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Against the Shadow  |  Creatures  |  The Greater Spirits
The Greater Spirits

The Greater Spirits


    If you look at your MNCS, you will find a “Religion” section. Most people worship spirits instead of the Lost Gods, as these Gods are not heard of since the Sundering, which occurred 8000+ years ago.

    But the religious of Eredane have discovered that, although the Gods could no more be reached because of the Veil, there remained on Aryth powerful entities: the spirits. These are the spiritual representation, the “soul” of a place or a region. They are unique beings, that hide because they fear Izrador’s wrath, yet who wield considerable power, limited to the area they are devoted to.

    In its attributed zone, a spirit could wield nature magic equivalent to a level 20+ druid, if it is the representation of an important region (like the Kaladrun mountains, for example).

    Although they know of their “neighbours” existence, (ie the geographically closest spirits), they rarely communicate, as they are all without exception devoted to the protection of their habitat.

    If their environment is destroyed, they also die. If their physical manifestation is killed, they are significantly weakened, for a long period, but they will eventually recover.

    Most such spirits gain the help of one or more druids that take their natural powers from them, and act like protectors, who can also leave the area for the needs of the spirit. The spirits also sometimes grant other servitors, such as wildlanders, with levels as lycanthropes (with the shape control ability).

    Each such spirit has his own personality and background, and reacts differently to the threat that is the invasion by Izrador’s troops.

    They are all insubstantial beings, and can listen and watch anything that happens in their environment. Very rarely will they assume a physical shape, for while they are in this condition, they are vulnerable to Izrador’s servants spells and weapons. Although they can only really die when their habitat is destroyed, they can still be captured while in physical form, to be brought to one of the Night Kings, who will eventually break their mind and turn them into his puppets.

    Worshipping them could explain why some PCs could have access to such Paths as Naturefriend, Feyblooded, Hunter, Warg or Beast.

 

Nurellia (MNCS page 115)

 

    Even when the Old Gods were not separated from Aryth with the Veil, she was there; Nurellia, the Old Protector of the Erethor. Born of the Earth at the beginning of time, she saw all the ages unfold from her forest. She never took part to any of them, for she was the incarnation of the Caraheen: peaceful and discreet.

    Beautiful yet shy, she would not let anyone see her, except those she allowed to: great druids or wildlanders. A spirit of nature, she grew to see the elves as a part of itself; thus they lived in harmony for millennia.

    Considered the protector of the Caransil elves, Nurellia is a benevolent spirit of nature. Cultivated, it often holds long conversations with Aradil herself or her closest advisors.

    Nurellia is taking an important part in the war against the Shadow, but on its own terms. Nurellia is a convinced pacifist, and thus will never resort to violence, under any form.

    Nurellia loves to take care of the wood elves, which it considers as its children. It helps them build their houses, and lets their druids twist its trees to provide them a comfortable house. Its main goal is the preservation of the forest, and it chose long ago to protect also the elves, because they decided to become a part of this environment.

    Secretly, it is also scared of Izrador, and does everything it can so that its existence is not known by the Dark One.

    It remains active, yet hidden, and helps the desperate (elven soldiers on the brink of defeat, civilians being massacred) by providing them with an escape means, or hiding from the marauding orcs.

    Nurellia always prefers acting with subtlety, and will never interfere directly. It prefers to hinder the Shadow’s troops movements (a branch that makes noise when they walk on it, thus alerting the elves), rather than participating in any combat.

    It was Nurellia who first allowed Umann-Sul’s soul to meld with a tree, and she revealed the secrets of the Whispering Wood to the Whisper Adepts, thus giving the elves a way of disposing of corpses, avoiding all risks of rising as Fells, while creating an information network all around the forest. Such is her power: great but subtle.

