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Makaila

Born Elaida Kalim of the old town of Harken in Esia. Her father was Kored of Harken, her mother Elaina of Verity and her brother Tibus (Seer of Osarkir in Yarili).

Elaida was one of 3 people (Elaida, Tibus and their friend Grayam) who read the Statutes of the Damned in the Carnabrium of the Dead. Transformed by the book's powerful death magic into a thin, pale ivory skinned undead of absolute physical perfection, she became overnight the symbol of the Damned and Queen of all her kind.

Changing her name to Makaila, her effect on the impressionable minds of the common people proved nothing less than divine. The religion of Akilla sprang from her actions and ways but over 1500 years (800 of those spent lost and entombed) the Spirits of Cairis forgot their origins and Makaila - wanting to believe they sprang from a divine source, not undead.

In 2600 when Goruan Eshan found Makaila's entombed body and released her, she was received with mixed feelings among the spiritual community. Many wanted to kill her and a few actually tried. Nevertheless without Makaila's aid, the Deathwatch of Orin would never have been defeated.

When Goruan met an untimely death he became the first of the New Spirit's of Power and called himself Darkmoon. Only one other person became became Spirit of Makaila after that; a young girl called Ruth who transformed into the Spririt Dark Child.

Stats below are for Elaida after her transformation into Makaila - Queen of the Damned.

Though physically (apart from appearance and charisma) Makaila isn't anything special - she makes up for it in her spirit. Whereas Greyog has enormous physical abilities, controlling skeletons, zombies, hasting and regenerative powers etc Makaila specializes in things of the ether.

Makaila regenerates POW back at different rates depending on the time of the month and moon cycle. Her powers are also linked to the moon (just like the Spirit's of Cairis whom she created). Therefore during the Full moon she is at her weakest and during the New Moon she is strongest.
 
 

Time of Month
Rate of POW recovery
16th
17th/15th
18th/14th
19th/13th
20th/12th
21st/11th
etc
1 / round (10 secs)
1 / 10 rounds
1 / 20 mins
1 / 40 mins
1 / hour
1 / 2 hours
1 / +1 hour etc.
STR
INT
WIS
DEX
AGI
CON
CHA
HEA
SIZ
COM
5.91
15.71
14.92
10.42
12.23
11.48
20.00
*Special*
18.74
*Special*
9.8
23
MHP
DBON
POW
Height
Weight
Hair
Eyes
Stuns
NAP
AtBon/DefBon
24
-1d2(+0)
40
5'9"
108lbs
Jet Black
Black
and White
3
0
*+27*/+17
Ability / Innate power Description
Vision Standard 50' radius life sense / awareness 99% chance.
With brief exertion, life sense in a POW ³ radius. This also adds to her chance of hitting something - she can "foresee" where they will be...

Makaila can perceive all planes and see through all forms of invisibility. She has the equivalent of True Sight 15th level.

Memory Even with a mere glimpse, Makaila can remember an object's or person's unique spiritual signature and never forget it. This allows her to tune in one something she may have viewed for an instant 1000 years before. It also applies to places, see below.
Spiritual shifting Makaila can "shift" her entire body & spirit (they are essentially one blended object) anywhere she has previously been or astrally traveled to and established a spiritual connection. The shift takes a few seconds. With her POW stat she can shift up to 20,000 lbs of weight or up to 60 POW. She can do this any number of times a day.

She can also shift to any spiritual plane of existence at will - passing beyond the veil.

