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on Continent Eldahar 1 Mount
Eldahar in Elandia - The primary gate
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See Law and Chaos for more info How
they came into being
They created the Guardian Daoman's - a group of entities collectively known as the Drona that possessed extraordinary powers, to guard and protect the Multiverse's greatest Secrets. Any object or secret given to a Daoman to protect would become a part of its very soul, allowing it to track the item or piece of knowledge anywhere in the Multiverse. Even if the item ended up split, purified or altered and even if the secret knowledge ended up passed on to a hundred others, the Mark of the Daoman's soul would cling to everything it touched like a brand. A Daoman's
Balance
The
Daoman's Gate ability
The
Easy Way
The
Hard Way
Even if you do get the item or piece of knowledge the Daoman will follow. It will track you across Space and Time, appearing when you least expect it and reclaiming its soul-part (often by slicing and dicing whoever is nearby). Where
do they dwell
On Eldahar a Silver Daoman called K'yllik was placed in a small plane of reality no larger than 100' by 30' by Elsbeth of Chaos. On Ivrona a Gold Daoman called Y'aanseeril sits in the middle of an enormous throne room, guarding the way down into the Eternal Cave. Daoman's can be found anywhere. Stats below are for K'yllik of Eldahar |
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1/hr vs Law/Chaos |
all locations |
| Standard Physical and Magical Abilities | Description |
| Flight | 50' per sec (36 mph). |
| Leap | 90' forwards, 30' up. |
| Magic Resist | +40% Magic Resistance.
+ another 20% vs Law of Chaos. |
| Immunity to Elements | Immunity to normal Fire
/ Cold.
1/2 damage vs Lightning. |
| Gate in Chaos Lord | One off 30% chance. |
| Gate in Various | Randomly calls in creatures
/ beings of Law or Chaos (usually the opposite of whoever is attacking
it) with a 60% chance. This ability can be used twice a round.
The Daoman can also open or close any gate in a 200' radius of itself with a one off 90% roll per gate. |
| True Vision | To 16th level. See through all illusions and onto all adjacent planes. |
| Immunity to Attack forms | Immune to hold person, paralysis, sleep, charm and teleport. Cannot be stunned. |
| Innate Spells | Unlimited Power points.
1 second to cast spells like;- Force Wall (10th) for 40 AP. Chaos Cloud (12th) Flame strike (10th) Illusionary terrain (10th) |
| Physical Haste | When dodging a Daoman can haste itself to give x 2 dodge at will. |
| Claw and Bite attacks | As all Daoman's have 6 arms
the number of physical attacks they can make is staggering. Most have a
base 4 per round x 6 (24 attacks per round !) with an initiative around
170.
Claws are a minimum of +4
/ +2 and +20%
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| Magical Hide | Besides the standard 15 AP, a Daoman's hide make it immune to +3 weapons or less. A Gold Daoman is immune to +4 and has +20 AP whilst the King of Daomans is immune to +5 with 25 AP. |
| Immortality | Even if the Daoman is defeated physically, it reforms in 2d10 rounds at full HP. This creature cannot be killed. |
![]() Once a normal human is infected by a ghoul through its bite or dirty claws, that human has about twenty four hours before he / she dies and rises again as a ghoul. The plague animates the corpse with magical energy and fills it with the basic desire to feed - on flesh. Ghouls are savage and uncontrollable creatures that once unleashed on a town or city make quick work of the populace. Combing two razor sharp claw attacks with a deadly bite they are fast, agile and more than a match for any soldier, armored or otherwise. Even the most stalwart of heroes, faced by several beserk and fear-immune Ghouls will think twice about standing around. In 2590 the secret forces of Orin and Istar began chaining ghouls in hidden pit camps. The Priest's of Orin then fed sacrifices to the ghouls, letting their numbers swell into the hundreds. Then, using a form of pavlov psychology the Priest's donned white skull masks and inflicted tremendous pain on the ghouls, conditioning them to obey anyone wearing a mask. Even so, during the war of 2600 several ghouls turned on their Priests and more than a few worshippers of Orin found themselves torn limb from limb. After the Merlendy Resistance mobilised its defense of Esium the ghouls were all but extinguished - save for a few shipped west to Beldorn to be sold. |
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Being part of the History of the country of Shadow The "Veil of Gloom" extends over a 500 mile radius, centered around Shahpan's grand square and Obelisk. It's duration is self perpetuating, fueled by the spiritual energy snared in its web. The Obelisk of Gloom was created from Gloom's imagination and acts as a gate-way to his / her imagination. Gloom's imagination takes the form of a Shadow Realm / plane. The veil snares dead spirits; spirits are either trapped at the gate to Gloom's mind (i.e. on the veil) or transported inside where they abide by his laws and exist in his reality as "shadow matter". Gloom's plan is to extend the gate of his mind over the entire World. With every captured soul his "World" will grow and mind expand until eventually he envisions himself as 'Demiurge" / God of all. Under his beliefs - the World only has a finite number of souls in existence. If he can capture more than half, his will will hold sway over all existence ! (See Heartstone of Eldahar for if this is possible). The Pillar of Shades was also created from Gloom's mind as a smaller, portable version of the great Obelisk. With the pillar he planned to conquer other lands, plant more gates and eventually join the dots. Opposition from Gods / other belief systems made this difficult. Some living people have spirits strong enough to sense and be sensed by Gloom's mind (i.e. touch the veil). Some objects are mirrored
in Eldahar and Gloom's mind. All these objects have been created by Gloom
and act as gates back and forth. They include ; "The
Obelisk, The Pillar, The 12 Monoliths, The Eye of Truth, Shadow Heart,
Shadow Thorn, The Pitch Stone and Glare Stone." Every object has
a different method of unlocking one of the veil's gates. Wherever the objects
are, mind gates exist.
