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33gp
160gp worth of paintings
What's going on in this house? Xarwin Manor Research
What does this ancient elven order have to do with it? Order of the Starless Night Research
What is this artifact that is supposedly hidden within? Starless Scope Research
What happened to the people living here? Asethanna Xarwin Research + Ioseff Xarwin Research
Who is Fulvia Nostraema? Fulvia Nostraema Research
What is the Dominion of the Black? Dominion of the Black Research
Why are Psychopomps so drawn to this place? Psychopomps' Connection to the Manor
What is this ghostly bubble that materializes around the building? Xarwin Caul Research
Abrogail Thrune was born in Westcrown, then the capital of Cheliax, in 4598 AR.
The Treaty of Egorian was signed on the 19th day of Calistril, 4640 AR, and marked the commencement of the rule of House Thrune over Cheliax and its territories. Using bound devils, the forces and allies of House Thrune were able to subdue all other claimants to the throne, and restore a much sought-after peace to the country. Her early reign was marked by the relocation of that nation's capital from its traditional place in the port city of Westcrown, to the inland city of Egorian on the shores of Lake Sorrow. The powers of Hell sent a pit fiend named General Gorthoklek to act as a teacher and adviser. The devil cloaks himself in a human guise when at court, but his aura of evil is undeniable.
Having served her house faithfully during the civil war, the Queen asked Lictor Jaisade of the Hellknight Order of the Scourge to relocate to Egorian to serve as her personal guard and police force. Jaisade declined, stating that although the Order will continue serving the empire and promoting its version of the law, it will not submit to outside rule and compromise its ethics.
Queen Abrogail was succeeded by her son Antonious, who killed her to take the throne in 4672 AR. She was the great-grandmother of the current ruler of Cheliax, Abrogail Thrune II.
Ability Spotlight
Traditions occult
Cast; 2 Actions; somatic, verbal
Range 30 feet; Targets 1 willing creature
Duration 1 minute
You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4.
As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands. To some, the elves are objects of awe—graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal freedom than on living up to these ideals.
Elves combine otherworldly grace, sharp intellect, and mysterious charm in a way that is practically magnetic to members of other ancestries. They are often voraciously intellectual, though their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Valuing kindness and beauty, elves ever strive to improve their manners, appearance, and culture.
Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They’re slow to build friendships outside their kinsfolk, but for a specific reason: they subtly and deeply attune to their environment and their companions. There’s a physical element to this attunement, but it isn’t only superficial. Elves who spend their lives among shorter‑lived peoples often develop a skewed perception of their own mortality and tend to become morose after watching generation after generation of companions age and die. These elves are called the Forlorn.
Traditions arcane, occult
Cast; 2 Actions; somatic, verbal
Range 30 feet; Targets 1 living creature
Saving Throw Will; Duration sustained
The target is overtaken with uncontrollable laughter. It must attempt a Will save.
Critical Success The target is unaffected.
Success The target is plagued with uncontrollable laugher. It can't use reactions.
Failure The target is slowed 1 and can't use reactions.
Critical Failure The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.