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Walker grew up in Gost Iren as the bastard son of a disgraced noble. Not caring for his family or home life, he hit the road aged 9 and didn't look back. A regular at the Dungeon Inn, Walker teamed up with a Jansen Sorr, Jase Brose and Ross of Mengale on a mission into the Catacombs. During their hasty retreat, he came to sticky end against the Troll "Crook" and its colossal tree club. |
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A small village in central Daydark (Doom), occupied completely by Living Spirits of Cairis and Spiritual trainees. |
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Members of the White Chapter circa 2590 Alexor the White, specialty in Magic lore, disappeared 2600 at beginning of Laylak's reign. Brenis the Blue, RIP2600, absorbed by Laylak into the Living Dark, specialty in Lightning. Naschu the Red, RIP 2600, killed by Eskanu, specialty in Fire. Pranulus the Green, RIP 2600, executed by Laylak in Esium's throne-room, specialty Nature. Regrim the Gray, RIP 2595 by Cole Dark using Blackrain. Hethcanter the Brown, DOB 2560, joins 2590-?, earth elementalist. Grond the Gray, DOB 2530, joins 2580-2590, drunk up to death in 2600. Faramas the Yellow, DOB 2540, joins 2595, RIP 2600 in "Laylak's war".
(29 previous members since 1807) Including ;- Ubenox the Purple, DOB 1809, joins 1830-1850, RIP trolls in Grandthorn mountains. Lefin Crue the Brown, DOB 1812, joins 1850-1873, RIP old age. Talisman the Blue, Haimirian, DOB 1829, joins 1854-1886. Redalin the Red, DOB 1915, joins 1925-1964, genius in disintegration. Braysim the Gray, DOB 2240, joins 2290-2320, expert in existence theory and planal mechanics. Calebor the Green, DOB 2434, joins 2460-2572, RIP mage combat. |

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Eldahar, despite not being a normal world, does share the Universe with billions of others. All these other worlds are contested for in the Universal scheme of things by the powers of Law, Chaos and the Eternal Balance as any Michael Moorcock fan will know. Below is a list of other worlds briefly touched upon in the Eldahar Universe ;- |
| World name | Description |
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The
Federation of Human worlds terraformed a moon and planted memory wiped
settlers on it as part of a massive experiment into
Raylinar
Radiation (The matter spewed out of a nearby White Hole). Overseen
by a computer called Lenug
(at the moon's core), Kryll was meant to be the Federation's trump card.
Raylinar radiation was found to mutate humans, granting increased physical
ability and mental power to the point of incredible feats such as flight
and spontaneous creation of matter.
As the Federation was fighting and losing a protracted war against an alien race, it decided to secretly seed one million people onto the terraformed moon. If the Federation was destroyed, the moon would survive along with Lenug's Purpose. Lenug would manipulate the primative civilisation of Kryll (as the settlers were memory wiped and taken back to basic tools and skills), gradually increasing their technology and combining the long term mutation effects of Raylinar with science. Eventually, after a couple of thousand years, Lenug would reveal itself and all of the Federation's weaponry hidden inside the moon - turning Kryll's Black Light drive on. Armed with the Battle moon's cannons, Black light jump drive and two thousand years of Raylinar mutation, Lenug would guide the super warriors to victory over the aliens, securing the Federation's revenge. This would have been fine, if it weren't for twelve test subjects in the first Raylinar experiment escaping to the Moon's surface. Horrified by the Federation's idea of making a Moon full of super mutated and brain washed warriors, these twelve hugely mutated test subjects broke into Lenug's mainframe and hacked his core systems. Lenug's Purpose became unstable and the twelve people, 7 men and 5 women, stayed on the Moon, watching over it's inhabitants as "Gods". See Kryll's Hall of Forgotten Heroes. |
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A world of 12 overlapping
Realms. See Eternium
FACTS and Xenon Von Victor
for more info.
