Paragons of Darkness
Morgalmyth
Levels: 20-44
Experienced Role Players Only
Advantages
If Sired: If the paragon was corrupted by siring to become a Paragon of Darkness, inborn powers of the creature which sired the paragon replace Dark Paragon inborn powers. Paragon of Darkness paths, appearance, items, advantages, and disadvantages are not altered by siring however.
Bat-Like Wings When wings spread while using any power, power in enhanced by +3 d6, AC=Order Level, vs. magic and weapons. Wings are retractable.
Regeneration: base level 9, up to Level 50
Improved Stamina: +10, up to 50
Paragon Fortitude: 10, +5 per rank in order
Improved Willpower: +12
Immunities: Disease, Aging, Possession, Soul Destruction, Forced Time Effects, Forced Gate Effects, Normal Heat and Cold, Any spell they have been hit with twice.
Magic Adeptness: +4 Level bonus, can learn any of their Paths up to Level 44
Touch of Consumption: drains stamina, strength, or HP and enhances their own checks or HP by amount taken. Lasts until used.
Telepathy: anywhere within their world, vocal influence-Can project their presence through their mental voice
Immunity Emulation: They become immune to any spell or element they have been hit with twice.
Dark Riposte: unlimited counter attack which does +1 damage per level on blocks, and drains -1 stamina per hit.
Inborn Powers
Supernatural Haste: see inborn powers for specs, +1 HB per ace, does not stack, +1 AR per ace, does stack, +1 mvm per success on non-combat actions.
Metaphysical Senses
1-Identify Alignment: discover what alignment a subject adheres to.
2-Danger Perception: sense impending danger and enemies.
3-Sense Presence: detect the presence of life forms and what they are.
4-Energy Perception: identify presence of energies and what kind they are.
5-Aural Perception: sense moods and intentions.
6-Augery: must be in sight of subject. Learn 1 aspect of a subject's history, or one flaw, or advantage, +1 thing per ace.
7-Spirit Sight: see spirits that are present in an area that others cannot see without special sight.
8-Detect Curse: detect the presence of a curse in someone, an area, or object.
9-Identify Curse: identify what kind of curse is in someone, an area, or object.
10-Detect Magic: detect the presence of magic in or around someone or something.
11-Identify Magic: identify type of magic in an area, someone, or something.
12-Divination: see glimpses or visions of what lies ahead, is happening currently, or occurrences of the past. See Arcane statitics for details.
Divine Presence
Presence +2 d6
1-Persuade: influence target to believe +1 concept per ace.
2-Respect: gain the respect of others with +1 charisma per ace.
3-Awe: make others awed and easy to persuade with gain of +1 charisma and WP per ace.
4-Boost Courage: +1 per ace on WP, courage, constitution and all physical rolls for duration of +1 turn per ace
5-Shatter Courage: -1 courage and constitution per success
6-Stun Senses: -1 HB, -1 HB per ace, -1 per ace all mental checks
7-Valor: +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP, can affect anyone selected within sight of elf.
8-Petrify: 0 HB, -1 AR per ace, -1 Stamina per ace
9-Elven Majesty: great sense of awe, respect, and obedience overcomes those under this influence, boosts elf's wp, constitution, and charisma by +1 per ace, and heals elf by +100 HP.
10-Self Command: elf can resist any power which affects his will, body, or mind
11-Eminent Valor: called subjects in sight can resist any power which affects their will, body, or mind. +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP per ACE
12-Arch Presence: presence used emits at a higher level of power
Disadvantages
Susceptibility: to light and wizard attacks, both do double damage
Death Recovery Bane: inflicted with a curse, difficult circumstance, flaw, or principle advantage loss if killed more than 3 times transiently
Corrupted Alignment: All Paragons of Darkness have chaotic, evil, or neutral alignments, and only rarely chaotic good alignments. Once corrupted to become Dark Paragons, their alignment cannot reverse, only worsen or remain the same within these alignments.
Defining Traits: Paragons of Darkness cannot hide what they are or have become from Paragons once they make the shift to corruption, and those who know how to recognize them can also readily identify them, unless they have a power to cloak or hide what they are. Some elves may see them as a bane to be destroyed if they dare to oppose something so powerful.
Geis and Resurrections: A Geis is a Way of Death (WoD). Morgalmyth have limitless resurrections unless killed by their death contingency. Each way of death is re-ordained by O'Braugh Connemara, King of of Morgal Eshvah when these paragons fall into darkness. All deaths not suffered by their Geis is transient, although it makes each successive resurrection more difficult, or causes a reduction in power when they are raised, returning them to a former level. They might also suffer a curse of fate or trait flaw. Only by dying or being killed thrice by their Geis, are they unable to be resurrected.