Recently
FACTS about Shada in Shadow One day Gloom ensnared a
soul. As it lay on the veil, disaster struck. The soul was split, one half
going to the Shadow Realm, the other back to Eldahar. Both were simultaneously
reborn and grew up in parallel. They soon exhibited an ability to perceive
the veil and share dreams until it soon became possible for both souls
to swap bodies and temporarily live in the other's realm - a
Soul Schism.
Descendants of the original soul formed the Religion of Shy-re and Shy-ra. One half of the soul would be opposite to the other, yet all descendants could join in a unique fashion, literally linking souls in an attempt to "heal" the original. Over 500 years ago, Shatûl, one of Laylak's Lord Wraith's, died within the radius of the Pillar in Balbesk; Instead of coming back to life within his tomb, he appeared in the Realm of Shadow. Circa
2598 +
The current occupier of the
Pillar is Shaxig, a human Shadow priest.
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The
island of Gordakar is divided into two areas - the Inland
occupied by Inlanders and the Outland (coastal
areas) occupied by Outlanders.
Inlanders and Outlanders do not mix. Gordakar remains famous for its ship building and powerful presence at sea, with the Gordakarian fleet dominating the Sea of Dreams off of Eldahar's northeastern coast for just over one thousand years. Little has changed in Gordakar since the reign of Thiber Crune in 1701 - every thirty years the Gordakarian fleet attacks either Mal Harand, Cos or Drail and every other year establishes a treaty or trade agreement with the same places. As Gordakar is rich in natural minerals, experts at war and several hundred years of looted treasure and slaves it tends to have the most influence on trade and war in the Sea of Dreams. The
Inland around River Run.
A handful of people survived the massacre of River Run - including the 3 reincarnated heroes, Roreth, Yarin and Kiranne. All part of Slan's plan, Roreth, Yarin and Kiranne were shown how to enter the Titan Halls (a.k.a. The Halls of Eternity). Once inside they began rediscovering themselves. Eventually they became the Triumvirate of Angels and the three faces of the Avenger. The 3 Heroes of River Run (circa 19/3/2599) Stats prior to entering the Titan Halls;- Roreth
- Magus/Warrior
Yarin
- Swordsman
Kiranne
- Thief Acrobat
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A wet place One of the Homeworlds See Worlds Goth's Timeline History doesn't remember much about the World of Goth; what little is remembered has been passed down through the centuries becoming twisted and far from the truth. What I have written down here is the only information left regarding this long dead World. Rainfall
The
Great Thought
The
Lands of Taal and Senteel
Senteel
Taal-
Consisting of Upper Taal, Middle Taal and Lower Taal
Names of places;-
The
Last days of Goth
After sheltering on Goth for 27 days, Lucitan ordered his small group back through the obelisks. Not long afterwards Goth was (as far as anyone can tell) destroyed when the twin obelisks sucked the World's spirit into the Void and Timeless oblivion. Just prior to this and in the preceding few weeks, it stopped raining on Goth. The sky cleared of clouds and the rivers ran dry. All the fish died, animals fled south and people experienced a feeling of dread when the heavens crackled and boomed with unnatural thunder. During the year 335 Lord Tygris ruled over Upper Taal. His head Monk was a man called Kreyndal. See Chance Farrow - Goth's only chronicled survivor. |
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Grond the Gray, DOB 2530, joined White Chapter in 2580-2590, died 2600. Grond was a researcher who worked under Alexor the White for 34 years, but an accident involving several explosive chemicals and nine bottles of wine proved the last straw in Grond's colorful career; Alexor kicked him out of the White tower and told him to sober up or not come back. Unfortunately,
Grond would rather have stuck his head in a dragon's mouth than not drink
beer and ended up perpetually drunk in Esium's worst dives, namely the
"Lick
and Spit."
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![]() Who created the two Guardians (also known as the Ever Watchers)? Some attribute them to the Eldar but in reality their origins are a lot more human. Powers
;-
Both Mehr and Sehr can animate / move. Though they aren't the fastest statues in the world, they are a couple of the strongest. Mehr is silver and Sehr gold. However both have been magically strengthened giving them 30 AP vs all attack types. Both statues possess a terrifying gaze attack when their eyes blaze with fire. This attack can be turned on at will (taking 2 seconds to power up). The range is 1000 feet, forming a cone up to 200 feet across at the end. Everything struck by one of their gazes suffers disintegration at 18th level. If someone is unlucky enough to get caught by both gaze attacks simultaneously (i.e. where they overlap), then the level of save increases to 20th. Note - Once someone saves vs both attacks, Mehr and Sehr cannot effect that same person again for one full day or until the person loses all trace of their gaze from their aura / items. In 2601 Vorshim escapes his imprisonment. Mehr and Sehr are reclaimed by Mount Eldahar soon after and positioned at the gates to Elluva's Palace. Intelligence
;-
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