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 Zuka of Telemnar, God of the Undead

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Zuka Telemnar

Zuka Telemnar


Posts : 2
Join date : 2011-05-05

Zuka of Telemnar, God of the Undead Empty
PostSubject: Zuka of Telemnar, God of the Undead   Zuka of Telemnar, God of the Undead Icon_minitimeThu May 05, 2011 11:40 pm

I. General Information

A. Name
Zuka of Telemnar

B. Titles and Nicknames
The King Beyond the Grave; The Lich King; God of the Undead; Lord of the Damned; Maggot Lord; The Destroyer of Worlds

C. Race
Lich

D. Gender
Male

E. Age
Unknown - beyond the dimly recollected time in the memory of the eldest Elves and Dragons

F. Alignment
Chaotic Evil (and then some)

G. Home
Unknown - it was probably destroyed long ago, anyways

H. Symbol
The Lich King's unholy symbol is a blackened skull erupting with green maggots. Inscribed into the skull's forehead is a red inverted pentagram. A pair of bloody scythes cross behind the skull.

II. Overview

A. Appearance
It seems you are looking at an ancient skeleton, blackened and brittled over countless millenia. At first, you pay it no mind. But then you notice it is dressed in garbs that seem fit for a king, and oddly enough, they appear relatively new compared to the ancient body. As you near the skeleton, you notice that it is wearing an obsidian crown and an amulet with a soul gem. A massive sword is laid across the skeleton's lap, and dagger is sheathed in the belt. You notice the sword's pommel glowing softly, then fades into blackness.

Your curiosity has gotten the best of you.

Two hellish red orbs flicker to life within the empty eye sockets. You're paralyzed in fear as the skeleton begins to move. A raspy voice, similar to nails on a chalk board, emanates from the skeleton, though its mouth does not move.

"Another mortal dears disturb the lair of the Lich King. You, too, shall serve..."

The last thing you remember is excruciating pain as your soul is ripped from your body to be devoured by the unholy being, and your body being warped to serve in undeath...

B. Personality
Secluded, dark, mysterious, and brooding, Zuka never forgets a grudge. He is a master of revenge, even if it takes many years to exact it upon those who inflicted harm upon him. Zuka will follow the law only if it serves his needs and will comply with another's commands if he deems it logical enough.

He has been observed to have an unfathomably deep hatred and loathing towards the living, especially those of good and/or lawful alignments. It is also known that he not only is capable of torturing and destroying souls through the most foul means of magic, he also enjoys doing so on a regular basis.

C. Important Others
None - they either died long ago or he killed them

D. Weapons & Items
The Harbinger - A powerfully enchanted yet cursed greatsword that serves as the Lich King's main weapon. It is bound to the Lich King for all eternity because of the curse bestowed upon it; should another attempt to wield it, the unlucky fool is instantly slain. The Lich King is capable of calling upon multiple spells from the sword. First is a bolt made of pure chaos energies, easily capable of corrupting or slaying a mortal, with a range of three hundred meters. The second is a cone of arctic winds and razor sharp shards of ice, slowing down and wounding unarmored foes, with a range of seventy five meters and thirty meters wide.

The third enchantment allows the Lich King to resurrect all corpses within a ten mile radius, but such power comes at a cost, weakening the Lich King from the effort. Thus, it is very rarely called upon except in dire situations. Finally, the last enchantment surrounds the Lich King in impenetrable anti-magic field ten meters in diameter. Any unwanted effects are instantly purged while the Lich King is fully healed. Again, such power comes at a great cost, and it can only be used sparingly.

The Harbinger also carries eight soulgems that can hold the essence of even a celestial. When a mortal or immortal is slain, Zuka can choose to capture their essence or not. This allows him to feed off of these souls, effectively healing himself, or store them for some later time.

Eh'Vritsu Dagger - A unique soulstealer dagger, wrought by his own hands and allows him to trap the victim's essence in it. The soul is then only removable by magical means.

