Encyclopedia Page "K"

 
Kable of the Brand

One of the legendary Lost Heroes, Kable was the Herald of Kings. He carried the Banner of Order into every battle and by his very nature, was loyal to the greatest people ever to live.


 
Kashaxig
Lord of Shadows

Kashaxig - Lord of Shadows.
A being granted power by the Piller of Twilight. (See Gloom).

More to follow.


 
Katra's

Also see Wards - Arda's - Astral Winds

Katra's are found in the country of Khur but also across the whole of Eldahar in isolated pockets. They are a ritualistic, continuous tatoo placed upon all areas of the body, designed to amplify and ease the externalisation and internalisation of spiritual energies by a spiritualist.
Generally centred around the Katra points (solar plexis, base of spine, hand palms and soles of feet etc, they appear as colorful whorls and patterns of striking ingenuity and complex design.

Spiritualists in Khur normally have one or two Katra's placed upon their bodies at a young age. The Katra helps spirit pass in and out of a person's Katra points, boosting things like spirit sense.

8 Katra's exist to date, symbolised by unique appearance and color;-

Proper name
Also known as
Identifying Color
Katra Mantis
The Movements
Red
Katra Cantis
The Graces
Yellow
Katra Lockra
The Virtues
Blue
Katra Keelin
The Deeds
Violet
Katra Doena
The Verses
White
Katra Tarot
The Signs
Black
Katra Ra
The Gleaming
Gray
Katra Karma
The Harmonies
Green

 
Ki-rin

The Ki-rin were a tribe of people who lived under the rule of the Titans, a thousand years before the great cataclysm. As loyal followers of the Titan Dagon they were given the ability to change into strange and wonderful creatures of unique appearance and race. But at the cost of their identity.

A Ki-rin automatically changes its form every 10 to 100 years and has no control over what it will become, only that it will always be a creature of myth or legend; i.e. a unicorn, a chimera, a faerie etc. When it changes, it inherits all of that mythical beings abilities but only partial memory of what it was / or actually is (Ki-rin). Hence one moment it could be pure and good, the next depraved and evil.

Ki-rin do not age like normal creatures. In their true Ki-rin form, they exist purely as spirit (and extremely powerful spirits at that, averaging 50 POW +). You can only glimpse a Ki-rin in its natural spirit state at the moment it transforms into another creature; when its current flesh form dies or it begins its natural change.

Ki-rin can only be permanently killed in their spirit form.

Ki-rin are in many ways slaves to our own myths, beliefs, legends and nightmares. We decide who and what they will become... then when they take that form, giving it substance and reality, they perpetuate the myth for generations to come.


 
Kizzik
"And as I gazed down into that bottomless abyss, I watched the living darkness of Daig reach up like a giant tattered wraith hand to catch our falling sun and swallow its light."

"I knew then that the gift of the gods was lost - and with it, the Hope of Man.
But then I glimpsed a falling star, plummeting as from Heaven leaving a blazing trail of light in its wake. It was a winged creature, comprised of golden feathers ablaze with light. I held my breath as this creature, this emissary sent by the grief ridden sky swooped to catch the Sun in its claws.
But as it did, the wretched black hand closed around it and its catch, plunging the World into Everlasting Night. Alas, even the Day Catcher had been caught."

Keohl Daycaster - The End of Sun. 

Kizzik was a war hawk trained by Lord Rivellion of IceMark back in 1446. As Kizzik was in the right place at the right time, (part of Rivellion's and Keohl's army marching south against Ischandi), the Anu of Light (see Spirits of Cairis) possessed him. They then drove him down into the depths of a great chasm to try and catch the falling Sun. But unfortunately, even gifted with the Anu's powers, Kizzik failed to stop the Sun from hitting rock bottom and died in the attempt.

More than a thousand years later Ragnek the Wise passes by the Chasm, one of the first beings to do so since the Grand Elemental Menesteen collapsed all access to it. Ragnek attracts the ethereal spirit of Kizzik that has been floating around the chasm since its death. The bird mistakes him for an Anu and later bonds with the Wizard, hoping to fulfill its purpose.

POW 14, 7 a/r with beak 1d3 and claws 1d2 at +40 to hit.


 
Knight's of Justice

In 2176 King Martyn of Elandia commissioned the manufacture of five suits of Laen armor from the elven mastersmith's of Alinor. Tired of the petty squabbles and court cases being brought to his attention, he empowered five of his finest Knights with the King's Word - absolute authority to act in the King's name (without having to actually consult the King first).

The honor of becoming one of the Knight's of Justice (also known as the Knight's of Countenance) became greatly prized down through the generations with every Knight alive seeking to be chosen as one of the five. Some Knights would quest for years or challenge other Knights to show their prowess, hoping that the current King or Queen would favor them. What none of them knew was this ;- the Knight's of Justice always chose their successors; the King and Queen had no say in the matter.

Five Knights exist at any given time ;-
The Amber Knight, The Diamond Knight, The Sapphire Knight, The Jade Knight and the Ruby Knight.
 

Knights Circa 2600
The Amber Knight Mowbray. Most suspicious minded of the Knights.
The Diamond Knight Tallow Kin
The Sapphire Knight Tennen. Most humorous.
The Jade Knight Aubrin, known for his prowess with the lance and mace.
The Ruby Knight Orfus. Largest and strongest of the Knights.

 
Krimm
An Esium coven member

Krimm was born in Evost Derry and raised to believe anything could be achieved through violence and murder. 5'11" tall with cropped red hair and a medium build, Krimm was born in 2572 and died on the 22/4/2595, approximately one year after his initiation into Esium's Mordark coven by Cole.

He specialized in murder, with the coven given ability of speed and blur as his ally.

All in all, a bit of an arrogant hot head.


 
Kryll's Dark Streams

Kryll - a hollowed out battle moon fueled by a Black Light Drive based on the physics of a Black Hole. The only way to travel in its interior is via conduits of energy called "Dark Streams."

Dark Stream sketch

See Kryll for more details.
Kryll

The Raid on Anteev
THE HISTORY OF THE DARK MASTERS

An account of the rebel raid on Anteev during Kryll's Eighth Age and the Dark Master occupation.

