ZAXI MCRILL
The Usurper of Pallin
Parliament Member from Alfland
and (would-be) Interim Prime Minister, succeeding the (soon to be) Late J. Corkhill



Parliament Member Zaxi McRill, receiving petitioners in his Saqqan estate

~Background~

Zaxi first came to prominence in Pallin several years back, when he joined a group of adventurers in solving a serial murder case unlike any other that the Pallinite public had ever seen.

Where Zaxi's story truly begins, however, is on the island of Alfland. The youngest of three sons in the McRill household, Zaxi lost his father Lindi when he was only a child, and was raised by his mother Grynda (a Priestess of Sehanine Moonbow) and his uncle, a ranger and famed adventurer named Kyl. Zaxi's siblings took well after their parents: Keanna, the eldest and Zaxi's sister, followed her mother and became an initiate at Moonbow's temple. Arpok, Zaxi's older brother, joined Kyl and became a warrior and adventurer just like his father.

Zaxi's interests laid in neither of these paths, however. When he was a youth, he recalled the Pallinite occupation, and rather than feeling resent toward the humans who had come to rule over Elvendom, he was struck instead by fascination and envy. Surely if a human could wield such power, Zaxi -- an elf -- could as well. He decided then and there that he would one day pursue politics in Pallin -- and pursue it to the absolute height of power possible.

When he came of age, then, he left Alfland and moved to the city of Pallin. There he fell in with a gangster named Dr. Fedaldi, and through him began making connections about the city. It was through Fedaldi that Zaxi first learned of the Midnight Slasher, the name that the folk in the pubs had given to the perpetrator of a string of brutal murders directed against the city of Pallin's prostitutes.

Zaxi signed on with a party of adventurers hired by Fedaldi to look into the matter. Among these adventurers was Jimmy Corkhill (who would later become Prime Minister), and Jade Garden, a woman from Iiso with whom Zaxi would fall in love.

Zaxi thought, correctly, that bringing down the Slasher was just the thing to earn him instant fame, both in Pallin and back home in Alfland. Fame, as Zaxi now knew from being among humans and observing the way that their democracy worked, translated into positive opinion, which could then be parlayed into votes.

Though the party did not apprehend the Slasher, they did confront him rather dramatically on Pallin Bridge, over the River Phane, and caused him to fall into the icy waters. For their bravery the heroes were lauded as champions, and when Zaxi returned home to Alfland he began almost immediately to form his campaign for office. Two other members of the party -- Jimmy Corkhill and Cuthbert Brown -- had similar designs, and in the next election cycle the freshman class of Pallin's parliament contained three men who could boast of defeating the Midnight Slasher.

In time, Jimmy Corkhill proved to be a popular figure in Pallinite politics. His rise was meteoric; he ran for PM with only a single term in office under his belt, and ended up winning in a landslide. Zaxi watched Corkhill's success with a mixture of awe and jealousy: Zaxi had plotted and planned carefully to get where Corkhill had gotten, and by all accounts both men had taken the exact same path. That Corkhill would succeed so quickly irked Zaxi. Further still, the Pallinite King was steadily withdrawing from public life and entrusting more and more power to the office of the Prime Ministry. Seeing Corkhill's popularity only increased the King's willingness to shed more of the powers of the crown and invest them into the evolving democratic organs of state. In no time after his election, Jimmy Corkhill had become the most powerful elected executive in Pallin's history.

As he stewed over Corkhill's success, Zaxi came into contact with three other men: Ioronius Mierlen, Tristan Dragonbane and Taylor Liege. Between the four of them, they concocted a plan that, Zaxi realized, was the ultimate fulfillment of his designs of power.

And so the plan to assassinate Jimmy Corkhill and succeed to the Prime Ministry first took shape.


~Known Lieutenants~

Zaxi's lieutenants span across the globe, from Pallin to Iiso to Saqqa and the Far World.

Jade Garden- Less a lieutenant than a partner, Jade is Zaxi's betrothed. They have put off their wedding until Zaxi is affirmed as Dictator by the Parliament (which will happen per Zaxi's ever unfolding plan). Jade is Zaxi's hidden fist; she is an elegant, courtly woman of tremendous power. She was originally from the island of Momoyama in Iiso, where she and her twin sister were brought up in the tradition of the Geisha. Though her sister left the Geisha sorority of Lord Agusami's court to marry a peasant farmer, Jade continued her studies, and eventually left Iiso for Pallin, coming into the service of Dr. Fedaldi as an assassin. There she met Zaxi, and left Fedaldi's service in order to follow the elf she'd fallen in love with.
Obviously enough, "Jade Garden" is not this woman's real name. But it suits her fine now.