Taeshalach - The very armor that the Lich King wears. It uses the souls of dead beings and transforms them into shades, giving them the additional ability to take on substance at the wearer's command. They can hide the wearer from detection, no matter the power of the spell or the keenness of the eye, and they can become solid and act as a shield for the wearer. This armor makes the wearer immune to death and necromancy spells and provides some protection against holy spells.

Crown of the Lich King - The obsidian crown that sits on the Lich King's skull is a dark, sinister creation. Constructed through means unknown to mere mortals, it is rumored to give the Lich King a larger arcane reserve to call upon. The crown also grants him vast telepathic powers over his armies and ensures that he will be able to effectively communicate with his armies and commanders at all times.

Gloves of the Lich King - Made by the Lich King himself, these gloves serve two purposes. The first enchantment prevents the Lich King from unintentionally dropping objects, particularly weapons. This makes it almost impossible to disarm the Lich King. The second enchantment grants him the ability to call upon a shield spell for a short duration.

Soulstone Amulet - An exquisite amulet that holds a red soulstone as a pendant and is one of Zuka's eight soulstones. The other seven are held by powerful and loyal liches given the noble task of protecting them for all eternity. These soulstones are the trinkets that keep Zuka's phylactery safe, for no harm can befall it while any of the soulstones remain intact.

Phylactery - The phylactery is the very stone that keeps Zuka's precious essence. Without it, Zuka would perish for all eternity, and for this reason he made certain it would be nigh impossible to destroy. While all eight soulstones remain intact and the Takrin staff separated, none could ever hope to destroy the stone.

III. Ability

A. Non-magical
The Lich King has few non-magical powers to speak of, though he was once a formidable swordsman early on in life.

B. Magical
Zuka's knowledge in the dark art of necromancy is vast and is the highlight of millenia of study. He is a little bit knowledgeable in the arts of fire, lightning (a branch of air), and ice (a branch of water), but these skills are severely lacking in comparison to his necromancy skills. However, in order to sustain himself and his substantial powers, the Lich King must feed off of souls, usually at a rate of one soul per eight hours. All knowledge that the soul had while still alive is transferred to the Lich King, though he is unable to learn complicated spells or rituals in this way. When left to his own devices, Zuka consumes eight souls a day, or one soul per three hours.

The Lich King also has several unique abilities when it comes to sight. The first is infravision which allows him to detect sources of heat. Second, he is able to see using True Sight, allowing him to see through almost all disguises. Third, he is able to detect living creatures as well as their alignments. Finally, he is able to see in any form of darkness, magical or not.

C. Immunities
The Lich King has both undead and divine properties. He is immune to cold and electricity attacks, polymorph (though he can do this at will), ability damage or drain, disease, energy drain, paralysis, petrification, poison, sleep, stunning, and mind-affecting spells. Zuka is also resistant against fire spells and has a very strong willpower allowing him to resist Turn Undead or Turn Evil spells.

Also, while Zuka's phylactery remains intact, he cannot be killed. Even complete destruction of his body cannot prevent this, as he can resurrect himself within a week or even possess his killer.

D. Weaknesses
Extreme weakness to holy magic and sunlight. He is weakened during the day, even while hiding in the shadows, but becomes powerful at night (more so during a new moon). He must also consume souls on a regular basis to fuel his powers, usually at a rate of one per eight hours.

IV. Religion
Overview
The Cult of Skulls worship all undead as an embodiment of the Lich King. Even the most humble animated skeleton is a symbol of his power and must be treated with respect. They are the protectors and allies of undead. Some choose a single undead form and revere it as a sacred icon of Zuka, while others seek to create new undead to serve the Lich King, or to convert mortals to his worship.

The clergy, called Skull Priests, dress in a massive mantle with a tall cowl that can be pulled up over their heads to conceal their faces. The heavy cloaks are black in color to represent the Lich King's dark soul, and crimson trimming to represent the innocent blood they and their master shed. All of their idols are crafted from bones.

