Encyclopedia Page "B"

 
Baal and Berox
The first "Undead"

Baal and Berox were rescued by Baphomet and brought to Eldahar from their nameless Homeworld many thousands of years ago. Arriving inside Eldahar's Heartstone the two strange creatures found the only thing they could sustain themselves on was raw essence or spirit - the purest of which proved to be the "Living Spark" of other entities (A.K.A the soul).

Baal and Berox appear as huge 40' across amorphous black gelatinous blobs. Covered on their slick, glossy surfaces with hundreds of spherical lumps they can be likened to giant living brains, oozing at a crawl from place to place with no obvious ways of perception of defense.

But Baal and Berox are vicious in their nature. They are both ageless and live eternally to eat and only eat, possessing no desire for power or conquest. What is most horrible about them is just how ravenous their hunger is.

Abilities
Baal and Berox surround themselves with the bones and rotting flesh of their victims. All the souls the creatures eat are trapped inside and slowly consumed (often over a period of hundreds of years). Because the creatures "trap" and eat the souls, anyone killed by Baal or Berox will not go to Elondil or Daig, being truly damned and removed from existence.

Baal and Berox can generate 1d10 lesser undead every 10 seconds (up to 1000 in total). Both creatures completely control the undead (yes all 1000) and as such, all the undead, zombies, skeletons, ghasts, creeping flesh etc. cannot be turned, banished or dispelled, making them extremely dangerous. Furthermore as quick as the undead are slain, as long as Berox or Baal have enough raw material in the area, more can be animated.

Baal and Berox both have 1000 POW in an outer shield of trapped, digestible souls. This must be blasted through or cut through to reach the inner 10'x10' core containing the Heart / Brain of the creatures. A strike to the bare brain will slay it and release all the trapped souls. (*Note - anyone in the area when one of these creatures dies will see and feel souls escaping which could prove interesting, i.e. memories, experiences, possible possession / raise dead situations could occur). 

Both Berox and Baal perceive in 360 degrees through the POW of the trapped souls. They can both sense life in an 80 foot radius with 99% certainty and a SEN of 40. Anyone slain in the proximity of Baal or Berox (within 40') has to resist vs 20th level Soul snare or have their soul devoured.

Spawn of the Undead
It has been surmised that Berox and Baal started the whole "Undead" ball rolling way back in the Titan wars. Before they arrived on Eldahar the Dragon's hadn't explored the "spark of life" in any way. Because of Berox and Baal, Baphomet and his other Dragon Kin "discovered" and "defined" the Soul and Spirit.

Locations Circa 2600
Berox - Trapped in a pit underneath the Sulin plain in Esium. Starved of Souls for over a thousand years, Berox had lost most of its power and shrunk in size to only 20' by 20'.

Baal - On the edge of the Dark Lake - Ave Thenox itself, waiting like a spider for the countless evil souls destined for the Dark Lake to fall within its reach. Bloated and immensely powerful, Baal surrounded itself with literally thousands of skeletons.


 
Bandai
It's people and customs

As detailed in the Chronicles of Kryll.
Southernmost country of the continent of SÛL.

Download sample map 1, 91k.


As a country,  Bandai can be described as anarchic, barbarous  and filled to  the  brim with  bandits, mercenaries, adventurers, wizards and devout  clerics. In Bandai,  even the local baker knows of at least two evil-doers and a necromancer or two. Situated on the  southern tip of  the continent,  penned  in by angry  dwarves throwing axes down from their mountains in the west and north and sea in  the south and east, Bandai has always played by its own rules and fought its own  internal wars. If you're looking for a cauldron of all things foul, strange and outright bad - Bandai's your poison.

Bandai's royal family lives in Celorn, the Capital. 

King Haron aged 48 & Queen Alica aged 45 
Princess Lucinda aged 17 & Prince Hal aged 9

The King's soldiers wear bright red tunics, with a black under doublet, bare legs with boots or sandals.
Serving under the King and Crown of Bandai there are the three Dukes of Northern, Central and Southern Bandai.

Duke Wintamore of the North, sometimes called the "Gray Fox of Blood Helm pass", lives in Castle Storm Sky and is 44 years old.  He commands all the Northern Barons, being an imposing 6'2" tall (large for a Bandaithian)', he rides a black destrier from the East and his soldiers wear black helmets and black cloaks bearing the emblem of Wintamore; a red sword up thrust through turbulent clouds.
The Duke is interested in all forms of contests and in the flight of birds and other similar animals. He believes his great uncle Gerungan Wintamore could fly whilst holding the family's Sword. Another of his hobbies is pitting the Barons under him against one another, practicing his hand at dirty tactics and politics. Not liked by the majority of people, he is said to be bringing disgrace to the name of Wintamore.

