![]() Sometimes known as The White Samagin because of his pure white armor, the Najakin is without a doubt the most fearsome Warlord in the whole of Suraan and not someone to mess with. Fighting for the Empire, for Justice and for Purity of Spirit and Life, The Najakin remains a mystery, even to those who run the Empire. Appearing whenever or wherever he chooses, The Najakin is slave to no man. He acts independently of the Elemental Schools in Suraan and has on occasion removed their leaders for the continued survival of the Empire. He is the Spirit of Suraan - proud, honorable and fearsome. Without the Najakin Suraan would have fallen into internal feuding centuries ago. So who was The Najakin
before he died?
The Najakin's Astral
Sanctum
Master of the Elemental
Schools
Please note - The items and abilities below are by no means complete. If The Najakin has to he will invent, learn, summon or borrow more in order to complete his mission. |
| Magic items x 33 | Description |
| 5 suits of enchanted armor | AP 16/16/16/8 |
| Scimitar of Sharpness | +15% +2/+2 (x2 damage to normal armor.) |
| Girdle of Spell Fire | +25% MR |
| Ring of Moon Fire | |
| Pentacle Pendant | +15% MR |
| Ring of Spell Storing | 3 Spells of 7th level. |
| Globe of Magic Resistence | +50% for 10 rounds. 1 / week. |
| Gauntlets | AP 9. +3d6 impact damage per strike. |
| Ion stone of Shield | 1/round gives 10AP or 2AP vs POW drain. |
| Rod of Astral Navigation | Is what it sounds like. |
| Helm of Shouting | 1/week. Shout at 5th level. |
| Helm of Fear | 1/day at 5th level - Fear spell. |
| Helm of Lure | 1/day at 6th level. |
| Soul Gem | Resides in Astral Sanctum. Contains his soul. |
| Binding Rope | Binds living things at 70 SR to attack. |
| Talisman of Spirits | 1/3 days increases POW to 40 (max) for 1 hour. |
| Sword of Flame | Flame Brand +10% +3/+2 - magical fire for +1d8 |
| Sword of Lightning | 2d8+crit per strike. |
| Sword of Water | Allows wielder to hurtle through water at tremendous speed. |
| Sword of Earth | When inserted into the ground it causes 9th level Hold Person in a 30' radius. |
| Nunchuks of Earth | Earth disruption (x2 damage to stone / wood) SR 87. |
| Spear of Spiritual Paralysis | 8th level for 1d10 rounds once struck. SR 90. |
| Bow and arrows | Bow +10% x1.5 range. Arrows of Human slaying for 1d12 (impale on 9,10,11,or 12) x 200! SR 82 |
| Ability | Description |
| Protection vs all elements | 3 AP / dice of damage and 1/2 damage on save. |
| Regeneration / healing | 1 Ethereal HP / round - innate. Ethereal bloodstopping 2/round. Heal self (concentration req for 1 round at a cost of 5 POW - heals 3d10 HP) |
| Spirit Ejake (fire) | Fire bolts 8/round at will |
| Spirit Nojuke (air) | Create wind 4/round - enough to lift 200 lbs into the air and hurl it 50 feet ! |
| Negate earth | Any earth based material can be rendered weightless if touched by the Najakin's hand. I.e. in his combat with Lord Ross he hurled a 30 foot tall stone piller without a second thought. |
| All elemental spells to 17th level ! | By far the nastiest ability of the Najakin. Given time he can destroy most things with a combination of Fire, Lightning, burning hail and eruptions of molten earth. |
| Sword skills | 97 SR in all sword types. +30 Stat |
| Dodge and Acrobatics | 98 SR in Tumbling. 97 SR in dodge. +30 Stat |
| Flight by aura | Due to the strength of his aura (32 POW as standard) , the Najakin can fly at 50 MPH. |
| Martial arts | All Suraanese based martial arts to 92 SR. Speciality in Nerve Strikes and Spiritual strikes to 15th level in each. |
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Lady of Stars The Lady of Night, known simply as Nox, exists outside of normal space and time. Within a pitch black timeless void lies her castle and in the depths of its titanic empty halls resides the Pit of Nox and The Cosmic Entity. So
who is Nox?
The Lady Nox has always been the same - ageless whilst outside of Time. Appearing as a beautiful woman of otherwordly aura, she most often dresses in black or a gown of stars. Nox's
Abilities.
The
Entity.
Nox's job of maintaining a Balance between Law and Chaos isn't an easy one as by altering one thing, The Chaos effect causes ripples to spread throughout the Multiverse, Space and Time. She is kept constantly busy. The
Castle of Nox.
