Loric Vilesilencer's Henchmen
Alignment: All Henchmen must be Lawful Good
Elayne Sunhair

Wife of Loric. Ki-Rin. As the Ki-Rin is the symbol of the One Power and represents the Pacts with nature.
Carries the statue of Dameleon Giantfriend that allows one to exceed the racial limitations of one's class.
Loric is hoping she will be elevated to Tuen-Rin in the course of her endevours.
She has helped the Starrider in the creation of the Vow and saved the peoples of Avalon countless times.
Mother of the Children of Twilight.
Elayne Sunhair pays carefull attention to the behind the scenes goings on in Avalon and Manetherin.
She is Loric's behind the scenes invisible, ethereal eyes as to what the Dark One may be trying to conspire in Manetherin proper. She watches the councils and the three Realms for signs of the Dark One's influence. She has her own henchmen, some in the Clerics of Dawn, and others that are placed heavily in support roles in Manetherin. She seldom, if ever makes personal appearances. Prefering to use her mothering instincts in unseen ways.
When made aware of blackmailings by agents of the dark one, she uses her powers (magical, psionic, and spells) as well as her henchmen, to neutralize the secrets involved.
Onoccaision, she may be needed for the overt defense of Manetherin, usually when an evil dooer has penetrated the defenses of Manetherin and the councils or peoples stand in jeopardy. In this case she uses her many attack abilities - spells, magic, and psionics, as well as the full powers of the Ki-Rin to protect them.

Current mission: to protect Avalon's agents of good from overwhelming forces of Darkness. i.e. balance the scales
Danger Levels: High
 



 
 
 
 
 
 


GreyStead

mission: be Lorics symbol that he will return.
 
 
 
 
 
 
 

The Dragon Aes Sedai

Currently on mission to stop dimensional merging. What can be done on this side?
Sequentially go after each of Vader's resources in this dimension and take them out.

Current Mission: Stop dimensional merge
Danger Level: Highest










Solarian High Priest
currently on a mission with the Dragon Aes Sedai on stopping dimensional merge.
Danger levels:High








The Warmark of Avalon
Always has good leadership ability and good charisma. The warmark runs the army but always remembers its the common people that he/she is there to protect.  Excellent strategy.

current mission: defense of Manethrin against the forces of chaos, and the Aiel clans.
     will work with Head of the Fifth Union of Seekers (their forte = choas)

Danger Level: High
 
 
 
 
 
 

Head of the Fifth Union of Seekers
Helps decide the overall placement of seeker parties throughout shadow. Since seeker parties always make reports to their guild, these reports always make it up to the Union Head. A wellspring of information.

Missions: Gather information on the resources and machinations directing dimensional merge
           includes learning about the coming invasion by Chaos, the Aiel, and Vader.
          looking to gind ways to split Vader's alliance with chaos. place seeker parties
       will share info with the Warmark
Danger Level: low (seeker parties will be highest)
 
 
 
 
 
 
 
 
 
 

Magician in the Belgariad
The Magicain who serves Loric is normally simply the most religious Belagariad you find on the
council. Pretty hard as most Belgariad are VERY religious and could have a second as Cleric......
The major focus of this henchmen changes from person to person as do their primary fortes.
Current Mission: to investigate how to ammeliorate the effects of dimensional merge when it happens.
Danger level: High

 









Avalonian Soldier of Fortune
A high level hero who travels abroad and is well known.
It is a position that is earned by deeds and reknown. This position is heavily reguarded by Knightly orders who regard it as the highest honor ( ie THE hero of Avalon ). This is awarded for deeds by angelic hosts ( the Sunbriothers) and cannot be taklen thru combat. The Hero cannot hold any official office and is known by his Golden Eyes ( brings forth while fighting foes of Avalon).
The only other requirement of this henchmen position is they be very smart (not nescessarily wise)
(Lorics highest stat when he started was intelligence, not strength!, he still remembers this as a good choice).
Current Mission: stop dimensional merge
Danger level: Highest

 
 








Aes Sedai
Aes Sedai on Council
Focus is on Nature strand with heavy Prophecy
Heads the coucils overseeing of movements through shadow
uses animal messenger miracles, etc to gain information from the lands and communicate
has an animal network through shadow
uses prophecy to help predict movements through shadow and great environmental effects forsees environmental problems in Avalon
 The person in this position is known as "The Seer" and marked from birth ( three circles interlinked) as one is ready to assume position the other dies ( and knows of their appraoching rest). In terms of the succession, they do not make this known to anyone and wrap up loose ends for new person to come on. While heavily regarded by church, the Seer is never involved in Church and a few have been almost irreverant. The Solarian encourages free thinkers....

current mission: gather information on movements in shadow around Middle Earth.
send troups to interdict any shadow armies around middle earth from helping Sauron in middle earth during the Middle Earth war.
 