Symbol
The Lich King's unholy symbol is a blackened skull erupting with green maggots. Inscribed into the skull's forehead is a red inverted pentagram. A pair of bloody scythes cross behind the skull.

Hierarchy
High Skull Priest/Priestess - The religious overseers of the Cult of Skulls.
Skull Priest/Priestess - The backbone of the Skull religion, these men and women work tirelessly to promote the Lich King's name.
Skull Acolyte - Acolytes are essentially the clergy-in-training.
Skull Cultist - A full-fledged member of the Cult of Skulls.
Skull Initiate - A recent convert who has yet to become an official cultist.

Initiation
To become initiated, one must complete the Five Trials.

Trial #1: Proclamation of Faith
An initiate must publicly declare the Lich King as their one and only god, and to forsake all others before him.

Trial #2: Subscribe to and abide by the Tenets of Membership

  • Never betray the secrets of nor dishonor the Cult of Skulls

  • Never murder or steal from a fellow cultist

  • Always revere any form of undead, for they too are servants of the Lich King

  • Always attend prayers, sermons, and rituals, unless physically unable

  • Partake in the Communion of Blood


Trial #3: Baptism in Blood
An initiate will be baptized in fresh virgin blood.

Trial #4: Mark of the Damned
Done in conjunction with the previous trial, a Skull Priest or Priestess will use their magic to create a permanent magical tattoo of the Cult's symbol on the initiate's left inner forearm.

Trial #5: Communion of Blood
The initiate will partake in the Communion of Blood. See below.

Communion of Blood
At midnight during every new moon, the Skull Priests are required to perform a ritual to glorify the Lich King's name. Every cultist is required to attend. A virgin woman is slain on the altar and drained of her blood. The Skull Priests bring her into undeath, invoking the Lich King's name, and share her blood as an unholy communion with their followers.

Prayer and Sermons
Cultists are required to pray at dusk, midnight, and dawn. Sermons are given every night at midnight, with new moons being the most important time of month.


Last edited by Zuka Telemnar on Thu May 05, 2011 11:49 pm; edited 1 time in total
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Zuka Telemnar

Zuka Telemnar


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Join date : 2011-05-05

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PostSubject: Spells   Zuka of Telemnar, God of the Undead Icon_minitimeThu May 05, 2011 11:48 pm

DISCLAIMER: The Lich King, despite being a very powerful spellcaster, prefers to let his minions do his bidding. He is adept to working behind the scenes and allowing subterfuge, secretive plots, and espionage to destroy his enemies without casting a single spell.

Armor of Darkness:
Zuka's favored spell, which causes him to become warded by a shroud of shadows. This shroud conceals his feature, any weapons he's carrying, and greatly increases his protection against holy spells and turn undead attempts.

Alter Form:
Allows Zuka to take on any form that he chooses, effectively changing his appearance, clothing, and even disguises his weapons. The spell lasts as long as he wishes.

Gift of Life:
So powerful is the Lich King's affinity with death that he can restore another being to life, no matter the condition of the body or how long the person has been dead.

Know Death:
By glimpsing at a creature, the Lich King can instantly tell the day, time, and type of death a creature will suffer.

Hand of Death:
Casting this spell instantly slays a mortal being so long as there is an unbroken line of sight between the Lich King and the victim.

Undead Mastery:
As the Lich King, this spell allows Zuka to have control over any and all undead he chooses, from ghouls to skeletons to vampires to liches.

Defile Touch:
This curse will, by nefarious means, reduce an enemy's chances of successfully healing or casting spells by half, significantly increasing the enemy's failures at casting spells.

Enfeeble:
This curse causes an enemy's strength to be sapped away in a matter of seconds until they are only half as strong as they were originally.

Enfeebling Blood:
This curses causes a group of enemies to be drained of their strength in just a matter of seconds until they are only half as strong as they were originally.

Faintheartedness:
This curse causes an enemy's attacks to be reduced in speed and tenacity, thus making their attacks weaker and slower.

Malaise:
This curse drains the energy (but not necessarily health) out of an enemy and adds it to the spellcaster’s.