In the year 906, eighth age, at the height of Dark Master ruling, the Rebel Freedom Fighters began work on a daring bid to infiltrate one of the enemy's Mountains of power called Utarvius; the other two Mountains being called Utiria and Uvarta. Utilizing all the available equipment of that time and the best Survival, Tactical and Military minds at their disposal, the Rebels called the mission file, Anteev and security surrounding it was extremely tight.

The Rebel's base, hidden in the Travom Tunnels of the city of Thartis, was the home for a few thousand dedicated people. Dedicated to one cause, the destruction of the Dark Masters command over Sulak.
 Originally a city of great renown and majestic beauty, with architecture surpassing any previously seen on Kryll, Thartis was lost in the Battle of Karad-Arok. Named by the Rebels and meaning 'Lost Light to Dark Souls.' The battle itself was brought about by a concentrated Rebel effort to free the food producing plants from rationing and redistribute it amongst the poorer sectors of the city. But the Dark Centurions were not about to let this Outer Rim City, at the edge of their expansions, out of their power and therefore moved in extra troops after sophisticated monitoring gave them  information on the Rebel movements.
A fight ensued and a pitted bloody battle took place across the Imperial Vlisharn museum. With the aid of well known Rebels, Koglem, Afarius Brenthium Blade and Damaskus Oneth of the Vlisharn Elite, the Rebels maintained a hold around the cities heart. Using underground waterways and a chemical glue called Metagluk, the Centurions were immobilized and in some cases, destroyed. It was also discovered that covering the smooth featureless helmet with something non transparent, caused the Centurions to become very slow acting and incapable of firing any form of weapon. 
Karad-Anok was a disaster though as the Dark Masters refused to be driven out. Moving from their mountain Utiria some heavy flying artillery, they levelled Thartis and left in their wake, thousands of dead and miles of distorted and twisted rubble and metal. Scanning for survivors, the Dark Masters were satisfied to find none and left Thartis as a huge monument to their unmovable power.
But unknown to them, the Travom Tunnels of old, a form of transport of late 7th age technology were deep enough underground to provide shielding against their scanners. Hidden in these tunnels were the refugees of the battle and slowly they began rebuilding a world in the miles of long lost history. Slowly the Rebels moved to Evara, Tunnels of hope and declared it their new base of operations. From here was Anteev masterminded and a select sixteen picked by vote and randomness, briefed on an almost suicidal plan.
The time was 2nd winter in Sulak and the snow lay heavily across the ruins of Thartis like a great blanket, occasionally broken by a remnant of past glory, commemorating the cities past. The blizzards so common for this time of year were to prove very useful as cover. The heating in the tunnels proved ineffective against the extreme temperatures and people died that winter from the exposure. But all the hardships endured by those in the tunnels were nothing, for they had a contented life and they had trustworthy friends. The outside world of the Inner Rim and Dark Master Control proved very unattractive.

In all, eight Tactical Commando personnel were to go on the mission accompanied by two Tekkers, two Samagens, two LekFixers and two civilian volunteers. These were gathered and Mission Anteev was declared begun. It brought together five years surveillance reports on Centurion activity near the Mountain Utarvius. The report was centred around the regular groups of human males moved into Utarvius every month under guard. These secret transportation's of innocent men into Utarvius would be carried out late at night and under a huge security blanket. Apparently by accident, the Free Men, or FreMen, had stumbled across one of these 'shipments' and had recorded it up to the moment of entry, via a small entrance at the mountain's base. From then on, the routes taken by the Centurions and their prisoners were monitored and found to contain a mathematical pattern that the Tekkers deciphered. From hence forth, the pattern changed every month and the Tekkers deciphered the new one. Some months, less men would enter Utarvius, others many would be taken, E-LekBolted into the dark tunnel beyond the door.
After thirteen months, a Statistics Tekker found a relationship between the number of Centurions placed out of action and the number of men taken secretly into Utarvius. Also, the number of Centurions destroyed each month, would be replaced by the next, but would never exceed the number originally in operation.
This startling news brought forward many views and arguments. It had also been noted at this time that the men were collected from anywhere in the Dark Master Sphere of influence and that all were physically above the average and over six feet in height.
The puzzle became deeper and more complex. The only answer was to get inside the mountain and examine the confinement process without the Dark Master's knowing. This became the target for the project.
The plan came into operation near the end of the second winter. The sixteen commando's journeyed to the Inner Rim, navigating their way past Centurion sentries and guard towers. Across the Sea of Magma and over the Cristlannon mountains.
It was in the mountains that their first confrontation came about against a Centurion outpost. Five Centurions and a small group of WorkBots maintained the installation, built for the purpose of protecting power lines to the nearby city of RothDor.
Using a combination of tactics, two TacCom stalked up to the outpost and surveyed the layout. Finding nothing unusual and the Centurions occupied by their scanning, the entire group passed by using anti scanning equipment produced by ROGAN inc.
After several more of these outposts, some unoccupied and automatic in their tasks, the group began finding travel difficult in the extreme weather conditions high up on the mountains. The blizzards became worse and reduced their visibility to hardly anything. The cold gave frostbite and the medical supplies were severely drained to keep everyone alive.

Whilst crossing over a vast chasm of ice, one of the TacCom men experienced trouble with his harness. After quick, expert attempts at trying to pull him in, the harness gave way and he fell to his death on the jagged ice below.
With spirits low, the group finally broke the peak and began their descent. Slowly emerging onto the northern side of the plains on which the mountains of the Dark Masters sat, squatting like great metal and rock statues, overcasting everything around them and dominating the horizon.
The sky was dark and churned with fire. Frequently, great balls of heated rock would fall through the layers of the atmosphere, lighting up the sky in their blazing fury. Leaving great fiery paths in their wake and crashing down upon the pitted plains, causing explosions and craters ranging greatly in size and concentration. Some scattering harmlessly, others burying themselves deep.
It had for countless years reigned such rock from the sky. Sometimes the chemicals embedded in their hearts or on their surface would brightly burn across the night sky in brilliant colour. Other times they would merely be blackness moving across the blanket of stars visible through the haze.
Meteorites were common. The largest recorded impact, the size of a small village, which had devastated a vast area of land.
Finding the predicted path for the Dark Centurion's shipment of slaves, the group dug themselves in and awaited the time when the patrol would go by.
Sure enough and regular as always, a heavily armoured Centurion scout ship, thundered overhead and circled several times before embarking west. It's ominous shadow playing across the uneven landscape and drawing into the distance.
Travel was slow and dangerous. The mountain Utarvius was closest to the group, yet still several hundred leagues distant. Between them and their destination would lie unknown terrors and no doubt, complex and high-tek Dark Master surveillance equipment.