 








Adrianna, Ambassador of the Greylord

Manage the drow houses while Loric is away. Prepare for the comming war in Middle Earth.
 
 
 
 
 

Lyra Pentafate
Night Hag

Mission: To find out what is happening to the drow spirits once they die in Middle Earth, Follow their spirits?
Danger levels: ?
 
 
 
 
 
 

Garret Jaxx


 Mission: See that the drow houses follow the Greylords will as the Greylord would want it.
 
 
 
 
 

 The Directions

These are not considered Henchmen but they are Zealots.
When in the mountain, they recieve recon reports for each of their respective directions.
While around Greylord, they will cast Forget spells to Forget any information they do not need to know.
(Personal coversations the Greylord has with others, etc).
 

7th lvl fighters/7th level mages with 57 hp each.

A.C. 0 (-2 vs shadows)

Shadow Set of the Directions
    aka Shadow-wards

+3/+5 vs Shadows Longswords x2
x5 damage vs Shadows
x2 attacks vs Shadows

Dagger +2/+4 vs Shadows
-2/die damage caused by Shadows (0 damage possible)

Chain Armor +3/+5 vs Shadows
Immune to Strength Drain
Fly (only in pursuit of Shadows)

Helms
Sense Shadows 200'
Immune to Shadow related Fear/morale

other
hand crossbow, 13 apps sleep poison (save -4)
drow elven cloak and boots
 
 

West:  Neutral Good
dust of dissapearance (3 uses)
White Elfstones
Blue Elfstones
Ring of Free Action

East:  True Neutral
White Elfstones
Blue Stones (acts as Phylactery of Fauthfulness)
 

Spells Known: 1stx3, 2ndx2, 3rdx2
Magic Missile, Spider Climb, Shocking Grasp, Sleep, Message, Hold Portal
Knock, Stinking Cloud, Mirror Image, Inviso, Web, Forget
Fireball, Lightning bolt, Slow

Damage/Attacks agaist shadows:
4 attacks per round, x5 damage, +5 to hit/damage
(ave attack does 45 pnts damage, may do 180 pnts in a round)
take -2 per die in damage, and may fly when fighting shadows.
can sense shadows in 200', immune to shadow strength drain
on average may kill 4 shadows per round each

usually travel with shocking grasp and stoneskin,
will cast Mirror Image in combat if have enough time

Avalon

 


Aes Sedai
Warward The Eight Ajahs Belgariad
Battle Record

 
Shadows of Avalon Races of Avalon Culture of Avalon
Locations in Avalon Naming of Names Laws of Avalon
Travel Times Old Toungue Religion of Avalon
Monuments Book of the Unicorn
Monsters Book of Five Rings
The Solarian's Bible

 
 
 
 
 
 
 

ShadowsofAvalon

All shadows contingent to Avalon have a Sun aspect
( Solarian ) and a Shadow aspect (ie Vecna). While their traditions are
varied, they are all blessed by trhe Solarian as good. Some should be quite
unique and even shocking to the Fold of Avalon.

The seekers spend more time outside of Avalon than in..Avalon is a big place.
There is much wildland still in Avalon after 200yrs. Vast tracks of land exist where no man has seen.

There are 12 shadows immediately surrounding Avalon. To access five, you must pass through the Sea of Storms (impossible death ride) or thru Misma Swamp ( No one form the Comapny of the First Blood has yet returned from Swamp Shadow Walking, though many adventure IN the swamp with great success. Big XP's in
Fog Giants, you know...). The other seven have been explored.
 
 
Realm One Realm Two Realm Three
Realm Four Realm Five Realm Six:  Thre Great Shadow
Moods'shadow Jeffs shadow??need email
Committee on Shadow Movement

 


Realm One: Feudal World, less developed socially and but high in technological advancement. Spells top out at 3rd! Clerical Miracles at 5th. This world has
advanced gunsmithing ( Gatling Guns, Heavy Artillery and such ) as well as some telegrapph and trains but limited socila graces. They are split inot warring
kingdoms. Recently "bought off" by Avalon as wardens to preserve this shadow against outside invasion.

