Post by Rainbow Rage on Nov 12, 2006 17:36:11 GMT -5
Pact Magic
Vestiges in Kellryia differ from the sample ones in the Tome of Magic. Here are a few of them.
Amon (Same as the book)
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Chiriss (Pronounced 'Chee' - 'Riz')
Chiriss was an ancient being during the first brother's war. During the combat, he sided with Morell due to the promise of twisting Kellryia into a desolate land of snow and death. Chiriss enjoyed the winters immensely and loved hunting, but his innocence and naivety led him to the slaughter of many farmers, hunters and such. His white-scaled body would appear and descend from the clouds and he would annihilate hundreds. When Morell fled and Alton withdrew his celestial forces, Chiriss didn't stop. Chiriss wanted more winter, more snow, but it wasn't coming. Saddened, the creature withdrew to a desolate cave. He was slain later, by humans thirsting for revenge.
Upon death, he thought he might be accepted by one of Morell's creations, but he lacked the intuitive sense of good and evil. His slaughter wasn't due to his cruelty, his low intellect merely was a lack of understanding and he couldn't comprehend loss or pain. Similarly, Alton rejected him, his murderous streaks couldn't be forgiven. He was forgotten in time.
Until now, he's returned as a vestige. He grants powers of cold and raw power, relying on instinctive attacks rather than thought.
Manifestation - The circle traced into the surface becomes instantly frozen, the surface covering with frost. In a gust of wind and a blast of ice, Chiriss appears as an ogre-sized humanoid with features not dissimilar to that of a white dragon. He looks vacantly at the binder until spoken to.
Sign - You grow a razor-like fin across the top of your head and down your spine, and your eyes pale and whiten.
Influence - As a vestige, Chiriss is simple-minded yet focused. Whenever in any sort of cold climate, especially snowy, you must spend the first round of doing so leaping into it. In addition, you get a -1 penalty on all knowledge checks while in a poor pact with Chiriss.
Vestige Level: 1
Binding DC: 15
Special Requirement: You may not inscribe this into any form of warm surface, anything 60 degrees or warmer. Chiriss refuses to be summoned in such an environment.
Granted Abilities:
You gain resistance, toughness and primal power.
Cleave: While Chiriss is bound to you, you gain the cleave feat. Should you already have cleave, you gain Great Cleave. This ability has no effect if you already have cleave and great cleave.
Cold Resistance: You gain resistance to cold 10
Die Hard: You gain die hard while bound to Chiriss.
Frost Breath: You may use a frost breath weapon while bound to Chiriss. This is a 30 ft cone that deals 1d6 damage, plus 1d6 per three binder levels. If you are a second level binder, this inflicts the same effect as a grease spell in the area for a number of rounds equal to half your binder level. If you are fourth level or higher, you may have this breath inflict fog, as obscuring mist, for one round per four binder levels.
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Dra'kraef (Pronounced 'Draw'-'Krayf')
Morell created all of the negatively dominant planes, and when Ellis created the prime material plane and the astral realm to bind all of their creations, Morell was furios. Mostly jealous however. He created a realm mimicking her plane, a darker realm where everything was a blur. The plane of shadow. It had its uses and Dra'kraef was one of its first inhabitants.
Dra'kraef was an opportunist and when Alton offered a prize to him to prevent Morell from utilizing the shadow realm during the first war, he couldn't resist. Morell's plans were stopped and he was forced to flee to Hades. Morell, however, took revenge on those that betrayed him during the war. He bound Dra'kraef in a cage of light, the light that Alton represents, so that he would always remember the favor he did Alton. Alton, being a creature of light, was never able to go into the shadow realm to save him.
Manifestation - A burst of light blinds all viewing the creature in this darkened room. A shadowy silhouette speaks in a deep voice, rasping though... as if weakened.
Sign - Your shadow darkens, as well as all others around you, and illumination isn't as effective.
Influence - You must always make a hide check if something appears to threaten you, running to the nearest shadow. If there are no shadows, then Dra'kraef does not exert any influence. If you are found in your hiding spot, Dra'kraef does not exert any influence. You may fight normally from this location, however.
Vestige Level: 1
Binding DC: 15
Special Requirement: Must make this pact in utter darkness.
Granted Abilities:
You gain Dra'kraef's shadow sword and shadow-related resistances.
Darkvision - You gain darkvision out to sixty feet, or a +30 ft. bonus to your existing darkvision.
Negative Healing - Any negative energy effect instead heals you half of the amount it would normally damage you. You do not get this ability if you do not show Dra'kraef's sign.
Poison Resistance - You get a +2 bonus to fortitude saves when resisting poison. This increases to +3 at 5th level, +4 at 9th level and finally to +5 at 13th level. You do not get this ability if you do not show Dra'kraef's sign.