Raymond Grand Epee- The Bishop of Cestershire, and one of the few priests of the Church of Pallin who is actually empowered with spell ability. The Bishop is second only to the King in authority over the Church, and under Raymond's rule the Church has instigated a Grand Inquisition to find and uncover traces of Dark God influence within Pallin. The Inquisition comes within the context of increasing "tensions" between Pallin and Capitol, but is actually a pretense for Zaxi to be rid of any troublesome political opposition.
Raymond was, like Zaxi and Jade, one of the adventurers who defeated the Midnight Slasher. His priestly powers come, oddly enough, as a result of a pact with the Dark God Thanatos.

Lord Gurin Agusami- Leader of one of the Five Houses seeking control over Iiso's throne, Lord Agusami is the original patron of Jade Garden, and was responsible for her training as a Geisha and assassin. Jade served as an intermediary between Zaxi and Agusami when the former was becoming involved in the formation of the Dark Wrath, and in the interest of expanding the alliance Zaxi insisted that Agusami be made a part of the coming conquest. Under the Dark Wrath's aegis, Agusami would have dominion over Iiso, and would be crowned the next Iisoan King.

Bakuska- House Agusami's high priest, a disciple of Sung Chiang, the God of Thieves. He is a party to all of Lord Agusami's schemes, and took part in Jade Garden's training as an assassin.

Lomisutra- House Agusami's court wizard, the Lord Agusami's most trusted advisor.

Master Pain- The Master of the Tiger School of martial arts, in the Imperial City of Qi'in. An eccentric but powerful martial artist, Master Pain is said to be completely invincible in battle. His primary opponents are the monks of the Crane School, for whom he holds naught but contempt in return for some slight that happened years ago. In Qi'in, Pain and the Tiger School hold influence over the Regent, and in league with Lord Agusami, use this influence to exercise limited power over Iiso's government.
Master Pain sometimes insists on being called "Betty," and often makes reference to himself being a servant of the "Evil Council."

Uadji Hemaka- A Saqqan wizard, and one of Zaxi's spies. Uadji's loyalty is to Zaxi and the Dark Wrath above all. Zaxi uses him to keep an eye on Imhotep (whom Zaxi fears has ultimate designs on Saqqan independence from Pallin).

Imhotep- The High Priest of Saqqa; publicly, he claims to be a servant of Ra, but in truth he worships Set. He is in the process of transforming himself into a Greater Mummy.

Sekhemkhet- The General of Saqqa's native forces. He is not actually human; he is, in truth, a Minion of Set, whose animal form is a Hyena.

Ak Aten- Formerly went by the name of "Leslie," Ak Aten is a Pallinite who, like Parliament Member Cuthbert Brown, was raised as a mummy in Saqqa. Ak Aten is a servant of Imhotep, for it was Imhotep who raised him as an undead.

Don Hugo de Chavez- The despotic lord of Caraca; an ancient Vampire who used to be a ruler in the Gaurahni civilization.

Helez- The Ghast-Queen, who never travels anywhere without her pack of Ghoul retainers. She is an officer in Don Hugo's undead army.

Toebiter- A wight with an oddly manifested foot fetish, he prefers to bite the toes off of his victims after he's fed on their life energy. Also an officer in Don Hugo's undead army.

Despina- A rogue mermaid warrior from Atalanta, who at Zaxi's behest helped to form and train the army of the Meropid Horde.


~Followers~
This section is for the benefit of players wishing to create characters who are agents of Zaxi McRill

There are a number of different possibilities for players who want to join Zaxi's cause.

Zaxi has a number of Elven loyalists from Alfland, who adhere to his unique viewpoint and will follow him no matter where he leads. He also has a prodigious following among the half-breed races of Pallin and Alfland (Half-Elves, Half-Dryads and Half-Satyrs), to whom he provides an impressive example of how one of the Fae-Pallinite races can exist and be successful in two very different worlds.

Zaxi also has the loyalty of the Inquisitors of the Church of Pallin. They are classed as Tradesmen with the Parson kit, have the spell progression of Bards and are able to cast Priest spells normally. Inquisitors have no weapon restrictions, and may be of any non-good alignment.

In Iiso, he has the loyalties of House Agusami. Characters created from the Agusami Clan are native to the island of Momoyama, and can potentially belong to any of the races native to the Iisoan Islands.

In Saqqa, he has the loyalty of Imhotep, and with him the cult of the Dark God Set. Set's cultists may be human or genasi; none of the other races would dare to venerate the God of Evil. Imhotep also has hawk-headed Hieracosphinxes, insidious Jackalweres and a few Minions of Set as part of his contingent.