Hard to Kill Unlike all other beings on Eldahar, Makaila cannot die from reaching 0 POW by normal means as her flesh is constantly being charged with spiritual energy. She can also heal any physical wounds she receives at a cost of 1 POW per 5 HP of damage. Her spirit is so strong that she can survive even beheading - literally picking her head back up spiritually and healing it back in place !
Innate Charm Makaila possesses innate charm at will (10th level). Even though she looks inhuman (completely black and white like a statue of a Goddess), she exudes peace and serenity putting people at ease. Anyone that fails to save by more than 75% is permanently effected. If Makaila gets the person to taste of her milk white blood (an ambrosia of almost divine taste), they are at -50% to save vs any of her suggestions or commands.
Innate Command See above. Her charm can be turned to a more harsher command. 10th level INTensity.
Blood of the Mother Makaila's milk white blood can give temporary substance / physical seeming flesh to any ethereal or astral entity / spirit. A couple of drops will allow the spirit to effect the physical plane for up to 12 hours. This makes her blood the most valuable and coveted thing any spirit can possess as it not only restores "living" sensations and senses but enhances the being's life-force / POW by up to 50%.

Anyone baptized by Makaila's blood (either by drinking it directly with her permission or by being fed it whilst near to death) will return upon death as a Spirit of Power. Their exact manifestation is dependent upon how much of Makaila's blood was used prior to the transformation and their own alignment / emotions / personalities. I.e. It is unlikely that a Goodly priest who has led a zealot's life will return as a Spirit with power's over inflicting pain -though saying that his sermon's might.

Her blood can also be used to make any conjuration or illusion solid / physical for sometimes days in duration !

Flight Using her aura she can "fly" above ground (up to 3000' high).
Convert POW She can channel POW through her like a super conductor. She can drain 1d6 POW per round from a being / object, convert it internally and pass it on to someone or something else at the same rate of transfer - 1d6 per round - She is the only being that can do this to any degree ! Another rarity.

 
Man End

From 2101 to 2601 there existed a small out of the way village in western Damorkand called Man End. To the casual passerby this village appeared normal and the people, even if overly suspicious or anxious to be rid of strangers appeared to be plain village folk going about their everyday lives.

However behind the facade lay a darker side as every seemingly normal human being living in it was in fact a monster.

The Brood of Abaddon
Abaddon was the thirteenth Eshwin (or Black Elf) created by Orion the Eternal. Unfortunately during his creation Eskanu attacked Mount Eldahar and interfered with the procedure, causing random genetic changes to occur. Whereas the First 12 Eshwin were to be The Guardian's of the Lesser Races, Abaddon was to be to Enforcer and Law Bringer.

Following Eskanu's Dragon attack on Mount Eldahar in 201, everything fell into turmoil. The Eshwin fled, pursued by the Qual and whole sections of the Mountain were sealed off for many years. In one of these sections lay the incomplete Abaddon.

Aware of his surroundings but with only a partially made body, Abaddon spent some time completing his own creation using the tools and wealth of knowledge scattered around him. Whilst doing this he discovered a whole batch of "imperfect" Heartstones Orion casually tossed to one side, to be destroyed at a later date and noticed how after Eskanu's attack they now seemed to throb with life.

Eventually Abaddon discovered a way to leave the battle ruined Mountain with the Heartstone's close to his chest. He whispered to them, promising them life and in return they whispered back, calling him The Father.


 
Citadel Marith
2616

One of Whailin's southernmost citadels.
Current Lord - Bastian, 6’1”, blk hair, brn eyes. Aged 37.

An arrogant, self-centered man whose sole purpose is to further his own dominion, Bastian delights in pompous displays of power, regal furs, ornate trappings and clean halls and corridors. He is a mad-emperor in the making.

Isir and Aeris, The Lord’s daughters, aged 15 and 16, both 5’11” and blonde haired.

Zeal, Head Kori of Kyth, 5’10”, blk hair (wild), grn eyes. Aged 32.

Zeal is unbalanced and therefore unpredictable. He swings from devout and holy to rabid rants and blasphemous outbursts. This is due to several unfortunate experiences during the Evermore war involving demons, Wilders and a stint of torture along the way. Nevertheless, he still holds title of Head Kori due to his unswavering zeal. (Also because no one else wants to deal with the Lord, since the Lord has taken a liking to chopping off heads).