Shadowblade - Once per hour you may imbue your melee weapon with darkness. Activating this ability is a swift action and it lasts for 5 rounds. During this duration, anyone struck by your weapon takes an additional 1d6 damage. This damage can not be reduced by damage reduction or resistance. If you are at least a fifth level binder, the target must make a fortitude save (DC 10 + 1/2 your binder level + your charisma mod) or become blinded for 1d4 rounds, when you strike a foe with this weapon. If you are at least a ninth level binder, then the weapon becomes a keen weapon, assuming it is not a bludgeoning weapon.
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Drannor (Pronounced 'Dray'-'Nor')
Before the first Brother's War, the dwarves lived in the center of Kellryia and in this hilly land, they found that they could reforge iron into a more molten state to create structures. Drannor was one of the first crafters of these grand structures.
She heard of the attack on the elves and others, but thought that it would be unwise to assist in attempting to destroy one as mighty as Morell, they'd surly all die in the process, so she ordered her crew of miners to continue their pursuit of more metals, and not war.
After the twist of the high elves, the twisted ones were forced to flee into the hills, away from the judgment of the high elves. Their skin blackened, their hair lost all color and their eyes began to glow shades of red. They knew their mistakes and could not be forgiven by the other elves. The anger that filled the twisted ones, now called drow, were to be unleashed on all. Having retreated to the hills, the dwarves were an easy target. The drow attacked Drannor's mining team and much over half died in the process. When she returned, the rest of the dwarves left for war, they told her that participating in the fight is what she should have done, and if she had, they wouldn't have died in vain, they would have died fighting, and not helpless in their mining tunnel.
Furious, she returned back to mining, alone. Twenty-three days after this incident, she fell into a hole, with no others to help her out of the massive hole, she lost hope...
Dwarves say they saw her again, clad in full armor, leading her fellow warriors on the defense of the dwarven lands, realizing her mistakes and guiding the dwarves to victory in the Brother's War. Her ability to maintain a defensive line was unmatched and no one could charge her and expect to survive. She would not appear before combat, and only appeared when the dwarves were defending, and disappeared after combat.
After the war ended, she disappeared forever.
Manifestation - The earth shatters apart at the circle as a boulder rises from the earth. The boulder shatters, revealing a female dwarf, starved and sorrowful stands before you. She is clad in plate armor and appears to wield no weapon. Her stern gaze is unwavering.
Sign - You seem to make incredibly heavy strides, thudding against the ground wherever you move. (You may not use the move silently skill)
Influence - You feel reluctant to engage anyone in combat, and you may not attack anyone until you first, have been struck. You may not use spells or any other way to force them to engage you, so that you may strike back.
Vestige Level: 2
Binding DC: 20
Special Requirement: Must carve the circle into the earth, with a mining pick.
Granted Abilities:
Battle Proficiency: You gain proficiency with all armors and shields as if you were a fighter.
Defensive Stance: No more than once per minute you may enter a defensive stance, this stance ends when you move more than five feet during a round, but otherwise lasts indefinitely. While in a defensive stance, you gain a +2 bonus to AC and saving throws, this bonus increases to +3 at 7th level, +4 at 11th level and +5 at 15th level.
Mining Expertise: Add your binder level to all Profession (Mining) skill checks.
Steely Resolve: You gain a +1 bonus to willpower, +1 for every four binder levels you attain.
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Eldones (Pronounced 'El'-'dough'-'nayes')
One of the first celestials, Eldones was one of the warriors to fight on the side of Alton during the Brothers War. She used a crystal sword and would inspire the forces of light to fight with such fervor.
Morell sent an abomination to slay her, Arislad. Arislad with a monstrosity. His bulging muscles, sickening stench, razor-sharp fangs and tentacles made it clear that he was not to be reckoned with, and with one swing of his hammer, brought Eldones to the ground.
After Arislad ascended into godhood, his first desire came when he bound Eldones to him, forcing her to do his bidding. She, however, gained a bit of freedom with his action, and obeyed, at least for a while.
One night, she fled from Arislad's home and found a portal into the astral plane. She however, unskilled in the art of planeswalking, was lost forever.
Manifestation - A weary looking angel with tattered feathers glows with a bright light. Her eyes look droopy and her crystal sword drops to the ground. She stoops to one knee and watches, eyes blank.
Sign - You grow two useless, small wings from your back.
Influence - You always fail saves against fatigue, and you get -3 to saves against sleep or exhaustion. She, being lost in the astral world, just wants to find her home and sleep.
Vestige Level: 2
Binding DC: 15
Special Requirement: You must carve the circle into a surface, as usual, and fill the perimeter with 25 gp of diamond dust.
Granted Abilities:
You gain her healing prowess and skills with gems.
Aura of Power: Allies within 30 ft. of you that can see you get a +1 morale bonus on attack rolls.
Resistance: You get +2 to fortitude saves to resist necromancy effects, as long as they do not inflict fatigue, sleep or exhaustion.
