The Sihedron |
Karzoug, Runelord of Greed |
PAST EVENTS
4707 AR: The young adventurers Seoni, Merisiel, Harsk, (not so young) Ezren, Valeros, & Kyra begin their adventures in the Varisian town of Sandpoint. They slay the dragon Black Fang.
1/8/4708 AR: Death of King Eodred Arabasti of Korvosa, his wife the young Ileosa Arabasti becomes Queen.
29/10/4708 AR: Town of Sandpoint east of Magnimar sacked and burned by Goblin hordes led by the Lamashtu champion Nualia. One of the few survivors, the sage Brodert Quink, claims that the attack was linked to the activation under Sandpoint of a 'Rune Well' of ancient Thassilon.
21/1/4709 AR: The tyrant queen Ileosa Arabasti of Korvosa is overthrown by a band of heroes including the archer Naglatha Winterkill, Kaz Anders the Summoner, and the bard Vemi Diaquani. Tsadok I Arabasti, long-lost half-orc grandson of Queen Domina, becomes King of Korvosa.
9/11/4710 AR: Pathfinder Lodge Captain Sheila Heidmarch recruits a band of novice Pathfinders to recover the Shards of Sin. Among them is a young Druidess called Quillax.
30/6/4713 AR (AD 29/10/2017): Following the defeat of Mokmurian and disbanding of the giant army, the Pathfinders Quillax & Claw the Shoanti are granted lands and titles by Magnimar.
M6/4715 AR Shoanti Sklar-Quah invasion of Korvosan territory turned back at Sirathu by defenders led by Order of the Nail Hellknights, with heavy losses on both sides.
M4/4719 AR: Eleven years since Nualia burned Sandpoint, and six years after the defeat of the stone giant leader Mokmurian, Titus Scarnetti, the Lord of Sandpoint, summons a group of heroes to deal with a possible threat to his reborn town.
M12 4719 AR: After 7 months on the Astral Plane, the Arch-Druidess Quillax returns to Varisia. In her absence the Runelords Xutha & Krune have returned, and their realms of Gastash, Haruka and Shalast are reborn.
25/1/4720 AR - With the death of the blue dragon Cadrilkasta, the Final Shard is gained, the Sihedron is ready to reforge.
17/2/4720 AR Sihedron is reforged in a grand ceremony atop the Irespan, Magnimar, precipitating earthquake and tidal waves.
20/2/4720 AR The Sihedron Heroes defeat the Reliquary and free Xin's spirit to journey to the Great Beyond.
M3 4720 AR The Sihedron Heroes free the ghosts of the Vekker dwarf brothers from the Wendigo, and travel high into the Kodars to Xin-Shalast, aiming to finally destroy Runelord Karzoug. 22/3: They find that four Pathfinders have already tried and failed - three Valeros Kyra & Harsk are dead, Seoni was captured by Karzoug - released to the Heroes. Quillax saves the world from Mhar, and the Leng Device is disabled for decades, but Claw Seoni & Eldren are destroyed by Karzoug's forces; Mal escapes with Quillax (raised by Xin) and the pair return to Jorgenfist where they dream of Sorshen (24/3) - she has a plan to destroy Runelord Zutha. After resting they recruit Queen Rukvara & Hellknight Septimus, the Sihedron Council agrees Zutha should be destroyed. 30/3 Wind Walk to Kaer Maga seeking Bone Grimoire.
Army of Shalast Campaign 4720 AR
14/3: Storrval Stairs 21/3: Ravenmoor 25/3: Wolf's Ear 27/3: Galduria 2/4: Sandpoint
6/4: Magnimar - army destroyed by the Perfect Atomisers. Sunset - Quillax & co. destroy Runelord Zutha on the Isle of Xin.
Original 2007 Runelords Players Guide
PCs - The Sihedron Heroes
1. Quillax, Arch-Druid, Lady of Wolf's Ear & Warden of Jorgenfist - Human female Druid 20
2. Malassandra, Human Azlanti female Paladin 20
3. Rukvara, Queen of the Iron Peaks - Goliath female Barbarian 20
4. Victor Septimus, Hellknight of the Nail - human male Paladin 20
Deceased Heroes
Retired heroes
Sandor Sunneson of Mystara, Prince of Soderfjord - Human male Barbarian 20
Silrus, Silver Dragonborn male Sorcerer 20
Drakhaien, Elf Trickster Rogue 20
Claw's Company . Levy 4x19 = 76. Army/Horde 18x400 = 7200
5e Magic Items Listings
Items available in Magnimar 4720 AR
1. Bag of Holding - 2000gp
2. Boots of Striding and Springing - 1000gp
3. Cloak of Elvenkind - 1500gp
4. Gauntlets of Ogre Power - 4000gp
5. Gloves of Swimming and Climbing - 1000gp
6. Goggles of Night - 1000gp
7. Headband of Intellect - 4000gp
8. Keoghtom’s Ointment (5 doses) - 500gp
9. Wand of Magic Detection - 1000gp
10. Wand of Magic Missiles - 3500gp
11. Various +1 weapons & shields - 2000gp each
12. Potion of Climbing (3) - 100gp each
13. Potions of healing (35) - 50gp each
14. Cloak of Billowing - 200gp
15. Potion of Growth - 250gp
16. Potion of hill giant strength - 250gp
17. Ring of mind shielding - 2000gp
18. Ring of swimming - 2000gp
19. Perfume of Bewitchment (12) - 50gp each
20. Ring of Warmth - 2000gp
PC Followers
1. Queen Rukvara (was Lord-Warden Claw (124 Storval Garrison)
Elite Company 6+19-1 = 24: 1 Shoanti Knight CR 4 (Iskar) with half plate, shield, +2 battle axe. 20 Shoanti Burnrider CR 3 elite light cavalry with half plate, war spear, longbow & hand axe. 3 Scouts CR 0.5.
Garrison: 100 human heavy infantry CR 0.5 with mail & halberd under Balthus (Veteran). Can also raise a militia Levy of 76 from Ravenmoor.
2. Lady-Warden Quillax (85, at Wolf's Ear & Jorgenfist):
Elite Company 22: 16 human Druids (6 lvl 1, 3 lvl 2, 4 lvl 4, 2 lvl 5 Sheela & Dermirr, 1 lvl 6 Rothunn), mostly at Jorgenfist, Sheela's Pixie (Alkaia), Rothunn's Hippogriff (Blackmane), Dermirr's black bear (Tom), 1 human werebear (Vernor Bruin, Mayor of Wolf's Ear), 1 Clank. 1 Therassic Librarian.
Followers: 70 assorted Commoners, Guards, etc. Can also raise a militia Levy from Wolf's Ear, including werewolves, werebears, & wereboars!
Q's druid Rothuun has been growing a willow at Jorgenfist that can now be used as a destination from M3 4720 AR.
