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Abraxus is a Lord of Chaos. Appearing most often in one of three forms, as a black skinned angel, a Balrog-like winged Beast demon or a maimed child of either sex, Abraxus is the patron Chaos Lord of twisted souls, the maimed and mutated. He protects his kin, his Twisted Ones with a father's love, guiding them through their pitiful existences to eventual absolution.

As a Lord of Chaos he is ironically very Lawful. Always predictable and straight forward, Abraxus does not suffer fools or insults. He will not lie or cheat (considering such things beneath him) and will hold true to his word, following his own code of honor.

From a Chaos point of view he will actually cause mutation or disfigurement as these things teach the important lesson; it's not what's on the outside, but the inside that counts. As a consequence, many of his followers have been maimed or burned by the Lord as a way of coming closer to spiritual enlightenment.

He has even been known to wipe out whole cities, condemning thousands to a lifetime of pain and suffering, just so he can put their souls on the correct path. Another of his methods involves tempting beings with worldly pleasures, then at a later stage, stripping the pleasures away.


 
Adunathel
of the
Sisterhood of magic

The curse


"I curse you daughter of Leah and all your female descendants so that you and they may never be able to tell a lie or think a private thought. All shall be shared as yours and their tongues shall be an ever flowing stream of truth. I Molgwin, Hag of the Crypt curse three. So shall it be until the end of days or until fire sleeps with water, night enfolds the day and The Afflicted lies in a bed of broken friends to free them.

Adunathel was born in the Yarilian land of Wake and grew up in the shadow of the dragon Skegrin. Like all girls in Wake, she was branded whilst very young - so that anyone would know she belonged to Wake and its dragon.

adunathel
She soon discovered she was not a normal child. Her mother had been cursed by an evil witch to forever speak her mind and tell the truth (see above) - a curse passed on to Adunathel who found the whole thing a terrible handicap.
During her time in Wake she came to the attention of Marduke, the High Priest of Orin. Marduke, a sadistic man in league with the dragon and Wraith Lord Laylak, decided that Aduna would bare his children. Her spirit was the strongest he'd ever seen.

Aduna escaped with the help of a man called Ashar, himself a spiritualist of no small power. They began a strange relationship of love and hate together that eventually led to Aduna having his child, a daughter who they called Chixazrianne.

In between all this, Aduna became friends with Tess Hardy in Esium and Beth the Bard. Together they formed the Sisterhood of Magic with Aduna as the group's warrior. On a trip to Uncus' valley, Aduna managed to steal the sword Angel Heart. With it pulling her, she became quite infamous in Esia for her heroic rescues and Championing of womankind (even if Aduna loathed the sword).
adunathel
During her final years, Aduna had to give up her daughter to some friends ;- Beth and Benedict, because keeping Chix around her would be too dangerous. She knew herself to be deeply in love with Ashar and he with her, so they faced Ashar's enemies together.

Other Skills
Smithcraft - Aduna studied under some of the best ;- Corden of Esium etc She became quite adept at making jewelry and small weapons.

 
Aerin Sol
Warrior Priestess of Koen

During the Undead War of 2600, Koen was primarily worshipped in Eastern Daas, Esium. The Temple of Koen prided itself on providing comprehensive battle and weapons training to its priests and priestesses - Koen was afterall, the God of War.

Koen divided its Warrior priests into 7 circles with the innermost circles being the most experienced. The number of people who qualified for each circle went as follows;-
 
 
 

Number of circle
Title
Number of Priests/tesses
1
Priest of Swords
400
2
Shield maiden / Defender of Koen
200
3
Cleric of Swords
120
4
Sword master
65
5
Blade dancer
25
6
Weapon's master/mistress
5
7
High Priest &
Champion
1

Aerin was a devout priestess of the 5th circle. Born and raised in the Daasin city of Gost Yaroch she was accepted into the Cleric-hood of Koen at the age of 5. Sporting a shaven head, numerous scars and using a spear or scimitar in combat, Aerin was the sort of priestess to "take no shit". 


 
Emperor Airon
of the
Mengale Isles

Airon was the Emperor of the Mengale Elves from 1430 to 2596, when he died defending his people's islands against the human forces of Yarili.

His people, also known as the Dragon Elves, are but one of 12 Houses of Elves on Eldahar. In 202, upon Orion's disappearance, the Mengale Elves refused to accept the rule of Eldar Caereva and Eldar Elluva. Instead they led a brief but violent rebellion on Mount Eldahar using their friendship with certain Dragons to their advantage.