  • Region: Erethor (affects only trees)
  • Alignment: Neutral Good. Although Nurellia likes to keep its existence a secret, it will often try and help all those who try and protect the great forest.
  • Motivation: Nurellia is a benevolent, pacifist and rather shy spirit. As a result, its main goals is the forest preservation, the best way to achieve this being to protect its natural inhabitants, the Wood elves. It sometimes also helps the halfling refugees, but often has let human refugees die by the orc’s swords, as they did not respect their environment by polluting the forest and cutting trees.
  • Physical incarnation: when it chooses to have a physical manifestation, Nurellia traditionally takes the form of a Gigantic Treant (see Monster Manual I), with the abilities of a spellcaster: Channeler 15/ Druid10 /Whisper Adept 10.
  • Servants: Nurellia is revered by Guardian Groves (see MoS pages 35-37) throughout the Caraheen. These beings do its will, but also often help elves.
  • Contacts: Caransil druids regularly commune with Nurellia, which grants them their spells.
  • Manifestation: Nurellia traditionally hinders the orc troop movements, changing the vegetation so they lose their way, signalling their presence as branches are unwillingly torn, hindering their movements with thick vegetation, whereas the elves are allowed to flee without leaving traces, and are well-hidden behind the trees and arbutuses. It always acts with subtlety, never making its presence known, except to those who can recognize it.
  • Powers granted: spells for druids, and sometimes 1d4 bonus spell energy for spiritual spellcasters (channelers, druids, whisper adepts); if it chooses to help people (only when they are in danger), they will gain a +10 bonus to their Hide and Move silently checks, and their tracks will be hidden as per the trackless step spell.
  • Heroic Paths: Nurellia will favour Pcs who have taken the following Paths: Naturefriend, Feyblooded, Warg, Spellsoul.
  • Nurellia’s Domain: in a secret grove, her powers manifest in the form of a permanent Greenshield (see AgS), and healing rate is x3 (if the spell “goodberry” is cast, there appear 2d4 more goodberries than normal).
  •  
        Note: Nurellia is known as Kayba and Bashia in the Aruun. She is the spirits of all Erethor trees, after all. While acting there, she will take the shape of a beautiful yet elusive black panther.


    Xione (MNCS page 127)

     

        Cold and terrible. That is Xione. She is the spirit of the Veradeen: a hard, strong and cold spirit, yet beautiful in its own special way.

    Xione is the archetypal warrior. She only respects those who show courage and endurance. Sometimes she helps the Snow elves, sometimes she helps the orcs. It depends on those who show her the most resilience and force of will, to survive against all odds. Most often she helps the Erunsil, just because of their vastly inferior numbers.

        Her moods are often shifting, just like the climate of the frozen forest: she is unpredictable. The Erunsil worship her as much in order to implore her help as to avoid her wrath.

        But none can deny her cold beauty: many have succumbed to her cold kisses, and were found frozen to death, a smile on their faces.

    It is dangerous to be Xione’s chosen one: as soon as she feels “betrayed”, her anger is terrible. She may also unwillingly kill her “beloved ones”.

        Although she knows it is dangerous to take a physical form, Xione often does anyway, but uses many shapes: sometimes a powerful bitterwind (see MoS), sometimes a Frost Giant (see Monster Manual I), with the abilities of a Channeler 10/ Druid 10.

        Those warriors she favors, she allows them to “discover” patches of icewood that she made. No Erunsil druid knows how to create icewood. They must rely on Xione to find it. This explains their reluctance to trade items made with such a material.

        Although Xione does not take part in the Whispering Wood (that is Nurellia’s work, and it extends event to the Veradeen trees), she is the northern wind, and thus her cold can be used to preserve the bodies of the fallen, forever frozen in her glaciers. She also sometimes “freezes” a wounded combatant to allow him to survive until his brothers come to find him and revive him.

        She also favors those she protects (that is, the warriors she admires) and grants them Cold Resistance 5, as long as she favors them (which can be brutally withdrawn without warning or explanation).

        When she chooses to show herself, Xione uses a powerful cold-based form of Mass Charm (range: as far as she can see): those who fall under her power don’t realize they are being frozen, and will die in 1d4 minutes if nothing is done to warm them. It takes a Wil save (DC22) in order to resist this effect.

    Xione often chooses to communicate with each Erunsil village’s The Snow, in order for him to know her current mood, in the form of a noisy blizzard. She is not a shy spirit, and does not loathe communication. She simply is unstable.

