
The Blue sword / Sword of Law
Heaven's Horn
The Spear of Destiny A.k.a. The Dayspear or Spear of Light
The Chalice / Grail of Law
The Tableau of Law / Arkisancture of Law
The Banner of Law
The Hand / Eye of Truth / Justice / Harmony
The Thorn of Tears / Star of Law / Silver arrow

 
Example of Rise of Universal Law
A civilisation grows, expands, reaches out across the stars.
The civilisation meets and joins with other races, gaining knowledge - embracing science, becoming One.
The collective seeks to understand all that there is. It cannot know peace until it does.
Planets are made to hold vast amounts of information.
A Universal Library is created. Science unlocks Time Travel, Matter Manipulation, Immortality. All diseases are cured. Bodies become timeless.
All knowledge in the Universe is catalogued, quantified, stored.
There is no longer any need to seek or strive. There are no answers to find. The collective dwindles, stagnates and loses its will.
Serenity... Peace.... Silence.


 


Chaos sphere
The 333 Lord's of Chaos are universal beings that exist in direct opposition to the Lord's of Law. They embody the Universal power of Chaos.

The power they represent is eternal and cannot be destroyed. Though they can be defeated and driven from particular worlds, they cannot be driven from the Universe entirely.

They exist throughout Time, from the beginning to the end of the Universe and are omniscient in their knowledge of events (but sometimes a little slow to remember).

They are able to split themselves into thousands of facets and travel at will throughout Time and Space, constantly meddling and letting slip titbits of the future. For many of the LOC, the Multiverse is a playground and humanity its most versitile toy.

They can interfere directly with events, but only through their followers. The only time they can act directly and physically is if a Lord of Law or other Lord of Chaos has done so first. Whereas the Lord's of Law all work together for a common goal, the Lord's of Chaos hate one another and are always backstabbing each other to gain standing in the Chaos Court.

As a whole, the Lord's of Chaos have a hierarchical structure with every Lord and Lady vying for power and position. On individual Worlds, any number of Lords or Ladies may hold power, all trying to shaft the next. They hate each other just as much as Law and the Balance.

The Lord's of Chaos uphold the Principles of Chaos - creation, free will, originality and that of the ever changing Universe. They adopt different forms, like impressing people by being colorful, rare and loud; they are often mistaken for Demons. A few are seen as evil but most are just out to take Chaos to it's extreme.

Again, contrary to popular belief, LOC's can be slain, but the fact that many meddle with Time makes such slayings a moot point. Just because you've slain an LOC doesn't mean you're never going to meet the fellow again or end up killed by him / her yourself at a later date. There's a nice headache for you.

Also, LOC's change. You get new ones all the time and old ones disappearing. A few remain fairly constant, but by being constant, actually risk having all the other LOC's turn against them. It's a tough life. Only a few of the LOC's have access to Time Travel, the other hundreds are just powerful entities living within their own timelines.

Name / Title Description
1 Arch duke Morgrim The Lord battling Rouse of Law for supremacy over Eldahar.
2 Arch duke Xarimog
3 Arch duchess Elsbeth 
4 Duke Panganga
5 Duke Maloth
6 Duke Naveh
7 Duke Brork
8 Duchess Magaera Blonde very curly hair, shoulder length. 5'10" tall. Has a talking teddy / bear called Mulke.
Animation and art is her creative medium.
9 Duke Yushra
10 Duke Shatool
11 Duke Knoll
12 Duke Kûtal Duke Kûtal of Blood arose from being a mere Lord to become the Blood Baron. In later centuries, with the coming of Xenon, Han and Tharizden, Kûtal became a Duke of Chaos, defeating several of his fellows for the coveted title. This was chiefly due to his unique understanding of the Cosmic Balance and his ability to walk that gray line better than others.
13 Baron Estelu
14 Baron Druem
15 Baron Sariah
16 Baron Bushalu
17 Baron Pratu Looks like a giant bird with rainbow coloured wings.
18 Baron Azuah
19 Baron Boshog Lord of Consumption.
20 Baron Cross
21 Baron T'Tasin Spoilt child prone to tantrums. Other Lords hold birthday parties for him to keep him placid as when he wishes things to happen, they do. Has mentality of a 6 year old child but with a wicked twist to it.
22 Baron Orgathelm
23 Lord Aragang
24 Lord Pute Lord of Bile and Vomit.
25 Lady Slavia
26 Lord Sharj
27 Lord Abraxus Lord of the Twisted Ones.
Chaos Items Description
The Red Sword a.k.a.
The Black sword of Rune
A.k.a The Sword of Chaos. Like the Sword of Law, this blade changes in size, shape and abilities to suit the circumstances / time / place and wielder. However, certain things remain true - It is +50% (unhindered) and +6/+6 vs any Law entity.
The Gourd of Lament
The Chalice of Chaos
The Well of Souls
The Wheel of Chaos
The Table of Tasks
The Cradle of Night
Other beings of Chaos
The Lady of Silence A ghostly pale demoness who commands a 1001 Bone demons in the service of the Chaos Lord Kutal. She wields a Soul draining Scythe.
Von Gruber - Ritualist Gruber serves Baron Kutal of Chaos as a Ritualist.
Maloth's Bear of Shuggan The Shuggan are a race of Chaos created creatures that look like upright bears. They range in height from 10' to 16' and aren't too intelligent, being used as common soldiers in battles. The actual Bear of Shuggan is a huge 30' tall. A normal Shuggan warped by Maloth's powers, it does his bidding.
Maloth's Beast dog 12' high at the shoulder, this black shaggy beast dog has a bark far worse than its bite... its bark can blast people into tiny bits and tear the very fabric of reality so that unstable portals open between planes.
The Gods of Tarot A group of hideous ice giants acting independantly to the other Lords of Chaos, bringing eternal winter to the Worlds they conquer.
Ilvir the Damned An immortal servant of Chaos who wields the Red sword and wears the Rainbow armor, Ilvir is an anti-paladin (evil to the core and utterly dedicated to the goal of Chaos.) Originally a Champion of Law, Ilvir became currupted by Chaos. Cursed by Law to have his physical form forever changing (to never know the peace of Law again), Ilvir hides his shifting flesh inside the impenetrable Rainbow armor and acts as Herald to any Chaos Lord who'll have him.
Sark'Emore' Thelps Herald of Discord. Guide at the Castle of Chaos. Appears as a thespian / dramatist who wears thousands of masks and constantly changes his appearance to suit the moment and mood.