The travel was carried out at night, but this proved equally as dangerous as day. Centurion patrols in sky-ships and land-tanks were doubled. One of the civilian volunteers accidentally stepped upon a well concealed distance mine, that vaporized him instantly and then triggered a beacon, alerting all nearby patrols and supplying a picture of the destroyed target. Within a minute, the area was swarming with Centurions and strange two legged metallic beasts spitting fire and burning light across the already scorched and broken terrain.
The group made their escape, but only just. It proved to serve as a reminder of the extreme danger involved and stepped up the level of carefulness exhibited by all.

Utarvius proved more terrifying than some had imagined. It rose from the blackened ground forming a crust like outer layer around it's base, high into the air and seemed almost to contain a web like mixture of metals and shiny surfaces underneath it's rocky exterior. Jutting off at varying angles, sharp, pointed towers, hundreds of feet long and tapering to points, piercing the sky and appearing like great shining pins dug into the skin of some mighty beast. Breaking the darkness of it's unassailable heights, small twinkling lights; green, yellow, blue; all winking on and off, showing signs of habitation.
Great jets of flame and steam, strange gasses and materials. All would be spewed forth from countless metallic holes across the entire surface. Constantly the lids would roll back and from some internal fire or mouth, the deadly or poisonous substances would billow out into the atmosphere.
The aroma of some of these gasses proved dangerous to the group, and one TacCom who passed too close to the mountain itself; a mere five hundred yards; got caught at the tip of a blast of unseen gas. He died a horrible death as his lungs and internal organs petrified and turned to transparent jelly, leaving his bones and outer skin in perfect tact.

Finally, the slaves came. A rag tag, beaten group of men and women. Like untamed beasts in their hearts, but broken physically into submission by the cruel energy whips and guns of their captors. From all over the Core and the Rim's they came and passed silently into the mountain. The great shielded door of rock and metal rising to swallow them from the world outside. Plunging them into the darkness of their nightmares.
The equipment placed on the door, concealed and carefully installed, gave the surviving group of six TacComs, two Samagens, two Tekkers and one civilian the code for the door. Between the Tekkers, they managed to simulate the incoming signal designed to trigger the door's rising. With a sense of achievement, the door slid upwards and the brave group passed within.
Whether the code had been noticed as false, or was inaccurate in anyway, they did know. What to expect within was also a mystery. They went in without any knowledge, but with plenty of courage.
They encountered a complex of circular tunnels, manufactured of solid metal. The metal being non-magnetic, smooth to the point of slipperiness and highly reflective. Various intersections yielded no further information and no markings were to be seen anywhere. Taking turns and wandering for several minutes, they came upon groups of metallic doors, circular and twenty feet wide. Also with no visible way of opening them.
Emerging into a circular, domed chamber with strange sonic qualities and an apparently bottomless shaft some hundred feet in diameter, the group navigated their way around and down another identical set of corridors.
Slowly delving deeper into the eerily quiet depths of the mountain, they experienced insecurity and awe at the giant objects and extremely advanced, unknown equipment they passed. The Tekker's, reluctant to leave the finds, were in some cases forcibly dragged from their examinations.
The farther they walked, the more ominous the closed, sealed doors became. Still no sound, a constant temperature in the nineties and almost total lack of light sources. The slightest sound, or whisper, carrying for hundreds of feet due to the manufacture of the corridors and the unusual sonic resonance and amplification.
Eventually they came upon an open doorway. Fanning out to each side of the doorway, monitoring the interior for any movement, the scouts declared the room safe to enter and the Samagen's stepped forward to magically scry for triggers or scanners. These too, gave the all clear and the Tekker's scanned the interior for sensors or pick-up's, hidden visual or audio receivers, or even Life-Moniters.
They moved into the chamber, occupied by a single set of grooves on it's vast empty floor, some hundred feet across and like wise wide.
Upon closer examination, with troops outside watching the corridor, the Tekkers concluded that the grooves were of a straight outline and apparently something was meant to rise or lower. The Samagen's triggered the response by magic and a control console of clear, transparent hue materialized like a transparent hologram above the grooves, winking in from a centre spot, and exploding into shape like a sun.
The console, made up of sparkling stars, millions in number, appeared solid to the touch, and visually depicted a strange runaic-like set of controls. Passing his hand over one such symbol produced a glow, but nothing more. They left the room, undecided upon it's purpose or it's possible use.
The exploration continued, but no other rooms were seen until the group almost found themselves back at the entrance that they had entered in from. Apparently some form of psychic influence had taken place, or their instruments had give false, or changed readings of their position.
Whilst musing upon this phenomenon, a section of clear wall vanished in much the same way as the console had appeared. A centurion stood in the space beyond, obstructing view almost entirely to the room behind it. In it's strange, deeply metallic tone, it declared intruders and then felt the full impact of six rifles to it's head and chest area. knocking it backwards from the force of impact and over into the room, the TacCom leapt into action and continued blasting at it's shell armour in a vain attempt at halting it's now continued, purposeful advance towards it's Stak-pistol. At point blank it was assaulted. A TacCom fell, shot to the head by the powerful energy blast from it's gun.
A Samagen triggered the release of a spell, and held it in stasis whilst another of the group linked a internal mine onto it's head. The spell cancelled and it brought it's hand up to the Samagen's chin, shattering the jaw and driving on into the brain. Two TacCom continued blasting at it, staggering and disarming it in the process. Then with a shove, off balance and smoking from several deep craters across it's exterior, it stumbled into the outside corridor and a Tekker called Shorty closed the door.
An explosion, muffled by the thick metal wall, reverberated and shook the room, followed by a silence.
The room contained strange metallic limbs and pieces of armour like that of the Centurions. Robot arm's were stripping the body skin off a human subject strapped onto a moulded platform. The patient was unconscious and the skin stripping was done by a powerfully intense beam. In seconds, the body was stripped, bones removed, internal organs cut out and almost simultaneously, metallic limbs and artificial organs were placed back. Muscles became tight, flexible metal strips. Veins and arteries were rearranged and replaced with transparent tubing. Some organs were not replaced, such as the lungs and kidneys. Soon, only the brain remained, kept in a transparent cylindrical container, suspended in a fluid and connected by thousands of tiny lights. The helmet came down and clicked into place.
Standing in revulsion and shock at what was once a human, the surviving members watched as two other similar operations began.
Acting on impulse they fought to free the humans from their fate. Firing at machinery, exploding consoles and monitoring equipment in a hope to stop the mighty surgical arms surrounding their human patients.
Still the machinery worked without pause. The bodies were stripped and rebuilt. The first human, turned Centurion, arose and declared intruders. It was wrestled by Haero, the strongest of the TacCom. For a moment, flesh and bone met metal and pumps. The Centurion lifted Haero into the air and flung him aside like a piece of straw.
The arms were moving towards one of the men's faces now, but a strike by the Centurion to Akorass's head, missed and passed onto the arm. Bending under the inhuman strength, the arm found itself unable to strip down the man's skull. The catches were freed and the man pulled free. His body gone and replaced by Centurion armour and internal Tek. Only the head and mind remaining intact. Unable to operate his new body, the man fell to the floor.
A Samagen stepped forward and began casting a probing spell upon the man.
The other man's head was stripped and the process, gone too far, was left to continue.
The first Centurion became buried in an explosion, as a grenade went off. The half-human, bathed in Samagen magic, found his body begin to move. The Samagen was linking metal to mind by powerful magic to perform the task. The half-human moved and got up. Dazed and in shock, he saw the Centurion as a threat and punched into it's helmet, repeatedly slinging his new mighty sledgehammer like fist, denting and breaking the Centurion's helmet until it collapsed, kicking it's legs in confusion. A high pitched screech emanating from it's head, now surrounded by arc's of Lek.
The group moved. Already the third human, now fully transformed had sat up and become fully operative. They passed out into the corridor, over the damaged body of the Centurion and on, down the corridor. Strange high-pitched sounds, possibly sirens or communication, passed along each corridor. Stirred to life, the mountain became a death trap. Doors appeared that weren't there before. Corridors became blocked by invisible fields of energy. Someone passed into one and became vaporized almost instantly. Centurions began closing in.
By luck, the entrance came into sight and under a blanket of fire, they exited the door, seconds before the controls were Lektronically locked from some unseen source.
The flight was short. Centurion sky-ship's zeroed in and began firing upon the small band. The Samagen's erected a protective mobile shield to deflect the repeated blasts from cannons and missiles. The ground shook, and the group became obscured.

