Larloch
Larloch
com/wiki/Larloch
Larloch
EDIT
Gender: Male[1][2]
Rules Information
Larloch, called the Shadow King, was a Netherese male humanand a lich. He was the former Sorcerer-King of
the enclave of Jiksidur in ancient Netheril and later the master of the Warlock's Crypt and Shadow King of its
undead inhabitants. He was one of the oldest non-draconic beings in Faerûn and one of the most powerful mages.
[4][2][5][1][6][7][8]
Contents
[show]
Description Edit
As a lich of such extreme age, Larloch's body was greatly decayed, with his flesh entirely gone and leaving only
his white-boned skeleton. In his empty eye-sockets were two orbs of red light in place of eyes. On occasion,
streaks of emerald energy moved about his body, and were a side-effect of his defensive curses.
He wore fine clothes that hung off and partially covered his skeleton. At least two dozen ioun stones floated
around his skull.[4][2]
Personality Edit
Larloch possessed incredible power and was a superintelligent genius. Over two thousand years, he'd composed
perfect plans to deal with nearly every possible situation, and even for things he was not prepared for, he could
come up with an almost-perfect response in moments.[2] He was a talented and cunning inventor of
new spells, magic items, and magical techniques and strategies.[5]
But he was also insane, his mind affected by his extreme age. Sometimes he could be calm and even whimsical.
Other times he was crazed, snarling and launching spells at random.[5][2]
Larloch once claimed he only sought greater Art, to become more skilled and powerful in the use of magic. As
such, he would not battle the servants of the goddess of magic, Mystra, whom he called "the Lady", saying that
"No matter how powerful one becomes, there are always those who are stronger."[9] He desired only to be left
alone by the outside world.[10]
He usually killed intruders outright, but occasionally enjoyed speaking with captive adventurers before killing
them. Some he freed to perform certain services, albeit with horrific curses and geases to ensure completion. He
had a code of conduct to these things and kept his word, completely freeing and restoring those who were
successful, provided they did not attempt to deceive or assault him.[5][2]
History Edit
Post-Spellplague Edit
Prior to the Spellplague, Larloch worked with the Imprisoners to create Blueflame magic items, formed by
imprisoning spirits within the items. His apparent goal was to preserve some of his power so that he might access
it later. Mystra forbade her clergy to interfere, and the Simbul later theorized that the Blueflame items preserved
some of the goddess's power, allowing her possible restoration.[18]
Larloch had apparently survived the Spellplague of the Year of Blue Fire, 1385.[19] [note 3]
In the Year of the Rune Lords Triumphant, 1487 DR, Larloch tried to become the new deity of magic by
absorbing the wards of Candlekeep and the mythal of Myth Drannor. Before he could complete the draining of the
mythal, however, he was stopped by the Srinshee and Elminster Aumar.[20]
Abilities Edit
Larloch the Shadow King was an awesomely powerful lich mage, supported by his spells, an arsenal of magic
items, and a range of undead powers. The true extents of his powers were unknown, and some were unique and of
his own devising, having made a number of permanent magical modifications to his own body and lich nature
via wish spells and rituals. He so well prepared it was extremely difficult to catch him by surprise.[1][2]
As a lich, he possessed an aura of fear that terrified lesser creatures, and he was immune to the effects of cold and
electricity, and to polymorphing and mind-affecting assaults. Larloch was also immune to one
particular arcane spell of each level, though which were unknown to others, and too risky to try to find out. He
was, however, vulnerable to the bite of a silvered weapon, which burned his undead flesh into smoke. This was a
side-effect of the alterations made to his body.[1][2]
He particularly made use of a variety of horrible curses, including defensive curses that left trails of emerald
energy moving around his body. If Larloch touched another creature, or was touched by them, they were affected
by a bestow curse spell, a loss of intellect and abilities, and a horrific change of appearance. A victim could
appear withered and ghastly, or rotting and sore-ridden, or be slowly transformed into some ugly monster, limb by
limb. Some of these took days or even weeks to take effect, and were hard to remove.[5][1][2]
Larloch wielded a range of spells for attack, defense and utility, many quickened for immediate use. His tactics in
battle were to simply overwhelm his enemies before they could even react, usually by casting haste, time stop, and
the quickened spells in rapid succession. Against other spellcasters, he liked to counter and negate their own
spells.[2] Larloch modified a number of his spells so they required no components. He'd ingrained one spell of
every level with no need for preparation, namely magic missile, web, dispel magic, arcane eye, animate
dead, chain lightning, control undead, devastate undead, and energy drain, and could cast them once a day
without components.[1][2] A favorite tactic was to use devastate undead against his own minions, to drain their
health and power his own.[1][21]
If not particularly inclined to fight, or if actually pressed in combat, or just bored, Larloch would simply remove
himself from the battle by using greater teleport, etherealness, by walking through walls or sinking through
floors, or similar means. If he was threatened and seriously damaged, a contingency spell teleported him away.
