Encyclopedia Page "G"

 
Gate sites
on Continent Eldahar

1 Mount Eldahar in Elandia - The primary gate
2 Mount Jun in Jundor
3 Mnt Kesyven in Ulakhan
4 Mnt Chlord in Ungmar
5 Mnt Kumra in Evermore
6 Mnt Nasaka Amoch


 
Guardian Daoman

See Law and Chaos for more info

How they came into being
Near the beginning of this current Universal Cycle (called the Sword Cycle), the Lord's of Law and Lord's of Chaos  cooperated for the first and only time in their existence. Forced into it because of the threat the Eldar God Tharizden posed to the Multiversal Scheme, they decided the only way to prevent rogue Lord's of Law and Chaos falling under Tharizden's command and handing over the Secret's of Time, Cosmos and Reality was to put the secrets somewhere neither power could access.

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
A Daoman's power increases to match whatever is attacking it. So for instance if 3 powerful pit fiends are attacking it it will be able to develop 66% chance after 1 round immunity to all forms of fire. If a Lord of Law is attacking it for some reason the Daoman will increase in power to match it, even defeat it. Daoman's are the only entities in the Multiverse with this Power of Balance.

The Daoman's Gate ability
Perhaps the nastiest of all the Daoman's innate abilities is its annoying habit of being able to "Gate" in other creatures - even other Daoman! With a one off 30% chance of calling in a Lord of Law or Lord of Chaos to settle a situation, events involving Daoman's can quickly escalate into full-blown wars.

The Easy Way
Of course a Lord of Law and a Lord of Chaos may one day want to use the item or release the secret back into the Multiverse. This is why they built in a clause. When handing something over to the Daoman to protect the Daoman asks for the condition of its release. This may be something simple like "whenever I ask for it," or something complicated like "when the race of pale horned T'zitbarn are no more, the Sun Coolos explodes and three Lords of Law and three Lords of Chaos stand before you asking for it." Even so, once the item or secret is released, it still carries the mark of the Daoman (the mark of its soul). Eventually, as all Daoman's exist forever, the Daoman will reclaim what is its.

The Hard Way
The only other way of taking something from a Daoman is by force. You can't engage it in conversation as it doesn't have wants or needs. It cannot be bartered with, confused or hood-winked into making a deal. This being doesn't deal. It's fight, take what you need and run. Run fast.

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
Daoman's can dwell anywhere but tend to squat around and not move. Sometimes Daoman's can be mistaken for ugly statues, especially if they don't bother moving for a thousand years or more. They don't need to eat, sleep, drink or rest and never get bored... In fact they don't think or do much, bar watch over and guard their "soul horde."

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

STR
CON
DEX
AGI
INT
SIZ
MHP
DBON
POW
Regen
NAP
35
40
25
20
18
22
79
4d6(7d6)
40
15/round
1/hr vs Law/Chaos
15 on 
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%
Its bite does 2d10 + 1 handed DBON.

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.

 
Ghouls
Ghoul picture
Ghouls are a ferocious and deadly form of Undead indiginous to the country of Esium. Originally the by-product of a magical plague in 2303, accidentally unleashed by Lich, they quickly disappeared into legend (stamped out by a few holier than thou Paladin's of Emonra), only to arise again as part of Orin and Laylak's Undead uprising in 2600.

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.


 
The Veil of Gloom

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). 

* Nothing alive can pass across the veil and escape the planal laws of Gloom's imagination * 

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
The Laws of Eldahar have restrained Gloom's conquest, meaning the gates can only be opened at specific times and by complex ritual. Gloom has remained inside his / her mind for so long he / she has lost sight of his / her original goals; the conquest of Eldahar has ground to a halt, leaving Gloom in a state of uncaring solace, ruling over a world of his own making, as a forgotten God. Now, no one even remembers his name. 

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.
This soul fracture was passed on to descendants in varying degrees. Some became mad from schizophrenia while others lived relatively normal lives.

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 +
Shatûl has since spawned other lesser wraith's, but not in the same way Laylak does. He now seeks a way back into Eldahar. 

The current occupier of the Pillar is Shaxig, a human Shadow priest.
Shaxig (Kashaxig) is making his own plans, unaware of Gloom's existence or where the pillar came from. Shatûl doesn't know about Shaxig and vice versa.
Over the centuries Shatûl has gained in power and learnt of Gloom's artifacts and how they can be used to enable him to pass back into the world. Ultimately, Shatûl wants to gain control of the entire realm - a bit like Gloom's original plan. Eldahar's just full of meglomaniacs ! 


