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    Resident Pointy Hat
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    Caden Law's Avatar

    Name
    Caden "Blueraven" Law
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Light blond
    Eye Color
    Blue
    Job
    Wizard for hire, freelance alchemist, translator, navigator, and archivist

    Hierarchy and Rewards for Xem'zund's Legions

    Nervous about rolling the dice against Xem'zund? Worried about the backlash from working for him? Afraid someone will tell you you can't do that? Worry no more. Here, you'll find a mercifully short list of Xem'zund's forces from the top down, along with some prompts and tips for how to write Xem'zund himself if you decide to use him anyway.

    The Forgotten One, Xem'zund
    Necromantic demigod in waiting, give or take a few thousand sacrifices. Xem'zund is an imposing figure, always seen wearing a suit of black leather woven with adamantine scales. His face is rarely viewed by the public: He wears a wrought black adamantine mask and a hooded black cloak when entering battle. His actual face is said to be that of Devon dan Sabriel, the last warrior who defeated him. As it's been years since Devon was last seen, few people are likely to know why this is important...

    The Death Lords
    Xem'zund's champions, generals and personal lieutenants. The Death Lords are as varied as anything you'll ever find: From undead elves to living humans, classical wizards to barbarian kings. Their motivations are just as diverse: Some were taken right out of graveyard soil to serve on the front lines and others were seduced with whispers of power from afar. Still others sought out Xem'zund and made fiendish pacts to serve him in exchange for power. Chances are, if you're confronting the armies of the Necromancer, a Death Lord is going to be at its head. Their power ranges from level 0 right through the roof. Change it around as much as you'd like. Any PC acting in service of Xem'zund is automatically considered a Death Lord, no matter their level or experience. Talk with a moderator if your service involves a power boost (though some are listed below as a starter guide).

    The Archivists
    Xem'zund's power is vast, and so is his knowledge. To preserve both, he employs a special cadre of minions known only as Archivists. Most are well-preserved undead of any species, but a visible minority are alive. All serve as batteries and databases for the Necromancer, and are connected to him directly through arcane means. They also serve as shields against curses aimed at Xem'zund or any of his Death Lords. Most Archivists dress in heavy purple vlince robes, complete with hoods that shade out their faces. Most Archivists carry a huge book strapped to their back; Xem'zund's personal grimoires. All are clamped shut and bear his personal heraldry, though their actual purpose varies. The precious few Archivists who don't serve as Xem'zund's personal libraries are usually found close to him or in the presence of a high-ranking Death Lord. With direct access to parts of his knowledge and power, they make for formidable spellcasters.

    Minions
    Need to know what kind of things Xem'zund can throw at you? Here's a quick list of what's been seen to date. Feel free to go beyond it as much as you'd like.
    - Zombies (shambling corpses and plague-infested running zombies alike; mostly employed with battered arms and armor as front-line troops. Quality varies)
    - Ancient Dead (Undead Elven Warriors from ages past. Slaved to Xem'zund's will, but otherwise sentient and experienced; usually seen as shock troops or cavalry)
    - Undead Warriors (Super Zombies able to use weapons, think similarly to wild animals and take huge amounts of punishment)
    - Undead Trees (Raiaeran Trees uprooted and corrupted, often wrapped in barbed wire and left to march into battle on their roots)
    - Corrupted Spirits (Spirits working in Xem'zund's service, ranging from intangible spies to ectoplasmic warlocks)
    - Harpies (Description varies; the ones seen at Eluriand were women with huge bat-wings instead of arms and large eagle's claws instead of feet)
    - Demons (Ranging from succubi familiars to stand-alone monsters; often found in the company of Death Lords)
    - Giant insects (Spiders, worms, etc.)
    - Corrupted animals (Undead animals included)
    - Plagued Humans (Men and women carrying the magical equivalent of zombifying ebola; not quite dead yet, not necessarily pledged to Xem'zund, but still serving him whether by intention or foolishness)

    Gifts of the Necromancer
    So now you know the gist of what Xem'zund's army consists of. You know you can join it. you know you can outfit yourself or your enemies with things taken or earned from it. Keep in mind that those working for Xem'zund will have to clear their 'rewards' with a moderator. Those looting a dead body just have to earn it with a judgement at the end of a quest. Outside of that, you can take the Gifts by any means you see fit: With a pact, as an unholy favor, or a cursed necessity for longer term plans. It's all fair game.