The Centurion's landed and disembarked, but smoke and magic obscured the group. Under invisibility, the crept onto the sky-ship and took off, leaving the Centurion's firing away into the air.
Another sky-ship opened fire with it's auto energy cannon and struck firstly the side and then caught the half-human called Shradis on the shoulder, sending him sprawling to the deck, but otherwise unharmed.

They made their escape and eventually returned to Thartis with a success story. This was the first penetration of the Centurion stronghold.
Upon the return to Thartis, a report was filed on the mission and the Half-human called Shradis was examined and tested. A powerful magic was placed upon his organic material to sustain life and prevent deterioration. But as for his internal workings...
A mystery...

The information gathered from the survivors of the mission was to prove very useful in later excursions and missions. The brave men that day were commemorated and given special honorary positions in rank. The dead men were given customary funerals and a period of mourning ensued. Though only for a short period of time. For it was still war...

Many historical records remain of Kryll's struggle against the Dark Masters.
This has been but one of them.
Consult Archive 192482 on Solare for more information - Spectre Harris ID#2311.

The Festival of Arvarda
An account of the First Dark Master defeat

Lo, did it come to pass that the Dark Masters and their black Centurions ruled Kryll with a strong hand in that time known as the eighth age. It was by  deceit that they crawled into places of power and with shows of strength did they build an Empire. Rebellion arose from the inner recesses of their new world, but lacking in Technology and military knowledge and prowess, the freedom fighters were driven underground and nearly to extinction. Oblivious to outside turmoil's, the High-Born of the new cities continued in their celebrations of luxury and peace under Dark Master ruling. The Festival of Arvarda came upon them each year, and with great pride and publicity did the event become a tradition and the guest of honour become a Dark Master.

At one such festival in the year 878, tradition was broken by an impromptu competition. The festivities would involve carnivals, fairs and mechanical rides to thrill the visitors. All manner of enjoyable things were available at the festival and many would travel from across dangerous zones to attend. This year it was held in the city of Pheon and a crowd surpassing those of past years attended. Passes were distributed and the Centurions sank back into the shadows and interfered little in friendly arguments. Still, drugs were for sale, both legal and illegal as well as trading of black market goods in the alleys. Despite the occasional accidents however, Arvarda brought smiles to everyone's faces, and those with complaints would merely be removed.

The particular Dark Master to attend this years festival was Sar, a tall male with flickering green eyes and bronzed skin. Between wooing the court ladies and speaking with the men, Sar would open certain events and watch from the Great viewing box.

Many people from afar had never gazed upon a Dark Master before and some stood awed in Sar's presence. However some did not and as the night drew nearer to an end, drink and drugs had caused many a bystanding noble to mutter hasty words.

The Lord Alvian of Poknor, a small province to the far west had indulged in many expensive things to abuse his mind that night. He looked upon the Dark Master with contempt, for he believed them not to be invulnerable and this he mentioned in a bold voice to the High-Born gathered. As silence fell across the messy banquet tables and all eyes turned to Sar, Alvian declared a challenge, despite urges from his consorts to apologize and flee into the dawn. But Alvian, held by certain deep beliefs and overcome with drugs, refused to back down and lose his honour.