Duke Pastradis of Central Bandai is a particularly small man who lives in Castle WhiteStone. WhiteStone castle is a historical monument because it has been besieged and attacked no less then three hundred times. It's stout walls and ramparts, as well as inner keep and tall imposing towers have managed to repel invaders and enemies of the Duke's family for generations. It originally belonged to another family and some say another before that, but what became of them, no one can remember.
Pastradis is a small scared man who never leaves the protection of his castle unless at the King's decree. He believes everyone is out to kill him and therefore wastes away in the vast empty halls of the once mighty fortress.
He has three sons, Miriad, Tathalos and Sirian. Miriad is just as weak willed and paranoid as his father. Sirian has been banished from the Dukes land, never to return and Tathalos has vanished, killed by an assassin if Pastradis is to be believed.
His emblem is of a White tower or white crested eagle. His soldiers wear white cloaks or sometimes white helms with headbands / scarfs.

Duke Kilorian of Southern Bandai lives in Castle Dark Water.  He is aged approximately 40 and stands 5'11'' with a scar running down the left side of his face. He is blind in his right eye, wearing a band the wound. He is stout, overbearing and the most warrior like of the three Dukes. The eye wound was received during a fight with a Ptazaron in his childhood, caused by a passing stranger stirring up the nest. He still searches for this man.
His emblem is a black helmet or single black plume. His associates say that he sees better now than before, and that nothing can escape his bitter gaze.
He has no remaining family and no children to continue his line.
 
 

Duke Wintamore's Barons
Baron Andro
Baron Altan
Baron Rotchwald
Baron Pavill
Baron Velo
Baron Fitzwald

 

Duke Pastradis's Barons
Baron Malgeon
Baron Grintath
Baron Thay
Baron Kalath
Baron Morn
Baron Wythilos
Baron Navist
Baron Dervothil
Baron Rastath
Duke Kilorian's Barons
Baron Hav-ok
Baron Yanis
Baron Reinstarv
Baron Braigenheim
Baron Seus
Baron Daygun

 

Indigenous creatures of Bandai

Trigs
Hairy black upright humanoids, very primitive. Hunt in packs and wander across open land.

Ogrim
Large humanoids, animal intelligence. Standing from 8' to up to 12' tall. Found out in the wilderness or in mountain retreats.

Ptazarons
Giant black bat like birds that are intelligent and have a form of primitive society akin to ants. They hunt in large wings and are found nesting in high up places.

Draifa
The Draifus beast is larger than a heavy war-horse and shaggy like a woolly mammoth. It is fast, deadly and comes from Senragor where the Orn use them as mounts.

Death Dogs or Dire Wolves
These large wolves, the size of a small pony, or larger, have broad shoulders, a black mane and a hairless rat like tail. Their eyes glow and their stamina is often remarked upon. They prowl the wastelands of Bandai and extend as far as Um Ragor, but with different body variations. Sometimes used as tracking dogs by powerful trainers.

Draigons - 'Dragon'
Found in Koran. Ridden by Dragon Riders. Draigons come in different colors and the highest color is gold - meaning Queen. The most violent being Black - meaning Warrior.

Notules
Life draining black creatures, like a sheet of parchment that flutters through the night and enters a human or animal host by an orifice.

Alzabu
A dog like creature that feasts upon a freshly dead human body. Before the spirit is claimed by Viol, it steals the person's memories, using its power of imitating speach to lure the dead person's relatives to dinner.

Currency of Bandai

Brass Delb or Poor mans wish
Bronze Sinc or Sick mans slip
Copper Rint
Silver Tint
Gold Tak
Platinum Plate


 
Ice Lords of Balsharel
"The Gods of Tarot"

7 mishapen and hideously deformed giants from the World of Tarot, the Ice Lords of Balsharel led a campaign across 11 worlds conquering all life and bringing eternal Winter in their wake.

Gralgorfim - Strongest giant with a terrible breath
Ilcahnak - A pillar of living ice with one arm
Breógh - Hideously hunched giant with one freezing eye
R'Liloch - Swiftest and most cunning giant with large ears
Mungel Gesek - Lord of the Hunt, Pine men and Ice Hounds
Soothrool - Most vicious giant and only female
T'Yannsir - Lord of the Frozen word

Balsharel - the place ;-
In the far north of Urth lies an ancient city - The Lost city of Balsharel. Legends speak of the 12 Fallen Eves who fell to Urth becoming standing stones of such height and depth that they reached from Heaven down to the World's heart. This place, called "The place of the moon" by the local tribes of Tarot also serves as a graveyard for all the Worlds the Ice Giant's conquered.