Eternium is the oldest existing World in the Multiverse. It's existence spans from the Beginning to the end of Time. Eternium was the prime target of Tharizden who wanted to consume the World and thereby bridge his existence throughout Time, rendering himself invulnerable to Time and the effects of the Skarrion Time Stones. However, Eternium was stuck in a Temporal Rift by the manipulations of Kutal of Chaos and the line of Rune, making it impossible for Tharizden to achieve his goal. |
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The world that finally stopped the Ice God's of Tarot and the advance of their Pine army. Contested for by the 3 Barons of Chaos and Luan - Lord of Law. Also see Urth Timeline and King Kaine. |
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Decimated by the Ice God's of Tarot - now turned into an icy waste Arcana used to be a pivocal world for magical theory and practice. |
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One of the "Ghost Worlds". Home of Lord Rune. Two races took A'dath to the brink of extinction, warring against one another on a world wide scale... The Nadruthane "Elves" and the Children of Ûthel "Humans". Rune resolved the conflict by wiping out the whole human population and then killing himself. Also see A'Dath's map (71k). |
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"The
Endless road". A world used for dumping rubbish and waste. The inhabitants
of Pit travel roads of bone with mountains of dung etc on either side.
No one can stop travelling on pit. If they do, they get picked off by hordes
of giant rats.
Pit is where the forgotton go and die. It is also home to one of "Tarchiomatra's" heads. In later years Pit's sun is destroyed by Law. Maloth exists on Pit trapped inside the Great Machine - a sprawling chaotic structure operated and maintained by 888 Pit Fiends. |
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Human homeland world, destroyed in the Great cataclysm. |
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Homeland world that used to be 70% forest. |
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Homeland world of the Palanar Empire (Palasdine now) |
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Two lands of import - The land of Sevetna and land of Dolagne with its Dolagne elves. |
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A beautiful world renowned for its seers and importance in the Law / Chaos struggle. Tarot remained nuetral in all things, providing a peaceful sanctuary for any who visited it. However, when the Chaos servants (also known as the Ice Giants) arrived bringing eternal winter in their wake, Tarot was turned into a lifeless ball of ice. |
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See Goth - World of Rain. One of the first worlds to suffer from the Great Cataclysm. A world of heavy precipitation (raining 99% of the year), known for its "Killing Rain" and belief in the "Great Thought. " See Chance Farrow for more info. |
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Sisterworld of Yarin. Darin was the 14th World in the great Cataclysm. It was memorable for its "Ghost Stones" - a psycho-reactive mineral that glowed in the presence of spiritual energy and the Great Tower of Illion; aka The Tower of Eternal Night. |
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Sisterworld of Darin (above) and 15th to be destroyed. Yarin was more than twice Darin's size but famous for its colourful rolling fields and perfect summer days. A beautiful, scenic World, Yarin's population were mostly spread out and peaceful. The descendants of Yarin settled in Esium's Yarili. |
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The Living Dark A brief history It began when three Priests of Wan unwittingly invited an otherworldly power into themselves at the Portal of Night in Darksea. They were instantly killed and transformed into astral entities, unbound from the flesh, earthly desires and all their prior knowledge. But before they could understand their new forms, the other Priest's of Wan along with Soloman the Wise, trapped them in the Keystone of Wan - a powerfully warded astral prison. Before they lost all freedom, they planted a seed of themselves in Laylan Forfin (Laylak - see below) so that despite being imprisoned, they could still experience the world through the mad Prince's spirit. ![]() In 2600, 800 years after being trapped, the wards ran out of power and Laylak killed all the Priests of Wan before they could redo the ritual. Released, the 3 Kings immediately sought out a new being to share existence with and learn from... this time they chose a virginal girl in the north of Daas called Kerri Dhwen. Kerri gave the 3 Kings
a new perspective; not only a female one, but a completely different set
of morals and beliefs - Kerri was sane which made a big difference.
Ceraph could shed her flesh at will and enter her mother like any normal Wraith could return instantly to it's tomb. What she desired was to create a Living being of flesh and blood but with Dark spirit. She turned to Ashar, perhaps the greatest spiritualist alive for help and together they managed to conceive a child. Keeping her flesh form for nine months was difficult but eventually Ceraph gave birth to a young girl made entirely of flesh - Called Harmony. Now a piece of the Living
Dark would endure and be passed on to future generations.