Dermirr |
Rothunn |
Sheela, boyfriend Escaplion Drd-5 in Magnimar |
Magnimar Chelish Heavy Infantry CR 0.5
HD 4d8+4 HP 22 AC 16 (Chainmail) speed 30'
ST +2 DE +1 CO +1 IN +0 WI +0 CH +0
weapon:
Halberd ATT +4 dam 1d10+2 reach 10'
2 Javelin ATT +4 dam 1d6+2 r 30'/120'
Burn Rider cavalry |
HP 9d8+18 HP 58 AC 15 (chain shirt, DEX) AC 17 with shield. speed 60' on horse, 40' on foot
ST +3 DE +2 CO +2 IN -1 WI +1 CH +0
Skills: Athletics +5, Perception +3
Extra Attack: 2 attacks per attack action
weapon:
Composite Longbow (2hw) ATT +4 dam 1d8+2, range 150', long range 600' with 20 arrows
War Spear ATT +5 dam 1d8+3/1d10+3, reach 10' when mounted, +1 die (2d8/2d10) on a charge.
2 Hand Axe ATT +5 dam 1d6+3 range 20'/60'
Varisian Militia Levy
HP 11 (2d8+2) AC 12 (padded) or AC 14 with shield
ST +1 DE +1 CO +1 IN +0 WI +0 CH +0
Shield (AC 14) & Spear ATT +3/d6+1
or
Shortbow ATT +3/d6+1
club or dagger ATT +3/d4+1
Leaders are typically Scouts or Heavy Infantry (above).
Drakhaien's Riddleport Spies (16): 14 Spies (1 half-orc, 13 human), 2 Assassins (1 elf, 1 human)
Sandor Sunneson of Soderfjord |
Lord Shieldbiter |
End of previous campaign 30/6/4713 AR (AD 29/10/2017)
Back in Magnimar there is much rejoicing; Mayor Grobaras makes the PCs Lords of Magnimar.
Quillax Druid 18 - Lady of Wolf's Ear & Warden of Jorgenfist, including the Therassic Library.
Claw Goliath Barbarian 18 - Warden of the Storval Stairs & Lord of Ravenmoor (Hellknights recalled).
Yukiko Cleric 16 of Irori - given Kaijitsu estate in Magnimar, and made Abbess of Windsong Abbey.
Sephiria Kaddren is also formally made Lady of Hook Mountain, including Turtleback Ferry & Fort Rannick.
Sheila Heidmarch takes reports from the Pathfinders; the Guiltspur is likely too heavily defended to make retrieving the sixth Shard of Sin practical, at least for now.
The base of the Storval Stairs, a 400' high giant-sized stairway on the Storval Rise, which is typically 1000' high cliffs. |
from the fertile lowlands to the rugged and stony scrublands of the plateau above marks the lands of
giants and barbarians with an unmistakable boundary. The rise itself often reaches dizzying heights of 1,000 feet or more, but at the location known as the Storval Stairs, the cliffs are only 400 feet high, and feature an ancient Thassilonian monument once used by armies of enslaved giants for easy foot travel between the lowlands and the plateau.
The Storval Stairs rise in 2-foot steps, and are flanked on either side by immense statues of Runelord Karzoug (although the southern statue has finally begun to crumble and erode) and walls of ancient towers, buildings, and dwellings. Until ca 4712 AR harpies and trolls dwelt in the area, but Mokmurian intended to use the stairs as a convenient invasion point, marching his army down into Varisia when he was ready. To prepare for this time, he sent one tribe of hill giants here to “clean
it out.” The place is now (4719 AR) garrisoned by the Magnimaran & Shoanti forces of Lord-Warden Claw as sentinels to keep the harpies, trolls, and other undesirables from returning.
Walking up the stairs takes 2 squares of movement per square for Medium or smaller creatures.
Battle on the Storval Stairs
Jorgenfist, home of the Therassic Library & Arch-Druidess Quillax
Rukvara 'Ruk' of Bearkiller Clan, Shoanti Goliath Queen of the Iron Peaks (PC) |
Stone Giants of the Storval Mountains & Iron Peaks
These are divided into numerous small clans. The most powerful warlord of the Stone Giants is Teraktinus, who defeated Quillax & co in the Battle of Hook Mountain years before and brought the Kreeg Mauls to the giant clans, though at the cost of his red dragon companion. Second most powerful is the elderly chief Galenmir, new (since 4718 AR) husband to Conna the Wise. Galenmir is a skilled General who commanded the stone giant army in the 4713 AR Siege of Riddleport. Unlike Teraktinus and many of the giant tribes, Conna & Galenmir have friendly if somewhat condescending relations with the local Goliath Shoanti.
Update 4720 AR: Having defeated Teraktinus in single combat, the goliath Lord Claw of Bearkiller Clan claims leadership of all the Stone Giant & Shoanti Goliath clans of the Storval Mountains & Iron Peaks.
Galenmir |
Teraktinus |
Stone Giant clans of the Mountains include the followingfour groups. Together can muster around 166 stone giant warriors. Adding various smaller families and gangs brings the total to around 240, enough to destroy most human armies. They are typically armed with gigantic iron Kreeg Mauls (huge maul, 6d6 damage) based on the feared Shoanti Earthbreaker.
1. Kavarvatti - Chief Galenmir, High Priestess Conna. Former clan of Mokmurian and among the largest in the mountains. There is friction with followers of Drogart, a former bodyguard to Barl Breakbones, who fell at Hook Mountain. Drogart is thought to have been conspiring with Teraktinus to become Chief. They can field around 40 warriors.
2. Crannoch - under Chief Oriandian, can field around 33 skilled warrior-hunters and 12 dire bears.
3. Valissgandr - can field around 47 warriors led by the fierce Teraktinus and his deputy, the thuggish Zinderall. This clan has grown in recent years as Teraktinus has attracted followers.
4. Jormunsir - can field around 30 warriors. Led by the one eyed and grizzled Vlorian.
5. Maidens of Minderhal - a cruel gang of 12 female stone giants led by Halvara the Oracle.
Other Tribes of the Mountains include:
Red Shield & Nightshade a combined ogre clan of the southern mountains, of around 69 ogre warriors total under Papa Beshk. In recent years the ogre clans have learned to avoid the Gray Maidens of Fort Rannick, and these days they stay north of Hook Mountain.
Black Fist - 43 hill giant warriors under Chief Doach. Formerly dwelling in the western foothills, clashes with the Magnimaran forces of Lord Claw have driven them into the central mountains.
__________________________________________
HOUSE RULES
DC & Roll Caps
Maximum AC & Save DC is 30.
Maximum To-Hit Bonus & Save Bonus is +20.
Skills are not capped, but Skill DCs rarely exceed 30 (Nearly Impossible).
Oversized Heavy Bows
Bow Damage Minimum STR needed for Medium humanoid.
1d10 18 eg Heavy War Bow
1d12 20 eg Odyssean War Bow
2d6 21
2d8 25 eg Kuchrima Bow
3d6 28
2d10 29 eg Herculean Bow
PC HOUSE RULES
Rogues may Sneak Attack with any light melee weapon.
Armed Forces
Muster Levy
HOUSE RULES
DC & Roll Caps
Maximum AC & Save DC is 30.Maximum To-Hit Bonus & Save Bonus is +20.
Skills are not capped, but Skill DCs rarely exceed 30 (Nearly Impossible).
Oversized Heavy Bows
Bow Damage Minimum STR needed for Medium humanoid.
1d10 18 eg Heavy War Bow1d12 20 eg Odyssean War Bow
2d6 21
2d8 25 eg Kuchrima Bow
3d6 28
2d10 29 eg Herculean Bow
PC HOUSE RULES
A Levy is a force numbering in the scores to the low hundreds of individuals, who join for a specific task lasting not more than a few weeks - traditionally 40 days for a feudal levy.