  • Region: the Veradeen and the northern plains (spirit of the northern winds)
  • Alignment: Chaotic Neutral.
  • Motivation: with a shifting mood, all that is certain with Xione is that she will favor the best warriors, those who, when faced with terrible odds, still fight with courage. Xione is also a beautiful spirit, and sometimes falls in love with a mortal warrior. Each time she ends up killing him, either from jealousy or by accident.
  • Physical incarnation: powerful bitterwind (see MoS) or a Frost Giant (see Monster Manual I), with the abilities of a Channeler 10/ Druid 10. Xione also has a permanent Gaze of Ice, that is used for many purposes: she can Charm with it (see above), or she can preserve the bodies of fallen warriors in eternal ice in order to prevent them from rising as Fell. This ability is also sometimes used to protect a wounded warrior, who would bleed to death otherwise.
  • Servants: packs of Arctic wolves (see Monster Manual I), with a Lawful Neutral alignment. They do their mistress’ will at all times. They often come as unexpected reinforcements for Erunsil troops.
  • Contacts: the Snow of each Erunsil village. Her tales are often cryptic, and she often changes her mind, though.
  • Manifestation: Xione often acts with her arctic wolves packs, when she feels one side needs a little help. If matters are worse, she will not hesitate to manifest in her physical incarnation, and will strike down mercilessly any foe she can.
  • Powers granted: spells for druids, and sometimes 1d4 bonus spell energy for spiritual spellcasters (channelers, druids); if she chooses to help people, she grants them cold resistance 5. Fighters and barbarians are her favorite, so she might give them a +2 morale bonus when they are overwhelmed by enemy forces.
  • Heroic Paths: will favour Pcs who have taken the following Paths: Beast, Tactician, Steelblooded, Ironborn, Painless, Northblooded, Moutainborn, Giantblooded.
  • Xione’s Domain: the Eternal Ice. It is a graveyard for fallen heroes, who are “conserved” in the ice, with their equipment. It is a last homage from Xione, because it prevents them from rising as Fell. She also likes to keep a souvenir of her past champions. Those who stay here regenerate 1d4 hp per hour , and are completely immune to any cold-based attacks.
  •  
        Note: recently, Xione got bored of the fights in the Veradeen, and her attention was attracted by the desperate fights the Dorn resistance was waging against hordes of orcs and trolls. Being the spirit of the northern wind, this was also her turf. She decided to take a more active role in the fight, and made herself known as Cendara to the resistants. She will however never take a physical form in the northern plains, as she surely would draw the attention of Izrador. Thus, she will only act in her incorporeal form, which is powerful enough.


    Baalu & Kaaktu (MNCS page 132)

     

        A powerful spirit of the sea, it was terribly cursed after the Sundering. When Izrador fell, this was a cataclysmic event which destroyed the elthedar people. This drove him mad. A part of him turned to darkness, and the other fought for light. Ever since that time, Baalu suffers from double personality. Anything can activate this, but the Miransil have often seen this happen when a specially deep tide is coming. Equinox tides are for example sure to draw the wrath of “Kaaktu”, under the guise of powerful seastorms.

        In his “Baalu” form, the spirit is friendly and grants great boons: fishers catch more fish, divers find lost treasures in the city of the sea, etc. Baalu also helps the Miransil with their dead, as he lets his fish eat them and allow them to prevent being risen as Fell. He also “reincarnates” the Miransil druids into seedra, minor sea spirits that are his servants (see MoS). Others sometimes become locathah (Monster Manual I).

        In his “Kaaktu” form, the spirit becomes evil, drawing and luring young people to take out to the sea, making them see lost treasures under the sea. Once they are there, he eats his prey, whose souls are forever ingested into him and suffer perpetual agony. He also sometimes chooses to create marine monsters with the corpses of his victims: channelers become aquatic naga, the others become sahuagin. His servants are kraken (for all these monsters, see Monster Manual I).

        When both personalities contradict, they fight each other and this fight creates big storms over the Ernan Isles.

    Kaaktu/Baalu often gives the Miransil the “love of the sea”: they are his favored children, and gain a +2 morale bonus for any action as long as they are in the open sea. The reverse is that they will mourn and become depressive as soon as they are distant from the sea (2 kilometers away from the sea would be enough). This is both a boon and a curse, as those who have this “love of the sea” often fall prey to Kaaktu’s call (-2 to the Wil save made to resist the call if they have the “love of the sea”).

        The Miransil druids pretend they can hear the sea spirit when they put a shell on their ear: he grants them warnings against their marine foes the sahuagin and kraken, if only they can decipher its language (same mechanics as for the Whispering Wood, except this only works in a maritime environment).