See "The Hollow" for more information on the threat of the Living Dark to Eldahar. |
Standard Wraith Abilities
| Darkness | Caused by extending the Wraith's aura in an area of effect. The more powerful the Wraith, the larger the radius of darkness. A Wraith's aura gives it a base +25% Magic Resistance. |
| Levitation | At 20 POW+ a Wraith gains the power of Levitation - the ability to float over the ground and raise itself up into the air to reach balconies etc. |
| Flight | At 30 POW+ 50% of all Wraiths gain the power of Flight. The higher their POW, the faster they can fly. |
| Life Drain | At
15 POW+, all Wraiths can drain with their touch.
At 20 POW+, a Wraith can drain 1 target with its gaze. As POW increases above 20, so does the effective range of the Gaze. At 40 POW+, a Wraith can drain more than 1 target with its gaze at the same time. Hence an area of effect gaze attack ! |
| Life Sense | All
Wraith's perceive on the astral plane. They cannot see flesh, only aura's
and spiritual energies. The more powerful Wraiths can sense life through
walls and in a large area. Powerful spirits, items or places will be easier
to sense. It is possible for a strong Wraith to sense magic over fifty
feet away.
As Aura sense is a Wraith's natural perception, they are very adept at it, gauging sex, race, age, temperament etc, all from a being's aura, that never lies. |
Wraith weaknesses
| Daylight | Daylight weakens a Wraith so quickly that it loses about 5 POW every second it is exposed. Direct Daylight instantly paralyses a Wraith, causing it to erupt in Dark fire and die. |
| Silver | Silver does approximately 0.5 POW per hit to a Wraith. |
| Strong spirits | Anyone
with a strong spirit (25% more than the Wraith) can literally drive a Wraith
out of the room. The Wraith perceives aura's and spirits all the time.
A strong spirit can blind it or make it feel ill / weak. Standing up to
a Wraith and not being afraid does work. As a wraith can drain someone
by touch, so can a strong spirited person (stronger than the Wraith) drain
the Wraith. I.e. A Priest with a 25 POW could slap a wraith with a 17 POW
and do 1d3 POW damage!
Any magical sword or item has by default a stronger spirit than any normal object. Magic weapons are good against Wraiths but some Wraiths can ignore lesser weapons because their spirits are so powerful. I.e Laylak is immune to +3/+3 weapons. |
| Strong magnetic / astral interference | This
can take several different forms...
Lightning - Lightning does point for point POW damage to a Wraith and is by far the best weapon to use against them. Storms - Strong storms can stir up the astral plane into a thick spiritual soup, slowing a wraith down and making it lose control of its form. Disoriented and sometimes weak, Wraiths will avoid storms like a plague. Earthquakes - Sensitive to the earth and it's spirit, Wraiths will sense something like an earthquake by its magnetic pulse. A strong magnetic field will throw the wraith into a wobble and may confuse it so much that it loses its form and returns to its tomb to recover. Running water - Appears on the astral plane as a wall of moving spirit that Wraiths are unable to pass through but may just be able to fly over, depending on the size of water, i.e a stream maybe, but not a river. A Wraith trapped in running water will be POW drained and lose the the ability to maintain its form. |
Additional powers of the Living Dark
| Dark Bolts / Balls | Most
simple form of attack to learn therefore common among the more learned
wraiths. A Dark bolt or ball is simply a piece of the wraith's spirit pushed
outwards and then split off from the whole.
Bolts and Balls do physical
damaged at 1d6 per INTENSITY. The standard Dark bolt is 2d6 + the Wraith's
level* and the standard Dark ball is 4d6 in a 15' radius.