Blaming the Dragons for Orion's disappearance, Caereva and Elluva quickly quelled the Mengale uprising and banished the 11th House from the continent of Eldahar. However due to the appearance of Orion's continental barrier the Mengale Elves could only travel just off of the coast onto a group of fragmented islands east of Esium's land of Yarili.

Mengale Elves
The Mengale elves are notorious for their stubborn beliefs and unyielding stoicism. A regal, pompous, elitist House following archaic ways, the Mengale's refused to accept other races as their equals, instead isolating themselves from the World and slaughtering anyone who came near them.

Mengale Sea Dragons
Adapting well to life on islands, the Mengale House captured and tamed large sea beasts called Tshoin and used them to pull their immense metal boats through the water. Commanding a fleet of twenty War ships, a hundred sea dragons (controlled by horns dipped into and blown in the water) the Mengale's easily kept the curious at bay.
 


 
Alfar
A Race enslaved to the Titans, fighting in Titan Wars

The Alfar were an ancient race of creatures that existed in the Time of the Titans.
Humanoid beasts standing between 7 feet and 9 feet tall they appeared in many ways similar to Buggabun but much larger and bestial.

During the Reign of the Titans the Alfar spanned dozens of Realities and existed in vast numbers. Used by many of the more fickle and aggressive dragons as fodder for gigantic invasions and battles they traveled through the various Dragon created IDS, slaughtering and laying waste to anything they came across. Like a plague upon creation they existed and served only to destroy and unmake, worshipping the Dragons as Gods and obeying their every command.

The Alfar were feared for their savagery. When they arrived on a Plane / ID they quickly established strongholds for their main forces. With armies numbering in the hundreds of thousands they had no need for great technology or advanced weapons, relying solely on their own brutality, size and strength.

Other Facts

  • Alfar leaders were distinguished by great color-streaked manes of hair.
  • Alfar elder's had the largest ears, often up to a foot in height and extremely hairy.
  • Alfar were strong in large numbers but easily startled or frightened when alone. Instinctively pack animals they always hunted or traveled in groups of 6 to 30. Wielding axes and brutal spears, only the Alfain (Alfar elite) wore armor (normally the boiled hardened leather kind).
  • The Alfar had a natural enemy they remained at constant war with known as the Krell. The Krell were bug-like in their appearance and highly organized around a Hive structure. Again the Krell were sponsored by certain dragons who used their Hive as a weapon against Draconian enemies.
  • The Alfar enslaved the Axel - a Race of tall humanoids able to manipulate metal across great distances. See Dark Star.

 
Animal Lords


Name Race Description
Foose / Link
Hunter
Cats / Felines
Mythisin
Dogas
Wolves / Dogs
Saga
Torran
Horses - Wise Stallion / Wise Mare
Majestic Fish / Dolphins / Sharks
Harp
Dawnsong
Avians / Birds
Sooma Spiders
Zinsh Flies / Insects
Jako'lan Monkeys
Bighorn Bulls / Bovines
Sekk Rats / Mice / rodents
Thunder Bears
Skyfoot Elephants


 

Aorna
Head of Kane's Mordark Coven

Aorna rose within Kane's Coven for a reason - when she joined, all the rest got wiped out in a church fire ! Alone, she began rebuilding the Coven as she saw fit, picking and choosing its members (unlike the Coven in Esium where members were chosen at random).

Standing 5'10" tall with long straight blonde hair, bright cherry red lips and deathly white skin, Aorna could certainly strike a pose. She could also fight and kill  the best with a sword (79 skill ranks !) and dodge almost anything else (84 skill ranks).

Always well spoken and polite, right up to the sword thrust between the eyes, at heart, Aorna was little more than a hoarder of items, possessing 15 magic objects !

She was granted the power of flight (x1.5 dodge whilst airborne) and invisibility.

Items of note - Blackrain and the Red Eye Pendant (+30% MR, 5AP, 5/day - deflections & seek object).


 
The 22 Levels of Arda

Arda - Meaning "Harmony of Heaven"

The Astral plane is commonly believed to be divided into 22 astral levels of height and depth (22 above and 22 below).

A soul or astral traveler can only reach certain heights or depths of the Arda - dictated by its purity or depravity.

The Gods of Elondil and Daig dwell on the 22nd level above and 22nd level below.
Religions such as Wan believe that a soul reincarnates, struggling to move up the Arda scale to attain purity of spirit and thought at its highest levels. The High Doman of Wan for instance is deemed to be a soul at the 21st level in height.

Astral Travelers -
The higher a beings POW the higher or lower that being can ascend / descend on the astral plane.

Also see Astral Winds.