    You should also keep in mind that the things listed below are not the only possible rewards for dirty deeds done in Xem'zund's name. You can always create something else.

    Necromancer's Eye
    Xem'zund's personal symbol. It resembles a gemstone inset with bloodied human eyes. When put in place on a flag or shield, the eye is often put at the tip of a scepter or wand. The Eye has a direct impact on people: It comes with a fear effect that can cloud the minds of the unprepared (NPCs from level 0 to 3, usually). It also serves as a mild booster to Necromantic or Infernal spellcasting.

    Armor of Champions
    Extremely durable armor forged from an unknown metal -- probably some alloy based on dehlar and mythril. Varies in style from full knightly plate to stylized samurai, but all Armors of Champions are colored some combination of red and gold. Partial armor is also available at a lesser cost. Ideal for warriors.

    Archivist's Robes
    Durable vlince robes, heavy and effective protection against both the elements and a freedom fighter with a sword. Archivist's Robes are dark purple with hoods and an underlayer of steel chainmail enchanted for silence. The Robes generate their own shadows so that when the hood is up, the face of the wearer cannot be seen. An adept caster could further channel this power into Shadow Magic.

    Dead Blade
    A common side-arm among Death Lords and, sometimes, more elite minions. Dead Blades are corrupted Damascus weapons, ranging from simple daggers to heavy-duty claymores. Their blades are white at the edge, turning green and black as you near the core. They give off a diseased look and leave the air chilled in their wake. Dead Blades are enchanted to deliver a powerful necromantic poison upon piercing a foe, and can sometimes reduce a fit person to an undead zombie within hours. This is especially true of NPCs, level 0 to 3. PCs can resist the poison to an extent, but can only overcome it with the aid of good rest or a healer.

    Demonic Familiar
    Your very own pet(?) demon to be summoned at your whims for who knows what! Familiars granted by Xem'zund range from succubus concubines to demonic hellhounds ridden like war-horses, and more besides. The blazing inferno's the limit. The only real catch is that no Familiar can ever exceed your current level, though they can scale along with you. If you leave the Necromancer's service, they might come with you...even if only to rip your throat out.

    Acidbane Striker
    Any type of blade or lashing weapon, including whips. Most commonly found in the form of barbed whips and fencing rapiers; a favorite among more sadistic Death Lords. The blades and barbs of Acidbane Weapons are forged from a toxic, corrupted form of plynt called visrill. The corruptions and enchantments laid into visrill cause it to constantly corrode anything it touches, save for glass and specifically treated forms of leather and cloth. When wet, either with water or blood or something else, an Acidbane weapon generates small amounts of sulfuric acid. Despite this, Acidbane weapons rarely lose their edge.

    Blackstaff
    The weapon of choice for any spellcaster entering into Xem'zund's service. A Blackstaff starts out as its namesake: A simple black staff fashioned of recolored Akashiman redwood, reinforced on two sides with blackened steel strips. The strips feature multiple sockets, while the staff is capped at each end with solid steel. Initially useful as a weapon of defense, the Blackstaff can be upgraded as time goes by, making it more useful for defensive or offensive spellcasting and melee combat. Upgrades are as followed, and generally have to be earned one or two at a time. There are four pairs of sockets along the staff's length.

