Thrones — Magic — Adanak Lithor Campaign Notes — Home last changed 5 October 2006 |
Magical thrones are typically created for use by the sovereign of a nation or city–state. Some are designed and used by a wizard for his own ends.
A few thrones were designed for specific individuals, and subsequent keepers have been forced to adapt the Bloodthrone of Khroes is one such throne but most are carefully and deliberately enchanted so as to be useful to anyone who sits on it.
Some of the older, more powerful thrones are sentient, and become increasingly accustomed to an individual keeper as the years wear on. This is particularly true with the Shadowed Throne of Voehrn, as its keepers often "enjoy" extremely long lives.
Common enchantments for thrones are those which allow their keepers to discern the presence and nature of dweomers (detect magic), alignment auras of individuals within sight (know alignment), and untruths told within earshot (detect lie).
In addition, the keeper of the throne often enjoys the following spell effects as long as she is touching the throne: friends, tongues, ironguard, and protection from evil/good (whichever is appropriate, or both in some cases).
Location: roams the Burning Lands, usually within one mile of a permanent gate to the Elemental Plane of Fire.
Keeper: Pyroclasm, a quasi–elemental prince imprisoned by the m'agieale and charged with guarding the gate.
Powers: elemental fire effects; command and banishment of elemental creatures.
Curse: must unleash elemental fire periodically; responsible for the spread of the Burning Lands.
Notes: not sentient.
Location: a small fortress on the icy upper slopes of Rliriyn ("ruh Leer ean"), known to its inhabitants as The Run.
Keeper: Longtooth, leader of the Khroes tribes of lupine elf–kin.
Powers: unification; domination; battle strength.
Curse: gradually increases keeper's bloodthirst.
Notes: definitely empathic, maybe sentient; indirectly influences the tribe.
Location: a series of tombs under the desolate northern wasteland of Dathenest.
Keeper: Xhrastein ("Shrass tane"), powerful lich and self–proclaimed lord of all undead.
Powers: creation and command of undead; augmentation of necromantic spell effects.
Curse: causes a (possibly false) sense of invincibility.
Notes: not sentient, but may function as a type of phylactery.
Location: the ethereal palace on the magical island of Nuirenal ("Nweer uh nawl"), known to other races as the Sinking Isle of Sethoris.
Keeper: Yrneiith ("Ear nayth"), Queen of the aquatic m'agieale of Adanak Lithor.
Powers: tidal & elemental water effects, aquatic animal control; large–scale augmentation of elven magics.
Curse: requires periodic exposure to all of the elements— if deprived of water, wind, sunlight, or earth, the throne decays.
Notes: sentient. some scholars of Myth Cedherid speculate that the throne somehow contains the intellectual presence of ancient elven sages and wanderers, who sometimes share their wisdom by possessing and speaking through nearby living creatures.
Location: the Halls of Twilight, in the Deor Isles.
Keeper: Jhathuaar ("Jath whar"), renegade elven sorceror and (apparently nominal) leader of the wizards of the isles.
Powers: climatic effects, augmentation of the keeper's spellcasting.
Curse: unknown, probably enhances paranoia and delusions.
Notes: probably not sentient.
Location: the buried halls of Oranesh, the palace of the ancient human Sorceror–King of Maghdoeran ("Mah door ann").
Keeper: Gnurthas ("Ner thus"), a quasi–elemental being charged with keeping the throne out of human hands.
Powers: domination; battle strength; polymorphing.
Curse: gives false visions of the future; encourages delusions of grandeur.
Notes: probably sentient.
Location: the royal palace of Augustus, the capital of the human empire.
Keeper: Vyrdr Krhn ("Vir Krin"), Emperor of the humans.
Powers: battle strength, resistance to magic; keeper becomes a master of battlefield tactics.
Curse: fate often seems to conspire against the keeper; induces paranoia; fosters sedition and then introduces bloody methods of crushing the rebellion. the throne was designed by certain m'agieale to keep the human population of Adanak Lithor low and magically weak, altho this fact has been concealed from all but the surviving conspirators.
Notes: sentient. The present keeper is remarkably cunning and resilient and has earned the throne's respect.
Location: unknown; reportedly brought to Adanak Lithor by the m'agieale but now lost to thieves or destroyed.
Keeper: unknown, if any.
Powers: creation/augmentation of large–scale elven biotic enchantments (mythals etc)... it is likely this is merely the sole remembered power in a longer list.
Curse: unknown; all secrets regarding the throne are apparently lost to modern sages.
Notes: probably sentient, may house the intellects of Seyreian (the first elven lich, born tens of millennia ago in a faraway world) and other former keepers.
Location: Vhoern, on the basalt plains against the towering Kerrungdehellor Mountains.
Keeper: Tigrn ("Turn"), Archduke of Vhoern and a very old warrior prince of the human empire.
Powers: suspension of aging and need for food/water/air/sleep; various spell immunities; augmentation of the keeper's mental faculties, perception, and divination spell effects.
Curse: immortality; leaving the throne for extended periods negates many of its powers and effects. eventually reduces the keeper to a shade–like existence, tethered to the throne.
Notes: sentient.
Location: the royal palace in the aquatic kingdom of Llash'lurroth.
Keeper: Salesh'lar ("Sallesh Lar"), King of the tritons.
Powers: unification; battle strength.
Curse: pride and utter self–confidence; keeper never questions morality of his own thoughts/actions/edicts, and tolerates no questioning from others, becoming subject to the throne's moral code.
Notes: sentient and oppressively lawful; takes an active role in ruling the kingdom through its puppet–keeper.
Location: the subterranean halls of Lual'sh'maurr, deep beneath the human city of Terresh.
Keeper: Hracchan ("Rosh shawn"), the lord of the shapeshifting andernech race, commonly known as The Unseen.
Powers: unknown.
Curse: unknown.
Notes: may be sentient.