Thanks to the Lady Nox, the Castle of Nox has some very peculiar physical laws. Anyone moving through its corridors, rooms and halls either shrinks or grows depending on what doorway they passed through. Hence it is possible for someone who has just emerged from a 6 inch doorway to find themselves in a thousand foot high corridor populated by an equally preposterous 800 foot high soldier! Squish.
Nox visits the Multiverse every now and then. When she does, she always turns up at night, in a black carriage trailing a wave of night behind her. Nox's
one true servant.
Also see
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Master of Doors Meddler of Fate Instrument of the Balance Nysagul is a mysterious entity, a travelor between worlds and a meddler of Cosmic proportions. Appearing as a black robed, short, hunched being, Nyn (as he is sometimes called among aquaintences) is by no means charming. Those who have encountered him throughout the Multiverse have described him as "rude, crude and blasphemous. Vicious, vindictive and untrustworthy. Meddlesome, self centred and power hungry" - and this coming from those who consider him an ally! In his early career as an Instrument of the Balance, those who knew Nyn remember him having hands and a single pair of eyes (though they never actually saw his face or any other parts of his body). However at some point in his long existence he lost the hands and gained several pairs of eyes instead. Now more commonly seen as a short black robed, hunched figure with a deep black cowl in which several seemingly disembodied eyes float and gyrate making hypnotic patterns, it comes as no surprise when passers by can't believe their eyes. The
Robe of Brisigainen.
Brisingaimen looked up at Ilvir's glowing
armor and lethally poised sword and knew his world would now fall to Chaos.
At that moment he understood who had caused it all... Nyn.
Nynsagul continued fleeing until he thought himself safe. Only then did he stop and think about what he had done. As he did this he noticed his hands poking out of the sleeves of the robe, the flesh turning a strange color. In horror he realised too late just what was occuring and screamed as two of his fingers withered away. Only when he pulled his hands back inside the robe did the pain stop. Later when he tried taking the robe off, he screamed again as other parts of his body began to mutate and decay - as if suddenly afflicted by every imaginable disease at once. Again as quickly as he could he pulled the robe back on and yanked down its deep hood, but the damage had been done. He felt his now mishapen body, felt the pain of breathing with blackened lungs and walking on disease riddled legs. Yet now the robe was on he no longer deteriated but instead remained the same, impervious to any change from both inside and out - This had been Brisingaimen's curse, to forever be diseased and never be cured. As long as he stayed in the robe he would remain impervious to harm! The Robe - Infinite Armour points (AP) vs all known attack types. Black and long with a deep hood. Sightings
How did he lose his
first two eyes?
Later the Beholden who Nyn had released, returned with dozens of Beholden friends. They gathered around the strange robed man and began transmitting images from their eyes to his at a frightening rate via flashes of intense light. In moments Nyn understood the Beholden, and understood their language of images. But as his robe was protecting him from most of the light, he decided to take a risk, intrigued by the Beholden's gentle nature but horrific appearance. He moved his head towards the rim of the hood and exposed his eyes a litle more to their light. In several searing seconds he saw their entire history, but the light proved too much for his eyes to bare, melting them in their sockets. Being the only non-Beholden to know everything about them was little consolation. He had lost the ability to see, though his eyes gave him no pain inside the Robe. This is why the Beholden gave him their 7 young, so that he could communicate with them and fight for their cause. These 7 eyes each came with a power (see below). The
Seven eyes of the Beholden.
1) Antimagic ray - 100' range. Acts at 14th
level. Can be used once a day.
Prying
open Cracks in the Multiverse
When he got there he found the gate already open, surrounded by hideous creatures of chaos. More than peeved at Brisingaimen's curse he charged through the chaos ranks, his robe fending off every attack and blow until he reached the throbbing portal and hurled himself through. But again Nyn underestimated the power of
Brisingaimen's robe. A Robe that could turn even the mightiest Chaos magics;
a robe that protected vs anything - even the wrath of a Lord
of Chaos!
Because of his robe, Nyn suddenly dropped
right off the known path and into the unknown. As he would describe it
- "If you look behind the scenes and look long enough
and close enough you begin to see the cracks. I fell into one of those
cracks."
As the first being to ever discover one of the Multiverse's faults / cracks, Nyn found himself suddenly able to sense them appearing or about to appear. As time passed he began to "feel" the cracks forming, "sense" the pressures of Time and Space about to cause a rupture in Reality - an anomalous event - an interplanal fissure. Today Nyn knows when a crack will appear down to about 30 seconds. He knows where the crack will lead and when (as the cracks split right through the whole of existence - Time, Space and Reality). He uses the cracks to travel from one place in the Multiverse to the next. He has found that by stepping into the cracks, he prevents the crack from widening and can close it behind it. But as Nyn says, "You close one and another ten open up... just bloody shoddy craftsmanship!" |
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