A PC ruler can summon a number of warriors equal to (5 + Cha modifier) per character level. It usually takes 3 days to muster a levy from the general area. If you are in the same city or village as the levy you wish to call, you can organize a half-strength muster in an hour. You can summon a levy three times per year, although the GM may permit additional uses of the ability in appropriate circumstances.
Example: Sephiria Kaddren, the Lady of Hook Mountain, is a level 15 ruler with a Charisma of 18 (+4). She can summon a local muster of 15x9=135 warriors.
Example: Lord Warden Claw is a level 19 ruler with a Charisma bonus of -1. He can summon a muster of 4x19 = 76 warriors.
Army or Horde: When a king or general raises a mighty army, they can summon a number of warriors equal to (character level + Cha modifier) × 400; the exact types of follower is determined by the domain. The army includes sub-leaders, mounts, warbeasts, or special units as appropriate. It requires at least 1 month to gather an army or horde, and the ruler must be in the homeland of the warriors they are assembling. The army remains together through a full military campaign or effort—for example a march against an enemy city and the ensuing assault or siege—and may remain in the field for months or longer if the war continues. A ruler, warlord or general can summon an army or horde no more than once per three years, unless the GM decides otherwise.
Example: King Tsadok Arabesti of Korvosa is a level 19 ruler with Charisma bonus of +3. He may summon & command a field army of 22x400 = 8800 warriors.
Example: Lord Warden Claw is a level 19 commander with a Charisma bonus of -1. As a general or war chief he can summon & command a horde of 18x400 = 7200 warriors.
Mass Warfare
COMBAT POWER
To determine the combat power of a side, add up the total Challenge Rating of the combatants (0.25 to 0.5 per human or humanoid warrior is typical).
Example: 40 of Sephiria Kaddren's Hook Mountain muster of 135 are elite CR 1 Gray Maidens from Fort Rannick, plus a CR 5 commander, supplemented by 64 CR 0.25 local levy and 18 CR 0.5 Ranger-Scouts, with 2 CR 1 leaders. They have a total Combat Power of 40+5+16+9+2= 72.
Example: King Tsadok's Korvosan army of 8800 primarily comprises rural levies, supplemented by Korvosa city guard and a few elite units such as the Sable Company and Hellknights of the Nail. They have a typical CR of 0.3, and a total Combat Power of 2640.
Example: Lord Warden Claw's Storval Stairs garrison comprises 100 experienced Magnimaran Infantry (average CR 0.5), 20 elite Shoanti Burnriders (average CR 2), and 1 Shoanti Veteran (CR 4). They have a total Combat Power of 50+40+4 = 94.
BASE DAMAGE
The base damage inflicted by a warband each round is equal to 20 percent of its current combat power, rounding down to the nearest whole number (minimum 1).
Example: Sephiria Kaddren's Levy of 135 has a Combat Power of 67, and a Base Damage of 13.
Example: King Tsadok's Army of 8800 has a Combat Power of 2640, and a Base Damage of 528.
Example: Lord Warden Claw's Storval Stairs garrison of 121 has a CP of 94 and a BD of 18.
RESOLVING COMBAT
At the end of each round of combat, after the actions of the PCs and any monsters or
villains they’re handling, resolve one round of follower combat. The attacking and defending forces make an opposed battle roll (d20); the side with the higher result “wins” that round, and deals their base damage to the combat power of the losing side. The losing side deals ½ of its base damage to the winning side. If the result is a tie, neither side takes any
damage—the fighting was inconclusive.
Command: If a force has a clear commander and that commander spends his or her turn directing the battle, the commander can substitute a Charisma/Intimidation skill check for the battle roll.
Terrain: Good defensive terrain—simple field fortifications or anything that impedes the attackers’ movement or provides defenders with cover—gives the defending side advantage on its battle roll. Superior defensive terrain, such as fighting from fortress walls, not only gives the defending side advantage on its check, but also reduces the damage the defenders take to half the attackers’ base damage (if the attacking side wins that round) or none (if the defending side wins).
Surprise: If one side gains surprise, it has advantage on its battle roll. The benefits of surprise last until the side with the advantage of surprise fails to win a battle roll, so it’s possible that surprise might persist throughout a battle.
MORALE AND VICTORY
Few forces manage to stick it out to the bitter end. Each time a side loses a battle roll while it is at half or less its original combat power, make a morale check. Roll a d20; on a roll of 10 or better, the force succeeds. On a failure, the force’s morale fails, and it breaks (see below). A commander may substitute a Charisma/Intimidation check for the morale check. Elite followers do not need to make morale checks. They do not retreat or surrender as long as the PC to whom they are loyal is still fighting. In fact, a PC can order them to remain behind and cover a retreat if necessary.
Break: When a force fails a morale check, it loses the battle. If possible, the force retreats. If retreat is not possible, the force surrenders. In rare cases when it’s clear that surrender means certain death a broken force stands its ground and keeps fighting, but its battle rolls from that point forward are made with disadvantage.
Total Defeat: When a warband is reduced to 0 combat power, it is completely defeated and the battle ends. Some members of the force may still live (see Tallying Losses), but they are scattered, badly wounded, disarmed, exhausted, or otherwise unable to keep fighting.
TALLYING LOSSES
Divide losses in a side’s combat power proportionally among all participating groups of followers.
Casualties: Not all casualties are battlefield deaths. Of the individuals represented by “lost” combat power after a battle, you can assume that one-third are dead, one-third are badly wounded (half hit points), and one-third are unhurt but scattered. If one side retreats, all the badly wounded and half the scattered casualties are left behind on the battlefield. Their fate is determined by the victors.
Guiltspur Environs |
New PCs
New PCs from 2020 begin at Level 20. Use Point Buy or Standard Array.
Feats allowed, use standard saves & skills rules, no multiclassing.
Level 16 PCs begin with 6,000gp, 3 uncommon items and 1 rare item.
Level 17-18 PCs begin with 12,000gp, 3 uncommon items, 1 rare item and 1 very rare item.
Level 19-20 PCs begin with 22,000gp, 3 uncommon items, 2 rare items and 1 very rare item.
Runelords 5e Rules Page
CRAFTING MAGIC ITEMS
This normally requires a Formula or Sample - Herbalists start with the Formula for healing potions. A Formula typically has a Rarity & research level requirement 1 step higher than the item itself. Some formulae such as for simple magic weapons & armour, or spell scrolls, are widely known to those able to create the item. Consumable items take half as long and cost half as much. All items require rare and valuable ingredients.
For commissioned items, the commissioned price is typically double the creation cost, sometimes more.
Level 11+ casters require a Power Focus such as Wizard's Tower or Druid Grove to craft Very Rare items.
Level 17+ casters require a a Power Focus to craft Legendary Items.
Crafting times allow & require about 1 day in 5 spent recuperating or on other activities such as travel and adventure.