    Baalu also sometimes grants help to divers, in the form of a few more rounds they can breathe underwater (+1d6 rounds). When he regains his spirits, he will also save those who were taken in a seastorm, pushing them ashore, often unconscious.

        A neutral spirit, Baalu will only help if he received offerings, usually the first catch of the day from fishermen, or a beautiful pearl for a diver.

  • Region: the Miraleen
  • Alignment: Chaotic Neutral (Baalu) / Chaotic Evil (Kaaktu) .
  • Motivation: Baalu is a neutral spirit, who will act only if he is threatened or when he receives an offering. He does not much care about the Miransil, as long as they respect the sea. Sometimes he helps them when they did not ask it first, only when he has a good reason to think their actions will serve him. Kaaktu takes much more interest in the elves, as he tries to lure them out to the sea to drawn them and transform them into monsters.
  • Physical incarnation: Baalu is a Gigantic Whale (see Monster Manual I), with the abilities of a Channeler 15/ Druid 10 (all spells specialized in the aquatic field). Kaaktu is a Gigantic Octopus (see Monster Manual I), with the abilities of a Legate 20.
  • Servants: Baalu is served by the seedra (see MoS) and some locathah tribes (see Monster Manual I). Kaaktu is served by Kraken, aquatic nagas and sahuagin tribes (see Monster Manual I).
  • Contacts: sometimes, Baalu whispers into the ear of a Miransil that is touched by the “love of the sea” curse (most often a druid) to provide warning. Kaaktu uses the same way to contact the elves, pretending to be Baalu.
  • Manifestation: Baalu acts in the most indirect possible way, granting small boons that could most often not be related to him: allowing to hold one’s breath a few more rounds when underwater, saving people from a seastorm, allowing them to make it to the land while unconscious, that kind of thing. If need be, he sends the seedra, but this is exceptional. Kaaktu prefers to act in a more direct way, as he does not fear Izrador: he never hesitates to contact young people, pretending to be Baalu (which he is in some measure), and can send waves of sahuagin to attack coastal villages. This is a good reason why the equinox tides are particularly feared.
  • Powers granted: Baalu grants spells for druids, and sometimes 1d4 bonus spell energy for spiritual spellcasters (channelers, druids), only if he is properly appeased each day; if he chooses to help people, he grants them a small bonus to Swim checks or a few more rounds holding their breaths underwater. Kaaktu grants no boons, except maybe to its sahuagin servants.
  • Heroic Paths: Baalu will favour Pcs who have taken the following Paths: Seaborn, Naturefriend, Warg (aquatic animals). Kaaktu will favor none.
  • Baalu’s Domain: the Giant Shell. Far out to the sea, 15 meters underwater, there lies a giant shell (diameter: 15 meters). Inside it, people can breathe normally for an unlimited time. They heal wounds at the normal rate, but are undetectable by any means. Baalu sometimes hides his favored from their sahuagin enemies in this place. He always erases the location of the place from their memories, however.
  • Kaaktu’s Domain: the Dark Grotto. It is a deep underwater lair, where he will take his prisoners, before he kills them. It is also here that he creates his marine monsters.
  •  
        Note: remember that killing kaaktu also kills Baalu. Discovering the truth about his double personality should drive the PCs to find some cure to this disease.


    Seecha (MNCS page 137)

        The spirit that represents all of the Aruun Jungle’s rivers is, as one might expect, en ever-fluid personality, eager to avoid conflict. He is absolutely neutral, and is usually beseached by fishermen in order to improve their catch, or by canoe hunters in order to avoid bad currents.

        Seecha likes one thing above all else: being left alone. He will never act on his own to help someone, unless somehow placated by offerings. Fishermen and canoe hunters thus know plenty of “fast prayers” to appease Seecha, in case of accident, and always carry small trinkets to curry the spirit’s favors.

        Seecha will never, under any circumstance, take any physical shape to fight. He does not want any Aruun demon to know what forms he can take; he’s dead scared of them, and knows he is vulnerable to capture and worse when assuming a physical form.

        Sometimes, he likes to swim in the river in the form of a gigantic crocodile, just for the pleasure. He will however instantly revert to his shapeless form in a blink at the first doubt. He’s not paranoid, but the Aruun is a dangerous place, even for him.

        He has no servants, and likes to command no creatures. He does not want to feel any kind of responsibility to anyone.