Weaken Armor:
This curse rapidly decays armor in just a matter of seconds, turning steel and other materials into rust. This curse lasts for thirty seconds or until the armor has been destroyed.

Wither:
This curse rapidly degenerates an enemy's strength and their health, making them weak and wounded in a matter of seconds. This curse lasts for thirty seconds, but the effects must be removed magically or by natural healing.

Corrupt Enchantment:
Considered to be a very dark and insidious curse, it causes an enemy's magical enchantments to be corrupted with dark, demonic powers. If the enemy fails to react, the curse then quickly begins to corrupt the unfortunate victim.

Ulcerous Lungs:
The use of this curse is extremely evil and displays how little humanity the necromancer has left in him. Through the most nefarious means, the curse causes the arteries and veins inside of the victim's lungs to rupture, resulting in the victim drowning in their own blood.

The Ravish of Time:
Considered to be one of the more sinister and evil curses, this particular curse subjects the victim's body to the destructive force of time. Within seconds, the victim's body is aged by a thousand years, which can cause rapid death to short-lived mortals.

Rotting Flesh:
This dark spell allows a necromancer to cause a victim's flesh to rapidly deteriorate and rot as if it were a corpse buried beneath the ground for many decades. The results are devastating, as the victim loses most of their muscle mass and strength.

Contagion:
This spell allows a necromancer to cause an enemy to succumb to a disease that rapidly destroys the body. Within seconds, boils, cancerous tumors, lesions, blotches, seeping abscesses, and other disfiguring symptoms appear and worsen over time. If left untreated, the body's organs will shut down in a matter of hours.

Plague of Rats:
Summons thousands of diseased rats that swarm and attack helpless victims and, with the help of innumerable fleas, spread a deadly, highly contagious disease that kills its victims in a matter of days.

Plague Swarm:
Summons hundreds of thousands of locusts, flesh-eating carrion beetles, disease carrying flies and mosquitoes, and stinging insects such as wasps. This swarm is easily capable of destroying a town's food supply and spreading deadly diseases.

Desecration:
The very ground that the necromancer stands upon is corrupted and plagued, never again to grow plants or sustain life. The plagued ground is highly contagious and lethal to mortals.

Locate Remains:
This spells reveals the location of the remains of any victim simply by thinking of the victim. Unseen psionic magic will search for the corpse and reveal its location to the spell caster while also revealing nearby enemies.

Chill Touch:
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the necromancer makes a successful melee attack. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to flee in terror.

Improved Chill Touch:
When the caster completes this spell, a dark blue glow encompasses his hand. This energy attacks the life force and magical essence (if any) of any living creature upon which the necromancer makes a successful melee attack. Damage must be cured magically. This spell has a special effect on undead creatures, which causes the magic binding their bones to dispel.

Ghoul Touch:
When the caster completes this spell, a green glow encompasses his hand. This energy attacks the nervous system and life force of any living creature upon which the necromancer makes a successful melee attack. The victim cannot move or react while this spell is in use against them. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to self-destruct.

Animate Undead:
This spell creates the lowest of the undead monsters--skeletons or zombies--usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are released by the necromancer; the magic cannot be dispelled.

Hold Undead:
When cast, this spell renders immobile up to three undead creatures. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead can negate this effect. If the spell is successful, it renders the undead immobile for the duration of the spell.

Dark Pulse:
This spell is conjures a black bolt of force that unerringly strikes its target, as per a magic missile spell. This tiny black mote of energy corrupts the target's natural body systems, as concentrated Underdark radiation causes internal shuttering and rapid, erratic muscle movement. In addition, the caster can either have the damage occur instantly, or delay the damage. The last use of this spell will prevent most spellcasters from casting spells while they are suffering damage. Unlike the magic missile spell, a dark pulse is not stopped by a shield spell.

Preserve Dead:
This spell allows the user to prevent any number of bodies from rotting for up to three months or until it is dispelled. The corpse does not require any further attention once it is casted.