 
Example of Rise of Universal Chaos
A civilisation grows, falls apart, blows itself up... no, that won't work.
A group of powerful magic users stumble across hitherto unknown and immensely powerful powers... hmm, hold on, where did these powers come from? Did they come from beings who existed before? And how do they work - even magic items, spells, rituals etc all have a trick or kind of logic to them...
Ok, lets try again... bare with me on this one....

A civilisation grows, expands, reaches out across the stars.
The civilisation meets and joins with other races, gaining knowledge - embracing science, becoming One.
The collective seeks to understand all that there is. It cannot know peace until it does.
Planets are made to hold vast amounts of information.
A Universal Library is created. Science unlocks Time Travel, Matter Manipulation, Immortality. All diseases are cured. Bodies become timeless.
All knowledge in the Universe is catalogued, quantified, stored.
There is no longer any need to seek or strive. There are no answers to find. The collective dwindles, stagnates and loses its will.
Serenity... Peace.... Silence...

Boredom! Some of those existing in this society decide to travel backwards and forwards in Time for entertainment. When you know everything and there are no surprises, what do you do? You decide to throw pebbles in the pond - you decide to go a little crazy. You start to meddle... why? Because you can. In a future where your every wish is instantly fulfilled by energy generators the size of planets, it's a thrill to mess with stuff that you can't completely control.


 


Balance
The Balance exists throughout the Universe as a force between Law and Chaos, struggling to keep both these powers in check and preventing either side from gaining absolute control. Those who follow the Balance believe the Universe has a purpose and uphold the Principles of Fate and Destiny above all else.

The Instruments of the Balance are a few select individuals, chosen to reincarnate throughout Time and Champion the Balance's cause. They are plane travelers, moving from World to world, pitting Law vs Chaos and siding with either in Universal conflict. They are heroes and heroines, odd balls and weirdo's.

They are vastly outnumbered by Servants of Law and Servants of Chaos.

Generally, servants of the Balance aren't immortal and can be slain, but will reincarnate somewhere else. They may not have immediate knowledge of their past lives, but Fate will reveal everything to them as Time goes on. 

Instruments of the Balance Description
The Blank / The Many-sided Knight
The Knight of Night / Minnow Corsarri.
From humble beginnings as a thief, Minnow journeyed far from Eldahar to have adventures throughout Space and Time. A friend of the cursed Champion Rune, he eventually served Lady Night before finally becoming The Blank. 
Nynsagul of the Doors / The Meddler of Fate A strange and mischievous being with evil leanings, Nynsagul can sense cracks in Reality through Time and space and exploit them to his own ends - able to step through these cracks he constantly meddles with affairs and people.
Lady Nox A Lady who exists outside of the Multiverse in a Void of pitch black. Mistress of the Cosmic Entity (a.k.a. The Enigma) - a unique and mindless creature of Cosmic proportions more powerful than the Lord's of Law and Chaos combined, Nox influences the Multiverse from the outside, attempting to maintain the delicate Balance without jeopardising her own neutrality.
The Companion.
Eiflur Gunn / Manfred the Dwarf / 
Minnow Corsarri
Janar Sparrow (of the Chaos Chronicle) etc. etc.
Various Companions to the Champion exist throughout the Multiverse. A plane traveling being is normally possessed by the Essence of the Companion and called to serve the Balance by one of its other instruments. Companions are mortal and do not reincarnate. There can normally only be one Companion in one place at any given time. Most infamous of these Companions is Minnow Corsarri (due to an accident with Lady Nox).
Champion Rune / Champion of the Balance / The Eternal Warrior. Rune was and is the Champion of Balance. He wields the Power of the Balance and is also known as the Eternal Warrior. Existing throughout the Multiverse in hundreds of incarnations, the Champion is forever called to fight against Law and Chaos.