Realm Two: Sea World, many ocean going states, few land masses. All

Realm Three: Faerie Realm, high amount of Elves, Pechs, Herazi, and such ( due to Pech & Herazi presense in Avalon). Many dangerous parts...faeries
unpredicatable. Not technology but 10th level spells very possible. All beings have some innate magic.

Realm Four: Mountainous Realm...few tribes of men..hardy groups like Barabarians. Can be called in mighty horde by leader. Worship the Burning God of Fiery
Justice and fear the Dark Bringer of Lies. They are especially afraid of the Hand of Star, a avenging God of the Solarian who smites the fearful and unfaithful with
magic ( which they fear and hate. Not the Hand, for He is justice, but the method which has no honor).


Realm Five:    Feudal World, heavily addicted to Avalon...sister world. Kingdoms are small and scattered but enjoy Avalonian culture. Area is magic strong and
many Belgariad travel here to experiment with Shadow. Interstinfg side note, this world worships the Solarian but has another subsect who worships Mithdranir,
God of Magic, Philosophy and Song. All aspects of magic & technology same.


Realm Six:  Thre Great Shadow
On the main overland path to Avalon from the outer shadows, a great shadow
exists. It is defined by a great land with rough and jagged nearly impassable
mountains on either side with a great swath of plains followed by rocky
badlands in between. The planes and the badlands are interlaced with strong
rivers coming from the mountains and they have a general slope to them as to
make it is one has to climb up a great hill to get to Avalon. the mountains
are teaming with neutral self-adsorbed chaotic giants of all sizes who
dislike intruders to their realm and prefer to have nothing to do with
outsiders - good or evil. They, and their dragon and manticore pets make
crossing along the mountains nearly impossible. The planes below are
relatively flat and have little overgrowth. Displacer beasts, blink dogs,
large reptiles, and various rough creatures indigenous to these wilds fight
over the food here.
    As this is the main overland path towards Avalon from the middle and
outer shadows, several Shrines to the Unicorn spot the terrain as do a
number of Avalonian military forts. There are few, if any indigenous humans
or demi humans that call this shadow home. The terrain is marred and pocked
at places as if great wars had been fought here at one time. A number of
greatlyknown battle of the Knights of Sunsteel have been fought here and its
even rumoured that Saint Darnok led an army and fought here. To-wit, a
Temple to St Darnok and the Knights of Sunsteel exist in the center of these
planes on the edg

These are the shadows closest to the sun. This shadow is more along the line
betwee good & evil. When a walker emerges from here, he normally appears
near the Land-split.e of the badlands.
 
 
 
 