        Although fishermen, druids and wildlanders pray to him, he never actually talks to them: he never talks to them, and only reveals his presence by discreetly granting minor prayers.

        He often helps those who made specific offerings for protection, giving them a place to hide underwater, providing small catches of fish for their survival, or hiding their tracks (including olfactive tracks). He will help a group to flee if they throw themselves in the river, carrying them at great speed in the current without drowning them.

        Always at a price, of course. See, ol’ Seecha is kind of lecherous, so… When a beautiful Danisil maiden prays for his attention, he’s not very interested in trinkets. He usually asks for payment of his services in a secret glade of his, where he takes his reptilian form and… ahem… A few months later, his “children” are born there, and he then lets their mother come back to her tribe, with the ability to contact him later. The results of such unions are a small number of lizard-men (see Monster Manual I), who in turn act as protectors of the Aruun’s rivers.

  • Region: the Aruun (rivers and swamps)
  • Alignment: Neutral.
  • Motivation: Seecha is a neutral spirit, who will act only when he receives an offering. He does not much care about the Danisil, as long as they respect the rivers. As mentioned above, he is also eager to have children from elven maidens.
  • Physical incarnation: Seecha is a Gigantic Crocodile (see Monster Manual I), with the abilities of a Channeler 10/ Druid 10 (all spells specialized in the aquatic field).
  • Servants: Baalu is served by the lizard-men (see Monster Manual I). He also sometimes takes voltaic lizards as his pets.
  • Contacts: Seecha never contacts anyone. He only waits for prayers, which he sometimes answers in exchange of sexual favors from Danisil maidens. The Danisil do not find this practice to be infamous; instead, as practical people, they feel it is some honor that Seecha has bestowed on the girl, as they believe he will always come to her help later.
  • Manifestation: Seecha acts in the most indirect possible way, granting small boons that could most often not be related to him: allowing to hold one’s breath a few more rounds when underwater, saving people from drowning, that kind of thing. He can hide them (+10 on the check) and cast trackless step on them. He will safely carry people and goods in the wildest currents without drowning, to allow them to escape quickly their enemies. If need be, he sends the lizard-men, but this is exceptional.
  • Powers granted: Seecha grants druid spells for his ex-“concubines”, and sometimes 1d4 bonus spell energy for spiritual spellcasters (channelers, druids), only if he is properly appeased each day; if he chooses to help people, he grants them a small bonus to Swim checks or a few more rounds holding their breaths underwater.
  • Heroic Paths: Seecha will favour Pcs who have taken the following Paths: Seaborn, Naturefriend, Warg (aquatic animals).
  • Seecha’s Domain: the Secret Glade. People who come here are undetectable under any means. This is Seecha’s breeding grounds, so he usually only takes here his sexual partners. This area is protected by warrior lizard-men.
  •  

    Keela (Spirit Mother of the Plains, MNCS page 172)

        Keela has not been heard of since the wogrens have come to help the halflings. She actually sacrificed herself in the process, creating the wogren race. Sometimes, one of them will be possessed by her spirit, and will also gain the powers of a Channeler 15/ druid 10.


    Grixelpaux (Spirit of the Pellurian Sea, MNCs page 154)

        Grixelpaux’s tale is a sad one. During the Last Battle, he chose to reveal himself in order to save Hedgreg the Last, who was attacked by a dragon. He cast a powerful illusion that led all to believe the boy had been consumed by a dragon’s fire, then took him to a secret island, where he would recover from his wounds. When he came back to the battlefield, he fell by the combined powers of a mighty legate and a black dragon.

        They did not kill him, however. It took them decades to break his will, but ten years ago, they reached their goal: releasing him in the Pelluria, to act as their puppet, detecting the fleets of Jaden the Pirate Prince and slay them. He is also used to detect smuggling operations going on on the Pellurian.

        So far, they’ve met with absolute success, as ship after ship is sunk with a dead crew.

    What the legates do not know, though, is that, once he is put back into his own element, Grixelpaux is slowly regaining his own will. If only he could break their wards and glyphs, he would be completely free…

        Maybe he could communicate with bold adventurers in order to release the part of his soul that is still bottled in a magic jar (in a powerful legate’s lair, of course)?

        Currently, his stats are only those of a Huge Water Elemental. This could change a lot if he regained his soul, however.