Classes: Mage, Warrior Mage, other. If not completely corrupted; mage, guardian, advisor
Arcane Paths: Any but Path of Light, Path of Protection and Healing and Path of Arcane Wizardry
Appearance
Chaotic and Evil Aligned; Their eyes, including their whites, are completely black, their flesh ashen in color, leathery, and wrinkled, and their ears are misshapen. They have fangs and claws, and bat-like wings which are grey. Their hair is white as snow and they have either goat, ram, or bull-like horns, or antlers.
Chaotic Good or Neutral Aligned: their eyes are dark blue, they have brow horns, and their hair is white with silver or black streaks. They otherwise have the appearance of other Dark Paragons. if they become further corrupted their eyes turn black, they grow additional horns or antlers, and their hair becomes snow white.
Information
Once Elven Paragons, these beings fell from the grace of Annoria into the nether kingdom of Morgal Eshvah, or the Abandoned World, to become Paragons of Darkness. The only relics they have of their past life are the robes they last wore, and the magic items bestowed to them when they were paragons as they achieved each rank, and which they receive still. The odd thing about these items is that they are destined for each paragon as they reach a certain level, and though fallen, Paragons of Darkness continue to find these items as they attain the levels of their former orders. These items were and are often found, and only by them, when they least expect it. Each item harbors a unique power (+4 levels above their own level), which once suited their nature, calling, or goals of the past. These items often serve as reminders of their past life as Mythannor paragons, and the power of these items alone remained uncorrupted as they fell or even after their fall. Most believe that the gods Gwynn Eldras, the father god of Annoria, and Rhiaendegg, the mother goddess of Annoria, continue to provide these items to the Dark Paragons in an attempt to sway them towards good deeds. See table below for items.
Morgalmyth Magic Items
Define the powers of each item by making it relate to the path they would have followed before their corruption occured. Choose any spell from any spell book but those which are cruel. Staffs on the other hand simply increase whatever power they currently wield at +4 levels when that power is channeled through the staff and have one additional called (non-cruel) power.
Paragon Level
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Item
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Level of Item
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Levels 20 - 24
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1st Ring: Define Power
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Current Level +4
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Levels 25 - 29
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Amulet: Define Power
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Current Level +4
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Levels 30 - 34
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Circlet: Define Power
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Current Level +4
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Levels 35 - 39
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Sword: Define Power
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Current Level +4
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Levels 40 - 44
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Staff: Current Paths +1 Power
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Current Level +4
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Corruption:
When these elves became corrupted it resulted in them becoming paragons of Darkness. They either turned neutral, evil, or chaotic, or were sired as demons, devils, vampires, or another dark creature to become Paragons of Darkness, which is a kind of elven devil. Paragons of Darkness are in fact very rare.
If a paragon is only physically or nominally corrupted, to become a chaotic good or neutral Paragon of Darkness, they maintains their path in some manner, their eyes will be dark blue, they grow brow horns, and their hair will turn white with silver or black streaks. They otherwise change as all other dark paragons do. These chaotic good or neutral dark paragons are the rarest of all, and if they become further corrupted their eyes turn black and their hair snow white.
When they turned into Paragons of Darkness their powers were corrupted; wizardry became sorcery, healing and protection became necromancy, light became shadows, etc. unless powers were neutral. Dark Paragons can never again enter Annoria but dwell instead in the Abandoned World nether kingdom of Morgal Eshvah when not residing on Morashtar. A shift also occured in their understanding of the quantum weave of magic and they command their altered paths at the same levels as their previous paths. This change also altered their appearance; when this happened, their form was corrupted over a period of weeks, or as a paragon was sired as another creature. Their eyes, including their whites, turned completely black, their flesh became ashen in color, leathery, and wrinkled, and their ears became misshapen. They grew fangs, claws, and horns, their feathered wings became bat like and grey, and their hair turned white as snow. The light does no harm to them, but it repulses them as Paragons of Darkness, and they seek dark places to dwell; such as swamps, deep forests, dark castles, jungles, or caverns. They also tend to be turn nocturnal but not always.
Though Paragons are next to impossible to corrupt, nothing is absolutely incorruptible. Paragons of Darkness are proof of this fact. It showed in the fact that they frequently stepped off the path they followed. Emotions were often the factor which ultimately led to their downfall. Rage, Anger, Resentment, Envy, Hatred, Doubt, Lust, Hopelessness, Regret, Fear, and even attachment to others; the truly passionate or strong emotions came to be their worst enemies. When they lost balance in themselves, they placed themselves in danger of corruption. Once they abandoned their path completely, or became a demon, vampire, or other dark creature, corruption was inevitable. If any evil or corrupt deeds were committed in the process of losing their way, or if they became a creature of darkness, they became a Paragon of Darkness, at what time their alignments shifted to neutral, chaotic or evil. When sired, all their innate or inborn powers shifted to that of the creature they were sired as, otherwise their inborn powers shifted minimally to darken. Once corrupted they were no longer bound to any path of calling; a fact which some Paragons of Darkness felt freed by.