Ray of Fatigue:
This spell, when casted, projects an energy beam that will target and sap away the energy, strength, and stamina of a victim until they either become unconscious or are able to flee far enough away that the caster cannot reach them (usually beyond fifteen feet).

Shadow Drain:
When cast, a Rift is created between the Plane of Shadow and whichever Plane the caster is on through which many Shadows "lash out" at the target for just an instant. Unless immune to the affects of a Shadow's touch, the victim suffers moderate wounds and is prone to becoming warped into a phantom unless it is counteracted by holy magic.

Corruption:
This spell inundates the target with an emotional flurry of corruption and greed. A person who fails to stop all hostile actions against the caster will temporarily succumb to the temptations of dark power and becomes transfixed, lost among delusions of grandeur, and unable to take any actions for the duration of the spell. Successfully stopping hostile actions allows the person to be completely free of the spell's effect. After the spell expires, a person who was hostile in the beginning might be predisposed to favoring the caster. If the victim remains hostile, the target will hesitate for one minute before attempting any offensive move against the caster, his minions, or property.

Cause Blindness:
The blindness spell causes the victim to become blind, able to see only grayness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spellcaster can do away with the blindness.

Organic Disruption:
This spell allows the caster to strike at life-shaped creations and those who use them. When the spell is cast, a 10 ft. radius sphere of dark energy appears around the desired location and quickly fades. All life-shaped creatures within the sphere must flee or be slain instantly. Nonliving organic material such as wood and leather must be moved or it will crumble to dust.

Paralyzing Touch:
When the caster completes this spell, a red glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The victim will be unable to move or defend himself until the caster ends the spell, and the victim will be rendered petrified for several seconds after the spell has ended. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to flee in terror.

Ray of Paralysis:
This spell, when casted, projects an energy beam that will target and viciously assault the nervous system of a victim until they either become paralyzed or are able to flee far enough away that the caster cannot reach them (usually beyond fifteen feet).

Evil Glare:
This spell causes enemies to be petrified in fright and will be unable to attack or flee from the necromancer unless if the victim has exceptional willpower to resist the effects.

Detect Undead:
This spell allows the caster to detect undead simply by concentrating in a specific direction. Range is one hundred meters.

Control Demon:
By determination, a necromancer can break even the most stalwart demon to his or her will. As time progresses, this spell requires less and less effort as the caster becomes more successful at breaking demons' wills.

Infravision:
Always active, this allows the necromancer to detect heat emitted from bodies or other sources during the night. It is also the standard sight for necromancers, elves, orcs, and Drow at night.

Possession:
The necromancer's spirit temporarily leaves his body and attempts to possess another. This lasts until next sunrise or until the necromancer ends it. All of the possessed one's knowledge is transferred to the necromancer permanently, causing "amnesia" to the victim. Only one of stalwart will can resist this effect.

Preservation:
This spell can allow a necromancer to preserve corpses or other objects for an indefinite amount of time until dispelled or dismissed.

Energy Drain:
This spell allows the spellcaster to drain the magical essence out of a victim and regenerate his own stores.

Necropresence:
The presence of a powerful necromancer is a fearsome sight to behold, and it inspires his or her minions to fight even harder against an enemy. Every minion under the necromancer's control is given a large save bonus and can easily obliterate otherwise difficult targets.

Soul Trap:
By the darkest and most secretive means, a spell caster can use this spell to trap an enemy's soul (essence) into a soulstone, soul gem, phylactery, or other suitable container.

Life Transfer:
With years of training, dedication, and skill, a necromancer can learn to transfer his own soul to another suitable corpse or, if he dares, transfer the soul of victim to another body.

Soul Bind:
A necromancer of considerable skill can forcibly bind the soul of an unwilling victim either to an object (such as armor or a weapon), himself (to gain more power), or to any other living being. Soul Bind can also be used by a lich whose physical body has been destroyed (with the phylactery still intact) and seeks an alternative to possession or rebuilding a physical body. The result is similar to possession, but the victim's soul is infused into the lich's.