    The Watcher (Spirit of the Eren River, MNCS page 177)

         Always a neutral spirit, the Watcher decided to help the fey races after the orcish invasion. He could not stand any more being polluted by those dirty brutes.

        But, his personality prevents him from acting directly. He prefers to spy, hence his name, and whisper his findings to worthy gnomes.It works much like the     Whispering Wood, only the Watcher never ever acts himself. All he does is provide warnings and useful information to people, hoping they will act accordingly.

        When he wants to be certain he will be understood, he takes the shape of an canny old gnome, who tells tales at night. It is common gnome folklore to lend attentive ears when they have such meetings, and many gnome crooks have used this for their own needs.

        He sometimes favors those who pray to him, in the same ways as Seecha does (except for the reproduction part). Most often, this is translated as a +2 luck bonus for the next actions in the next hour.

        The Watcher has also taken the task of “cleaning” the river. If corpses are offered to him in a ceremony, he will make sure the bodies will not rise as Fell, and will actually reincarnate them systematically.

        The Watcher never fights, under any pretence.

  • Region: the Eren river and the Ardune (the Goil for the gnomes)
  • Alignment: Neutral.
  • Motivation: the Watcher is a neutral spirit, who will act mainly when he receives an offering. He cares about the gnomes, as he considers they are the only ones who can help him keep the river clean by acting against the orcs with subtlety.
  • Physical incarnation: the Watcher sometimes takes the shape of a canny old gnome. His powers are those of a Channeler 20/ Druid 10
  • Servants: gnome druids, who can “read” his orders (same mechanics as the Whispering Wood to understand).
  • Contacts: the Watcher only contacts the rare gnome druids for giving them orders; otherwise, he tries and tell gnomes when they are threatened (a trap waiting for them, unplanned checkpoints, etc.). He does not consider himself responsible if they do not understand what he tried to tell them.
  • Manifestation: the Watcher acts in the most indirect possible way, granting small boons that could most often not be related to him: allowing to hold one’s breath a few more rounds when underwater, saving people from drowning, that kind of thing. He can hide them (+10 on the chack) and cast trackless step on them. He will safely carry people and goods in the wildest currents without drowning, to allow them to escape quickly their enemies. He can also provide small luck bonuses for a short time, only to gnomes. Finally, anyone trusting him with the body of a deceased friend will have the assurance that he will not rise as a Fell, but will be reincarnated (as per the spell of the same name).
  • Powers granted: the Watcher grants druid spells, and sometimes 1d4 bonus spell energy for spiritual spellcasters (channelers, druids), especially if they are gnomes; if he chooses to help people, he grants them a small bonus to Swim checks or a few more rounds holding their breaths underwater, or a small luck bonus.
  •  

    Cendara (Ancestral spirit of Dornish resistance; “Against the Shadows” page 5)

        Recently, Xione got bored of the fights in the Veradeen, and her attention was attracted by the desperate fights the Dorn resistants were waging against hordes of orcs and trolls. Being the spirit of the northern wind, this was also her turf. She decided to take a more active role in the fight, and brought back a Dornish ancestor spirit to guide and help the resistants.

        She went to her domain, the Eternal Ice, and unfroze the body of a long-forgotten hero: Cendara. Destroying his body, she freed his spirit, who had gained many powers since his death. She also imbued him with some of her own powers. Xione explained to Cendara that she had revived him so that he would once again lead Dorn in combat, for they were courageous yet needed a captain.

        Cendara was in his time a Dornish warleader, of great cunning and prowess on the battlefield. During the Third Age, he tirelessly advocated the maintenance of the Fortress Wall, but his pleas fell on deaf ears, as the Old Kings were too eager fighting each other at the end of this age.

        He tried to defend one such fortress during the orcish invasion, and indeed held much longer than the orcs had planned. Had he had the necessary reinforcements, maybe the final outcome would have been different… But his fort was the only one to provide some serious resistance, and soon all was lost.

        Using all his tricks, he managed to save a sizeable portion of his forces from this disaster. They quickly rallied all the villagers they could, and retreated to the relative safety of the Erethor forest.

        There, he founded the first human refugee villages, and organized them as strong militia, to help the elves defend their homeland. He reasoned that, as they now were exiles, they had to defend their new country and prevent another failure (for, in his mind, he had failed in the protection of his homeland).