The Steam Ship - "Ice wind."
Buried under snow and ice, it's front end only partially exposed, the great steam ship "Ice Wind" is all that remains of the world Hellas. Brought to Urth by the Ice Giant Ilcahnak, the Ice wind is but one of over a 100 huge trophies scattered in and around Balsharel.

The Tribe of Tarot ;-
Plucked from their conquered home world of Tarot for the amusement of the Ice Giants, the Tribe of Tarot lived near Balsharel for many years. When "The Deliverer" - Kaine Orgath came unto them they accepted him as their leader and followed him south into more warmer and prosperous climes. They followed "Daya" the Earth mother, "Kublai" the damned and "Ektra" the sky god.


 
Belathander, Shantras
and other horses of
the Elder Herd

The Elder Herd relate back to the days of the Wise Stallion and Wise Mare, to the early days on Eldahar when most of the land remained unclaimed and blessed.

When man threatened the sanctity of the herd, Ischandi the Wise decided to dedicate his time to its preservation. He invited many of the herd into his northern wastes, creating hidden temperate havens for them to roam untroubled and free.

Abilities of the Elder Herd
Horses of the Elder Herd live longer than any other (approximately five times as long). They are nearly always beautiful creatures of the finest breed and health with rich coats of vibrant color.

Elder Horses are descended from the Wise Stallion Torran and his Wise Mare Mercy. They all possess the "Gift of the Horn" - an invisible, spiritual horn that grants them wondrous powers.

Because of the spiritual horn, Elder Horses can speak mind to mind not only to each other but to any living creature. Because of the horn anything alive immediately understands them and vice versa as the horn is a form of universal translator of mental thoughts.

In addition to this ability, most horses in the Elder Herd possess the power short range teleportation while others can levitate themselves to fly at great speeds.

All the horses of the Elder Herd are unique in that they each possess differing abilities. Some of them are detailed below.

Some of the Elder Herd down through the years
 
 

Belathander Elder Horse of the 12th Century. The Sulin fell in love with this stallion and based many of their myths and legends around its abilities and actions.
Shantras Young mare of 2570 to 2601 with earth related abilities. Shantras could sense movement across the ground, sense and distinguish individual footfalls up to a mile away and by bleeding upon the ground cause tremors and fissures. When touching the earth, Shantras could never be knocked over, remaining sure hoofed no matter what. (Spent her latter years as a friend to Lord Ross of Merlendy).

 
CandleThe Black ChaptorCandle
Originally founded by Carthaze Dark after the collapse of the Pentacle of Magic, the Black Chapter was always meant to be an opposite to the White Chapter of Alendar Crane (A.K.A Alexor the White). Carthaze wanted to create an organization that would be dedicated to the darker arts of magic and spiritualism, one that would not shirk at using bribery, theft, assassinations, drugs, prostitution and gambling to its own ends.
Abilities associated with the Black Chapter ;-
1) Astral Travel Several of the Chapter mastered the ability to send their spirits onto the astral plane. Through meditation and a focus point (usually a fresh bowl of blood) the Chapter member's spirit would rise onto the astral plane. Once there the member could pass through walls, soar to great heights and travel at great speeds, seeing the aura's of the living, the magical etc. as rainbow colors on a world-wide palette.

Only natural barriers such as rivers (which would appear as huge walls of light - extremely dangerous to cross due to astral currents), the sea and large fires would stop them.

2) Drawing in aura The favorite ability of the chapter's core members. If a living being's aura is retracted inwards (so it is having a minimal effect on the astral plane), the being becomes effectively invisible. That is to say, anyone looking at the being will find themselves paying the being no attention. The chapter member will be visible but just not worth talking to or watching.

This ability allowed chapter members to pass unseen among the people and escape detection. A being's aura can only be drawn in for so long - like holding your breath, an aura is best exhaled. The longest a chapter member could normally hold an aura in was 4 minutes so it was best done in short stints.