Skilled Craftsman: You get Skill Focus (Craft [gemcutting])
Spellcaster: You gain +2 mana. This bonus increases to 3 at 7th level, 4 at 12th level and 5 at 17th level.
Vigor: You gain the spell 'Eldones Vigor'. It requires a standard action to cast, costs one mana, and has only verbal components. It lasts for a number of rounds equal to half of your binder level. Whenever the affected target takes an action, they heal 2 hit points while under this effect.
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Galandrin (Pronounced 'Gal'-'lan'-'drin' ....duh)
The once noble race of the high elves lived in the center of Kellryia, where lush forests grew. The elves lived for hundreds of millenia in peace before the Brother's War was instigated. Cruel mutilations of the elves were made, keen-eared and alert still, these hyena-folk were called gnolls. Mutated humans called orcs and giants were also made, and the elves were forced to take up arms and fight. The elves already had a method of hunting and it seemed to work well on their stupid foes. The bow, a weapon that few of that time could match.
When the elves were given magic to fight with, it turned from an defense of elven lands, to the pursuit of annihilating all of their foes. With enchantments and evocations at their side, the elven forces began to rout the gnolls and orcs from their forests.
This however, was only the beginning. The magic, created by Arcania, had many aspects. She only researched the ones she found useful, and never taught the rest, so the darker side of magic remained hidden from the elves... until Morell interfered.
Galandrin was a beautiful elven wizard, and a sprite offered to tutor her in magic, to make her even more powerful. Galandrin thought this a wonderful idea, considering that the orcs would now hurt even more. She learned to summon lantern archons, bralani eladrin, celestial versions of forest creatures, and it seemed wonderful. She eventually started mastering exhausting foes with magic, to weakening them with spells, to the point of slaying them with a single bolt. Eventually this pixie taught her to bind spirits, instead of summoning them, and she bound many devils, demons and yugoloths, and began to raise the dead orcs and gnolls that she killed.
Needless to say, Arcania was furious when she found Galandrin. Galandrin seemed ever so happy to see Arcania, but it was too late. This 'pixie' had taught hundreds of elves the darker side of magic and Arcania banished them from the world of light. Galandrin begged to stay and promised that she would burn all of her grimoires and stay true to the elves. Arcania let her, but Galandrin's magic had already taken its toll. While Galandrin lived the rest of her life as an elven ranger, she eventually died at the hands of an gnoll ambush, and the black magic caused her soul to never find a resting place.
Manifestation - From the circle, tendrils begin to grow, turn to bushes and shrubbery. From this plant, a nude female elf steps out, her eyes glowing. Her body is a sickly green color and her hair as bright as the sun.
Sign - Your ears become more pointed, your eyes more slanted, and your skin takes on a greenish hue.
Influence - You have a hatred for orcs, gnolls and giants. You must always attack any of these creatures on sight, and begin closing with them the moment you spot them. This doesn't prevent you from sneaking up on them, but you may not wait on others.
Vestige Level: 3
Binding DC: 20
Special Requirement: Pact must not be made underground, or in a city. If you make this pact in an arboreal environment, you get a bonus.
Granted Abilities:
You gain the enhanced senses and finesse of an elf.
Alertness: You get +2 spot, listen and search. This bonus increases to +3 if you have the elf subtype.
Enchantment resistance: You get +2 bonus on willpower saves to resist enchantments, this bonus increases to +3 if you have the elf subtype.
Inflict Sleep: A master enchantress, Galadrin allows you to cast the sleep spell as a standard action once every five rounds. If you made this pact in an Arboreal environment, the max HD affected by this spell is 4 + 1/2 your binder level instead of 4.
Low-light Vision: You gain low-light vision. If you already have low-light vision, then double the range of your low-light vision that you have.
Weapon Mastery: You gain proficiency with the longbow, shortbow, rapier and longsword. If are already proficient with any of these weapons, you gain 'Weapon Focus' with that weapon. You may elect to take 'Weapon Finesse' with the rapier instead of weapon focus, if you are already proficient with it.
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Krowillinth Nyrie (Pronounced 'Crow'-'will'-'linth' 'Near'-'Ee')
Krowillinth Nyrie was a Death Knight of Orcus during the start of the Third Brother's War. He was a fallen paladin of Alton, a devout silver elf who slew many vile creatures near Narunia. During an adventure in which he ventured into southern Kellryia, he met a beautiful human named Shania. His father, about to join the Archmage Council, refused to see her until after his position was solidified among the silver elves. He said he would see them wed, much to his disapproval, after his promotion.
Krowillinth chose to wait, but during Shania's waiting period, Orcus maniputed someone to transform her into a vampire. The once careful and righteous-minded rogue was turned into a merciless assassin and transformed Krowillinth with her. Krowillinth fueled all of his religious fervor and rage into slaying his own family which spurned his to-be-wife. He was stopped in his tracks by an apprentice wizard, his brother Vodis Nyrie, and within a year or so, his wife was slain.