In Caraca, Don Hugo's minions are ultimately beholden to Zaxi. These include not only the average humans who are sworn to the Dark Wrath, but also a fair number of undead and a race of goblinoids called the Supay. The undead classes available to Don Hugo's minions are listed below:

Zombie (become Zombie Lords at higher levels)
Ghoul (become Ghoul Lords at higher levels)
Ghast
Wight
Vampire
Mummy

Finally, Zaxi is the power behind the rise of Meropis, and may have a few Meropids immediately serving him.


Hieracosphinx

These hawk-headed specimens of the Sphinx race are inclined toward evil, and thus beholden to the Dark Gods of the Saqqa Desert region.

Ability Score Adjustments: +2 Dexterity, -2 Wisdom.

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: None.

Hit Dice: By class. Hieracosphinx Fighers and Priests take 9 bonus hit points at first level.

Natural Armor Class/Move Rate: 5; Hieracosphinxes move at speed 9 and fly at speed 36 (C).

Bonus Languages: Sphinx, Common.

Special Advantages:
Natural Attacks: Androsphinxes attack with two claws and a beak-attack in battle. At first level these claws deal 1d2 damage and the beak deals 1d6 damage, but the strength of these attacks increases as the sphinx grows in size and power.
Rear Claw Rake: In some situations, the Hieracosphinx is able to attack with its rear claws as well as its foreclaws. These rear claws strike in a single, powerful double-legged kicking motion that deals 1d6 damage at first level. If fighting on the ground, the Hieracosphinx can rake with rear claws only when both claws strike the same opponent in a single round. If fighting in the air, the Hieracosphinx can use its rear claw rake in any round that it directs both foreclaw attacks at the same opponent (they need not hit successfully). The power of the rear claw rake increases as the sphinx rises in level.
Spellcasting: Hieracosphinxes with exceptional ability scores can unlock their naturally magical natures and learn to cast spells. Hieracosphinxes may only become Priests of Set if they have a Wisdom score of 11 or better. Hieracosphinxes belonging to the Sphinx racial class may, if their Intelligence score is 11 or better, learn to cast Wizard spells. At 3rd level this ability is unlocked, and the Sphinx uses spells in all ways as a 1st level Wizard. The Hieracosphinx may only use spells up to the 9th level of ability; this is the extent of the Hieracosphinx's magical potential.

Special Disadvantages:
Size: All Sphinxes are damaged as large creatures.
Experience Penalty: Sphinxes advancing in non-Racial classes require double the normal amount of experience to advance.

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Jackalwere

Jackalweres are Antherions: animals with the ability to shapechange into human form. Similar in concept to Lycanthropes (humanoids that can assume animal form), only reversed.
The Jackalweres of Saqqa are servants of Set (who is often depicted as being jackal-headed), and therefore servants of Imhotep. They loathe Lycanthropes almost as much as they hate those who oppose their beloved Dark God, but they are willing (for now) to abide working alongside Lycanthropic allies for the sake of the Dark Wrath.

Ability Score Adjustments: +1 Dexterity, +2 Constitution, -2 Wisdom, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief, Thief-Enchanter.

Kit Allowances: The kits below are drawn from the Al-Qadim campaign setting.

Hit Dice: By class. At first level, a Jackalwere takes +4 bonus hit points.

Natural Armor Class/Move Rate: 4; Jackalweres move on land at rate 12.

Bonus Languages: Common. Jackalweres also speak the tongue of animals.

Special Advantages:
Natural Attack: In Hybrid and Jackal forms, the Jackalwere can attack by way of a vicious bite. In Jackal form, this bite is weak (1d2 damage), but its Hybrid form bite is a highly effective weapon (2d4 damage). Jackalweres can also use weapons in their Hybrid forms, but cannot attack with both bite and weapon unless the character has multiple attacks in a round.
Sleep Gaze: Jackalweres can cast a powerful sleep effect by way of their gaze; victims of this gaze attack must save vs. spells or fall asleep, per the first level wizard spell.
Enchantment Specialty: Jackalweres are adept at enchantment/beguiling magic, such that they are able to practice magic as Enchantment/Charm specialists. Jackalwere Enchanters impose a saving throw bonus when attacking with their Sleep gaze.
Immunities: Jackalweres can only be hit by +1 or cold-wrought iron weapons.