Item Rarity Minimum Level Minimum Cost to Create/Sale Price / Days to Craft (Consumable/Permanent item)
Healing Potion (using kit only) 1st 25gp/50gp 8 (1 Tenday)
Common 3rd 50gp/100gp/200gp 4/8 (1 Tenday)
Uncommon 5th 250gp/500gp/1,000gp 8/16 (2 Tendays)
Rare 8th 1,250gp/2,500gp/5,000gp 35/70 (7 Tendays/2 months & a Tenday)
Very Rare 11th 6,250gp/12,500gp/25,000gp 92/183 (Six Months)
Legendary 17th 31,250gp/62,500gp/125,000gp 183/366 (Year & a Day)
Spell Acquisition Cost
level 1 - 500gp
level 2 - 1000gp
level 3 - 2000gp
level 4 - 4000gp
level 5 - 8000gp
The Runelords of Thassilon
Xin, First King of Thassilon |
The Virtues of Rule (generosity, love, humility, temperance, charity, kindness, and zeal), passed down from the goddess Lissala and First King Xin himself were seen as the benefits of power, and each of the runelords was drawn towards one of the seven. Over the course of time, the runelords corrupted these into what modern scholars understand to be the "great sins of the soul," abandoning the positive aspects of each and embracing the negative connotations of each (greed, lust, boastful pride, gluttony, envy, wrath, and sloth) as the rewards of rule. Each of the seven rulers specialized in a single school of rune magic and possessed a mighty weapon which not only served them in battle, but also became a symbol of their rule.[3]
The runelords forged alliances with dragons and enslaved giants by using secrets of rune and glyph magic stolen from the aboleths in their efforts to increase their own power. With their enslaved giant armies, the wizards of Thassilon built massive tombs, enormous magical constructs, and staggering monuments that survive today, mute testimonies of a mysterious age long past.[4][1]
At the time of Earthfall, the following runelords ruled. Karzoug of Shalast was winning a war against Alaznist of Bakrakhan. In rough order of power they were:
1. Xanderghul, 1st Runelord of Pride
Domain: Cyrusian Weapon of rule: Lucerne hammer made of an unknown type of skymetal
1. Xanderghul, 1st Runelord of Pride
- 2. Sorshen, 1st Runelord of Lust
- Domain: Eurythnia
- Weapon of rule: Double-headed guisarme
- 3. Karzoug, 8th Runelord of Greed
- Domain: Shalast
- Weapon of rule: Burning glaive studded with meteoric gemstones
- 4. Alaznist, last Runelord of Wrath
- Domain: Bakrakhan
- Weapon of rule: Charred adamantine ranseur impaled with the skull of the first Runelord of Wrath
- 5. Zutha, last Runelord of Gluttony
- Domain: Gastash
- Weapon of rule: Life-draining scythe of bone
- 6. Belimarius, last Runelord of Envy
- Domain: Edasseril
- Weapon of rule: Ornate memory-stealing halberd of gold and mithral
- 7. Krune, last Runelord of Sloth, High Priest of Lissala
- Domain: Haruka
Sorshen Karzoug
Xanderghul |
Alaznist |
Belimarius |
Krune |
Nice Sorshen |
_________________________________________________________
The Sihedron |
Sihedron (Major Artifact)
Aura overwhelming (all schools)
Attunement required (no slot used); Weight 7 lbs.
DESCRIPTION
The Sihedron is a seven-pointed star that symbolizes the power
of Thassilonian magic. Xin created the Sihedron as more than
just a symbol of his power over the schools of magic he’d
defined for his nation, though. It was initially meant to be a
badge of his power over all of Thassilon, and a symbol of the
unified nature of the nation’s peoples. Each of the Sihedron’s
arms is made of a different skymetal, symbolizing how the
nation of Thassilon was made of different races—Azlanti,
Varisian, Shoanti, giant, elf, and others. Xin went further than
merely making the Sihedron a symbol of harmony and diversity,
though, and built into its functionality significant advantages
when the artifact is shared among a number of allies. The
powers granted by the Sihedron are greatest when it is used not
by a lone individual, but by a group that works together toward
a common goal, and whose members trust each other enough
to effortlessly pass control of the powerful item between
themselves swiftly and without a second thought.
Alas, Xin’s ideals for the diversity of Thassilon were
misplaced, and even as his rule continued, he found himself
increasingly paranoid and unwilling to share the powers
granted by the Sihedron. The fact that the item was intended
to be a powerful shared artifact but has never properly been
used in this manner is one of the greatest ironies of Thassilon
The Sihedron itself is a relatively plain-looking item. The
seven different hues of its composite metals help to give it
some color, but the artifact lacks any of the decorative runes
and markings that are so common on other Thassilonian
artifacts. Even the artifact itself, built in the image of the sign
of Lissala and the rune for the Thassilonian schools of magic,
seems somewhat plain, lacking the Sihedron rune’s distinctive
hooklike shapes along its arms. In fact, these hooks are
represented in the device by the placement of the seven ioun
stone receptacles.
Once the Sihedron is activated, it glows with a warm yellow light that sheds illumination as if via a daylight spell. To activate the Sihedron, up to 7 persons need only touch the center of the star where all seven arms meet and concentrate (for 1 hour if the Sihedron is already attuned to others) to attune - this does not count towards a character's attunement limit. The Sihedron then rises up into the air behind an agreed attuner (or by initiative order if there is dispute) head like a halo and floats along behind him wherever he goes, even teleporting along with him. Although the Sihedron is not in physical contact with the user, it is in all ways treated as if it were an attended object being held or carried. The Sihedron implants knowledge of all its powers and how to activate them into the mind of anyone who activates it in this way.
Once activated, the Sihedron protects its user in a number of ways.
First, it constantly infuses the wearer with magical energy, granting him fast healing 10.
Second, it grants the user the constant effects of a foresight spell (advantage to attack rolls ability checks & saves, and preventing the user from ever being surprised; attackers have disadvantage).
Third, up to once per day, the Sihedron will heal a single user up to 100 hp the instant he is reduced to 0 hp, unless killed instantly (eg via excess damage equal to maximum hp, or via disintegration) —he need not activate this power, as the Sihedron automatically triggers if this occurs.
When the user activates the Sihedron, he may select one of the star’s points to be “ascendant.” The Sihedron rotates so that this point is pointing upward, and he immediately gains an additional defense and the use of a spell-like ability, usable at will, as detailed below. The user may change which point is ascendant as an action, but cannot change the point to an “oppositional” point.
The effects granted by each of the Sihedron’s points (as well as the two oppositional points for each) are listed at the end of this item description.
As a reaction the current user of the Sihedron may cause the artifact to instantaneously transfer
itself to another attuned creature within 120 feet. The Sihedron teleports from the current user and appears behind the head of the target creature. As it does so, it unleashes a surge of
potent magic that affects both of these creatures, granting both advantage on all saving throws until the end of their next turn, and healing each creature of 20 points of damage. This transfer
occurs so quickly that it can grant advantage on a saving throw after the saving throw itself has been rolled, but must be done before the results are applied by the GM.
Likewise, the healing granted can occur in the instant before a creature actually takes damage from any source, which could heal a heavily wounded target before the additional damage renders it unconscious or even kills it. When the Sihedron is granted to a new target in this manner, the new target can automatically select which point of the Sihedron is ascendant,
even if the point selected is oppositional to the previously active point.
Each of the Sihedron’s arms contains an ioun stone embedded in a small receptacle. These ioun
stones cannot be removed as long as the Sihedron is whole, and they help to power
the following additional abilities when one of the points is ascendant.
The Save DC for all Sihedron abilities is 20, or a spellcaster's own save DC, whichever is higher.
1.Charity: Grants a +2 bonus to AC, and counterspell as a spell-like ability. Opposed by kindness and temperance.