Either way, he returned to one of his safe rooms to rejuvenate.[1][2]
Activities Edit
Larloch sent his bonebats and skeletal giant bats ridden by undead servants, as well as stranger undead creatures,
out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were brought to
Larloch for his experimentations in undeath.
Larloch sometimes freed captive adventurers to perform certain services for him, such as retrieving a powerful but
well-guarded spell or magical item, held for example by a Red Wizard or an archmage. However, to ensure
completion, he placed on these lucky adventurers a number of geases and contingent curses. Abandoning the
mission prompted a horrific transformation into a hideous monster, like a hook horror or a tanar'ri demon, one
limb at a time. Larloch kept his word, however, and those who successfully performed their service were granted
complete freedom and restored to their proper forms, provided they did not attempt to deceive or assault him. [5][2]
Occasionally, Larloch allowed Rhaugilath to use either a dream or nightmare spell, at Larloch's choosing, to send
a vision to some being Rhaugilath had scried upon. Rhaugilath used these visions to grant some small piece of
Netherese lore to the targeted individual. Reportedly, those who received such visions heard Rhaugilath sigh and
Larloch chuckle as the vision ended.[12]
Possessions Edit
Over his many centuries, Larloch collected a vast hoard of spellbooks, spells, magic items and other treasures,
including several artifacts. This consisted of every common arcane spell and many others, almost every magic
item ever made, and most of the artifacts were commonly thought lost or destroyed, or not known at all to the
outside world. His collection included several kinds of Netherese power scepter, rare and forgotten to later
centuries. Outside the small arsenal he carried and used on a day-to-day basis, he had a collection valued at least
3,000,000 gp. He knew all their properties and functions well, and if attacked, or about to be, he could quickly
equip anything he needed for his defense.[5][2]
He wielded a staff of the magi and regularly wore bracers of armor +8, a cloak of resistance +5, a major cloak of
displacement, gloves of storing, a robe of eyes, and winged boots. He also had an amulet of the planes, an amulet
of proof against detection and location, a ring of three wishes, and a ring of x-ray vision. Some of these items
were not in their standard forms. Among his possessions was a +1 light mace of disruption, permanentlyreduced
to half its normal size; this was not used as a weapon, but as a focus for his devastate undead spell.[2]
Impressively, over two dozen ioun stones orbited Larloch's head at all times, giving him a wide variety of powers,
protections, and enhancements. Some were more powerful than their regular forms, and he had multiples of a few.
[4][2]
Relationships Edit
Creations Edit
Larloch was a talented and cunning inventor in the field of magic. He continually developed new spells, magic
items, and strategies for the use of magic.[5][1] He had a custom spell that allowed him to walk through walls.
