A legendary city that exists off of Eldahar's sphere on the
It exists at a planal nexus of realities and as such, doesn't abide by any normal physical laws. For instance, anyone arriving in Jeopardy has an unkillable twin or
Staying in Jeopardy for any length of time is therefore incredibly dangerous.
The Death-self has only two weaknesses. Artefacts aren't duplicated, so if a character has a fantastic magical sword, the Death-self won't. Also, Death-selves thrive on attention and being mistaken for the real person.
The only problem for the Death-Selves is they appear in black and white so are easily identified. Everyone in Jeopardy knows to ignore them, as the more attention they get, the more real they become. If a character ignores it's Death-self and any threats it offers, the Death-self cannot attack. Each time it is killed though it grows more real and more problematic.
*Note - You cannot kill another's Death-self and your weapon's / spells have no effect on any Death-selves other than your own.*
Kinshala - The War Planet - A world sized Chaotic sanctuary, ruled over by the Red Queen of Chaos, who possesses the power to move it anywhere in the Multiverse and ultimately, if she succeeds, anywhere in Time. One big bad Deathstar.
So it came to be that the twin birth worlds parted ways, their umbilical ties forever undone, the red and broken realm set adrift in space with only its new Queen to guide it.
Sanctus Martayus of the Curved Bone.
Kinshala is a World of Chaos, covering the whole spectrum of creation - from savage violent storm torn seas, arid, barren and lifeless sands, poisonous forests and hellish ranges of volcano's to beautiful gardens, serene cloud cities and wondrous but twisted sky high art.
Under the careful eye of the Red Queen, five dozen Chaos Lords of varying rank and importance hold residence on Kinshala along with vast numbers of servants, champions and troops, making the world a true alliance of deadly forces.
Whereas normally two Chaos Lords find it virtually impossible to share the same planet, let alone five dozen, Kinshala is different as the Red Queen has absolute control over the planet, it's land, air and sea. She can alter its surface, destroy vast cities and vaporize anything she takes a dislike to as she alone controls the immense energy source powering the magic of the planet. Which makes staying there very precarious.
So why do Chaos Lord's bother? They're not known for bowing down to anyone, let alone a self proclaimed Queen of Chaos, and investing so many troops and resources onto a planet that might snuff them out at any moment seems ludicrous.
The answer is simple - Kinshala is quite unique. The Red Queen can transport the entire planet with the power of her mind to anywhere in the Multiverse, making Kinshala one huge tactical advantage against Chaos' enemies.
By positioning millions of Chaos troops on its surface and warping Kinshala right next to another Law governed planet, it is possible for the Chaos Lords to launch an interplanetary attack. Kinshala's aura touches that of the opposing world allowing the Red Queen to overwhelm its spiritual protection and her commanders to open warp gates on the enemy surface.
Imagine the scene. One day you're ploughing your field quite happily when suddenly an earthquake hits, the sky grows red and an enormous planet appears blotting out your sky. Minutes later giant burning meteors hurl from the alien planet through your atmosphere, before falling and bombarding your home and then an hour after that, after your country has been pounded and smashed, red holes appear in the forest, by the lake, in your town square and hideous, bloodthirsty troops pour out to destroy or subjugate everything and everyone you hold dear.
This is Kinshala - The War Planet - and the first reason why the Lords of Chaos are happy to obey Sinsifel, The Red Queen.
The second reason being that in order to hold residance on Kinshala, the Red Queen demands each Chaos Lord allow her to absorb one Greater Chaos Power from them - meaning that in all of Chaos history, she wields the most Greater Powers, far more than any before her. The only downside being, she can never leave the planet, as it and the planet are one.
A land of utter darkness at the northern edge of the continent of Eldahar, where spirit and the astral plane do not exist as people know it.
Very little is known among humans about the Land of Midnight, only that it has existed for as long as anyone can remember and has been described by those learned enough to study it as the black hole of the Astral plane.
The only physical way into it is through the Midnight Wall (see below) and the only way out of it is through the Tower of Babel that towers at its heart.
It is a black land, of black stone, 150 miles round, devoid of water and life of any kind, existing in a state of perpetual darkness and cold, without wind or sound. Furthermore, (and this is what terrifies people the most), the entire land does not recognise spirit or astral energy of any kind. People can exist there, for a short time, but ultimately die, their souls lost forever, unless they can make it to Babel. Spiritual abilities and magic simply cannot be used or even seen within the land's borders, making it one of the most inhospitable places in existence.
