![]() 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. 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.
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*Special* |
*Special* |
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and White |
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| 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. |
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2616 One of Whailin's southernmost
citadels.
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.
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
Marith’s population has flourished, now having up to 4000 people. |
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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.
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![]() The
Land of Dark Moon.
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.
The
Land of Dim Dale.
The
Land of March.
The
Troll Wastes.
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
Lord of Ice-Gard's magic items ;-
Other
items in the Far North ;-
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.
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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.
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. |
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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.
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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
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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;-
Creatures
of Evermore
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.
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From least to greatest worth 20
Copper groats to a 1 Silver Diad.
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