[2] He also developed devastate undead to heal himself by sacrificing his undead servant creatures.[1][21] Another
spell attributed to him was Larloch's minor drain.[24][25][26][27]
He could also create artifacts, such as the Death Moon Orb. It was created by Larloch in the time of Netheril with
the intent to scry on and control his enemies and allies, and to summon fiends.[6][7][8]
Working with the Imprisoners, Larloch created Blueflame items to preserve his power and that of Mystra. These
were formed by binding spirits within the items.[18]
Larloch's servitor lich Rhaugilath dedicated himself to writing Of the Fall of Netheril, a complete history of
Netheril. Larloch reviewed each chapter as it was completed, and they were delivered to Candlekeep to be
archived in the library there.[12]
Base Edit
Larloch dwelled in and ruled over the city of Warlock's Crypt. The name itself was a corruption of Larloch's
name, and the name "Larloch's Crypt" came to cover the whole city.[13][5][10][2][12][11] The tallest tower was
Larloch's own home.[2] Certain areas, caskets and cupboards contained magical traps that inflicted his powerful
curses upon trespassers.[1] Within the tower were special safe rooms that quickly rejuvenated undead bodies, to
which Larloch could quickly relocate if attacked and seriously damaged, only to return revitalized soon after. He
spent most of his time in these chambers.[1][2]
Rumors and legends knew of Larloch as one of the last remaining sorcerer-kings of Netheril, and also knew he
was a powerful archmage.[5][10]
He was known as the "Shadow King" along the Sword Coast lands.[2]
A few mistaken minstrels incorrectly called Larloch "the Warlock" or "the Warlock King", after the Warlock's
Crypt, but Larloch apparently took umbrage at being called a warlock. Composers of ballads naming him as such
were supposedly kidnapped by creatures in the night and carried away to be tortured and turned into some undead
thing by Larloch. Singing the ballad titled "The Warlock King" anywhere in three days' ride of the Troll Hills was
not advised, lest Larloch overhear and be displeased.[5] [note 5]
Appendix Edit
Notes Edit
1. ↑ Information attributed to Ed Greenwood, found in the Forgotten Realms FAQ of the REALMS-L Mailing List states that Larloch is "probably a
46th level evil-aligned wizard right now". However, the edition and date of this are unknown, and it contradicts Greenwood's own Volo's Guide to
the Sword Coast, which puts him at only level 26 in 2nd edition. The similarity of 26 and 46 suggests one may be in error, but it is not known which.
2. ↑ Lords of Darkness states that Larloch is nearly 2000 years old in 1372 DR.
3. ↑ Larloch's continued existence after the Spellplague is implied, but not confirmed, in Elminster Enraged.
4. ↑ The Death Moon Orb, already used by Larloch to control his court in Jiksidur, has the power to charm and mentally controlothers, suggesting that
5. ↑ With Larloch called the "Shadow King" where it was ill-advised to call him the "Warlock King", it seems likely that the former title was introduced
Appearances Edit
Novels
Realms of the Elves: "Tears So White"
The Herald
Sourcebooks
Netheril: Empire of Magic
Video games
Larloch makes an appearance in the video game Baldur's Gate II: Enhanced Edition. In the Throne of
Bhaal segment of Hexxat's story, he is revealed to be "L", the mysterious character whose orders Hexxat
follows. He can, at Hexxat's choosing, grant her her wish of becoming human again (at the cost of her own
life due to how much she had aged).
References Edit
1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 Ed Greenwood (1994). Volo's Guide
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.
262.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 Sean K. Reynolds, Jason Carl (November 2001). Lords of Darkness. (Wizards of the Coast), p. 161–
162. ISBN 0-7869-1989-2.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. (Wizards of the Coast), p. 108. ISBN 0-
7869-3654-1.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 4. ISBN 0-7869-
0437-2.
5. ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 Ed Greenwood (1994). Volo's Guide to the Sword
6. ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Anthony Pryor (1995). Spellbound (Campaign Guide). (TSR, Inc), p. 106–107. ISBN 978-0786901395.
7. ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 104. ISBN 0-7869-0446-1.
8. ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 128. ISBN 0-7869-1236-7.
9. ↑ 9.0 9.1 9.2 Philip Athans (February 2006). Realms of the Elves: "Tears So White". (Wizards of the Coast). ISBN 0-7869-3980-X.
10. ↑ 10.0 10.1 10.2 10.3 10.4 10.5 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting
11. ↑ 11.0 11.1 11.2 11.3 Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 47–48.
ISBN 978-0-7869-4731-7.
12. ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. (Wizards of the Coast), p.
13. ↑ 13.0 13.1 Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 49. ISBN 1-5607-6940-1.
14. ↑ 14.0 14.1 Anthony Pryor (1995). Spellbound (The Runes of Chaos). (TSR, Inc), p. 2. ISBN 978-0786901395.
15. ↑ 15.0 15.1 15.2 Anthony Pryor (1995). Spellbound. (TSR, Inc). ISBN 978-0786901395.
16. ↑ 16.0 16.1 Anthony Pryor (1995). Spellbound (Campaign Guide). (TSR, Inc), p. 9. ISBN 978-0786901395.
17. ↑ 17.0 17.1 Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of the Coast), p. 15. ISBN 0-7869-1627-
3.