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| Dark Eye | Some Wraiths and priests can extend their spiritual perception in a ball of dark spirit, effectively scrying areas beyond their normal range. |
| Dark Hand | Ability used by priests to give them a dangerous physical attack. 1d6 + level of caster per hit. |
| Dark Reason | Priests only - Grants protection vs magic and mind +15%. |
| Dark Pit | Creates an otherplanal pit of darkness anywhere within the caster's range (i.e under an enemy's feet). There is a 1% chance / level that the pit is bottomless. |
| Dark form | Used by priests to transform into the semblence of a wraith. Unfortunately, once the power is invoked, there is no going back - and of course the priest doesn't have a tomb to return to... hence it's a shortlived existence, used only as a last resort by the fanatical. |
| Dark Fire Bolt / Ball | The
most dangerous and unstable of all of wraith's powers Darkfire arises
when Dark matter/spirit sparks against normal spirit/matter causing a volatile
explosion. Any form of spiritual friction between the two has a chance
of erupting in Darkfire.
Darkfire consumes both spiritual energies (Dark and normal) with a ferocity. It drains POW, causes terrible burns (actually effecting the Wraith as if it had a physical body!) and can trigger chain reactions and multiple explosions. It is also very unstable around magic and magic items. The standard Darkfire
bolt is +25% to hit, 4d8 +6 dmg.
Darkfire also does 1/5 POW dmg vs normal beings and 1/2 POW dmg vs other wraiths. |
| Dark Veins | Protection magic - bestows -25% to hit wearer, heals 1 HP/rnd, Gives 8 or 10 AP depending on INTENSITY and all damage from normal weapons is halved by the Dark matter veins. |
| Dark Rain | Calls down a cloud of Dark rain that does 4d8 (ignoring 1's and 2's) for d3 rounds in an area of effect. |
| Dark Claw | Manifestation of a giant claw. +25% +2/+2 and 3d6 base dmg. Can hit once for every 2 levels of caster and can take level x 5 hits before fading. |
| Dark Veil | Special folding of space that allows beings of the Dark (or priests) to pass out of normal space, through a tunnel of Dark matter, across the astral plane in this tunnel to arrive at another location. |
| Dark Fold | Similar to above but the space is smaller and only used as a temporary place of shelter - leading nowhere. |
Greater Servants of the Living Dark
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| The 3 Kings | 200 | Keystone
of Wan & Astral Plane |
None | 3 Priests of Wan transformed by an otherwordly energy. See description of Living Dark above. | |
| Laylak
Wraith King |
The 3 Kings | 48 | Black with a White Ring | See
Laylak
Laylak (previously Laylan Forfin, a Prince of Esia in the year 1800), led a rebellion against his father Marvas and cursed his older brother Benedict - all for the Throne of Esium. He failed, but made a pact with the strangest power of all, a power not of this world, The Living Dark. Not even Laylak knows where the Darkness came from, only that it is a means to an end. He dedicated 800 years to plotting and building an army of Wraiths and priests with the Throne of Esium as his ultimate goal; a goal that the 3 Kings could not understand. Can drain 1d10 POW per hit and exert 8d6 STR dmg two-handedly. |
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| Ceraph | The 3 Kings | A Living person called Kerri Dhwen | None | Created by the Living Dark as an experiment in transforming Dark Matter to make it more stable. Ceraph's tomb is inside a living being - her mother Kerri Dhwen. The two exist in a symbiotic relationship, with Ceraph feeding energy off of her mother and Kerri gaining the power to manipulate the Dark like a High Priest. | |
| Shayr | The 3 Kings | 65 | On Astral Plane | None | First and only Immortal of the Living Dark. Made by the 3 Kings to protect them against the Gods and their angelic servants. |
| Rhodad Faile | Laylak | 31 | Dwaith | ||
| Marghoul | Laylak | 29 | Ostenard | ||
| Dothdray | Laylak | 36 | Kaachuk | ||
| Crayth
the Undeigned |
Laylak | Ostelan | |||
| Rufix Ordal | Laylak | 39 | Gost Iren | 6'2",
SIZ 12.
Blue robe of phasing. Dark mirror - allows him to split himself into fragments. Egg of Disruption. Orb of Darkness. The best Enchanter of Living Dark items, other than Laylak. |
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| Kasirus | Laylak | 37 | Evost Derry | Most
poweful Dark mage other than Rufix and Laylak.