 
Princess Arwen of Mengale
Arwen, Mengale Princess
Arwen was born the daughter of Princess Trean during the year 2323 and raised to be a Mengale High Lady. In 2505 she married Lord Silmar and looked forward to a happy future.

However while taking a sea journey in the first days of the year 2583, Arwen and her husband were set upon by pirates. Their leader, Morbin, killed Silmar and raped Arwen on the deck before torching the "devil's" boat and setting it adrift. Arwen threw herself overboard and washed up days later on one of the Hope Isles.
Arwen
There she met an old human woman who tended to her wounds and helped her survive what was to come. Horrified, Arwen found herself to be pregnant ! As a High Lady of Mengale she despised humans, so having a half-human child was too much to bare. She tried killing herself, but failed, the old woman saving her life again.

The old woman helped her have the child and together they named it Ross. Seeing the child, Arwen found herself unable to abandon it - returning to Mengale with the boy was also out of the question as she knew her people would drown it. So Arwen stayed on the island and raised the boy, teaching it her mind powers and physical skills.

Years later, Arwen and Ross returned to Mengale. The humans of Yarili (under the guidance of Chaos) attacked the islands and slaughtered most of the Mengale people. During this time, Ross became accepted as an Honored warrior (even if half human).

A few years after that, Arwen led the remnants of her people on a quest for vengeance through Esia. Ross managed to persuade his mother to join the Resistance against Laylak, but she never forgot the massacre of her kin.

In the year 2601, Arwen found love again in the arms of a family friend, Layonas and saw the birth of twin boys to Ross and his beloved Celese. Things were beginning to look up.

Appearance - Tall, slender, 5'11". Green eyes, pale blonde hair. COM 23.21
61 SR in Long bow. She could play the harp, blade bless, perform a speeding strike (which she taught to Ross) and use a concentration technique while fighting that gave x1.25 to hit (x1.5 on a special success). She could also sing Elemental songs, calling up a gust of wind, a flame and summoning fish and birds.


 
AsharAshar began his life in the City of Khur during the Mid 13th Century. Born as the seventh son of the seventh son - Mikabe, Ashar grew up surrounded by his six brothers and four sisters, inside the great outer wall of the city where he led a normal life until the age of seven.

At 7 years of age, Ashar and his entire family were imprisoned in the Dungeon's of Aquala by one of Mikabe's business partners.  Mikabe (a sculptor by trade) had failed to capture the image of one of Khur's more prominant Lords in a favorable way.

Then one day (when he was 10 years old) as he was carrying buckets of water to the other prisoners, the young Ashar bumped into an old Homé called Engal who noticed his potential. As soon as Engal touched Ashar's arm, he felt the power of Ashar's spirit and freed the young boy to become his student.

With Engal, Ashar learn't the basics of spiritualism, but after two years with the old man, he hungered for more. He began moving around Khur visiting the various Homé and studying beside them. But after another ten years he had studied with them all and reached the limits of Khur's knowledge. As the latest Head Homé of Khur, he desired to know more about the world and its spirit. So began Ashar's journey into the World and path to virtual immortality.

The Spirit Forge

Over the centuries Ashar visited various ancient and long lost sites of power and mysticism. One such place was the Spirit Forge - an Ancient Titan-made Temple on an Island in the Sea of Dreams. Here Ashar underwent a painful transformation that tempered and forged his spirit, making it stronger and more flexible.
 

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
14.69
16.09
17.90
18.58
15.92
15.68
18.96
22.83
14
44.48
*64.68*
SEN
Dfbon
Atbon
DBON
Height
Weight
Hair
Eyes
MHP
DOB
15.59
+25
+27
1d4
6'3"
195 lbs
Black, white etc
Brown
37
Unknown

Some of Ashar's Alias'

To keep himself incognito and not draw the suspicions of anyone powerful, Ashar went by many different names in many different countries. Sometimes he would actually choose someone to "be" him or deliberately work through others - all these methods and more were not strictly Ashar but Ashar's constant experimentating and harvesting of knowledge.
 

Ashran the Seer Popped up in Lanth during the 19th century.
Sadateen the Master Sardium during 1800's.
Alias Guentas (also Arius) Esium and Khur during the 16th and 21st centuries.
The "Mask" Esium C2600.
Ash of the Gray Forge Everywhere.
Tarantis the Soul Keeper Berthain.