He was tranformed back into an elf, but the scar still remained. He wanted to save her, not to kill her. He wanted her, but she was long dead, cursed by Orcus. The same person who changed Shania, manipulated the council of Alton and had another elected to be Alton's lightbringer, much to the dismay of Krowillinth. As he adventured with the new lightbringer, he was only filled with more rage as everything he continued to do ended with failure. Alton revoked his power as he mercilessly slew a priest, an evil one, but granting no quarter and asking no questions was not Alton's way. Curious as to events happening, he was not allowing Krowillinth to use her powers in such an evil manner.
Krowillinth was distraught at his loss of power and finally another offered power in return, Orcus. He sided with Orcus during his final days, as a death knight, almost slaying the entirety of Kellryia. After his death, brought to him by LATER, he was accepted by Alton, but he never felt the same. He left the heavens and the war that warred within him was never stopped. He continued his 'life' as a vestige.
Manifestation - In a blast of fire, an armored-lich like figure appears. His elven ears are apparent and his eyes burn with a greyish light. He leans on a longsword for support and his cloak is tattered and has a dusty appearance.
Sign - Your voice becomes raspy, your eyes become sunken in and you always seem out of breath.
Influence - Anytime you would foresee any hint of lying, betrayal or anything of that sort, you must immediately make an attack against that person.
Vestige Level: 4
Binding DC: 23
Special Requirement: No
Granted Abilities:
You gain proficieny with all sorts of weaponry and divine powers of good and evil.
Abyssal Blast - You gain a spell-like ability exactly identical to fireball, but only verbal components are required and half of the damage is unholy damage, whereas the rest of the damage is fire damage. You may do this only once per pact.
Armor Proficiency - You gain proficiency with heavy armor and heavy shields.
Frightening Presence - You gain a +8 bonus to intimidate checks.
Magic Circle against Evil - You exude an aura exactly as the spell, this is always active while you have a pact with Krowillinth.
Smite - Once every five rounds you may attempt to smite a good or evil creature, you add your charisma modifier to your attack roll and your binder level to your damage roll. This stacks with any other smite attempt you may get from other classes. You must wait five rounds before attempting another smite.
Sword Proficiency - You gain proficiency with the bastard sword (two-handed use), falcion, greatsword, longsword, rapier, scimitar and shortsword.
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Nempes (Pronounced 'Nem' - 'Pesh')
Nempes was one of the first mages after the Brother's War. He understood the idea of magical ethics, as well as freedom of use. As a gnome, he searched under the caverns near Dragontail for grimiores and spellbooks of ancient times and found them to advance his study in profound leaps.
He eventually joined with the mages guild and taught a few schools he was talented with. Even though he was much more advanced than even some of the archmages in the guilds. He eventually became arrogant and a bit haughty. He started a league in which wizards would duel, and he would challenge each one, winning each time. He got caught up with the idea of winning, but this league was shut down shortly after it started. Nempes was saddened and chose to leave the guild. Having accumulated many enemies in that short month, he didn't know his leaving the guild involved a knife in his back during his sleep.
The ironic part of the story is that he prepared a spell to store his soul in, if he died in a duel and his familiar would activate it and return him to life. The problem is, his not-so-smart familiar didn't realize that it would also work outside of a duel and his soul remain trapped inside his own spell.
Manifestation - A gem begins to hover above the circle, a large gem, about the size of a small boulder. A gnome with a knife sticking out of his chest lay asleep inside, a voice enters your head, although the figure inside remains dormant.
Sign - Your eyes become jeweled, much like the gem that appears as part of the pact.
Influence - You must accept any challenge that anyone offers. If it involves a trivial matter, such as a drinking contest, or if you might die, such as a swordfight, you may roll a willpower save to negate this effect. If it involves you casting spells or using powers, you MUST perform the competition, no save allowed.
Vestige Level: 3
Binding DC: 20
Special Requirement: You can not make a pact with Amon while you have a pact with Nempes, and if you currently have a pact with Amon, Nempes will refuse the summoning. The reasons of this are unknown.
Granted Abilities:
You gain boosted spellcasting ability as well as an edge over other spellcasters.
Arcane Resistance: You get a +1 bonus to all saves against spells if you are fifth level or higher. This bonus increases to +2 at tenth level, +3 at fifteenth level and +4 at twentieth level.
Arcane Syphon ( 5 mana): You may pick a target within close range, under the effect of a spell with a duration, not cast by you. Roll a single dispelling check against any one effect, if it succeeds, you gain mana back equal to the level of that spell, and that effect is dispelled. You may also use this to counterspell an enemy's spell in the same manner. Once used, you may not use this ability again for ten rounds.
Magical Affinity: You gain mana points equal to your binder level.
Spell Knowledge: When you make a pact with Nempes, the DM rolls a random arcane spell, as if rolling a minor scroll from the DM Guide. While you have a pact with Nempes, you know that spell. Roll each time you make a pact with Nempes.