Sar stood and asked in a level emotionless tone, how he could prove to Alvian that his words were hastily spoken and were without grounds. Alvian, unable to think clearly, turned to his chief Magician and asked this question of him.

Now the Magician of Alvian belonged to a Sect of Magicians called the Odahar, who had been waiting for a long time to compete their magic against that of the Dark Masters. The Magician spoke quietly to Alvian and Alvian relayed the words. By the next night, would the Dark Master, Sar, compete in a test of wills and a test of Arcane power with the chosen of the Odahar.

A gasp passed over the gathered crowd and all present began speaking of the legendary Sect of Magic, but Sar raised a hand and quelled their bantering gossip. He said that he would meet this chosen Magician and in fact, rather than to waste the occasion as a poor spectacle, he invited all of the Odahar to compete against him. With a graceful bow, he departed and left Alvian's Magician fuming in embarrassment at the laughter directed at him. Alvian collapsed unconscious and his friends carried him outside where much to his horror, the evenings event was relayed, word for word into his sensitive ears.

Alvian attempted to flee the country the next day, but Government guards were stationed outside his rooms, and the public ridiculed him at his stupidity. His Magician made it clear that he could not escape and proceeded to gather from the four corners of Sulak, the most power fullest representatives of the Odahar Sect.

A huge crowd gathered the following night to witness this challenge and the festivities continued right up to it's beginning. Sar arrived on a transport in grand style to the applause of the crowd and assumed his place on a golden podium. He wore a plain black robe and appeared calm.

Alvian sat in a guest of honour seat with the reassurance that should Sar win, he would be thrown into a penal colony at the very least.

Announcements were made and the first contestant of the Odahar entered through a black lumak door opposite Sar. The man was introduced as The Arch Mage Quellion Ard, raised on the edges of the Magma pits themselves and taught in the arts of destruction and elemental conjuration. Quellion was known to some and they recoiled in fear at the destroyer of cities. Draped in his power items and clutching the Mace of Inversion and the amulet of Zerok, Quellion Ard assumed his podium and faced Sar. With a formal bow from both parties, Quellion stared from behind his bushy grey eyebrows and unleashed his pent up power in mighty detonations. The protective screens positioned by the other Dark Masters to ensure crowd safety, shook under the strain and glowed under the impact of fire, ice and then chilling winds that ripped up the floor and tore down the roof. Quellion hovered on a nexus of white light and his hair flew wildly around his head. His face lighted in a fearful rage, his eyes glowing with fury. But still Sar stood, unmoved by this stupendous show of power, raising his arms and pointing towards Quellion with grim determination.

A brief series of detonations struck Quellion. The third ball of blue crackling energy cracked Quellion's defence shield and hit his next. The following ball staggered him and the next two knocked him prone. Still did Sar unleash his power and Quellion reached for his Amulet. But in horror, it had been melted to scrap at the end of the chain and Quellion signalled defeat before he be blasted to the nether void.

The crowd cheered when Sar let Quellion live and the next competitor entered while Quellion was carried out. This proved to be Fentor of the Wastelands. A demon summoner, rumoured in league with the princes of Devosagoth themselves. Wearing a skull helm and various spiritual protections, Fentor requested preparation time, and Sar nodded. After several minutes inscribing complicated runes of power, hidden by wispy clouds, all within a circle of glowing light, Fentor declared himself ready and began incanting his magic.

Sar watched at first while Fentor continued, until a form began materializing near Sar's podium. Standing over forty feet tall and also hidden by a wispy cloud formation, it was evident that the creature inside had various spikes and protrusions identifying it's horrific form as demonic in nature. When it had almost entirely solidified, Sar raised his hand in a complicated gesture and the demon howled in pain and disappeared. So did Fentor and Sar exchange summonings of ever increasing might. Each demon surpassing the last in size and power. Each form more grotesque and hideous than the last. For flickering seconds the crowd held it's breath, recoiling from the countless horrors appearing and disappearing before their eyes. Then Fentor erred and his latest creation turned it's ivory fangs upon him and the crowd withdrew in horror as the creature devoured it's former master and trailed away with a satisfied licking of it's lips.

So did four more of the Odahar Great Mages pass before Sar's eyes and the evening passed by until finally in the early hours of the morning, no more Odahar could stand against Sar. Apparently untired and fully fit, Sar announced to the crowd that the Dark Masters were the mightiest magicians in the whole of Kryll.

A voice, at first unimposing, but gradually raised into a shout, came through the crowd to Sar's notice.

"You Sar are nothing but a boy playing with a toy... Your power is false. By no right in the Universe do you call yourself Mightiest of Magicians."

"Come forward bold man and stand before me." said Sar. His Centurions moving protectively to either side of his podium.
 A man of average size and build, dressed in shabby tunic and trousers stained black from age in the desert walked from the crowd and seemingly unaware of the laughter and jibes from his surroundings, he mounted quite boldly the opposing podium.

"I have watched your pitiful display of crude magical prowess with distaste Sar and I have taken it upon myself, Koglem, to show those gathered here what true magic is. Will you fight me ?"

Sar replied that he wouldn't and his Centurions advanced upon Koglem. But no sooner had they moved one step, were they transformed to solid gold.

The crowd roared in approval at this show of strength and shouted for Koglem's defeat. Sar turned and resumed his podium without emotion and waited. Koglem waited also. Eventually Sar conceded to begin and to the audiences annoyance, the battle seemed to remain hidden from their eyes. Both figures stood rigidly locked in their positions and the battle was one of the mind. Expecting a short fight, the audience hung on the edge of their seats in expectation. But after a about ten minutes, the excitement was almost unbearable. Both the stranger and Sar showed no sign of tiring. 

Koglem, all the while clutched his black wooden staff with three metal rings around the middle and a green fist sized transparent sphere held in the tip. The sphere contained an inner pyramid, always pointing in the same direction no matter which way the staff was.

Hours passed and still no change had taken place, until the shielding in front of the audience shattered and injured the front few rows. The area was evacuated and first aid given before the medical teams arrived. With chaos surrounding them, neither broke concentration for a fragment of a second.