General Gozin – Known for his huge moustache and smelly feet.
Major Bron – A stocky solid soldier, dependable but lacking in brain power.
Major Haggard – A great spearman and hunter. Haggard captured the troll Vader.
Major Justaf – Fairly new and inexperienced, raised in rank more by luck than talent.

The Horn of Marith – A bejeweled troll’s horn that rests on a stand by the Lord’s throne. Rumored to be the Horn blown in the Battle of the Gap against an invading army from Aegis.

Recent history
Whilst most other citadels have welcomed the years of peace, Marith’s Lord has taken the opportunity to expand his territory without challenge. He has increased his keeps and towers by building solely in wood, having no less than 7 keep sized and 14 towers C2616.

Marith’s population has flourished, now having up to 4000 people.


 
Math-mada-ma-may
Raven familiar to Minantias of Mordark

Math-mada-ma-may lived as Minantias' Raven familiar from 2481 to 2602. During this time the bird became a symbol of the Black Wizard's evil, spreading its wings far across the northlands. Where Math-mada appeared, people died.

MHP
POW
AGE
SIZ
At Bon
Df Bon
NAP
8
30
131
2
+22
+20
1
Dodge 66 SR + 20 +15 +101 5/rnd
Beak 43 SR +22 +65 4/rnd
Claw / Talon 50 SR +22 + 10 +82 6/rnd

 
Abilities as Minantias' Wizard familiar ;-
See / Communicate with Spirits.
Minantias can cast spells directly through Math-mada at x2 base cost.
See in Dark.
Cause mutliple beings to suffer paralyzing fear at 5th level (causing -50% to all physical actions if they only succeed in their saving throw by 25% or less) in Line of Sight up to 25' range.
Cause objects or beings to burst into flame (up to 3 targets per round) at 8th level for 1d6 per 20% saving failure + SIZ of object / being damage.
Bestow "Crippling Curse" (once per day). Save vs 10th level or suffer -25% to all life threatening skill checks or dice rolls for a duration of one hour.
Math-mada's stare - 12th level attack able to drive any being mad if they meet its stare. Costs Math-mada 1 point of POW permanently.
Regeneration in the air at 3 hp / round. Unless pinned to the ground.

 
Metapsychics
Along time ago, on an alternate Earth, there arose a class of humans called Metapsychics. They were telepaths, telekenetics, creators, redactors and coercers - all highly skilled in particular mental powers. Below is a list of some of these Metapsychics and their specialities.

See Earth Timeline for more info.


 
Key to Meta-functions

M - Master 13th level to 16th
GM - Grand Master 17th level to 19th level
P - Paramount 20th level +

FS - Farsensing
RD - Redaction
CR - Creation
CO - Coercion
PK - Psychokinetics

 
Name Meta-
Functions
Description
Marc Deville P FS
GM RD
GM CO
P CR
GM PK
Born 1921. Married Lucynda Sara-Anne (1940-1974). President of Metapsychic Academy 2018. Most powerful Metapsychic on Earth and leader of the Metapsychic rebellion of 2056.
Tarren Deville GM PK
M FS
M CO
GM CR
Born 1969. Tarren was among the first Metapsychics to be approached by the Star League. Initially making a living as a star baseball player he later became a Champion in the Grand Tourney of the Qual and a Leathiadorian Battlemaster.
Taylar Deville GM RD Brother of Tarren. Born 1970. A withdrawn child who developed a phobia against anything non-human as he grew up. Later responsible for the Great Cataclysm.
Trisha Deville GM CO
GM RD
M FS
Sister of Tarren and twin sister of Taylar. Born in 1970. Trisha was an expert coercer who cut her teeth as a politician and public speaker. Later married Flynn O'Neal - General of the human Rebel forces and had two children, Jessica Angelina and Hannibal Murdoch.
Sonia Gilespee GM FS Born 1972. Married Tarren Deville in 1998. Two children, Sara (2000) and Gerion (2002).
Flynn O'Neal GM CR
GM CO
GM PK
Flynn was General of the Rebel forces fighting against the Star League for human independence. At the height of the conflict he displayed a unique ability to absorb someone else's meta-functions. Unfortunately the ability caused him to lose his sanity. Married to Trisha Deville in 2032.
Hannibal
Murdoch
O'Neal
GM CR
GM CO
M FS
M RD
GM PK
One of the main instigators of the Metapsychic rebellion - in league with his father Flynn O'Neal. Hannibal led the assault on Sha'lean - The Qual Homeworld. It was Hannibal's expertise in electronics that allowed him to create the Meta-fusion bomb that destroyed the Master Gate and began the Great Cataclysm.
Ann Marie
Roccard
MFS Died in Rebellion. Born 1996.
Epithany
Hastings
? Married to Taylar Deville.
Adrien Lambert GM CO
M CR
Born in 2003. Died in Rebellion.
Wu Tal CO
CR
One of the original Metapsychics.
Graham Jackson PK
RD
Born in 1978.
Dagmar McDuff RD
FS
PK
Scottish psychic. Born 1964.