2.Generosity: Grants a +4 bonus on weapon & spell attack rolls, and polymorph (self only, max CR 10). Opposed by humility and love.
3.Humility: Grants a +4 bonus on proficient Skill checks, and greater invisibility as a spell-like ability. Opposed by generosity and zeal.
4.Kindness: Grants a +8 bonus on weapon damage rolls, and ice storm as a spell-like ability.
Opposed by charity and zeal.
5.Love: Grants a +8 insight bonus on Initiative (DEX) checks, and charm person as a spell-like ability. Opposed by generosity and temperance.
6.Temperance: Grants fast healing 20 (this replaces the standard fast healing granted by the Sihedron), and Fear as a spell-like ability. Opposed by charity and love.
7.Zeal: Grants a +4 bonus on Concentration (CON) saves, +4 bonus to spellcasting checks (including any opposed uses of dispel magic, counrerspell, and spell attack rolls), +2 bonus to spell save DCs, and dimension door as a spell-like ability. Opposed by humility and kindness.
DESTRUCTION
The Sihedron must be crushed under the foot of the Oliphaunt of Jandelay while it is being used by a character who willingly allows himself (along with the Sihedron) to be so destroyed.
Xin was able to cause the Sihedron to break apart into its seven shards as a reaction. Doing so causes an explosive blast of magical power capable of laying waste to a huge portion of the surrounding landscape as well as instantly slaying Xin, his rune giant assassin, and many other occupants of his palace. This did not destroy the Sihedron, however, and once the artifact is reforged, no known force can cause it to explode in this manner a second time.
Timeglass (Minor Artifact)
Aura strong divination; Legendary.
Attunement Required; Weight 10 lbs.
DESCRIPTION
A timeglass appears as a 1-foot-long elongated glass bulb set
within a stand made of horacalcum. Within the bulb churns a
mote of pale blue mist—vapors extracted from strange flowers
that grow only in the Dimension of Time. A timeglass can be
used as if it were a crystal ball with true seeing, but also has the
ability to scry upon events in the past or future. When using
a timeglass to look forward or backward in time, a user can’t
specify what creatures are viewed, but does look upon someone
with whom the user has interacted before or will interact in the
future. It can be used in this manner only once per day.
If used to look into the past, the timeglass does one of two
things—it can reveal to the viewer a memory that’s been
forgotten or put an old piece of knowledge into a new context
(granting a +20 bonus on any one Knowledge check), or it
can grant a link to a specific person that character has met in
the past, allowing for a brief one-way communication to that
person. The recipient of this message generally interprets
the message in the form of a vision, or a strange prophecy,
or divine insight—the recipient does not know the message
is in fact from the future (as the timeglass distorts messages
to the past in order to preserve the flow of time and combat
paradoxes).
The timeglass itself determines whether it grants
a bonus on a knowledge check or allows a link to a past
mind.
When a timeglass is used to look into the future, the
effects are simpler—the viewer gains a brief vision of a possible
important event that will occur in the PC’s immediate future.
Memories of these events vanish as soon as they form, but
the user retains vague fragments of the memory, effectively
gaining the effects of a foresight spell for 24 hours.
DESTRUCTION
The timeglass must be carried back in time to the point it
was created, and must then be used to smash apart the glass
containing the mist before its creation is completed.
Nightmare Rod (Very Rare)
Requires Attunement
Aura strong illusion
Price 80,000 gp; Weight 5 lbs.
Description
A nightmare rod is a wooden rod with a smooth, purple, crystalline octopus clutching one end, its tentacles wrapped around the length of the rod and its bulbous body serving as a sort of mace head. Indeed, a nightmare rod can be wielded as a +2 mace. On a critical hit, a nightmare rod floods the target’s mind with horrific visions of nightmarish dooms that Stun the victim for 1 round if it fails a DC 13 Wisdom save. This is a mind-affecting fear effect. In addition, a nightmare rod has the following powers.
Once per day when the rod hits a living creature, the user can affect the creature struck with a phantasmal killer spell (save DC 13).
Once per day, the user can cast nightmare. If the recipient is awake when the spell begins, the wielder need not enter a trance (as he would if he had cast the spell)—the nightmare rod maintains its own sort of trance on the spell and automatically finishes casting the spell as soon as the recipient falls asleep. If the recipient does not fall asleep within 24 hours, the nightmare rod ceases attempting to cast the spell automatically.
As long as the wielder carries the nightmare rod in his hand, he is immune to fear effects.
Nightgaunt Mask
Very Rare, requires attunement.
Price 30,000 gp; Weight 1 lbs.
Description
A black, horned nightgaunt mask has two eyeholes but no other facial features. When the mask is worn, even the eyeholes vanish, leaving the wearer with no visible face at all. The wearer gains the advantages shared by the faceless nightgaunts on which the mask is based. The entire face of the mask functions as a sort of “eye,” allowing the wearer to see normally. The wearer also gains advantage on all saving throws against gaze attacks, and does not breathe (and is thus immune to inhaled toxins and scent-based effects). However, the wearer can’t speak, and therefore can’t cast spells or use items that require verbal components or command words.
Once per day, but only after wearing the mask for at least 1 hour, the wearer can summon 1d4+1 nightgaunts to do her bidding, as if by casting summon nightgaunt (range 30', 1 action, requires concentration) These nightgaunts remain for up to 1 minute, as per the spell. Alternatively, the wearer can summon a single nightgaunt that remains for 24 hours. She can communicate with and thus give orders to these nightgaunts via telepathy to a range of 100 feet. If the wearer removes the nightgaunt mask, any summoned nightgaunts immediately turn on her and attempt to carry her off and drop her from a great height before vanishing.
Nightgaunts can fly, can attack with claws and horns, and love to carry off victims while tickling them to death.
NIGHTGAUNT CR 4
CN Medium monstrosity (extraterrene) XP 1,100
Senses blindsight 120 ft. (blind), average Perception 14
Languages Benthic (can’t speak)
BASE STATS
AC 16 (natural armor)
hp 60 (8d8+24)
Speed 30 ft., fly 40 ft.
ABILITY SCORES
Str 16 (+3), Dex 17 (+3), Con 16 (+3)
Int 5 (–3), Wis 14 (+2), Cha 7 (–2)
TRAITS
Skills Perception +4, Stealth +5
Immune blinded, frightened, gaze attacks
Resist bludgeoning, cold
Carry Off A nightgaunt can fly at its normal speed while
carrying a grappled creature of Medium size or smaller.
Three nightgaunts grappling the same Large creature
can fly at their normal speed.
COMBAT ACTIONS
Multiattack The nightgaunt makes two claw attacks and
one gore attack.
Claw (melee weapon) Attack: +5 to hit, reach 5 ft., one
target. Hit: 1d6+2 slashing damage, and the target is
grappled (escape DC 13).
Gore (melee weapon) Attack: +5 to hit, reach 5 ft., one
target. Hit: 2d4+2 piercing damage.
Horrifying Grasp (melee spell) Attack: +5 to hit, reach
5 ft., one grappled living creature. Hit: The target is
incapacitated for 1 minute. At the end of each of its
turns, the target can attempt a Cha save (DC 11) to end
the effect early.
Runeforged Weapons (from RUNEFORGE)
Source Rise of the Runelords Anniversary Edition pg. 423, Pathfinder #5: Sins of the Saviors pg. 57Aura strong (two variable schools); Very Rare; requires Attunement.