18. ↑ 18.0 18.1 18.2 Ed Greenwood (2011). Bury Elminster Deep. (Wizards of the Coast). ISBN 0786958154.
19. ↑ Ed Greenwood (May 2013). Elminster Enraged (Mass Market Paperback). (Wizards of the Coast). ISBN 978-0786963638.
20. ↑ Ed Greenwood (December 2014). The Herald. (Wizards of the Coast). ISBN 0786965460.
21. ↑ 21.0 21.1 Sean K. Reynolds, Jason Carl (November 2001). Lords of Darkness. (Wizards of the Coast), p. 186. ISBN 0-7869-1989-2.
22. ↑ 22.0 22.1 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms.
23. ↑ Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast). ISBN 0-7869-3920-6.
24. ↑ BioWare (1998). James Ohlen, Ray Muzyka. Baldur's Gate. Black Isle Studios.
25. ↑ BioWare (2000). James Ohlen, Kevin Martens. Baldur's Gate II: Shadows of Amn. Black Isle Studios.
26. ↑ Black Isle Studios (2000). Steve Bokkes, J.E. Sawyer, John Deiley, Reg Arnedo, Matt Norton, et al. Icewind Dale.
27. ↑ Black Isle Studios (2002). Josh Sawyer. Icewind Dale II. Interplay.
https://www.youtube.com/watch?v=3MVBqGU3Fvc
Warlock's Crypt
Geography
Aliases: Orbedal
Sanctuary[1]
Larloch's Crypt[2][3][4]
Larloch's Keep[5]
Warlock's Crypt[2][3][4][6][7][8]
Warlock's Keep[9][10][11][12][13]
Type: City
Keep
Society[14][3][16][4][6]
Races: Liches, vampires, wraiths, wights, crawling claws, zombies, and other undead; trolls[14][3][16][4][6]
Formerly: Netheresehumans[17]
Commerce
History
Ruler: Rhaugilath in -339 DR
Larloch in -339 DR
Larloch in 1373 DR
Warlock's Crypt or Warlock's Keep lay in the Troll Hills on the Sword Coast in west Faerûn. It was home to
the ancient lich wizardLarloch the Shadow King, a survivor of the fallen empire of Netheril. The name itself was a
corruption of "Larloch's Crypt" or "Larloch's Keep". It was a great city of undead, rife with wickedness and
necromancy.[14][3][4][6] The city was made out of the ruins of a millennia-old Netherese flying
enclave called Orbedal or Sanctuary, which had been dedicated to being a haven for peace before it crashed to
the ground in the downfall of Netheril.[17]
Contents
[show]
Name Edit
As a Netherese enclave, the city was originally named "Orbedal" and was also called "Sanctuary". [1]
Under the rule of Larloch, the city was called variously "Larloch's Crypt"[2][3][4] or "Larloch's Keep".[5] These
names could still be found in old accounts and maps into the mid-1360s DR.[3] These names were later corrupted
into the name "Warlock's Crypt"[2][3][4][6][7][8] or "Warlock's Keep".[9][10][11][12][13] [note 1]
Geography Edit
Warlock's Crypt lay somewhere in the western side of the Troll Hills, at the mouth of the Winding Water.
However, its location on maps was inexact and it was quite isolated.[14][6][4]
As a flying Netherese enclave, Orbedal once hovered over the Cold Forest, on the southern shore of the Bay of
Ascore.[17][15]
Description Edit
Seen from afar, the soaring towers that comprised the Warlock's Crypt had the semblance of great talons clad in
black mail, menacing and grasping at the sky.[3] These wizard towers were linked to form a large, walled castle
around the ruined city and each stood within a circular, walled garden and courtyard. Dark bridges without rails
spanned over the city, connecting courtyards and garden walls with the lower levels of other towers.[3][6]
The highest and most dangerous tower belonged to Larloch himself. Within the tower were special safe rooms that
quickly rejuvenated undead bodies, to which Larloch could quickly relocate if attacked and seriously damaged,
only to return revitalized soon after. He spent most of his time in these chambers. Certain areas, caskets and
cupboards contained magical traps that inflicted his powerful curses upon trespassers.[3][6][16]
The other towers were home to the liches and vampires of the city. Each had dominion over a few levels, where
they conducted their nefarious experiments.[6]
The towers stood on the banks of a small spring that welled up within the cellars of Larloch's tower. It was
polluted with the waste of his arcane experiments—its waters were luminous and at night cast an eerie, flickering
light against the towers. The city was otherwise a gloomy and dusty place.[3]
The central courtyard of the castle held smaller buildings and abandoned houses, linked by twisting streets and
clustered around the banks of the spring and the walled gardens. These were the lairs of the shuffling lesser
undead who inhabited the city and served the lich lords and comprised its armies.[3][6]
Government Edit
The whole city and all its undead inhabitants were ruled by Larloch the Shadow King.[3][6][4] The undead were his
devoted, eternal servants.[14]
Under him were lich lords who commanded the lesser undead. Larloch enjoyed the absolute loyalty of these
liches, a loyalty ensured by some force of magic,[3] such as Rhaugilath, who was bound to Larloch's will.