 
Metals and minerals


Metal / Alloy / Mineral
Rarity 1-10
1 = common
10 = Very rare indeed
Description
Alaen
6
Aka Glass steel. A metal from the Homelands used by the 7 Star Families to conduct Metapsychic energy and glow from contact with their auras. Alaen remains the most popular metal of Elven Smiths and Qual. It can be treated to appear in any color imaginable.
Dulcium
7
Dark grey metal that attracts magic like a magnet. Extremely dense and heavy, Dulcium weighs 15 times heavier than normal steel making it impractical to use as armor or weaponry. Dulcium also attracts light, hence its name.
Eng
9.7
Hardest metal known to man, dwarf or fey. Only Smiths of 20th level can attempt to forge it. It takes twenty times longer to forge than Alaen and is the only metal that can make weapons greater than +6 +6. It is also +50% resistant to magic. Can only be effected by extremes of cold - hence a Cold Forge is required to shape it.
Rasilon
9
Aka The Earth stone. Rasilon has several natural enhancing properties; the commonmost of which involves increasing the senses. Rasilon in its impure form is more common, however highly poisonous. Appears lime green.
Euphera
8.5
Aka The Singing metal. A rare and extremely difficult alloy made from impure Rasilon, Euphera appears dark green and is superb at conducting sound waves. Examples of its uses are in the creation of sonic weapons.
Magnan
6
A very unstable mineral that causes damage to virtually any other type of mineral / metal in existance by destabilizing the object's atomic structure. If Magnan is left next to Alaen for instance, after a few hours the Alaen will become as brittle as normal glass.

Magnan is nearly impossible to mine and hardly anyone wants to.

Minog
8
A very hard and unflexible metal found primarily in Dwarven lands. It appears grey and dull, with a rough sandy texture to the touch. It's chief properties are in the absorbsion of magic as Minog is a natural battery for magical energy.

Like a battery though, Minog can only hold certain ammounts based upon its purity and size. Exceeding these ammount causes leakage. What's more, if Minog is combined with Magnan, the resulting leakage causes instability that can (and often does) result in a tremendous magical explosion.

Ithilan
10
Aka Moon metal. A silvery reflective substance that remains harder than Alaen in daylight but becomes highly malleable under direct Moonlight.
Mirror mir
8.3
The Mirror Metal. Found only in the Southern land of Esia this magical alloy of normal Alaen has a mirror like surface on one side. This surface reflects magic with 99% certainty! Furthermore the otherside of the metal is transparent making Mirror Mir ideal for shields or all incompassing helmets.
Shieng
9.1
Aka - Star Metal. A white metal that varies tremendously in weight depending on its forging. Shieng gleams under Starlight and if made correctly can actually vanish. Highly resistant to magic, Shieng adds +25% MR.
Adaneng
9.4
Alloy of the Homelands. By introducing a tiny piece of Eng into the equation, normal Adanta becomes much harder. Appears blue tinged and transparent. Cold forge required.
Adanta
Carbok Aka Plas Steel.
Alenaur Aka Mithril.
Alestan
Alestaen Aka Cold Steel.
Aloque Yellow tinged soft silver ideal for decoration; Aloque actually remembers shapes and can be "taught" to assume different ones upon a special trigger; ie change of temperature etc.
Bronticium
Vanaur Uses against other planal creatures / objects. Vanaur appears as a smokey grey iron.