Howl of the Damned:
A shrill scream from the Lich King pierces through the air, threatening to rupture the ear drums of those who are close enough to hear it. Nothing can prepare them for the atrocity they are about to face: the undead Horde enters a frenzy and viciously feasts upon the flesh of all nearby enemies (dead and alive). The results are clear: a stronger, fully healed, and revitalized undead army ready to reengage in combat with the Lich King's unholy blessing.

Lightning Bolt:
Calling on the powers of lightning, a single bolt of pure electricity leaps from the mage’s hand and strikes his target with unerring accuracy. When the victim is struck by the lightning bolt, his or her body is overtaken by uncontrollable muscle spasms that renders him or her completely defenseless. If the spell is channeled, it can result in the victim’s heart burning out.

Chain Lightning:
Much like its Lightning Bolt counterpart, Chain Lightning creates a lightning bolt that hits its target, but then jumps from target to target. The spell will continue to jump from target to target if someone is within ten feet of a person being hit by a bolt. This spell is highly effective against marching formations.

Thunderstorm:
The spellcaster calls upon the full fury of nature with this spell. Anyone within a hundred foot radius of the spell is pelted by heavy rains, sleet, hail, lightning bolts, and hurricane force winds.

Earthquake:
A powerful spell that must be channeled into existence. The spellcaster can cause the earth to tear asunder or rise up violently. The more powerful the spellcaster and the longer he or she channels, the larger the radius of the spell.

Eruption:
Another channeled spell, the spellcaster lets loose the fury of the earth by causing magma to spew out of the ground and burn enemies to death.

Quicksand:
This spell can quickly turn solid ground into quicksand, hindering the movement of armies or individual people.

Mudslide:
This spell causes solid rocks, dirt, and stones to turn into mud in a matter of seconds. If the mud is situated on a hill, it can easily cause a destructive mudslide that can wipe out an entire village.

Flamethrower:
A simple yet effective spell, Flamethrower must be channeled by the spellcaster. Fire erupts from the tip of the mage’s finger and shoots out in a thirty foot long, ten foot wide cone.

Fireball:
Long since considered a mage’s favorite spell, this ball of fire is two inches in diameter and is capable of exploding on impact and burning through flesh and clothing alike.

Flamestrike:
This spell is designed for one purpose: clearing the way in front of you. The spellcaster calls upon a five foot tall wall of flames that is thirty feet wide. It shoots forward a hundred feet before dying out unless the spellcaster ends it prematurely.

Immolation:
Sinister in its intention, this spell causes a victim or multiple victims to combust into searing flames.

Fire Storm:
An improved version of the fireball, Fire Storm calls down a multitude of fireballs to crash around a specific area. The results are almost always devastating.

Antimagic Circle:
This spell creates a circle around the spellcaster that is fifteen feet in radius that negates all forms of magic. Only the most powerful enchantments or spells have a chance of resisting the negation.

Arcane Missiles:
A very basic missile spell that, if one chooses to upgrade, can become very deadly. Initially, the spell is three volleys of single missiles, but the Lich King’s training allows him to create five volleys of five missiles each. These missiles are unerring in their accuracy and are almost guaranteed to strike unless one counteracts with magic.

Arcane Ward:
This spell creates an impassible barrier that can keep intruders out…or victims in. It can be dispelled with enough skill and patience.

Counterspell:
When a spellcaster can properly identify a spell that his or her opponent is casting, it is possible to counter and negate it. This spell negates the opponent’s spell and prevents them from casting that particular spell again unless he or she casts a different spell first.

Silence:
This spell forces a victim to remain silent for a few seconds, interrupting any spells that require verbal commands.

Levitate:
A simple spell that allows the spellcaster to hover above the ground for a limited duration of time.

Portal:
This spell allows the spellcaster and his allies to travel from one location to another, whether it be another city, kingdom, or even plane.

Arcane Shield:
By calling forth the powers of the Arcane, a spellcaster may create a protective shield that absorbs both damage from magical spells as well as physical damage.
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