    The Bloody Eye: A demonic eye encased in a red gemstone. Grants improved sight in any condition, and allows the wielder increased range of spellcasting. Fits onto one of the caps, and serves as the Blackstaff's "head."
    Spear Blade: A steel spearblade, curved or straight-tipped. Can be further upgraded to serve as a Dead or Acidbane weapon. Fits onto one of the caps.
    Halberd's Head: A steel halberd's head, combining an axe-blade with a spear's tip and a war-pick on the back side. Can be further upgraded to serve as a Dead or Acidbane weapon. Fits onto one of the caps.
    Xem'zund's I: An I-shaped hammerhead that fits onto one of the caps. Made from steel, usually covered in spikes, flanges or domes.
    Core of Petrified Bone: Enchanted into the core of the Blackstaff. A Core of Petrified Bone provides a huge boost of power to necromantic spellcasting, allowing even a barely trained disciple to command dozens of undead with precision. Useful for casting curses as well.
    Core of Liviol Ash: Enchanted into the core of the Blackstaff. A Core of Liviol Ash gives the Blackstaff increased power over fire, especially hellfire. It's also good for generating bonechilling cold and defensive magic.
    Core of Dragonbone: Enchanted into the core of the Blackstaff. A Core of Dragonbone is absolutely ideal for melee combat, as it lends structural integrity and magic sturdiness to the already durable Blackstaff. This can also be useful for a single type of elemental magic, chosen when the Dragonbone is enchanted into the core. Available elements are Fire, Water, Wind, Lightning and dead Wood.
    Tainted Silver Bolts: Two at a time, fit into a pair of sockets along the staff's length. Tainted Silver Bolts are ideal for breaking through holy barriers and disrupting clerical spells. They also bear a certain, distasteful effectiveness against lycanthropes and angelic beings.
    Sealed Visrill Bolts: Two at a time, fit into a pair of sockets along the staff's length. These visrill bolts are sealed using a form of extremely sturdy glass rendered molten during the insertion. They give the Blackstaff's wielder improved power over magicks that cause poison, decay or speedy death. A martial Blackstaff user might want to formulate melee spells that allow them to corrode enemy weapons (and armor, and bodyparts...) on impact.
    Quickened Mythril Bolts: Two at a time, fit into a pair of sockets along the staff's length. Ideal for a melee Blackstaff wielder. Quickened Mythril Bolts increase the speed of the weapon, making it better for use in melee combat. They do not effect the speed of the wielder or spellcasting speed. Each pair of Quickened Mythril Bolts gives the Blackstaff a 25% increase in speed. The effects stack (One pair is 25%, two pairs are 50%, etc.) They do not interfere with Blessings.
    Obsidian Stone Insets: Two at a time, fit into a pair of sockets along the staff's length. These are favored by Necromancers, as they offer a boost to the power and speed of Necromantic, Infernal and otherwise Black magic spellcasting.
    Jade Stone Insets: Two at a time, fit into a pair of sockets along the staff's length. These are favored by melee and magehunting Death Lords, as they allow the Blackstaff to disrupt and deflect any level of magic less than the wielder's own. Any magic of equal level to the wielder's own may be partially blocked or deflected (some of the damage will still bleed through). The only way to counter a spell above the level of the wielder is two have multiple sets of Jade Stones; two sets and you can partially block spells from someone one level above you, three sets and you can partially block spells from someone two levels above you, four sets and you can partially block spells from someone three levels above you. The number of sets does not affect how well you block spells from someone with a level equal to your own.
    N'jalian Spidersilk Wrappings: Wrapped from end to end, beneath the steel strips. N'jalian Spidersilk grants the Blackstaff increased power over shadow and poison. It cannot be used with any other wrappings.
    Young Dragonhide Wrappings: Wrapped from end to end, beneath the steel strips. Young Dragonhide Wrappings are rumored to be harvested from undead dragons in Xem'zund's employ. They can be enchanted for added protection against a single element: Fire, Water, Wind, Lightning or living Wood. Cannot be used with any other wrappings.
    Tainted Deerskin Wrappings: Wrapped from end to end, beneath the steel strips. Tainted Deerskin Wrappings provide the Blackstaff's wielder with added power over the natural realm, easing corruption and helping to counter nature magic. Cannot be used with any other wrappings.
    Undead Flesh Wrappings: Wrapped from end to end, beneath the steel strips. This is culled directly from the recent undead, refined into proper leather and enchanted. Undead Flesh Wrappings cause the Blackstaff to generate bursts of cold upon impacting an enemy, useful for stunning or slowing a foe down in melee combat. They also bolster power for Necromancy and Ice magic. Cannot be used with any other wrappings.

    Blessings of the Necromancer
    A much less tangible gift than others. Xem'zund's blessings enhance the body and mind, be it strength, speed or magical prowess or something else entirely. There are five levels of Blessings. A higher-level Blessing will always replace a lower one. The first Blessing may be free, chosen as part of a pact with the Necromancer, but all others have to be earned through quests or battles specifically fought in Xem'zund's name. If you ever leave the Necromancer's service, the Blessings are unless you can find a higher power (such as a Thayne or another Forgotten One) to replace them.