 

The Land of Dark Moon.
Lord Goron of Dark Moon.
Ruler of a sizable population of humans. Most of Goron’s soldiers use stolen Frost-fire to increase their strength. They are also taller and larger than most, but take extra dmg vs fire and heat. The Frostfire caves did belong to the Wolfen, but Goron swore allegiance to Sidhe and she sent him Witch aid to defeat Juna’s people.

The Wolfen have been in magical slumber for over 300 years. Their Lord was Juna, cursed by the Witch King for not paying homage. They are frozen in blocks of very hard ice throughout the land. Sidhe often threatens Goron with releasing the Wolfen. Goron recently moved the blocks into one big mine and collapsed the entrance in the hope they never escape. However, he missed a few along the way. Namely, Chevran of the Tremere.

The Land of Ice Gard.
Lord Bastil (Bane’s son), of Ice Gard
Inherited his father’s Tower of Stars. Just as ruthless and mercenary. The people of Ice Gard have 3 ap vs cold and are very pale skinned. They eat a lot of meat and indeed, cannibalism is not against Bastil’s orders, especially in the Citadel itself. The people have the Ice Vein.
General Havoc (aka Hurin) of Ice Gard is an immense pale man who can swell himself magically up to 20’ tall. This ability has been his since birth and is a result of the Midnight Sun and his Witch mother Cyrene. Cyrene was punished for her indiscretion and given to Lord Bane as a sexual slave. Bane beat her, blinded her and let most of his troops rape her. She is imprisoned still in one of Ice Gard’s many towers. Havoc knows she is there but hates her.

The Land of Dim Dale.
Lord Jackal of Dim Dale.
An evil man, if ever there was one. Jackal’s ancestors cohorted with shadow demons and loved it. He now wields Blade, a thing of shadow that steals strength from its victims. He also has a monster of a bodyguard called Jugger. Ever since the Shadow wolf ate the Sun about 2000 years ago, Shadows have existed in one form or another. Now however, ever since the War of Shadax’ell, aka The War of Innocence, shadows are locked away inside black water pools and puddles. A mountain of black ice exists in Dim Dale called Mnt Sharendane. Though the shadows have no real power anymore, Jackal still listens to their whisperings. The Shadows were defeated by the heroes Antenor and Saiph. They used Daycaster’s tombstone and the words inscribed on it to briefly unite several powerful Anu. 

The Land of March.
Lord Tabelyn of March.
The March men live in the ground or in natural caves. They follow Kyth and have very rigid laws. They all wear bands around their heads, as symbolic protection from the Witch’s third eyes.
All girls are tested at 12 years of age for signs of witchcraft. If the girl shows signs of the craft or a leniency towards the Midnight Sun (see Witch tests), then the girl is blinded. Many of the wisest people in March are women who claim that only after losing their sight did they begin to "truly see."

The Troll Wastes.
Lord Gikhek of Tarma (of the troll nation).
Not really a Lord before Iner came along, but impressive nevertheless. Gikhek is tall, strong and of above average INT for most trolls. He has a slight characteristic lisp and single good eye.
The Trolls of the Far North live underground in icy "hollows" where they spend 75% of their time hibernating.

Goron is at war with Bastil. Dale is at war with March. Everyone is at war with the trolls, treating all trolls as fodder. In fact, every year Lord Bastil goes out to cull the troll numbers and hunt them down to use as slaves.

The Land of Midnight.
The Witch King - Arun.
Between 33 and 900 this land was ruled over by the Dark Fey (or Drynn, see 7 star races).
The Drynn became currupted by a powerful ANU spirit calling itself "Purity."