Then the sun began to rise majestically over the horizon and Sar began to visible sway. As the sun gradually left, to become a part of the sky, Sar collapsed and with gasps of amazement, the crowd went wild in exultation. Centurions moved in to carry Sar away, hastily from the scene and others began controlling the crowd. Of the stranger, Koglem, nothing more was seen as he had disappeared. But this was the first Dark Master defeat and many swore it not to be the last...

Many historical records remain of Kryll's struggle against the Dark Masters.
This has been but one of them.
Consult Archive 192672 on Solare for more information - Spectre Harris ID#2311.

The Coming of the Leathiador
Origin of the Fey on Kryll

At the beginning of days, Leatheadorian history tells of the First ones and their aid to the Twelve in making the world out of nothingness. Using their skills and crafts spanning a thousand generations, the world took shape and the creatures took life. Being awed by the Twelve and treating them high in respect, the Leatheor helped in anyway possible, but were not held as being any less in standing.

Through the hundreds of years of labour, the Leatheor built themselves a great fortress, the like of which no one on Kryll would ever see again. The Fortress guarded the Hidden Paths and the way to the Knowledge of the Prophecy. Containing all that was, is and will be. Taking great pleasure in the potency of this Leatheadorian protection, the Twelve placed great trust in their work and gave unto the Fortress the secret's of the Gods and the world with also the power to destroy what they had begun.

And so throughout many lifetimes and many generations of UnUrth, the Leatheor stayed within their Homeland and took little interest in the affairs of the God's latest creation... Man.

But Man was a strange creature, living shorter lives than the Leatheor and holding their sacred vows with contempt and fear, Man burned trees and destroyed land, changing the face of the world for his purpose. Corrupting the creatures and polluting the rivers with Human waste. Their sins even taking root in the ground and their sorrow travelling to bring pain and suffering even into the Leatheadorian Kingdom. Being highly attuned to emotions of any sort, the Leatheorians retreated deeper into their trees and avoided contact at all costs. Man destroyed man and his violence caused great fear among the HomeTree's and Treefort's of Home.

Not subject to quick changes of emotion and complex feelings, the Leatheorians were confused and puzzled over the Twelve's creations. They pleaded with the Twelve to change what they had done, but the Twelve said that they could not undo the magic. So the Leatheor, or Elves as known by humans, took it upon their shoulders to bare the load of human sin, good and evil and to try to live with man, not away. Attempts were made, but man was not to be trusted. After betrayals and deaths, man was Lawed as a creature to be cast out and classed as unclean.

Time passed and the Elven Kingdom prospered under new Kings and the Tree of Life, placed to mark the arrival of the First ones from the Red Star, grew to a stupendous height. It's seeds spread far and wide and lesser trees took root all over the world. The greatest trees being around the Elven Home and standing tall and strong, defying even the greatest storm or hardest axe.

Life continued and the Colonies culture developed. The First ones became faded memories passed down to the playful young. The Eldar rituals became contorted and changed. The arts and crafts of the First ones became unclear and finally disappeared except for small bits of information or tools. These relics of the First ones became treasured. Some were still great, like the Elven Sword belonging to the Elven King. Or the Orb's of Power. The Rings of Power and the ways of travel.

But the forests still suffered and the rivers, clear and sparkling through Elven magic, still flowed, but brought the scent of man to the land. He warred and fought over powerful emotions beyond the forest. He killed, loved and lost. He arose in power and then fell to betrayal. He became known as danger to the young and was given pity by the old.

Other fell beasts of darkness sprung from the afterbirth of the land. Ork's and trolls. The Land giants of a bygone age. The Rock trolls who sat under the mountains. All these and more threatened survival. But none dared enter the Elven Kingdom. For death came swift and accurately to those who did. The Forest was alive and the Elves a part of it's living entity. Being able to attune to the land and sense intruders. No one could escape their gaze, their arrow and their fear.

But the Elves occasionally would need to bend the Laws of Leonor and only the Keeper of the Kingdom could authorize such breaches of Law. The outside world, boasted danger and wondrous sights. To some Elves the combination of mystery and beauty beyond the forest was too strong to resist. They travelled and seldom returned. But made their way in the world outside, the world beyond the tree, and the Elves became less of a mystery to humans. Some sought bargains and trade, but the Keeper forbade contact. Some sought friendship, an ally in a war. But the Keeper refused it. The Elves knew man and turned away from his imperfect image.

Let it be known however that some humans became friends to the Elves and honoured in their presence. For some humans this gift was extended to encompass permission to wonder the Home and take in the sights of the First ones. But none ever knew of the Fortress and the secrets.

The secrets were apparently lost, as to where the Fortress stood and how to avoid it's defences. But the Keeper of each generation would apparently hold the answers and pass them on to each successor. In this, the Elves remained content and lived in happiness, joy and peace.

Through strange events and great works in the world outside, man took upon him the labours of magic and wandered off the true path of Urth magic onto the realms of unnatural magic. He caused changes in the world and upset the balance of the land, thus stirring forces long ago forgotten. In the gradual increase of man's knowledge, the Twelve and the Elves became worried. But the Twelve had forsaken their bodies and could not halt the progression. Man defied God and God took revenge. Magic was destroyed utterly and man was lost. Melgok of the Nether Doe was cast asunder in the Void and the people arose over centuries to stamp out the corruption of the God's gift.

Some individuals were gifted with magic, but the God's instructed these Sorcerers to remain pure in their power and not to dabble in other aspects of it.

The Elves remained impartial and kept their faith upon the True Paths. But a few turned against the old ways and shook the world with their power. Natural combined with unnatural and man trembled at Elven superiority. As some pushed away the barriers of Elf to Man, their became those who were not of one but of both. These had the human failings and range of emotions, but also the power and thoughts of Elven blood in their veins.

But the forest suffered greatly in a disaster soon to follow. After but several more generations, the world was shaken in the Twelve's absence. The New God's could not halt a mighty natural disaster that flattened mountains, created seas and broke off coast land. As the land moved in ripples and things were torn skyward towards the Third Moon, the Elven Kingdom suffered a great loss of trees. Trees hundreds of Yarn old, wiped out through tremor, fire or rock.