3) Exuding aura Basically the opposite of the above. As chapter members were very good at thinking dark (often perverse) thoughts, by exuding their aura's, these members could influence the weak and impressionable around them. Either used as a subtle form of control or more aggressively to sway minds, cause terror in the brave etc., this ability certainly had its uses. 
4) Aura to aura communication The ability to extend one's aura across a short distance (usually no more than 30 feet) and touch someone else's aura - thus enabling thoughts, emotions and strong pictorial impressions to pass across the distance. In the most powerful chapter members (who could perform this ability without having to see their fellow members) this helped coordinate many an attack / operation and allowed said members to remain hidden from their inferiors (just in case it all went horribly wrong.)
5) Warding An astral art form. This rare ability (originally derived from Khurdir's spiritualists) would allow the chapter member to place astral wards around a place or room and on an object or person.

The size, variety and nature of these wards greatly differed.

Chapter members would normally "mark" a loyal subject / operative with an astral type of branding ward. This astral brand would float above the being's spirit identifying them to other members (who could perceive astrally) and unfortunately to anyone else sensitive enough to see it.

6) Shape shifting A very rare chapter ability possessed by only a handful of members. These members would undergo a ritual where a animal of some kind would come to them in a dream. This would be their true "spirit form".

The member (with a lot of meditation) could then shape their spirit into that form and literally pour their flesh into that shape. The result of their labors would be a larger than normal animal of its kind.

Apart from sticking out like a sore thumb because of its size, the animal would also be immune to normal weapons and damage, making it the preferred form for a scouting chapter member.

Unfortunately if the member spent more than 6 hours in the form they would find themselves being effected by a new astral tide (4 tides in one day). This new tide would run the risk of trapping the chapter member in its animal form - a risk that would rapidly increase with time.

7) Life draining Many of the chapter members would choose one or more people to "bond" with. This bonding would be accomplished by an astral link / tether that could last from a few days to several years. The strongest chapter members could have between six to ten beings bonded at any given time.

It had its advantages and disadvantages.
If a bonded being suddenly died, it would cause a permanent loss of POW to the chapter member concerned.
If the bonded being went too far away, it would weaken the chapter member.
However, by bonding with a being the chapter member could draw upon half of that beings will / POW as if it were his/her own.
The bonded being could also be more easily corrupted and turned to the Black side.
The Chapter member could sense and know the whereabouts of the bonded being at any time.
By bonding with other beings and draining their POW over long periods of time the chapter member extended his/her own life. An example of this is Cornelius of Oskoss hill who was born in 2355 and was still around in 2600.

8) Astral scrying A sight only form of distant viewing via the astral realm. A focus for the chapter member to gaze into (either a pool of still water or fire), matched by a similar focus at the other end of the link would be required.

Secret agenda's - None really other than making a lot of money, corrupting the innocent and bad mouthing the White Chapter.
The Chapter never really made it big in Esia (because of the White Chapter) but did manage to corrupt most of Yarili.
Carthaze Dark built his Black Tower in the Caermaagin swamp (south eastern Yarili).
From 2100 onwards, the Chapter moved its headquarters to the Yarilian Town of Osk.
 
 

Some Chapter Members
Cathaze Dark
1800-2145
Founding member of the Black Chapter and pioneer of his day. During his time as a member of the Pentacle he stole various astral arts from the countries of Khur and Kethria, bringing them to the 7 states of Esium and exploiting them for his own personal gain. Despised Alendar Crane of the Pentacle with whom he had a long running feud.

Disappeared in 2145 and was never seen again.

Luther
2140-2355
Next head of the now nefarious Black Chapter. Luther took Carthaze's creation and expanded upon it in big ways. Whereas Carthaze had kept the organization small, Luther planned big. He brought in advisors, bodyguards and assassins. Eventually he owned both the thieves guild and the assassin's guild in Gost Arnan, playing the two off against one another to keep them on their toes.
Cornelius
2355-2600
Killed Luther and took over all of the Chapter's assets. Originally one of Luther's students, Cornelius saw Luther making one too many mistakes and chose to exploit them. The Take over of 2355 was the most bloody in the Chapter's history resulting in an all out war between the thieves and assassins of Yarili that lasted 2 years. 
Tobias of Yarochy
a.k.a.
Eye of All Hearts
Head of the Yarilian Assassin's guild from 2580 to 2594, Tobias actually disappeared for a few years from 2594 to 2598, going undercover in the Mengale isles on a search for various artifacts the Elves may have been keeping. When he returned he assassinated Cleave (the new head) and assumed control again.
Some people think that when Tobias vanished, things fell apart and never quite recovered. They would be right because the Chapter went down hill fast until almost vanishing completely in 2601. Tobias got his name from an old legend about "The Eye of All Hearts" he heard as a boy. The Eye reputedly revealed anything the viewer wanted to see - there were no secrets to anyone holding the eye.