 
GordakarThe 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.
In central Gordakar lies a narrow strip of land around the river River Run. In 2599 a cluster of villages clinging to its banks and surrounding terrain saw the arrival of a group of Outlanders calling themselves "The Wolves." These raiders burned, raped and pillaged every last farm, house and village in a 25 mile radius - all for their Lord, Lord Slan of the Moon.

The Villages of Inland

River Run
Laanslar
Irisgrain
Beldasgarn
Gard
Roshim
Rosharn

Other places
The Brown Man Tavern (V boring place between River Run and Laanslar.)
White Hill
The Wash (strip of soggy ground)
The March
The Rocks of Autemachus - A Giant who tried climbing the Celestial Stair.
Tarrigin Isle.

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
Age 18, (18/8), Mother Lana (dominant), Father Rece (quiet), Uncle Oras, Aunt Eve, G-Mother Gernis - Farming family just outside River Run.

Yarin - Swordsman
Age 19, (24/3), Father Gerin (+28) - axeman & ex-major for Kiat Trell, Mother Jessica (died when Yarin was six from fever), hut in the Dry woods between River Run, Laanslar and Irisgrain. Gerin runs local still. Well respected man with good level thinking and charisma.

Kiranne - Thief Acrobat
Age 17, (31/3), Mother (Susanne)& Father (Georgen) worked local mill - fire burned it and them down when Kiranne was only four. Currently 2599 staying with Ilia & Sven at River Run (both farmers)


 
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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
Goth was a World of rain; it rained 99% of the time and out of a 361 day year, you would be lucky to see three whole days without at least a brief shower. The Monks of the Great Thought identified 60 types of rain on Goth, ranging from the lethal armor piercing "Killing Rain" to the more bizarre and unpredictable "Rising Rain" (caused by a rare form of cloud formation that would actually suck water straight up into the sky.)

The Great Thought
By no means unique to Goth this belief was nevertheless the most vital instrument in Goth life and culture. Beliefs such as "The Great Thought begat the All" and that "Goodness in the mind, spirit, family and community will earn its reward from the Great Thought," were common place on Goth right up to the end.

The Lands of Taal and Senteel
Of the 21 various lands of Goth, two remained central to affairs of the Great Thought - Taal and Senteel.

Senteel
A land of red haired barbarians adept at carving and building in stone. Ruled over by their Sentinel (a man or woman) little else is known or remembered about them. 

Taal- Consisting of Upper Taal, Middle Taal and Lower Taal
Perhaps the most chronicled area of Goth, Taal seems to be where the Leathiador first arrived and initiated contact. (See Great Cataclysm etc). Upper Taal was the richest place; in upper Taal people had crafts, servants and never went hungry. Upper Taalian's lived on the high ground and would seldom experience being swept away by the rains. Middle Taalian's were predominantly fisherman, living in the wetlands in houses built upon stilts and accessed via wooden bridges. Using nets to fish and scavenge debris from the rivers, Middle Taalian's were generally happy with their lot in life and easy going. On the other hand, Lower Taalian's had nothing. Many Lower Taalian's had nowhere to sleep or live. Many would be diseased and crippled; it was not uncommon for them to fight among themselves in dens of iniquity.

Names of places;-
Taal wasn't renowned for its names; with Middle Taalian communities such as By-water, By-rock, By-cliff and By-bridge you can see why. Lower Taal generally began with an "End". i.e. Ends-meet, Ends-fall, Ends-water etc. 

The Last days of Goth
In the year 335 (since the Great Flood) a group of 33 Leathiadorian refugees arrived through a pair of Titan Obelisks after fleeing the destruction of their Homeworld. Led by Lucitan Brighthand these Leathiadorian Fey-folk suddenly realized the destructive force that had wiped out their World was beginning to drain Goth too.

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.


 
Grond of the White Chapter

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."
To feed his thirst, Grond sold spell scrolls and titbits of information to anyone with a few coins. Some of the things he sold were stolen from Alexor and the other Chapter Wizards !


 
Guardians of Vorshim
For many centuries, deep beneath the Born Mountains in Esia, Esium, stood the Titan Vorshim. Trapped in his Titanic form, that of an immense 100 foot tall stone giant, Vorshim remained, imprisoned by the root of a mountain pressing down through the back of his neck and deep into his spine. Standing to either side of the giant stood the ever watchful Mehr and Sehr - two thirty foot tall animated statues possessed by spirits from the Homelands themselves.

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 ;-
A small rune exists on the chest of each statue. If this rune is touched and the appropriate name spoken aloud, then that statue shrinks down to one foot in height. Repeating the process causes it to grow again and continue growing until the rune is no longer being touched or the statue reaches thirty feet in height.

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 ;-
Very few people have managed to engage the statues in conversation. Those who have say Mehr sounds female and Sehr male, with both arguing over metaphysical debates sometimes eons old.
 


 
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