Vestiges in Kellryia differ from the sample ones in the Tome of Magic. Here are a few of them.
Amon (Same as the book)
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Chiriss (Pronounced 'Chee' - 'Riz')
Chiriss was an ancient being during the first brother's war. During the combat, he sided with Morell due to the promise of twisting Kellryia into a desolate land of snow and death. Chiriss enjoyed the winters immensely and loved hunting, but his innocence and naivety led him to the slaughter of many farmers, hunters and such. His white-scaled body would appear and descend from the clouds and he would annihilate hundreds. When Morell fled and Alton withdrew his celestial forces, Chiriss didn't stop. Chiriss wanted more winter, more snow, but it wasn't coming. Saddened, the creature withdrew to a desolate cave. He was slain later, by humans thirsting for revenge.
Upon death, he thought he might be accepted by one of Morell's creations, but he lacked the intuitive sense of good and evil. His slaughter wasn't due to his cruelty, his low intellect merely was a lack of understanding and he couldn't comprehend loss or pain. Similarly, Alton rejected him, his murderous streaks couldn't be forgiven. He was forgotten in time.
Until now, he's returned as a vestige. He grants powers of cold and raw power, relying on instinctive attacks rather than thought.
Manifestation - The circle traced into the surface becomes instantly frozen, the surface covering with frost. In a gust of wind and a blast of ice, Chiriss appears as an ogre-sized humanoid with features not dissimilar to that of a white dragon. He looks vacantly at the binder until spoken to.
Sign - You grow a razor-like fin across the top of your head and down your spine, and your eyes pale and whiten.
Influence - As a vestige, Chiriss is simple-minded yet focused. Whenever in any sort of cold climate, especially snowy, you must spend the first round of doing so leaping into it. In addition, you get a -1 penalty on all knowledge checks while in a poor pact with Chiriss.
Vestige Level: 1
Binding DC: 15
Special Requirement: You may not inscribe this into any form of warm surface, anything 60 degrees or warmer. Chiriss refuses to be summoned in such an environment.
Granted Abilities:
You gain resistance, toughness and primal power.
Cleave: While Chiriss is bound to you, you gain the cleave feat. Should you already have cleave, you gain Great Cleave. This ability has no effect if you already have cleave and great cleave.
Cold Resistance: You gain resistance to cold 10
Die Hard: You gain die hard while bound to Chiriss.
Frost Breath: You may use a frost breath weapon while bound to Chiriss. This is a 30 ft cone that deals 1d6 damage, plus 1d6 per three binder levels. If you are a second level binder, this inflicts the same effect as a grease spell in the area for a number of rounds equal to half your binder level. If you are fourth level or higher, you may have this breath inflict fog, as obscuring mist, for one round per four binder levels.
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Dra'kraef (Pronounced 'Draw'-'Krayf')
Morell created all of the negatively dominant planes, and when Ellis created the prime material plane and the astral realm to bind all of their creations, Morell was furios. Mostly jealous however. He created a realm mimicking her plane, a darker realm where everything was a blur. The plane of shadow. It had its uses and Dra'kraef was one of its first inhabitants.
Dra'kraef was an opportunist and when Alton offered a prize to him to prevent Morell from utilizing the shadow realm during the first war, he couldn't resist. Morell's plans were stopped and he was forced to flee to Hades. Morell, however, took revenge on those that betrayed him during the war. He bound Dra'kraef in a cage of light, the light that Alton represents, so that he would always remember the favor he did Alton. Alton, being a creature of light, was never able to go into the shadow realm to save him.
Manifestation - A burst of light blinds all viewing the creature in this darkened room. A shadowy silhouette speaks in a deep voice, rasping though... as if weakened.
Sign - Your shadow darkens, as well as all others around you, and illumination isn't as effective.
Influence - You must always make a hide check if something appears to threaten you, running to the nearest shadow. If there are no shadows, then Dra'kraef does not exert any influence. If you are found in your hiding spot, Dra'kraef does not exert any influence. You may fight normally from this location, however.
Vestige Level: 1
Binding DC: 15
Special Requirement: Must make this pact in utter darkness.
Granted Abilities:
You gain Dra'kraef's shadow sword and shadow-related resistances.
Darkvision - You gain darkvision out to sixty feet, or a +30 ft. bonus to your existing darkvision.
Negative Healing - Any negative energy effect instead heals you half of the amount it would normally damage you. You do not get this ability if you do not show Dra'kraef's sign.
Poison Resistance - You get a +2 bonus to fortitude saves when resisting poison. This increases to +3 at 5th level, +4 at 9th level and finally to +5 at 13th level. You do not get this ability if you do not show Dra'kraef's sign.