    From least to greatest, Blessed levels are...
    Lesser: A 25% bonus over what you'd be capable of at your current level.
    Average: A 50% bonus over what you'd be capable of at your current level.
    Greater: A 75% bonus over what you'd be capable of at your current level.
    Favored: A 100% bonus over what you'd be capable of at your current level.
    Champion: A 125% bonus over what you'd be capable of at your current level.

    The areas Blessings effect are:
    Speed: How fast you can move, whether on foot or in the air. This does not effect spellcasting speed or reaction times in a fight. It does not effect healing.
    Strength: Your physical strength. This does not effect the power of your spells. It does not effect toughness.
    Toughness: How much punishment you can take. This includes physical attacks, spell damage, poisons and so on. The tougher you are, the faster you can heal.
    Magical Power: Any kind of magic power. This is a boost to the offensive and defensive power of your spells or abilities. It does not effect spellcasting speed or what spells you know.
    Magical Lore: Any kind of magical lore. This translates into increased talent and understanding of magic, especially the darker kinds of it. The higher your Lore Blessing, the more spells you'll be able to learn. This also increases spellcasting speed, and gives you an increased ability to disrupt the magical abilities of others.
    Warrior's Skill: The counterpart of magical lore. This amounts to increased talent and understanding of physical combat, especially in the use of swords and spears. The higher your Skill Blessing, the more dexterous your techniques and counters can become. This also gives you better reaction times.

    Prompts
    So. You know the deal now. So how do you get started? That's where the prompts section comes in.

    If you want to serve Xem'zund...

    ...have him or one of his minions give you an offer you can't refuse.
    ...seek him out, or seek out a Death Lord or Archivist. Feel free to create as many as you need!
    ...have him or one of his minions whisper into your dreams, corrupting you from afar.
    ...find a Noble Reason to do a very, very Bad Thing. Remember: Xem'zund isn't the only Forgotten One, and it's anyone's guess as to whether or not he's the most powerful.
    ...have your character die and be brought back to (un)life in his service. Nothin' says character development like Oh crap I'm dead!

    If you want to oppose Xem'zund...

    ...look for some kind of counter to his Necromantic magicks.
    ...join in the defense of Raiaera's cities and forests, all of which are under siege to some extent in the FQ.
    ...conduct your own guerilla raid against Xem'zund's supply lines. Destroy graveyards, assassinate Death Lords -- do what you have to!
    ...help evacuate civilians by defending Raiaeran refugee convoys.

    If you're already serving Xem'zund...

    ...see the stuff the opposition could do? Throw a monkey wrench in it. Counter insurgencies, strike at fleeing refugees, lay waste to towns, forests and cities, and prove yourself invulnerable to assassination by any means necessary!

    If you're playing with a person from the opposing side, work with them to set up a long term goal right from the start. This will give you both something to work towards. Establish some ground rules for bunnying and hitting the godmode button. Use NPCs as heavily or as sparingly as you'd like. There's really no wrong way to roleplay except for shutting the other guy out.

    Tips for writing Xem'zund in person
    There are just a few things to remember. Xem'zund is a coldhearted evil overlord. He's not quite an over the top megalomaniac. He doesn't do the Evil Laugh and he has a habit of picking reasonably competent minions. He doesn't stop to gloat. He kills without mercy and he's not one for long-winded speeches. He has no problems doing his own dirty work. The Death Lords are mostly there so that he doesn't stretch himself thin this time.

    His powers are insane. As a Necromancer with enough skill and experience, raw power and immortality to lay waste to an entire nation on his own, Xem'zund is not the kind of person you can take on without some serious back-up. Even if all you've got is plot on your side, make it count. The last time he was killed, a plain warrior pulled it off with nothing but a steel sword and some help from his friends. It's possible, but it's a long shot.

    He's cut deals with gods. Nobody really knows which ones anymore; it all happened eons ago. The deals left him with immortality though. Whenever someone manages to kill him, Xem'zund returns wearing their exact likeness.

    There are no absolutely guaranteed ways to kill him for good at this time. Maybe you can come up with one, but nobody's going to know if it'll work until Xem'zund drops dead and doesn't get back up. Even we don't have the answers on that one. We don't even really know how he resurrects after each death.
    Last edited by Caden Law; 10-06-08 at 08:09 PM.
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