The Lord of Ice-Gard's magic items ;-
The Everlost armor ;- frosty white and draconian in nature. AP 22 and 9AP / dice vs cold.
The Shield of Winter ;- If wielded, freezes anything coming within 25’ for 2d6 dmg, and a further 2d6 dmg cumulative for every 5’ closer that target gets. If placed in an area, the shield can be used to create (over a period of time), an ice fortress, of icy towers, corridors, doorways etc, etc. This shield has been responsible for Icegard’s huge outer wall of ice, over fifty feet high and spiked on top.
The long sword, Pyre, is +10% +2 / +2 and possesses the power to turn normal fire into cold-fire. This ability can be used 3 times a week on any single piece of fire of any size (except dragon fire).

Other items in the Far North ;-
The sword, DragonSlayer. Once used to slay the Dragon Yamahay. +20% +4 / +4 x3 vs dragons.
The sword Blade. Thing of Shadow.
The Tombstone of Daycaster. Ancient relic with even more ancient writing.
The Ring of Anu. Aka the Somite Ring, or the Ring of Wizardry. A very elusive and powerful artefact.
The Elfstones - Tier Uthinel's - of which 3 exist.
The Star Metal artifacts - various and sundry objects forged from Star Metal.

ICEGARD

The Krystalgard – Elite guard of the citadel. All pale men. There are only 30. Their leader is Krisar. Their second is Femur. Every one the guard have a minimum of 60 skill ranks and an average ap of 14. They are all taught long sword, broad sword and spear.

An Odus – Stone shrine in the center of some villages. Dedicated to the Unnamable Witch King, a sacrifice is always made every ten days.

The Ice Vein – Those that possess it are deemed noble. It shows itself through pale skin and 70% blue eyes. The majority in Icegard who possess the vein, live in the citadel at Bastil’s court. They are resistant to cold, live 130% longer than normal humans and bleed at ½ rate. However, fire does x1.25 damage and pale women are 99% barren. Two types of Pale man exists. Those born with the vein (extremely rare) who are considered Lords and those who are initiated to the pale, via one of the ice vein’s natural pools / lakes.


 
The Spider Witch Molgwin

One of the Triangle of Evil, Molgwin was everything children imagined witches to be, old, cackling and thoroughly nasty. She delighted in torture, in causing horror through her spells and bestowing curses on the unsuspecting.

She had a nice Skull staff that acted as a x2 PP multiplier and 40 PP store.
Her nastiest item was The Dust of Shrinking... used to shrink her victims down to several inches.

Top of the lot though was her fascination with all 8 legged hairy things. She loved poisons, webs and lots of eyes above dripping fangs.


 
Mona - Esium coven member

One of 12 in Esium's Coven of Mordark, Mona was granted demonic power over plants. She hoarded many of the Coven's items during 2595, including a Ring of Mind Shielding and Bracelet of Spell Turning.

5'7" tall, shoulder length blonde hair, hazel eyes. DOB 2568. MHP 22. A thin face but full figure. Deceptively nice personality for a Coven member but would quite happily get your rose bush to prick you to death.

In 2598 she became Coven leader in Esium.
See Coven's of Mordark.


 
The Monarch

The Monarch (born Jasar Devery in 2202) lived until 2601, when a run in with North and several resurrected Kings of Esia put an end to the greatest unarmed fighter to live.

Years of physical training, mental discipline and spiritual pain therapy (designed to increase spiritual resistance and flexibility) made the Monarch a formidable, almost indestructible warrior. The head of a group of super assassins, the Monarch set up base on the island of Sevekar alongside the School of Mirror-mages. Using mirror magic to enter foreign palaces undetected, the Monarch and his assassins planned to terrorize the whole of Eldahar.