Typically +2 bonus.
Description
During Thassilon’s height, many of the empire’s greatest soldiers, mercenaries, and arcane assassins wielded weapons infused with two allied schools of magic that worked together to grant the wielder additional prowess over practitioners of an opposing school of magic. Weapons steeped in enchantment and illusion magic, for example, held great power over wielders of transmutation. Such weapons were often banned in Thassilon, so wary were the runelords of their propagation, yet all seven kept champions and assassins armed with runeforged weapons targeting their enemies’ weaknesses in secret.
Each runeforged weapon opposes a school of magic. The wielder gains advantage on all saving throws against spells from the weapon’s opposed magic. All runeforged weapons are, to a certain degree, empathic. They enhance sin or virtue in those who wield them, so a fighter armed with a dominant weapon becomes more domineering than before, for example. Anyone attuned to a runeforged weapon takes a –2 penalty on all Persuasion checks, as her vices or virtues are magnified at the expense of personality. No weapon can have more than one runeforged weapon quality at a time, and a creature attuned to two runeforged weapons (even those of the same type) has disadvantage on all attack rolls, Wisdom & Intelligence saving throws, and skill checks, as her mind is constantly assailed by multiple empathic urges.
Each of the seven Thassilonian schools of magic is opposed by a single runeforged weapon quality—each of these being the combination of that school’s opposition schools. The seven correct component combinations and the type of runeforged weapon each combination creates are listed below. Note that the first name for each type of weapon listed is its sinful name— the second is the name a virtuous character can use to refer to the weapon. In any event, a runeforged weapon functions the same, regardless of whether it magnifies a wielder’s sin or virtue.
A wielder who is considered sinful or virtuous (see page 416) with the same type of sin/virtue as a runeforged weapon he wields becomes more aware of danger around him—gaining a +2 bonus on Initiative checks and a +1 bonus to AC.
The specific effects of each of the seven types of runeforged weapons are listed below.
Covetous/Charitable (opposes Evocation/Wrath): A union of conjuration and abjuration magic, a covetous weapon functions as a bane weapon (+3d6) against evokers and creatures with the fire subtype. As long as the weapon is wielded, the wielder gains fire resistance.
Dominant/Commanding (opposes Transmutation/Greed): A union of enchantment and illusion magic, a dominant weapon functions as a bane weapon (+3d6) against transmuters and against creatures with the shapechanger subtype. As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as polymorph or petrification) inflicted on the wielder per day.
Jealous/Trusting (opposes necromancy/Gluttony): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Miserly/Generous (opposes illusion/Pride): A union of transmutation and conjuration magic, a miserly weapon functions as a bane weapon (+3d6) against illusionists and creatures from the Plane of Shadow. The first three times each day that this weapon strikes an illusion, it automatically makes a dispel magic attempt (at +10 on check) to dispel the illusion.
Parasitic/Symbiotic (opposes enchantment/Lust): A union of necromancy and transmutation magic, a parasitic weapon functions as a bane weapon (+3d6) against enchanters and against creatures that are charmed, dominated, or otherwise under another creature’s magic control. The first time each day that this weapon strikes a creature under the effects of an enchantment spell, it automatically makes a dispel magic attempt at +10 to dispel the enchantment. If the attempt is successful, it siphons that energy into the wielder, healing her of 6d6 points of damage (hit points in excess of maximum are gained as temporary hit points that last for 1 hour).
Sadistic/Compassionate (opposes abjuration/Envy): A union of evocation and necromancy magic, a sadistic weapon functions as a bane weapon (+3d6) against abjurers and any creatures with an active abjuration spell effect. A sadistic weapon shrouds its wielder in an aura of mock magic—when the wielder is subjected to a dispelling effect, that dispelling attempt instead targets only the aura of mock magic. If the aura is dispelled, it replenishes again in 24 hours.
Tyrannical/Liberal (opposes conjuration/Sloth): A union of illusion and evocation magic, a tyrannical weapon functions as a bane weapon (+3d6) against conjurers and summoned monsters. The first three times each day that the weapon scores a critical hit against a creature with the extraplanar subtype, the weapon casts dismissal (at +10) at the creature struck.
________________________________________________________
EMPEROR XIN
Born at the height of Old Azlant’s power, Xin was heir to the one of the empire’s most influential families and was tutored and nurtured to be a powerful wizard from a young age. Wizardry came naturally to Xin, to the extent that he outpaced his lessons and grew bored and frustrated with what he increasingly saw as stifling traditions. Surely, he reasoned, there were other methods of manipulating magic than those Azlant’s wizards had practiced for centuries. Xin abandoned his lessons and traveled to distant lands, visiting the far shores of Avistan to the north and east of Azlant in his search for new insights into magical theory. Time and time again, he found the same thing: talented native peoples who utilized arcane magic in different ways (such as the crystal magic of the Celwynvian elves, the strange divinations of the nomadic Varisians, or the warrunes of the Shoanti) whose traditions were universally derided and scoffed at by the Azlanti as too primitive to amount to anything. Of course, the magical traditions that intrigued Xin the most were the powerful glyphs and runes utilized by aboleths, but even these were shunned by Azlanti wizards, who considered them taboo. Xin grew increasingly frustrated, recognizing an ugly form of racism in his Azlanti contemporaries. How could those who devoted their lives to the study of magic be content to discount the traditions and lore of another society simply based on their arrogant feelings of cultural superiority? It seemed to Xin that such attitudes only held Azlanti wizards back, and he increasingly lobbied for reform of these old, stilted, and outdated traditions. Unfortunately for Xin, the establishment resented his methods, and with his opportunities dwindling, the wizard began recruiting a larger and larger following of younger Azlanti who saw wisdom in his words. When Xin finally openly admitted that he had traded Azlanti methods with arcanists beyond the nation’s borders and had derived a new method of mastering magic that built upon the Azlanti virtues of rule as a template for the organization of wizardly specializations, Azlant’s ruling wizards gave him a choice: remain in Azlant but abandon his ridiculous cause, or accept exile from his homeland. Xin didn’t hesitate to choose the latter option. What Azlant’s leaders didn’t expect was for thousands upon thousands of Xin’s students and admirers to follow him into exile. Nor did they expect him to audaciously pilfer an artifact of tremendous power from his family vaults: a large, dark gem gifted to his family by one of the veiled masters—a “woman” named Ogonthunn (who, at the time unknown to Xin or the rest of Azlant, was in fact a monstrous abolethlike creature). Whether plucked from the seams of the Dark Tapestry like a heavenly jewel or stolen from the perfect city of Axis itself, the kettle-sized diamond gleamed within with the first uttered glyphs of creation. Daring to give voice to these primordial runes, he