Ashar's Spiritual abilities
 

See Ethereal / Astral.
Step out of body onto Ethereal plane.
Shift Ethereal body up to 10,000 miles.
Bring Physical body along behind Ethereal body.
Detect Etheric emanations.
Mimic any spirit's signature / appearance.
Create and empower Wards / Astral and Etheric.
Premonition.
Etheric POW drain.
Aura control / manipulation.
Expand / withdraw aura.
Alter Etheric form.
Mould Physical form.
Etheric to Material alteration.
Possession.
Forge spiritual links.

Ashar's Greatest Powers and Only Item.
 

Planal Fire
Ashar is one of only 3 beings in the whole of Eldahar that can bring forth Planal Fire. THE most destructive energy in Eldahar, Planal Fire actually unwravels the fabric of reality, uncreating objects / beings and places - literally removing them from the whole of existence. Unlike simple disintegration (that actually transforms the target into another type of energy) Planal Fire removes the target completely, from the physical plane, spiritual planes and from Time itself, causing serious repercussions throughout Time and Space as Eldahar tries to adjust memories etc to fit in with the sudden hole it has in Existence!

Ashar discovered this ability by accident whilst experimenting with various other types of spiritual fire - Moon / Soul etc. He can only create Planal Fire (or Void Fire as it is sometimes called) when he is angry or wound up.

Weave 
Astral Cords
The only beings on Eldahar (circa 2600) that can actually sense someone else's astral cord are Ischandi the Wise and Ashar.

By controlling and connecting his own Astral cord to another being's astral cord, Ashar can literally "become" another being or permanently possess that being's body. At the moment of death he also stands a good chance (97%) of transfering his astral cord to another living host.

The
Ki-Rin Mask
The Ki-Rin are a group of Dragons who with Baphomet's permission, permanently altered themselves so that they would forever spiritually and physically change into the embodiment of myths and legends. Hence the Ki-Rin, every several years undergo a transformation - some become Unicorns, some become the stuff of Dreams. Every mythical beast and story spawned from the lips of children DOES exist - exist because the Ki-Rin exist.

The Ki-Rin mask is actually a Ki-Rin that has chosen to exist as a purely spiritual object. Ashar searched for many years and eventually discovered it down in the jungles of Armille.

When touched to a person's spirit, the Ki-Rin mask enters and bonds with that person's spirit, becoming completely undetectable. It then "feeds" off of that person's dreams, bringing their greatest fears and fantasy's to life around them - which for any normal person would make it the Mask of Gods.

The Mask also possesses the unique ability of Spirit Cloaking.
This is because it adds a special spiritual armor to the wearer's aura that protects vs up to 10 points of POW drain and any form of aura detection. When Ashar walks, he can choose to leave no trace of his passing. No magic (short of Divine intervention) will detect he was there.
The Mask adds +20 POW to the wearer's POW stat.
It cannot be forcibly removed - the wearer must give it up.
If the wearer dies, the Mask and wearer become spirit. The Ki-Rin would then usually become the dominant mind and release itself - but in Ashar's case, nothing is certain.

Ashar's goals & mentality.
 

Ashar is driven by affairs of the soul and spirit. He has spent entire lifetimes learning the intricacies of spiritualism in its many and myriad forms in an attempt to understand the way to Eldahar's Heartstone and perfection.

He has tried almost every conceivable experiment involving spirit - manipulated souls / spirits and whole people's in order to obtain results. No sacrifice is too great to achieve his goal. No being too important, no place too special.

Ultimately Ashar seeks the transformation of souls - their apotheosis into supreme beings. But in order to achieve this, just walking the path is not enough - he must understand the path.

Ashar doesn't care about material things - normal or magical in any way. He will gladly give an ancient artifact over to someone in return for something spiritual, as to him spirit is the currency of world. To be rich in spirit is everything.

Combat Skills

Ashar isn't a warrior and has never pretended to be. He is however a survivor and has acquired the following skills through the need to defend himself.
 

Dodge (basic) 62 SR. 5 per rnd.
Dodge (special - Do'Shu'ke dodging of Suraan) Purely defensive art of deflections and dodges. Also called "The Way of the Wisp". 43 SR, 3 per round.
Unarmed 40 SR. 4 per rnd.
Rapier 66 SR. 8 per rnd.

 
The 7 Astral Winds

Spiritual movement on the astral plane is possible in 7 directions, dictated by the 7 astral winds that blow across the plane.

The Winds, also called "The Pledges" or "Last Breath's of Orion" are individually called ;-

Ankhet, Aia, Tayi, Sol, Lupis, Miri, and Siwan.

In some exceptional circumstances the 7 winds can be cut off from an area by wards or similar astral barriers. When this happens, a spirit caught in the null-area will be trapped, deprived of any POW and energy.

See Summoning / Binding.


 
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