Occasionally incarnations of the Champion combine their powers and spirits to invoke a more powerful gestalt Warrior known as the Eternal Champion.

At times, those descended from the Eternal Champion can invoke his power. See Han and Victor - Children of Dawn and Nathaniel of Mordark.

The Wizard Soloman
& Various Incarnations
Soloman, Orthank, Ischandi, Merlin, among others - all have the same soul. Soloman is essentially a Dreamer, one of 7 men capable of shifting their unconscious minds and souls from one World to the next and living out entire lifetimes there before waking up back in their own quite commonplace beds.
The Dreamers 7 men able to dream and live out lives on other Worlds. See Dreamers.
Solomon, Rasalon, Syracuse, Cygnus, Jehova, Ansarrah, Telemens.

 
Other Balanced Entities Description
Harmony of the Nexus A unique and incredible being with a spirit that can harmonize itself with any other type of energy or spirit in existence. Harmony can travel throughout Time and Space at will, adapting her own aura to that of her surroundings so that she literally bypasses the normal Laws of Space, Time and Reality. No other being exists with the same degree of flexibility over aura. Born on a subplane of Eldahar from a union of the Cosmic Balance and the Balance of Tharizden, Harmony is instrumental in maintaining an Equilibrium of Existence. She becomes one of the Guardians at the Heart of the Idiom - The Nexus.
Tharizden Created by the Lords of Law and Lords of Chaos to replace the original Cosmic Balance, Tharizden was always meant to be manageable and a bit more of a push over than the original Balance was. The LOL and LOC were sick and tired of the Cosmic Balance interfering with their actions so Tharizden was created as their solution - a Balance that let them get on with things. Of course, this wasn't the case. Rather than sit back and watch as the puppet of the LOL and LOC, Tharizden developed his own sense of Balance - The concept that one equal and opposite thing cancels out the other. Tharizden became the Anti-Balance;- an entity hellbent on negating and undoing the whole of existence by equalling it and cancelling it out.
Granger of the Nexus An entity of light - a Titan / Alondian that ascended to a different plane of existence. Granger's light can pierce any darkness and has no range. If need be, Granger can illuminate a whole world.
Ithillan the Cosmic Smith Whatever he forges becomes the greatest of its kind. Ithillan's creations are truly the most powerful and unique of anything in existence. To possess an object made by Ithillan's own hands is to in possession of a piece of the Source of Creation itself ! Ithillan's objects cannot be destroyed and are impervious to any harm. Once created, they exist forever - but are withdrawn periodically to the Nexus (when Ithillan himself is curious to check on them). In the Nexus, Ithillan manipulates Time so that he can spend several years working on a project but appear to complete it in only one day.

 
 
Items of the Balance Description
The Star of Overrule Created by the Lady Nox to right a gross wrong in the Multiverse caused by Ilvir the Damned and King Kaine of Urth (click here to read about it), the Star of Overrule is a powerful device of Balance able to literally bring Balance any situation. Carried from world to world by Minnow of the Balance, the Star of Overrule appears hanging over the head of a Servant of Law or Servant of Chaos (never the Balance). A one use only object, the Star of Overrule can be used in dire circumstances to help Balance any situation - i.e. A chaos army of 10,000 demons vs a Law army of 100 knights is not balanced. But if one of the knights has the Star of Overrule, the Knight can call upon it to Balance the odds.
Enigma - The Star Beast A Creature Cosmic, existing outside of time and the Universe as we know it. Appearing like a gigantic transparent squid with millions of fibrous tendrils reaching out into the cosmos, the Enigma lacks any purpose or intelligence, literally feeding off of our Universe's energy and being manipulated by Lady Nox of the Balance.
The Sword, Savior An ivory sword made from giant whale bone. Used by Minnow to "slay" Maloth on his home plane and deal that Lord of Chaos a tremendous blow. Main ability is "Save" 3 times / year, preventing the wielder from dying and transporting them to relative safety. Made by Soloman.
The Runestaff Rod of Judgment.
The sword, Blackbone See Artefacts - The sword is a very long two handed blade of great weight (but virtually weightless for its chosen wielder). It is primarily a Dragon slaying weapon that gives the wielder immunity to certain types of Draconian breath weapon - however, it is tremendously sharp and heavy, proving effective against all but the most stubborn and powerful of Law or Chaos Servants.
The sword, Dawn Sword wielded by Champion Rune before his fall from grace.
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