Shadowblade - Once per hour you may imbue your melee weapon with darkness. Activating this ability is a swift action and it lasts for 5 rounds. During this duration, anyone struck by your weapon takes an additional 1d6 damage. This damage can not be reduced by damage reduction or resistance. If you are at least a fifth level binder, the target must make a fortitude save (DC 10 + 1/2 your binder level + your charisma mod) or become blinded for 1d4 rounds, when you strike a foe with this weapon. If you are at least a ninth level binder, then the weapon becomes a keen weapon, assuming it is not a bludgeoning weapon.
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Drannor (Pronounced 'Dray'-'Nor')
Before the first Brother's War, the dwarves lived in the center of Kellryia and in this hilly land, they found that they could reforge iron into a more molten state to create structures. Drannor was one of the first crafters of these grand structures.
She heard of the attack on the elves and others, but thought that it would be unwise to assist in attempting to destroy one as mighty as Morell, they'd surly all die in the process, so she ordered her crew of miners to continue their pursuit of more metals, and not war.
After the twist of the high elves, the twisted ones were forced to flee into the hills, away from the judgment of the high elves. Their skin blackened, their hair lost all color and their eyes began to glow shades of red. They knew their mistakes and could not be forgiven by the other elves. The anger that filled the twisted ones, now called drow, were to be unleashed on all. Having retreated to the hills, the dwarves were an easy target. The drow attacked Drannor's mining team and much over half died in the process. When she returned, the rest of the dwarves left for war, they told her that participating in the fight is what she should have done, and if she had, they wouldn't have died in vain, they would have died fighting, and not helpless in their mining tunnel.
Furious, she returned back to mining, alone. Twenty-three days after this incident, she fell into a hole, with no others to help her out of the massive hole, she lost hope...
Dwarves say they saw her again, clad in full armor, leading her fellow warriors on the defense of the dwarven lands, realizing her mistakes and guiding the dwarves to victory in the Brother's War. Her ability to maintain a defensive line was unmatched and no one could charge her and expect to survive. She would not appear before combat, and only appeared when the dwarves were defending, and disappeared after combat.
After the war ended, she disappeared forever.
Manifestation - The earth shatters apart at the circle as a boulder rises from the earth. The boulder shatters, revealing a female dwarf, starved and sorrowful stands before you. She is clad in plate armor and appears to wield no weapon. Her stern gaze is unwavering.
Sign - You seem to make incredibly heavy strides, thudding against the ground wherever you move. (You may not use the move silently skill)
Influence - You feel reluctant to engage anyone in combat, and you may not attack anyone until you first, have been struck. You may not use spells or any other way to force them to engage you, so that you may strike back.
Vestige Level: 2
Binding DC: 20
Special Requirement: Must carve the circle into the earth, with a mining pick.
Granted Abilities:
Battle Proficiency: You gain proficiency with all armors and shields as if you were a fighter.
Defensive Stance: No more than once per minute you may enter a defensive stance, this stance ends when you move more than five feet during a round, but otherwise lasts indefinitely. While in a defensive stance, you gain a +2 bonus to AC and saving throws, this bonus increases to +3 at 7th level, +4 at 11th level and +5 at 15th level.
Mining Expertise: Add your binder level to all Profession (Mining) skill checks.
Steely Resolve: You gain a +1 bonus to willpower, +1 for every four binder levels you attain.
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Eldones (Pronounced 'El'-'dough'-'nayes')
One of the first celestials, Eldones was one of the warriors to fight on the side of Alton during the Brothers War. She used a crystal sword and would inspire the forces of light to fight with such fervor.
Morell sent an abomination to slay her, Arislad. Arislad with a monstrosity. His bulging muscles, sickening stench, razor-sharp fangs and tentacles made it clear that he was not to be reckoned with, and with one swing of his hammer, brought Eldones to the ground.
After Arislad ascended into godhood, his first desire came when he bound Eldones to him, forcing her to do his bidding. She, however, gained a bit of freedom with his action, and obeyed, at least for a while.
One night, she fled from Arislad's home and found a portal into the astral plane. She however, unskilled in the art of planeswalking, was lost forever.
Manifestation - A weary looking angel with tattered feathers glows with a bright light. Her eyes look droopy and her crystal sword drops to the ground. She stoops to one knee and watches, eyes blank.
Sign - You grow two useless, small wings from your back.
Influence - You always fail saves against fatigue, and you get -3 to saves against sleep or exhaustion. She, being lost in the astral world, just wants to find her home and sleep.
Vestige Level: 2
Binding DC: 15
Special Requirement: You must carve the circle into a surface, as usual, and fill the perimeter with 25 gp of diamond dust.
Granted Abilities:
You gain her healing prowess and skills with gems.
Aura of Power: Allies within 30 ft. of you that can see you get a +1 morale bonus on attack rolls.
Resistance: You get +2 to fortitude saves to resist necromancy effects, as long as they do not inflict fatigue, sleep or exhaustion.
Skilled Craftsman: You get Skill Focus (Craft [gemcutting])
Spellcaster: You gain +2 mana. This bonus increases to 3 at 7th level, 4 at 12th level and 5 at 17th level.