imbued the gem with life, planting it like a seed at the center of his capital and growing a living tower of gleaming crystal to symbolize the purity of the virtues of rule and his authority over all. Raising humans from barbarism might have been an idle amusement to Azlant’s secret aboleth masters, but for Xin, nurturing culture within his new subjects inspired creativity. Within the Crystal Palace of his new nation of Thassilon, Xin spent years in philosophical thought, elucidating at last the intricacies of creation from the elevation of his own subjects’ intellects. He founded monastic orders and established schools and other centers of learning to educate the Shoanti and Varisian nomads. Colonial villages soon blossomed into glorious cities that rivaled the gleaming spires of his homeland, and within only a few short years, a wild frontier was transformed into Golarion’s second great human empire. From his gleaming spire, Xin spent a nearly quarter century developing and refining the intricacies of Thassilonian magic, and his methods of specialization spread throughout his lands. It was during this time of his greatest output of creativity that he created the Sihedron. But as Thassilon grew, so did Xin’s responsibility to his empire, and he eventually began to resent the necessities of rule, believing they kept his intellect from the greater pursuit of expanding magical research. To alleviate this crush of responsibility, the emperor turned to the most powerful apprentices of his seven schools of Thassilonian magic and awarded them governance over seven portions of his empire, granting each the title “Runelord.” But Xin’s optimism was in part naivety. He failed to recognize the ugliest aspects of human nature even in his closest confidants. Lacking Xin’s virtue and vision, these newly appointed runelords harbored the virtues’ soured aspects, and each of the territories slowly turned into a corrupted reflection of the virtue it was meant to represent. Trusting to a fault and relieved of his imperial commitments, Xin remained largely oblivious to the increasing depredations of his runelords and turned his attentions to contemplation and creation. As the years progressed, however, Xin began to realize the true state of affairs in Thassilon. Paranoia beset him when he discovered many of his meals to be poisoned. Each attempted seizure of his throne made him more desperate, until finally he cast out from his palace the very subjects he had nurtured in his younger days. In their place, the emperor crafted clockwork minions of unquestioned loyalty. As the possibility of war arose, he labored to build a clockwork army to protect his empire and home. But Xin had grown old and feeble, and while still an unrivaled master of the arcane arts, he could not lead an army with a body crippled by age. And so he crafted a clockwork reliquary to house his soul and to serve as the commander of his mechanical army. But the transfer of a human soul into a clockwork body required an amazing amount of magic—more than Xin could command on his own, unless he dismantled his other great achievement, the Sihedron, and used the magic housed within its seven shards to augment the transfer from living flesh to living metal. This transfer would be a matter of great delicacy, for not only would Xin be distracted by the complex ritual— he would be without his greatest defense, for he knew the dismantling of the Sihedron itself must be the first step. It was a first step the runelords were waiting for. Well aware of the palace’s impregnable defenses and their emperor’s ambitions, the seven runelords waited with uncharacteristic patience to strike. They saw that Xin had poured too much of his power into the creation of his symbols of rule. They knew, just as Xin did, that he was overextended, and that for the old king to transfer his soul into his new clockwork body, he would have to extract some of his power from the Sihedron and even from his palace, weakening his defenses. So they watched and waited, and when they sensed from afar the crescendo of magical power, they struck by sending a loyal rune giant named Shasthaak through a portal into Xin’s palace. There, the giant moved to assassinate the emperor of Thassilon, but as Shasthaak struck the killing blow, Xin acted to ensure that none could claim his discoveries. He pulled from the delicate machinery of his clockwork reliquary one of the seven shards, and in so doing upended the growing power. Vast energies meant to transfer his soul to a new body instead burst outward, sundering his palace, slaying his would-be assassin, and destroying every remnant of his physical body in what could only be interpreted as the desperate suicide of a man out of options...
Following the death of Xin, with his clockwork armies inactive, his remaining loyal followers under Malassandra fought a desperate civil war against the traitorous Runelords, but despite her efforts they were defeated, and Runelord Sorshen imprisoned the Last Queen underneath what is now the Sunken Queen, using Malassandra's life energies to power Sorshen's own dark magics.
RUNELORDS
GREED
1: KALADURNAE –6480 ar to –6448 ar (male, 32 years)
2: FETHRYR –6448 ar to –6318 ar (female, 130 years)
3: GIMMEL –6318 ar to –6192 ar (male, 126 years)
4: LIGNIYA –6192 ar to –6040 ar (female, 152 years)
5: MAZMIRANNA –6040 ar to –5997 ar (female, 43 years)
6: AETHUSA –5997 ar to –5862 ar (female, 135 years)
7: HAPHRAMA –5862 ar to –5759 ar (male, 103 years)
8: KARZOUG: –5759 ar to –5293 ar (male, 466 years)
Gluttony
1: KALIPHESTA –6480 ar to –6258 ar (female, 222 years)
2: ATHAREND –6258 ar to –6150 ar (male, 108 years)
3: AETHUSA –6150 ar to –5822 ar (female, 328 years)
4: GOPARLIS –5822 ar to –5642 ar (male, 180 years)
5: ZUTHA –5642 ar to –5293 ar (male, 349 years)
Sloth
1: XIRIE –6480 ar to –6150 ar (female, 330 years)
2: ILTHYRIUS –6150 ar to –6105 ar (male, 45 years)
3: AZERADNI –6105 ar to –6008 ar (female, 97 years)
4: ZALELET –6008 ar to –5847 ar (female, 161 years)
5: KRENLITH –5847 ar to –5752 ar (male, 95 years)
6: IVARINNA –5752 ar to –5525 ar (female, 227 years)
7: KRUNE –5525 ar to –5293 ar (232 years)
Wrath
1: ALDERPASH –6480 ar to –6266 ar (male, 214 years)
2: ANGOTHANE –6266 ar to –6150 ar (male, 116 years)
3: XIREN –6150 ar to –5905 ar (female, 245 years)
4: THYBIDOS –5905 ar to –5779 ar (male, 126 years)
5: ALAZNIST –5779 ar to –5293 ar (female, 486 years)
Envy
1: NAAFT –6480 ar to –6442 ar (female, 38 years)
2: TANNARIS –6442 ar to –6360 ar (male, 82 years)
3: IVAMURA –6360 ar to –6301 ar (female, 59 years)
4: JURAH –6301 ar to –6150 ar (male, 151 years)
5: CHALSARDRA –6150 ar to –5966 ar (female, 184 years)
6: ESEDREA –5966 ar to –5796 ar (female, 170 years)
7: ZARVE –5796 ar to –5696 ar (male, 100 years)
8: DESAMELIA –5696 ar to –5489 ar (female, 207 years)
9: PHIRANDI –5489 ar to –5402 ar (male, 87 years)
10: BELIMARIUS –5402 ar to –5293 ar (female, 109 years)
Pride
1: XANDERGHUL –6480 ar to –5293 ar (male, 1187 years)
Lust
1: SORSHEN –6480 ar to –5293 ar (female, 1187 years)
A HISTORY OF THASSILON
Date Event
–6533 ar Xin and his followers are exiled from Azlant.
–6530 ar Xin and his followers arrive in Avistan.
–6501 ar Xin develops Thassilonian rune magic to match
the seven virtues of rule.
–6498 ar Xin creates the Sihedron as a symbol of his
mastery over rune magic and over Thassilon.
–6480 ar Xin appoints the first runelords to take care of
the day-to-day drudgery of rule.
–6479 ar Runelord Sorshen discovers the Everdawn Pool.
–6478 ar Runelord Kaladurnae discovers the strange
hexagonal structure known as Kaer Maga.
–6475 ar Runelord Naaft renames her land Edasseril,
taking the name from the loveliest Mierani elf.
–6470 ar Runelord Kaladurnae begins using Kaer Maga as
a prison colony.
–6466 ar Xanderghul becomes mythic.
–6453 ar Sorshen becomes mythic.