Many Elves died with their trees and the Tree Homes. The aftermath was terrifying to the Elves, who had never experienced such wide scale death and sorrow. They mourned for a hundred Yarn over lost family and tried to rebuild their shattered lives and culture. But the trees waned in life and the once great people broke into separate groups and took up home in different areas. The Leatheadorian Kingdom was shattered and the Keeper was dead along with the secrets of old.

The Rise and Fall of Elven Home - as written by
Errand, Arch Angel and Scribe of Elondil.

History of the Dunail
The Dwarven Ages

Notes on the History of those known to Surface dwellers as the Dwarves of the World beyond the Sun
Ages (Of Varied length dependent upon large Events)

1 Casting - The Casting of the World and two Suns
2 Forging - Issilan Forges Dunail and the Powers
3 Building - The Dunail go below and build cities
4 Nations - The Great Nation forms and prospers
5 Kings - The High Kings rule over the Nation
6 Sorrow - Wars break out with the Shukenyarem
7 Winds - The Nation seperates into five tribes
8 Hardening - The Tribes suffer great problems
9 Darkness - The World shakes and Darkness falls
10 Tempering - The Dunail learn greatness once more
11 Joining - The Great Tribes reform a Nation
12 Glory - The 2nd Nation prospers deep down
13 Branding  - The Nation makes it's mark above
14 Steam     - The engines of power take shape
15 Sun       - The Nation occupies the surface
16 Heroes    - The Heroes of the Nation take action
17   DarkSun   - The DarkSun is unearthed
18   Power     - The PowerSmiths begin creation
19   Blood     - The War of the Powers rages
20   Anger     - The Might of the Nation trembles
21   Fall      - The Falling of the Powers
22   Spurning  - The Powers shun the Nation
23   Decay     - The Nation crumbles
24   Shadow    - The Nation becomes no more
25   Hope      - Preparations are made for the End.


The Great Nation split into five seperate tribes that in turn formed their own nations and created their own lands.

 Name   Moved
1 Sarrockim  NW
2 Kunwrath  N
3 Du-argar  Central Mallorea
4 Mallavir  W
5 Smir-nevar S
 


 
Kurakal the Necromancer

Kurakal was born and raised on the plains of Ulakhan. He realised before the age of 10 that the strange voices speaking to him were not just imaginary friends, but also powerful allies. These "demons" helped him become a powerful shamanic priest and protected him during Ulak's invasion of Esia.

Kurakal last years were spent chasing Eskanu's skull; the Titan Dragon had been calling to him across the miles. Kurakal's hostile takeover of the Ghoul occupied White mountains and Blood ritual atop their grand pinnacle led to Eskanu's resurrection.

Kurakal was slain, but instantly became a Lich because he wielded Woethorn. This didn't protect him for long though, as Elias Faulk, Alyx of Akilla and High Doman Gray soon arrived on the scene, disarmed him and then killed him with the same sword. 

STR 14.48, DEX 13.82, AGI 11.11, CON 12.67
SEN 15.57, SIZ 12.5, COM 13, MHP 32
DBON 1d3 (1d6)
POW 45 (Including Woethorn's POW)
6'1", 172 lbs, Black hair, Gray eyes.

Dodge SR 50
Broadsword SR 62

Spells

Demon Summoning 13th level
Exaction (up to 14th)
Binding 12th
Banishment (12th)
Animate bone (12th)
Disintegration magic (up to 9th)
Destroying ways (up to 11th)

Items
Woethorn - Holy sword of Akilla
2 Armlets of Strength (x 1.5 Up to 18 stat)
Dagger of Shadow blade (+10% +2/+2)
50% chance of bypassing all non-magic armor.


 
Kutal - Chaos Lord of BloodKutal is one of the more prominent Chaos Lords. Often referred to as the Blood Baron; his sphere of influence encompasses War and Bloodshed, Bloodlines, Family ties (i.e. Blood is thicker than water) as well as family feuds, Vampires and other Blood dependant creatures and last but not least - Chaos.

Like the other Lords of Chaos, Kutal appears in many forms. Among his favorites are;- a gigantic bloated being gorged to bursting on all living things and dripping pools of blood sweat from a monstrous body; a well groomed humanoid with slicked back black hair, bloodshot eyes (the eyes are always his give away) and mishapen feet; an inhuman face formed from freshly shed blood.

Kutal takes the concept of blood ties and family very seriously. His chief Chaos power allows him to spread his bloodline across the Multiverse, meaning that beings who willingly serve him only have to contain a few particles of his blood within theirs for him to be able to share their senses and memories etc. Beings that contain larger quantities of his blood can "Channel" his power through their mortal bodies. At the top of the scale, those beings transformed or created entirely from his being are capable of tremendous deeds (i.e. Vampires) - in Kutal's name. With some such beings it is possible for Kutal to enter their blood, possess them and act directly.

Kutal's main driving force is his hunger for fresh blood. To put it simply, Kutal's hunger is insatiable. Even though he is constantly drawing energy and blood from all of his followers at all times, it is not enough.
 
 

Kutal's main Chaos abilities
Molecular Regeneration Kutal, like any other Lord of Chaos can manipulate the genetic makeup of the Multiverse, cutting and splicing genetic codes to create new worlds, races and cosmic events. His speciality however is the somewhat lawful ability of molecular regeneration. By sampling a genetic pattern (via his blood) Kutal can recreate that pattern at will.

Examples of this can be seen in Kutal's armies and rituals, where under Kutal's influence, a river of freshly shed blood forms into Kutal's Legion of Blood Angels.

Bloodline
By sampling someone's blood Kutal can not only "clone" that person's body but also trace that person's bloodline throughout Time, from the beginning to the very end of that particular Multiversal Cycle.

Kutal cannot clone a soul but can "mimic" a spirit and aura. To create a copy of someone Kutal normally clones the body and places another creature's soul inside it.

Drain World
Kutal's hunger drives him to commit some abomimable acts. Among them is his preoccupation with draining entire worlds down to empty, lifeless husks. *Note - this is in fact a form of experimentation, conducted during a phase when Kutal was studying Tharizden, looking for weaknesses*  He will quite happily condemn an entire world to "death" by appearing over it and sucking every living thing into his being. Or so they say.