        Soon, the elves came to respect those human veterans who helped them on the battlefields that had become the Erethor borders, especially in the Veradeen.

        Recognizing his intelligence and bravery, Aradil herself finally welcomed these refugees who had earned the right to stay in the great forest with their blood. She named them the “elrodar” (“elf-friends” in High Elven), and their chieves were granted the right to settle in undefended portions of the forest, especially in the Veradeen, at the condition to act as defenders of the land. They have done so since then , never complaining. The Erunsil now think of them as brothers in arms, which is the greatest compliment they could give.

        Cendara founded a line of elrodar leaders that continue even today. He died, axe in hand, in a terrible battle. His sacrifice saved the day, as the Erunsil were indeed doomed, had he not acted.

        To honor his sacrifice, Aradil cast a powerful spell that granted some of the heroic elrodar leader’s descendants some elven aspects. From time to time, a young elrodar hero (a PC…) is born with the mark of the hero, manifesting the Feyblooded heritage.

        After Cendara died, the elrodar unfortunately declined, as they had no such leader. But, one year ago, a ragtag band of dornish resistants came and claimed they were led by the spirit of Cendara himself. Many elrodar had come to forget him, but this news rejuvenated the fire in their veins and they joined their cousins in the fight against the Shadow, in the northern Erenland and the Veradeen. Their next project is to rally Roland’s raiders in order to get a united front to oppose Izrador’s troops.

        Actually, it was Xione who freed Cendara and gave him some of his powers. He intends to use each of them to their utmost capacity in order to restore hope in the dornish hearts.

    • Region: the Veradeen and the northern plains
    • Alignment: Chaotic Good.
    • Motivation: restore hope, unite all dorns under the banner of the resistance, and bring forth the fight where Izrador’s troops thought they were the most safe.
    • Physical incarnation: Cendara can no longer have any physical manifestation.
    • Servants: some of the elrodar and other dornish resistants.
    • Contacts: only a character who took the Haunted PrC can communicate with Cendara. Some of his men are able to do this, but they are very few.
    • Manifestation: Cendara usually manifests by inspiring a resistance leader, giving him ideas of raids to lead. As a shapeless entity, his powers are now considerable (consider he can cast spells as a Channeler 15/ Druid 10, with spell energy equal to 50, and access to teleportation spells). Cendara is a 20th-level Tactician (as per the Heroic Path).
    • Powers granted: Cendara is a warleader, and inspires high morale in his troops (gives them permanently a +5 morale bonus, as long as they follow his orders).
    • Heroic Paths: will favour Pcs who have taken the following Paths: Feyblooded, Tactician, Steelblooded, Ironborn, Painless, Northblooded.
    • Cendara’s Domain: Cendara has used the ancestor rings hauntings to his advantage, and settled his troops in an “abandoned” ancestor ring… somewhere in the Northern Erenland. This place gives no special bonuses, except for its high defensibility, that gives its defenders a +2 attack bonus. The local spirits there are those of courageous Dornish defenders, and will not attack their descendants. They can provide some limited help against orcs, however.


    Twist

        The spirit claims to be Cendara, the legendary spirit of the First Age, as he himself is remembered with infamy in the last dorn oral tradition.
        Some whisper that it was he who killed one of the Old Kings before the invasion, and had retreated to an old fort (the truth being that this brilliant general, called Ingwir, in a violent outburst, drew his sword against a coward king who claimed "there was no danger coming from the North", and retreated with his men in a lost fortress to do what he could against the coming orc onslaught that all good-witted people knew would soon happen).
        Knowing his name is eternally tarnished in the hearts of the Dorns, he usurpated the only name he knew could be able to gather the last dorn resistants without a doubt: the legendary (and long lost) Cendara.
        Maybe the real Cendara was herself perverted by Izrador and became a foul spirit?

        If you want a really twisted option, maybe Ingwyr himself was a reincarnation of the first Cendara, which would explain why Aradil herself can't use her divination spells efficiently on this topic...

        This "impostor spirit" idea could lead to some nice story hooks (discovering that Cendara is not what she claims to be, then discovering Ingwir's true identity and story; then what do the players choose? Reveal the treachery and break a resistance group that was so far efficient? Or keep their mouths shut, hoping this is not another trick from Izrador?).

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