Wielded the sword - Black Heart, a +10% +2/+1 weapon that allowed Tobias to see in pitch black conditions. 

Borim A Chapter member who could transform himself into a giant bat.
Armon Infamous Chapter member who left the organisation after slaughtering a lot of Mengale elves in the 2596 war and went on to become a Vampire and co-inventor of the diving bell. Armon stumbled upon the ability of moving his astral body into another's physical body and possessing it. He did this to a simple fisherman called Daath and sealed himself inside by becoming one of the undead.
Kyther Assassin / Astral sorceror. Died in Mengale war.
Mendez Killed in Esium during 2599.
Kaile Killed in Mengale war by Mengale warrior called Alitis Jaan.
Mr. Bazaar Relentless hunter killer of the Chapter who would masquerade as a simple Merchant of Antiquities and travel on a brightly painted wagon.

For more information concerning people similar to the Black Chapter - read Katherine Kerr.


 
Brilaniel of Rama
Adventuring wood elf of Esia

In 2586 Brilaniel was exiled from the Wood of the Moon in Daas for suspected murder. Unable to prove his innocence and faced with iminent punishment he chose instead to flee the forest and never return.
From 2590 to 2600 Brilaniel traveled across the length and breadth of Esium trying to come to terms with humans and their ways. Putting on a brave front and smile he actually managed to come across as jovial and carefree.

In his heart though, Brilaniel always sought pain. He would approach danger with the detachment of someone willing to die but lured back to life at the last moment. Fascinated by things of beauty like paintings, statues or buildings he made it his goal to see every great site in Esium.

Appearance ;- Ring mail armor, green cloak and hood, wooden greaves and conical pot helm.
Items ;- Ring of Translocation. Bril's only item and his most useful. This magical ring had a maximum of 8 charges when he inherited it from his mother Tillia. When actived (cost of 1 charge) it would randomly teleport Bril 1d100 miles in any direction.
 
 

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
10.40
13.78
10.19
17.61
20.12
11.92
11.32
17.55
11.91
12
SEN
DfBon
AtBon
DBON
MHP
Height
Weight
Hair
Eyes
DOB
15.64
+29
+28
+0/1d3
29
6'3"
165
Blonde
Purple
2534

 
Green Realm

Broolalis is one of Eldahar's 5 Realms.
Eldahar has 5 distinct parallel realities that overlap one another.
These realities are stronger than Id's but not as strong as Eldahar Prime.

When the Homeland Races emerged through the Gates onto Eldahar,
some arrived on Eldahar Prime and others on nearby Realms.

The Realms of Eldahar are ;-
Eldahar Prime,
Broolalis,
Europa,
Risen,
Aironda.

In addition to these large Realms, 3 smaller Realms link all 5.

Connecting Realms ;-
The Between (Analond)
The New Realms (i.e. Wild Folk etc - Eklond)
The Ancient Realms (i.e. Elder Folk - Athreon)


ELDAHAR PRIME - ALOND Mixed
BROOLALIS - THE GREEN REALM Hot
EUROPA - THE WATER REALM Oceans
RISEN - THE DESERT / FIRE REALM
AIRONDA - THE ICE / AIR REALM

 
 
 


 

BuggabunBûggabun are fearsome humanoids standing at least 6'5" tall but more often than not between 7 and 8'. They are essentially bear men, with bear-like heads and hairy bodies. Their hands are clawed but able to wield weapons and do up buttons, but not sew or pick locks.

Ranging in color from black through to dark red, they have their own Gutteral tongue and society. Frequenting out of the way places like the Catacombs of Esia or the Diamond hills of Lanth, Bûggabun don't exist in large numbers. Eldahar probably only has about 10,000 of them, scattered throughout several different countries. They will mingle with humans and hire themselves out as bodyguards or henchmen in return for food, drink (beer) and bright objects. Most are loyal when on their own but in groups tend to suffer from poor morale - a racial tendancy to flee.

When going into battle they rely on roars and ferocious appearance. Even if they do eventually run away, thirty 8' tall bear headed creatures charging at you, roaring their heads off and waving immense swords does have an effect.

See Alfar for a similar (if not the same) race.

Typical stats ;-

STR 18 - 26, SIZ 19 - 22, CON 18 - 26, DBON 1d6+1 (1d10+1) to 3d4 (4d6)
MHP 46 - 62 max. AP 2 Natural fur (AP 4 vs impact dmg)
 


 
Goto page
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z

Click here for Main page
Top