Realm Seven:    Jeff's realm...running on empty..need help.
 Avalon


The Moon Shadow
This shadow is defined by a reflection of the Pattern off of the silvery
moon. The reflection is dominated by the grand curve of the Pattern (fith
requirement) and the veil of simplicity. Hence, it is a shadow defined by
the faith of its peoples and the appearance of divine insights mirrored in
nature and natural law. The land itself is lush, with many lakes and ponds
and much foliage and natural growth. Some very unique berries and grapes
grow here in the moonlight which produce some of the areas unique and
delicious wines. The main continent in this shadow has an extensive desert
but only small mountain ranges. The indigenous peoples here are very
faithful. They have a large concentration of churches of the solarian and
Shrines of the Unicorn and their own special brand of religious monks (not
the martial arts kind). Their goverments are composed of elder councils
serving feudal lords. Women play a unique role in these countries - usually
holding many positions of descission making. They are reveared for their
ability to give birth and multiply and often take many husbands - moving
from town to town to mother families. When their number of children is high
enough, they will retire to a maner of a feudal lord and all their children
then join her increasing the feudal lords fold - but only after the lord
has successfully enticed the women by making their new home a good one.
        The culture lives mostly on subsistence farming and agrarian works
but gets a great deal of income by selling their unique foods and beverages
to avalon. Indeed, a large part of the population is composed of people who
have moved here from Avalon directly. It is a favorite vacation spot for
Avalonians and seekers. At one point the large immigaration of settlers
from Avalon wanting to move into the moonlight fertile valleys of this
place had coused a bit of consternation among the feudal lords here, and
after a time, a settlement was reached with Manetherin in Avalon - any new
avolonians wishing to move here and own land would have to petition
Manetherin and show how their movement to this shadow could be proved good
for the shadow, etc. thus with control over the numbers of emmigrees,
Avalon has maintained a very friendly relationship with this shadow.
        There are many taverns and inns in the towns here where people
traveling to or from avalon often stay. Beer and festival are common. The
people in this shadow really like this place but they do have a definte
avalonian influence on them. They are fond of stories of the Knights of
Sunsteel and Glen Finnan
        Additionally, many of the Priests of the Dawn trek down to this
shadow to share their thoughts and gain wisdom from the faithful here. They
have a good working relationship and the abbeys here often have Avalonian
cleric guests or send their clerics to Avalon (the churches in avalon see
that a fair bit of money comes out this way to the churches here (as well
as special caches of weapons just in case this shadow is invaded). The
desert in this shadow is known for its ability to produce strong visions
and clerics often come from Avalon on pilgramages.
        Many cultural traditions and customs reflect the faith of these
peoples. While not all nescessarily believe in god, most if not, do have
religious and spiritual feelings and customs reflect that. People here are
very tollerant of strangers religious beliefs - perfering to teach by
example and action. Other traditions include faith holidays, the unique
status of women and laws about not helping pregnant women or children.
(remmeber the feudal lords have to make all sots of laws to attract fertile
moms).
        The unique reflection of the pattern here off of the always full
moon gives this shadow special properties (as all shadows have). Magic user
and illusionist spells top out at 8th level here. Druidical spells top out
at 7th while clerical spells, like in Avalon, top out at 8th level.
Faith utilizing miracles such as Call Upon Faith, Draw Upon Holy Might, etc
work at double strength while spells that are terribly complex..ie high
(9th) level magic user spells dont work. other specifically complex magic
user spells such as Maze do not work either. The veil of simplicity rules
here. Spells or magics which grant intelligence to simulacrums, clones, etc
do not work here as well.
(remember loric didnt like making clones, etc).
   The Knights of Sunsteel do not like to travel here because it does not
want to draw attackes of the Dark One here. Its is often thought of a land
particularly blessed by the solarian. they can however often be found
protecting the borders (they do like to vacation at the edges of the shadow
to attract whatever might be coming in).
    The land does have some indigenous dangers...packs of displacer beasts
and blink dogs chasing eachother in moonlight. Some wyverns and manticores
from the small mountains.

Of the five shadows remaining, any "army" or being coming from the unknown five would have to navigate the Sea of Storms (impoossible, and has Kas's Undead
Castle on its shores) or 4 shadows thru the Swamp. The Swamp is very much watched,

Also, as an aside, about every 12-20 years the Trollocs come from the swamps and invade. They usually make it to the Lands-split and are stopped by as string of
keeps. A wall is being built, will take a few decades, to help stem this horde. About 10-20k Trollocs and backup Giants, trolls, Goblins, ect.

Also, Castle Kas has claimed an area 400 miles from itself and holds it with undead legions. No estimate available, but excess of 35,000. The Generals sees any
attack as futile in that it would require the mass of the Eoward leaving Manetherin vulnerable.
 

The Committee On Shadow Movement

In the Councils of Manetherin, they regularly hear from seeker
parties to address various things they find. The council, pushed by the
Worlds Of Men and others, have set up a commitee or group that watches
movement between shadows as far as they can see. An item woul dhave been
comissioned from the Belgariad that could allow them to watch and monitor
movements between shadows form a great distance. The people in this group
watch for large armies moving towards Avalon or from one shadow to another.
Also, part of it is their purpose to watch for new shadows that become
'shadow aware'. When a civilization in one shadow starts traveling to other
shadows in trade or exploration this civilization is termed shadow aware
(they are aware of other shadows). Its at this point that Avalon will send
out 'first contact' parties much as the federation does in star treck to
worlds that obtain warp capabilities.
        Members of The First Blood seeker company would be sent out with
perhaps Avalonian diplomat or more likely, some of that company are trained
and recognized as diplomats representing Avalon.
Their goal is to establish diplomatic relations with these new shadow aware
people. If they are good or neutral people will be asked to come visit
avalon if they are evil they will be warned about invading other shadows.
        Greyhawk has recently become shadow aware and Sultan has already
sent several of his henchmen to Avalon to set up diplomatic ties on his own
accord (you also know that he has accepted the vow).