Vigor: You gain the spell 'Eldones Vigor'. It requires a standard action to cast, costs one mana, and has only verbal components. It lasts for a number of rounds equal to half of your binder level. Whenever the affected target takes an action, they heal 2 hit points while under this effect.
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Galandrin (Pronounced 'Gal'-'lan'-'drin' ....duh)
The once noble race of the high elves lived in the center of Kellryia, where lush forests grew. The elves lived for hundreds of millenia in peace before the Brother's War was instigated. Cruel mutilations of the elves were made, keen-eared and alert still, these hyena-folk were called gnolls. Mutated humans called orcs and giants were also made, and the elves were forced to take up arms and fight. The elves already had a method of hunting and it seemed to work well on their stupid foes. The bow, a weapon that few of that time could match.
When the elves were given magic to fight with, it turned from an defense of elven lands, to the pursuit of annihilating all of their foes. With enchantments and evocations at their side, the elven forces began to rout the gnolls and orcs from their forests.
This however, was only the beginning. The magic, created by Arcania, had many aspects. She only researched the ones she found useful, and never taught the rest, so the darker side of magic remained hidden from the elves... until Morell interfered.
Galandrin was a beautiful elven wizard, and a sprite offered to tutor her in magic, to make her even more powerful. Galandrin thought this a wonderful idea, considering that the orcs would now hurt even more. She learned to summon lantern archons, bralani eladrin, celestial versions of forest creatures, and it seemed wonderful. She eventually started mastering exhausting foes with magic, to weakening them with spells, to the point of slaying them with a single bolt. Eventually this pixie taught her to bind spirits, instead of summoning them, and she bound many devils, demons and yugoloths, and began to raise the dead orcs and gnolls that she killed.
Needless to say, Arcania was furious when she found Galandrin. Galandrin seemed ever so happy to see Arcania, but it was too late. This 'pixie' had taught hundreds of elves the darker side of magic and Arcania banished them from the world of light. Galandrin begged to stay and promised that she would burn all of her grimoires and stay true to the elves. Arcania let her, but Galandrin's magic had already taken its toll. While Galandrin lived the rest of her life as an elven ranger, she eventually died at the hands of an gnoll ambush, and the black magic caused her soul to never find a resting place.
Manifestation - From the circle, tendrils begin to grow, turn to bushes and shrubbery. From this plant, a nude female elf steps out, her eyes glowing. Her body is a sickly green color and her hair as bright as the sun.
Sign - Your ears become more pointed, your eyes more slanted, and your skin takes on a greenish hue.
Influence - You have a hatred for orcs, gnolls and giants. You must always attack any of these creatures on sight, and begin closing with them the moment you spot them. This doesn't prevent you from sneaking up on them, but you may not wait on others.
Vestige Level: 3
Binding DC: 20
Special Requirement: Pact must not be made underground, or in a city. If you make this pact in an arboreal environment, you get a bonus.
Granted Abilities:
You gain the enhanced senses and finesse of an elf.
Alertness: You get +2 spot, listen and search. This bonus increases to +3 if you have the elf subtype.
Enchantment resistance: You get +2 bonus on willpower saves to resist enchantments, this bonus increases to +3 if you have the elf subtype.
Inflict Sleep: A master enchantress, Galadrin allows you to cast the sleep spell as a standard action once every five rounds. If you made this pact in an Arboreal environment, the max HD affected by this spell is 4 + 1/2 your binder level instead of 4.
Low-light Vision: You gain low-light vision. If you already have low-light vision, then double the range of your low-light vision that you have.
Weapon Mastery: You gain proficiency with the longbow, shortbow, rapier and longsword. If are already proficient with any of these weapons, you gain 'Weapon Focus' with that weapon. You may elect to take 'Weapon Finesse' with the rapier instead of weapon focus, if you are already proficient with it.
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Krowillinth Nyrie (Pronounced 'Crow'-'will'-'linth' 'Near'-'Ee')
Krowillinth Nyrie was a Death Knight of Orcus during the start of the Third Brother's War. He was a fallen paladin of Alton, a devout silver elf who slew many vile creatures near Narunia. During an adventure in which he ventured into southern Kellryia, he met a beautiful human named Shania. His father, about to join the Archmage Council, refused to see her until after his position was solidified among the silver elves. He said he would see them wed, much to his disapproval, after his promotion.
Krowillinth chose to wait, but during Shania's waiting period, Orcus maniputed someone to transform her into a vampire. The once careful and righteous-minded rogue was turned into a merciless assassin and transformed Krowillinth with her. Krowillinth fueled all of his religious fervor and rage into slaying his own family which spurned his to-be-wife. He was stopped in his tracks by an apprentice wizard, his brother Vodis Nyrie, and within a year or so, his wife was slain.