Words of Dark power - Fireburst, Death, sleep and Spirit paralysis. Dark robe and Dark crown. |
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| Ilbrec | Laylak | 36 | Eregon | Wears
a green scarf around his head.
Green eyes. SIZ 17, 6'4" tall. Fights with two sickles and longsword. Possesses a lot of Dark items such as; Gauntlet of Dark Claw +25% +2/+2 3d6 and at 12th level will strike magically six times. Circlet of Dark Veins +25% MR AP 10. Shadow Heart and Shadow Thorn. |
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| Veven the Magus | Laylak | 30 | "Portable"
tomb
on a wagon |
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| General Vantacos | Laylak | 35 | Catacombs | 6'8"
tall. SIZ 17. Wears full plate armor.
Wields Dwaedark - The Vorpal sword forged by Rufix out of Dark matter. |
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| Ogrek Darkhelm | Laylak | 35 | Ishmel | Responsible
for 80% of all Dark priests - Ogrek established two Priest schools as a
Wraith, one in the Catacombs and another in Eastern Daas's land of Ishmel.
Ogrek was the first wraith to break silence and cover - joining Molgwin the Spider Witch and Ferel Agak, a prince of the Lazailee. Together they formed the Triumvirate of Evil and sought the 3 rods of Belkabe. Using the 3 rods they hoped to lay waste to Gost Yaroch and Gost Arnan by creating terrible hurricanes. Their actions sparked the Mengale War. Ogrek served his purpose
though, giving Laylak and the other Lord Wraiths time to breathe and move
into strike positions around Esium.
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| Asterius Starhood | Laylak | 37 | Catacombs | Wears the Starhood and carries the Darkstar disc. |
Lesser Wraiths
| Name / Title | Descended from | POW | Tomb | Flag / Symbol | Description |
| Muadim | 15 | Nord | |||
| Dothfen | Dothdray | 22 | Carapan | ||
| Genezar | Dwaith | ||||
| Oberox | 18 | Dwaith | |||
| Kildray | Dunkritch | ||||
| Lostra | 20 | Bailem | |||
| Azbin | 17 | Esium's
graveyard |
Once a Necromancer | ||
| Topenow | 18 | Esium's
graveyard |
Warrior, THSword | ||
| Cafalan
Hornswift |
Sulin plain | ||||
| Chule
the Inquisitor |
15 | Portable
on
wagon |
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| Tijaina | 13 | Esium's
graveyard |
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| General Eisen | Ilbrec | Portable | |||
| Major Ataurang | Ilbrec | Saxe | |||
| Dwyam | Rufix | Gost Iren | |||
| Encos | Rufix | Gost Iren | |||
| Erue | Rufix | Gost Iren | |||
| Termus | Rufix | Gost Iren | |||
| Cinshal | Rufix | Gost Iren | |||
| Ajamir | Rufix | Gost Iren | |||
| Magira | Ilbrec | Courtney | |||
| Kwym | Crayth | Ostelan | |||
| Major Tombs | Portable
around
Derry |
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| Major Slane | Worlen | ||||
| Kasarak | Sulin & Balbesk | ||||
| Tye Ghastamir | Balbesk | ||||
| Omni Armis | Vantacos | Catacombs | Only Goblin Wraith | ||
| Fractorus | Vantacos | Catacombs | |||
| Susuria | Asterius | Catacombs | |||
| Arphatos | Asterius | Catacombs | |||
| Ream | 18 | Esium's
graveyard |
Known for his strange laugh | ||
| Luralay | 16 | Esium's
graveyard |
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| Akras | Esium's
graveyard |
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| Roremas | Sulin | Kaimyrrian; always wore a turban. | |||
| Marmer | Gost Embar | ||||
| Randle | Gost Embar | ||||
| Cupetna | Corflamme | ||||
| Pastor Eseric | Born mountains | ||||
| Major Yanjek | Kroon, Yarili | ||||
| Anadar | Nail | ||||
| Myngas | Portable | ||||
| Masackra | Mount Hate | ||||
| Tumulti | Mount Hate | ||||
| Giasrest | Mount Hate | ||||
| Merthus | Naskor |
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