–6452 ar Runelord Sorshen reverse-engineers the
Everdawn Pool and builds the first runewell.
–6448 ar Xanderghul establishes the Cult of the Peacock Spirit.
–6421 ar The runelords create the first rune giants, and
using them, seize control of Thassilon’s giants.
–6420 ar The runelords send a rune giant to assassinate Xin,
who retaliates by using the Sihedron’s retributive
strike to destroy the rune giant and much of his
palace. The runelords seize control of Thassilon.
Malassandra imprisoned by Sorshen
–6410 ar Worried about the unrest in Thassilon and the
rise in power of its new ruling runelords, Azlanti
diplomats travel to Thassilon and attempt to forge
a treaty. They are threatened and turned away by
the runelords.
–6401 ar Runelord Xanderghul, with the aid of the other
six runelords, completes the Grand Temple of the
Peacock Spirit in the Kodar Mountains. Worshipers
from all of Thassilon’s nations are welcome.
Xanderghul establishes the Therassic Order as the
cult’s religious and scholastic core and the Order of
the Green Feather as its militaristic champions.
–6360 ar Runelord Tannaris and his son fight to the death;
all that remains afterward is the Sword of Envy.
–6355 ar Runeforge is created.
–6347 ar Sorshen creates Asheia, Sword of Lust.
–6344 ar Xanderghul completes Baraket, Sword of Pride.
–6335 ar Runelord Xirie begins construction of Sech Nevali
in eastern Haruka, intending it to be the greatest
of all the temples to the Peacock Spirit.
–6328 ar Xanderghul secures the linnorm Fafnheir as advisor.
–6310 ar Runelord Alderpash creates the first inverted giant.
–6308 ar Runelord Xanderghul creates his runewell.
–6301 ar Tensions between Azlant and Thassilon finally
come to a head with an invasion of Thassilon by
Azlanti armies. The conflict lasts several months
after Azlant wreaks havoc on Edasseril, where they
manage the capture and execution of that realm’s
leader, Runelord Ivamura. This public conquest
and execution galvanizes the other runelords,
but it’s not until later in the year that the ruler of
Shalast, Runelord Gimmel, conjures the Oliphaunt
of Jandelay to lay waste to the Azlanti army. The
Oliphaunt wreaks havoc on Thassilon as well, and
before it returns to whence it came, it devastates
several Thassilonian legions.
–6267 ar Alderpash approaches Baphomet for aid in
becoming mythic to keep pace with Sorshen and
Xanderghul, promising Sorshen as a sacrifice.
–6266 ar Alderpash betrays Sorshen to Baphomet, but
the plan backfires and Baphomet imprisons
Alderpash in the Ivory Labyrinth in the Abyss.
–6236 ar Alderpash becomes a lich but remains Baphomet’s
prisoner in the Ivory Labyrinth.
–6196 ar The secret of transmuting lead into gold is
discovered by transmuters in Shalast.
–6158 ar Transmuters in Runeforge create a golden
champion named Chellan.
–6155 ar A full 180 years after construction began, the
temple of Sech Nevali is completed. For a few short
years, the so-called Hanging Monastery becomes
the most famous and audacious structure devoted
to the Peacock Spirit. Enraged that the greatest
temple to the Peacock Spirit is not located in his
empire and that he did not build it, Xanderghul
begins construction of an even greater project—
the Castle of the Green Feather.
–6153 ar Chellan’s magical energies fade and the statue
becomes inert; her powers remain in the Sword
of Greed.
–6152 ar The Castle of the Green Feather is constructed.
–6150 ar The enmity between the seven runelords builds
to a violent schism that nearly leads to civil war.
–6143 ar The brutal Shoanti Garvok is the first to be
cremated by the Sword of Wrath in the arena
of Xin-Bakrakhan, after which the sword’s
explosion devastates the surrounding area.
–6120 ar The Sword of Sloth is created in Runeforge.
Runelord Ilthyrius is disappointed and murders
its creators.
–6060 ar Runelord Sorshen commissions the creation of
the Lady’s Light as a show of power and wealth.
–5836 ar Karzoug is born in the city of Malistoke during
Runelord Haphrama’s rule.
–5824 ar The ensorcelled azata princess Baraket is slain
by agents of the empyreal lord Chadali, and her
essence infuses the Sword of Pride.
–5809 ar Karzoug escapes slavery from his master Zinlun
and apprentices to the demon binder Thurbel.
–5802 ar Karzoug betrays Thurbel and uses stolen magic to
secure an apprenticeship to Runelord Haphrama.
–5786 ar Alaznist secures alliance with the qlippoth lord
Yamasoth and gains knowledge of fleshwarping.
–5784 ar Alaznist creates the first reefclaws.
–5782 ar Alaznist creates the first sinspawn; fleshwarping
lore soon spreads to other runelords.
–5779 ar Alaznist travels to the Ivory Labyrinth to consult
with Alderpash in her quest to become the new
runelord of wrath; the negotiations go badly
and the lich assaults her, but she destroys him
and claims his skull as a trophy before returning
to Thassilon to successfully complete her plans.
Alderpash reforms from his phylactery in his
prison, angrier than ever but still imprisoned.
–5759 ar With the aid of allies from Leng, Karzoug
overthrows Runelord Haphrama and becomes
runelord of greed.
–5758 ar Karzoug razes the city of Malistoke in an
attempt to erase from history all evidence of his
humiliating origins as a slave. He destroys the lair
of his first and most-hated master, the lich Zinlun,
but fails to completely destroy Zinlun himself. He
quarries the stone for miles around to build new
monuments; the Storval Deep is the result.
–5720 ar Alaznist creates the first of several Hellstorm
Flumes along the Rasp, at a location that would
eventually become Sandpoint.
–5701 ar Ungarato, a red-haired barbarian and master
of dragons, attacks an envoy of necromancers
en route to Runeforge, and steals the Sword of
Gluttony for himself.
–5658 ar Ungarato dies but rises as a graveknight; he
continues to wield the Sword of Gluttony.
–5642 ar Runelord Goparlis, distracted by failures to reclaim
the Sword of Gluttony, is betrayed by Zutha, who
then becomes the new runelord of gluttony.
–5620 ar Karzoug builds the Cyphergate.
–5530 ar Krune becomes the last high-priest of Lissala.
–5525 ar Krune becomes runelord of sloth.
–5418 ar Zutha creates the Gluttonous Tome.
–5410 ar Runelord Alaznist creates her runewell.
–5402 ar Belimarius imprisons the Runelord of Envy Phirandi
in a transparent coffin of force and replaces him,
installing Phirandi as a trophy in Xin-Edasseril.
–5353 ar Karzoug establishes Guiltspur as a sort of
“embassy” between Shalast and Leng.
–5319 ar Runelord Karzoug steals the Shard of Gluttony
–5294 ar Alaznist becomes mythic.
–5293 ar Earthfall. Thassilon is destroyed.
Belkzen, formerly the Thassilonian realm of Gastash (Gluttony). |
Hildas. Taiga Giant Warrior of Zutha (Huge) |
Thulos, Taiga Giant Lich, First Apprentice of Zutha (Huge) |
The Cinderlands around Kaer Maga, Realm of Sloth |
Flab Giant of Zutha (Large giant) |
Rune Giant, Gargantuan Giant (Jotun) |
Sandpoint Hinterlands |
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