Skills;-

STR 22.94 DEX 22.22 AGI 23.61 CON 24 HEA 18.95 POW 19.83
DBON 1d6+1 (2d6) MHP 51
Dodge 110 SR
Tumbling 56 SR
2 handed attacks Rapier 122 SR ! Short sword 100 SR
Acrobatics 95 SR
Power moves 66 SR - special ability to use POW in combat - ie to leap great distances and dodge the impossible.
Hand strikes 102 SR
Kicks 104 SR
Sweeps 92 SR
Throws 82 SR
Locks 85 SR
Power strike 55 SR
Climb 93 SR
Landing 76 SR
Poison immunity 98%
Throwing crescent 78 SR


 
Evermore
A.K.A Mordark
Also see
Moorum of Evermore
Lords of Evermore
Chaos Lords

Mor is a land in the far north of the continent of Eldahar. Prior to the 6th century it was known as Evermore and occupied by villages and a few ice towns. Then in the 6th century a power entered the world, the Power of Chaos. Suddenly invaded by the Chaos Lord Mor, Evermore became a haven for creatures and undead, spearheading three great campaigns of destruction into the more southern countries.

Places in Evermore;-
The Maelmord
Large black twisted forest full of Lady Yulasha's spiders.
The Black Mountains
Impassable range of mountains forming a natural barrier between Mordark and the south.
The Citadel of Souls
Moorum's citadel. A hideous structure that shifts around Evermore devouring matter, reshaping it and then spewing it back out in its wake. Moorum's citadel could just as easily consume a swamp and create a beautiful forest - it doesn't care and neither does he.
Citadel Fenring
The Morgrind
Citadel Terrorkin
Citadel Bachisgard
The Morlake
Poisonous soul consuming lake that grants true reflections of self. The waters of Morlake can also restore a soul to its rightful place.
Dark Dale
Home to the Black Giants of Mor. Over 75 of them live within its borders.
Citadel Black Mark
Ornis Keln
Citadel of the Orn.
The Black River
Thick, viscous river full of dead bodies.
Citadel Mormeldin
The living Citadel.

Creatures of Evermore
The Mormen - The Frozen dead. Led by Updul's and Vath's, the Mormen are the animated frozen dead bodies of those that die in battle or of natural causes. Animated by Priest's of Mor or the Ice Trolls themselves, Mormen number in the 10's of thousands and form the core 80% of Mordark's forces.

The Orn - Hideous Orc-like beings standing nearly 7' tall. With white hairy manes and huge fangs, these bestial like humanoids live by a strong code of battle honor. Their leaders rule by ferocity and strength, symbolizing the entire Orn attitude to fighting. Orn fear nothing, run away from nothing and do not stop fighting until told to by their leaders. They only respect brute strength and bravery considering all other races shortchanged in these departments.
Orn live on Evermore's southern plains, existing in loose tribal structures. The Orn of Evermore (The Khi'uyo) are not to be confused with the more wild Orn of the Fells and the more structured and Religious Orn of Louhri's Kingdom.

Black GiantThe Black Giants - 75 of them exist in 2599 though that number drops to 43 by the beginning of 2602. Once the inner court of Lord Orcist of Mor, the 99 lesser Lords and Nobles of Pain were transformed in 998 into 20' tall Black skinned giants of incredible beauty and prowess. Made immortal by the Chaos God Mor, these giants were only hindered by poor senses. When Mor made them large, powerful and unaging, he also gave them defects. Some went prematurely blind, others deaf or dumb. A few lost the ability to walk or to smell or feel whilst some developed poor memories and others lost all sanity completely. Many of the Giants did excel at forging Black Iron into Black Steel, creating many of Mor's armor and weapons in the, well you guessed it, The Black Forge.


 
Esium's Currency

From least to greatest worth

20 Copper groats to a 1 Silver Diad.
10 Silver Diads to 1 Silver Talent.
10 Silver Talents to 1 Gold Stator / Dragon.
5 Gold Stators / Dragons to 1 Gold Crown.
20 Gold Crowns to 1 Gold bar.

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