Special Disadvantages:
Coward!: If a Jackalwere is engaged in a fight where its side is significantly outnumbered, or if it witnesses a comrade fall in battle, the Jackalwere must make a Wisdom check. If it fails this check, the Jackalwere loses its resolve and flees for 1d4 rounds. The Jackalwere receives a bonus of +1 to this check for every 4 levels it has attained, and does not need to make this check if it knows its foes are sorely underpowered (an 8th level Jackalwere need not make a "coward" check if it is faced with a gang of kobolds).
Antherions vs. Lycanthropes: Antherions and Lycanthropes hate each other -- a lot!!! Each suffers a -4 reaction check penalty when forced to deal with the other.

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Minion of Set

Set's divine minions (the foremost among which on Kulm is General Sekhemkhet) are humans empowered with the ability to take the form of an animal that Set favors.

Ability Score Adjustments: +2 Intelligence.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief.

Kit Allowances: The kits below are drawn from the Al-Qadim campaign setting.

Hit Dice: By class.

Natural Armor Class/Move Rate: -2 (see below); Minions of Set move on land at rate 12.

Bonus Languages: Common. Minions may also communicate empahtically with animals who are similar to their animal form.

Special Advantages:
Unholy Armor: All Minions of Set wear a special suit of armor (lamellar chestpiece, with complementing headdress and leather bracers and greaves), gifted to them by Set himself, which grants them an armor class of -2. They may never wear any other suit of armor, nor wear any armor pieces/magical items which would supplant portions of their armor (no helmets/hats, bracers/bracelets or boots/greaves). Dexterity adjustments, rings and amulets are still effective, however.
Blessing of Set: All Minions of Set have a flat 10% magic resistance, and a +3 bonus to all saving throws. They are utterly immune to fear.
Animal Form: In animal form, the Minion has the same armor class and movement rate as in human form, but gains a natural attack. The forms that Set makes available to his Minions (and the attack each form uses) are listed below:

Cave Bear - Claws (1d8, 2 attacks) and bite (1d12); claw hit of 18 or better deals additional Hug damage (2d8)
Giant Crocodile - Bite (3d6) and tail-slap (2d10); -2 penalty to opponent's surprise rolls while the Minion is in Crocodile form
Giant Hyena - Bite (3d4); a roll of 20 indicates that the Hyena has locked its jaws around its adversary. The held victim suffers -2 penalties to initiative and attack rolls and moves at half her normal rate.
Giant Scorpion - Pincers (1d10, 2 attacks) and tail (1d4); victims struck by the Scorpion's tail must save vs. poison or die. Those that save still suffer 2d4 points of additional damage.
Giant Snake - Bite (1d12); victims bitten by the Giant Snake must save vs. poison or die. Those that save still suffer 2d4 points of additional damage.

Special Disadvantages:
Loyalty to Set: All of a Minion of Set's powers (Animal Form, Unholy Armor and the Blessing of Set) are contingent upon the Minion's loyalty to the God of Evil. As such, any infraction of Set's will could result in the loss of these abilities, similar to the way in which a Paladin loses the powers granted by its deity. As such, the Minion is required to maintain a Lawful Evil alignment. Fallen Minions function as normal humans of the appropriate character class (though Priests lose those abilities as well).

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Supay

The Supay are an evil Goblinoid race native to the subterranean depths of the Far World continent. They are cruel and vicious marauders, though the incidences of their attacking human settlements are rare. They tend to be found closer to the northern part of the Far World, near Caraca. It's presumed that the colonists' superior weapons keep the hordes of Supay away from their settlements, but the truth of the matter is that the Supay are beholden to Don Hugo. Hugo de Chavez is, in fact, Huayna Capac, an ancient king of a proto-Gaurahni civilization called the Queachu. A civil war and an ancient curse rendered Huayna Capac one of the living dead, and send he and his followers fleeing to the north, heading deep underground. The Queachu who followed Huayna Capac, perhaps as a result of their own curse, eventually evolved into the Supay race. Huayna Capac himself has been a vampire for 361 years, and resurfaced only recently to claim noble status in the Caracas colony.
The Supay are divided into three sub-races, based solely on their size: Common Supay (3'-4' tall), Elite Supay (5'-6' tall) and Huge Supay (7'-8' tall).

Ability Score Adjustments: Common Supay: +1 Dexterity and Constitution, -1 Strength and Charisma. Elite Supay: +1 Constitution, -1 Charisma. Huge Supay: +1 Strength, -1 Intelligence and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class. At first level Huge Supay take +3 bonus hit points.

Natural Armor Class/Move Rate: 7; Supay move on land at a rate of 6, regardless of size.

Bonus Languages: Goblin, Common.

Special Advantages:
Infravision: 60' range.
Mining Detection: Supay can spot new or unusual construction, sloping passages or shifting walls 40% of the time.

Special Disadvantages:
None.

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