The land was once called by Titans, the
See also Babel.
Location - Northernmost reach of the Rival Lands.
The Midnight Wall is a colossal structure at the northern edge of the world. Standing 100' high and patrolled by 800 ancient dedicated air elementals, this structure keeps people from nosing around in the strange land beyond. The wall itself also contains several earth elementals that sprout hands and push people off whenever they attempt to climb it. There is only one way through, the
The way through it is to wear an object of Midnight and first part the veil like a curtain.
The Seething Stone of Mormaca - a Chaos-created living, moving citadel that assaulted and crushed other castles and strongholds during the Chaos War of 2602.
Citadel Mormeldin was a monstrous creation created by the Chaos high priest
For instance, during its assault on the city of Khurdir, Mormeldin first pushed itself against the city's walls, applying thousands of tons of pressure until the walls began to crack. Then it developed spikes on its own outer walls that bore into Khurdir's walls before expanding and forcing giant breach holes. Finally the citadel's walls themselves grew high above the city's own and curved down into it, releasing moulten rock onto the populace. Oh the horror!
Mormeldin was literally unstoppable on its journey south until reaching Khurdir. If it hadn't have been stopped there it would have pressed down towards Mount Eldahar and perhaps ended the war earlier than anyone expected.
The heart of Mormeldin, containing its magical sentience and power to remain fluid and mobile, was a diamond shell surrounded in mol ten plasma. Protecting it, Mormeldin commanded many different shapes and sizes of stone golems, from six feet to forty feet in height and guarding the route to the diamond heart, Mormeldin could seal corridors, create spikes, pits, falling blocks, the works... making the Heart incredibly well protected!
But in the Khurdir attack two beings defended the city. Iana Katra the Ki-rin and Yan, the Ki-rin - both immensely powerful spiritualists. It was Yan who moved spiritually through Mormeldin's body and eventually destroyed the heart.
To this day, the remains of city Mormeldin can be seen pressed against the walls of Khurdir, rising over them like a tidal wave, its surface spikes, distorted stone faces and grasping stone hands.
POW 350. Magic Resistance 400% / 500% vs Law.
The diamond heart had 50 AP and 200 MHP.
The walls of Mormeldin could inflict anything from 1 to 20 d20 damage per strike over a 25 foot area.
Lonely mountain in the center of Elandia. Home to the Master Gate and Qual of Orion. Seat of power for all allied countries of the South.
Standing at just over 28,000 feet in height, in the almost exact center of Lanium, the central state of Elandia, Mount Eldahar is like Mount Olympus always shrouded in clouds and capped with snow.
At its base sprawls the town of
A winding pure white stone road snakes its way up the mountainside, lined every five hundred feet with statues representing heroes of the Homelands who helped lead the great exodus to Eldahar but maybe didn't make it the whole way. About a third of the way these statues grow less frequent but spectacular houses off of the road replace them instead; residences belonging to the most trusted and loyal followers of the Qual and veritable mansions in their own right.
About half way up lies the Square of Regal's and the small town of
Filled with fountains, flowers and bird song, many a King has happily waited there for months before being granted access to the higher mountain.
At the edge of Estannar, barring the way further up the mountain to the Qual lies the White Gates - Magnificent white metal gates standing over thirty feet in height and unable to be opened by anything less than a 15th level Psychokinetic Metafunction.
The gates are shaped like to intertwined trees with branches and leaves wrought to be so life-like that from a distance the branches actually seem to move in the wind. The finest and most artistic example of metal work perhaps in the whole of Eldahar they were gifted to Orion back in the year 123 by the both the Leathiadorian and Thulku elves.
With each Qual having their own tower or house high up towards the very peak of the mountain, a few places exist where they meet and commune.
One such place is the Hall of Orion - a majestic open air seat of power carved into the very side of the mountain and organic in appearance.
This is where Orion would sit (and later Elluva) to pass laws and judgment down from on high to the kingdoms below.
When everyone fled the Homelands and arrived on Eldahar they appeared here, on the mountain at what later became simply known as
Here stands the Master Gate, twin obelisks over sixty feet in height and marked with ancient glyphs. See World Gates for more information.