Of course he can't just do this whenever he wants. The stars must be right and he must reign unopposed on that world (i.e. Law and any other Lord's of Chaos must have been defeated).

Even after the world has been drained, it is possible for Kutal to regenerate every living thing on it, if he so chooses.

Also see
Xenon Von Victor
Sinsifel - Sword of Blood


 
Kutha the Animist

Kutha was born in the year 2494 in eastern Daas. He spent his childhood as the son of a Daasin fisherman until the age of eighteen when a sudden lull in available fish meant his village began starving. Among those sent to the city to find alternative work, Kutha never quite made it to the river. Instead he became sidetracked by kindly priest preaching the ways of Dina - Goddess of Nature.

In many ways blaming the sea god Ailam for his village's misfortunes, Kutha turned to this land goddess for guidence, deciding instead to travel with the priest.

After a year on the road helping the priest to bless crops and call rain, Kutha arrived in the land of Ishmel. It was in Ishmel's great wood that he met the Stag Lord - Yaat.

Yaat was an old Stag who carried tremendous antlers above his brow. As one of Nature's blessed creatures Yaat had become the Lord of the Forest and as such knew everything within its borders.

As one of Nature's blessed creatures Yaat sensed a kindred spirit in Kutha and chose to foster the young human in Nature's ways. So began Kutha's transformation, lasting a period of 22 years until with Yaat's passing, Kutha inherited the care of the forest by becoming its "Lord".

2598
Kutha lives in a great lichen covered house deep within the forest with his human wife Izella - (5'5" 126lbs, black hair, green eyes). 

Some abilities of the Forest Lord

Forest Lore 98%
Nature's ways 16th level.
Influence over all natural things within the forest.
Weather control within the forest.
Perception of anywhere within the forest.
Manipulation of plants etc within the forest.
 


 
The Hand of Kwyll
Eye of Rynn
&
Tongue of Eyll

Eons ago Kwyll was worshipped as a God on several Worlds commonly known as the "Red Cluster." He and his brother God, Rynn (or Ynn) and sister God Eyll fought a valiant war against both the invading forces of Law and Chaos, bent on turning the Cluster into a battleground.

Unfortunately, after decades of battle the Cluster's 3 Divinities fell.  Eyll was stopped by Rouse of Law, Rynn by Xarimog of Chaos and Kwyll by Mor of Chaos. Having discovered their one weakness - the cold, both Law and Chaos exploited it to send the three Gods into a deep slumber.
Their story would have ended there with the eventual destruction of their Worlds were it not for a loyal follower called Ayphon.

Ayphon possessed a unique gift - the ability to completely avoid detection of all kinds. However whenever he used this ability he would age approximately 1 year every minute!

Ayphon went unto each of the three sleeping Gods and removed a body part. He knew that as long as part of them remained, their power would to. As their bodies would not decay and forever regenerate the Lord's of Chaos eventually cast each body adrift in the cold Cosmic Void.

He removed Rynn's left eye, Kwyll's left hand and Eyll's tongue - each part a symbol of that God's power.

Over time Ayphon and his descendants died and the God parts became separated and lost through the Universe. Occasionally one would surface but always vanish again soon after. Only when Minnow and Nathaniel gained possession of the Eye and Hand did Rynn's vengeance come to pass against Xarimog. (See Minnow).

Kwyll
A 10' to 100' tall reptilian humanoid with blue green scales. God of Apathy /cold blooded.

Kwyll's hand
The hand of Kwyll has 5 fingers and one thumb.
It is immune to normal attacks. Against other types of attack it regenerates 2 hp per round. The hand possesses a part of Kwyll's consciousness and as such can detect its enemies (not necessarily the same enemies at its unfortunate wielder - which can result in conflicts of interest. Especially if the Hand devours all of its wielder's friends).

Completely resistant to fire but put to sleep by extreme cold.
It can deflect spells (base 30% chance - 1% per level of DIRECTED spell only).
It can plane shift itself and anything connected it because its WILL is so strong.
On rare occasions it can exert Kwyll's natural STR which is 70!
On other rare occasions it can strike like a Shattering spell (usually 1 / week at 8th level) and strike like a Disintegration spell (1 per year at 15th level).

Main ability
The Hand of Kwyll can reach into the imagination of Kwyll himself. Inside this other plane exist Kwyll's servants - undead creatures that feel no fear, no pain and can be dismembered without stopping. These servants can only be called once. After that they disappear. The good news is that whatever these servant have slain whilst out and about are drawn back into the plane to become Kwyll's next group of servants.

I.e. An undead giant is summoned forth to battle a legion of 100 elite soldiers. Normally a giant would be killed quite easily but this is a Giant of Kwyll - undead and unstoppable. The giant slays all 100 men before vanishing.

The next time the Hand reaches inside its plane and calls forth a servant, 100 undead elite guard appear, fighting for Kwyll's cause... etc.

There is no limit to the number of beings that Kwyll can store inside his plane. In fact during Kwyll's revenge against Mor of Chaos, Kwyll's servants exponentially grow to a staggering 140,000 undead demons! Enough to give anyone a headache.

Rynn
A 7' to 75' tall fish like humanoid with green skin and fins.

The Eye of Rynn
Rynn's eye can detect anything with a SEN stat of 40. It can see through the various layers of existence, perceive parallel planes and alternate realities.

It cannot be blinded, can detect auras and their trails. Combined with the Hand of Kwyll that can reach through planes and grab things, this Eye can be extremely useful.

If light is shone through the eye, images can be split into perfect illusions of one another. Hence, one person could be split into two or five swords split into 50! The illusions are unable to be disbelieved or dispelled - making the Eye tremendously useful.

It must replace a normal eye to "see" properly.

Eyll
A 6' to 60' tall serpentine being with fine multicolored scales.

The Tongue of Eyll
A long serpent's tongue that can ;-

Charm / enthrall at 12th level - continuous.
Speak in any language  (but not necessarily understand).

Note - In order for any of these body parts to work properly they must replace the original body part. This can be accomplished by surgery or powerful magical means.
 

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