He was tranformed back into an elf, but the scar still remained. He wanted to save her, not to kill her. He wanted her, but she was long dead, cursed by Orcus. The same person who changed Shania, manipulated the council of Alton and had another elected to be Alton's lightbringer, much to the dismay of Krowillinth. As he adventured with the new lightbringer, he was only filled with more rage as everything he continued to do ended with failure. Alton revoked his power as he mercilessly slew a priest, an evil one, but granting no quarter and asking no questions was not Alton's way. Curious as to events happening, he was not allowing Krowillinth to use her powers in such an evil manner.
Krowillinth was distraught at his loss of power and finally another offered power in return, Orcus. He sided with Orcus during his final days, as a death knight, almost slaying the entirety of Kellryia. After his death, brought to him by LATER, he was accepted by Alton, but he never felt the same. He left the heavens and the war that warred within him was never stopped. He continued his 'life' as a vestige.
Manifestation - In a blast of fire, an armored-lich like figure appears. His elven ears are apparent and his eyes burn with a greyish light. He leans on a longsword for support and his cloak is tattered and has a dusty appearance.
Sign - Your voice becomes raspy, your eyes become sunken in and you always seem out of breath.
Influence - Anytime you would foresee any hint of lying, betrayal or anything of that sort, you must immediately make an attack against that person.
Vestige Level: 4
Binding DC: 23
Special Requirement: No
Granted Abilities:
You gain proficieny with all sorts of weaponry and divine powers of good and evil.
Abyssal Blast - You gain a spell-like ability exactly identical to fireball, but only verbal components are required and half of the damage is unholy damage, whereas the rest of the damage is fire damage. You may do this only once per pact.
Armor Proficiency - You gain proficiency with heavy armor and heavy shields.
Frightening Presence - You gain a +8 bonus to intimidate checks.
Magic Circle against Evil - You exude an aura exactly as the spell, this is always active while you have a pact with Krowillinth.
Smite - Once every five rounds you may attempt to smite a good or evil creature, you add your charisma modifier to your attack roll and your binder level to your damage roll. This stacks with any other smite attempt you may get from other classes. You must wait five rounds before attempting another smite.
Sword Proficiency - You gain proficiency with the bastard sword (two-handed use), falcion, greatsword, longsword, rapier, scimitar and shortsword.
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Nempes (Pronounced 'Nem' - 'Pesh')
Nempes was one of the first mages after the Brother's War. He understood the idea of magical ethics, as well as freedom of use. As a gnome, he searched under the caverns near Dragontail for grimiores and spellbooks of ancient times and found them to advance his study in profound leaps.
He eventually joined with the mages guild and taught a few schools he was talented with. Even though he was much more advanced than even some of the archmages in the guilds. He eventually became arrogant and a bit haughty. He started a league in which wizards would duel, and he would challenge each one, winning each time. He got caught up with the idea of winning, but this league was shut down shortly after it started. Nempes was saddened and chose to leave the guild. Having accumulated many enemies in that short month, he didn't know his leaving the guild involved a knife in his back during his sleep.
The ironic part of the story is that he prepared a spell to store his soul in, if he died in a duel and his familiar would activate it and return him to life. The problem is, his not-so-smart familiar didn't realize that it would also work outside of a duel and his soul remain trapped inside his own spell.
Manifestation - A gem begins to hover above the circle, a large gem, about the size of a small boulder. A gnome with a knife sticking out of his chest lay asleep inside, a voice enters your head, although the figure inside remains dormant.
Sign - Your eyes become jeweled, much like the gem that appears as part of the pact.
Influence - You must accept any challenge that anyone offers. If it involves a trivial matter, such as a drinking contest, or if you might die, such as a swordfight, you may roll a willpower save to negate this effect. If it involves you casting spells or using powers, you MUST perform the competition, no save allowed.
Vestige Level: 3
Binding DC: 20
Special Requirement: You can not make a pact with Amon while you have a pact with Nempes, and if you currently have a pact with Amon, Nempes will refuse the summoning. The reasons of this are unknown.
Granted Abilities:
You gain boosted spellcasting ability as well as an edge over other spellcasters.
Arcane Resistance: You get a +1 bonus to all saves against spells if you are fifth level or higher. This bonus increases to +2 at tenth level, +3 at fifteenth level and +4 at twentieth level.
Arcane Syphon ( 5 mana): You may pick a target within close range, under the effect of a spell with a duration, not cast by you. Roll a single dispelling check against any one effect, if it succeeds, you gain mana back equal to the level of that spell, and that effect is dispelled. You may also use this to counterspell an enemy's spell in the same manner. Once used, you may not use this ability again for ten rounds.
Magical Affinity: You gain mana points equal to your binder level.
Spell Knowledge: When you make a pact with Nempes, the DM rolls a random arcane spell, as if rolling a minor scroll from the DM Guide. While you have a pact with Nempes, you know that spell. Roll each time you make a pact with Nempes.