[7]Occasionally, he granted some of these liches their freedom, just to see what they would do.[18] [note 2]
Defenses Edit
Travelers were warned not to even go within sight of Warlock's Crypt,[3] as Larloch almost always preferred to
slay trespassers outright.[6] Those who got too close were met by a succession of liches who cast spells to destroy
or drive off intruders. Behind them were spellwebs; these fields of magical force bore ready spells that were
triggered when someone walked into them. Ever more powerful, battle-ready liches formed another line of
defense.[4] There was also a troop of trolls that defended the city.[14]
Larloch also sent his bonebats and skeletal giant bats ridden by undead servants, as well as stranger undead
creatures, out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were
brought to Larloch for his experiments into undeath.[3][6]
Inhabitants Edit
Warlock's Crypt was a city of the undead,[3] populated by liches, vampires, wraiths, wights, and legions of lesser
undead creatures, ranging from crawling claws to monstrous zombies.[14][3][16][4][6] There were sixty liches
by 1374 DR; many of them (like Rhaugilath) were survivors of fallen Netheril like Larloch himself. [6][7]
They also kept bonebats or skeletal giant bats that could be ridden by undead servants, as well as stranger undead
creatures. These made forays into the surrounding countryside to kidnap travelers.[3][6]
A troop of trolls also defended the city.[14] Larloch also sometimes summoned kastighur demons from the Barrens
of Doom and Despair to serve him.[19]
History Edit
Sanctuary Edit
Orbedal was originally a city in Low Netheril. Its military, working with the dwarves of Ascore, took part in the
cleansing of the ruins of Cantus in 1048 NY (−2811 DR), eliminating the remaining goblins there.[20]
Two centuries later, in 1247 NY (−2612 DR), however, the city became one of Netheril's flying enclaves, taking
up position over the Cold Forest, on the south shore of the Bay of Ascore. Known as "Sanctuary", the enclave was
established to promote non-violent behavior among the Netherese, as a haven for peace.[17][15]
Sanctuary, together with Ascore and Vandal Station, received gold and silver exported by the mining village
of Bandor, which was established in 1423 NY (−2436 DR). These cities then traded the gold and silver over
the Narrow Sea to other Netherese enclaves and cities.[21]
Orbedal became a haven for pacifists and arcanists who wanted to get on with their magical research without
worrying about rivals or the politicking common to other enclaves. They traded with Ascore, their traditional
allies, and made sure that orcs didn't come to reside in the forest below. Although there were a few fiery conflicts
with power-hungry arcanists, most visitors accepted its laws. Sanctuary remained a haven for peace for the
entirety of its history,[17] and it stayed hovering in the same location.[15]
In 2754 NY (−1105 DR), one twilight at the end of the summer, an unidentified cloud dragon attacked Sanctuary.
Offensive magic was permitted in the counter-attack for the first time in Sanctuary's history, but not its last. The
dragon was driven off, but not before it had killed around 200 people and damaged many buildings. Pressure for
weapons to be allowed grew after the incident, but such demands were denied.[17]
However, all through the Shadowed Age (3163 NY (−696 DR) to 3519 NY (−340 DR), Sanctuary suffered many
attacks from a myriad of flying and extraplanar creatures, including air elementals, more dragons, tanar'ridemons,
and wyverns. It wasn't until late 3400 NY (the Year of Sparkling Spires, −459 DR), that city leaders caused the
ban to be lifted. However, weapons still had to be peace-bonded in public.[17]
Orbedal's last ruler was Rhaugilath the Ageless, an arch-lich arcanist.[7] It had stayed in the same location, though
by the end of Netheril's time, the Cold Forest had retreated.[15]
In the 3520 NY (the Year of Sparkling Spires, −339 DR), Netheril suffered Karsus's Folly and all magic failed.
Orbedal suffered the same fate as the majority of its sister-enclaves, and fell from the sky. [17][7][8] Local dwarves
in nearby mountains observed its fall in their histories, but none knew for sure if there were survivors or where
they fled to.[17] In fact, Orbedal crashed to ground in the Troll Hills on the distant Sword Coast.[17] [note 3]
By the 14th century DR, Warlock's Crypt was an almost legendary locale.[10] Most sages correctly believed it to
have once been a Netherese enclave, inhabited by liches who served Larloch.[3] Popular stories also told that it
was the final resting place of Larloch, once a great Netherese wizard, and a storehouse of powerful magic. These
stories too were correct.[14]
Appendix Edit
Notes Edit
1. ↑ It is unclear to what extent the Crypt/Keep covers the old city of Orbedal. Descriptions suggest it includes the former houses of Orbedal, and the
towers are linked in a castle-like arrangement, likely covering the whole city. However, crypts and keeps are typically singular structures; a keep is
often a fortified built within a castle. This suggests that Larloch's original crypt/keep was a single building, and that the name spread to encompass
2. ↑ The Death Moon Orb, already used by Larloch to control his court in Jiksidur, has the power to charm and mentally controlothers, suggesting that
this may be the basis of Larloch's rule in Warlock's Crypt as well. However, he later gave this this to Szass Tam.
3. ↑ Sanctuary/Orbedal was noted on maps in Netheril: Empire of Magic as appearing over the Cold Forest on the shore of the Bay of Ascore in far-
north Faerûn, at the time of Netheril's fall. Lost Empires of Faerûn (pages 102 & 108) linked Sanctuary to Orbedal and Orbedal to Warlock's Crypt.
However, Warlock's Crypt is half a continent away, on the Sword Coast in far-west Faerûn. It is not known how the enclave fell so far to the south-
west.
References Edit
1. ↑ 1.0 1.1 1.2 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. (Wizards of the Coast), p. 108. ISBN 0-7869-3654-1.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 49. ISBN 1-5607-6940-1.
3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 Ed
Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 63–64. ISBN 1-5607-6940-1.
4. ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June
2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 296. ISBN 0-7869-1836-5.
5. ↑ 5.0 5.1 5.2 5.3 5.4 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), pp. 104, 116–118. ISBN 0-7869-0446-1.
6. ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 6.19 6.20 Sean K. Reynolds, Jason
Carl (November 2001). Lords of Darkness. (Wizards of the Coast), p. 161–162. ISBN 0-7869-1989-2.
7. ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. (Wizards of the Coast), p.
8. ↑ 8.0 8.1 8.2 8.3 8.4 Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 47–48.
ISBN 978-0-7869-4731-7.
9. ↑ 9.0 9.1 9.2 9.3 Anthony Pryor (1995). Spellbound (Campaign Guide). (TSR, Inc), p. 106–107. ISBN 978-0786901395.
10. ↑ 10.0 10.1 10.2 10.3 10.4 Anthony Pryor (1995). Spellbound (The Runes of Chaos). (TSR, Inc), p. 2. ISBN 978-0786901395.
11. ↑ 11.0 11.1 11.2 11.3 Anthony Pryor (1995). Spellbound. (TSR, Inc). ISBN 978-0786901395.
12. ↑ 12.0 12.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 4. ISBN 0-7869-0437-2.
13. ↑ 13.0 13.1 13.2 13.3 Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 128. ISBN 0-7869-1236-7.
14. ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms
Campaign Setting 2nd edition (revised), A Grand Tour of the Realms. (TSR, Inc), p. 102. ISBN 1-5607-6617-4.
15. ↑ 15.0 15.1 15.2 15.3 15.4 slade, Jim Butler (Nov 1996). Netheril: Empire of Magic. (Wizards of the Coast). ISBN 0-7869-0437-2.
16. ↑ 16.0 16.1 16.2 16.3 16.4 Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 220–221. ISBN 1-5607-6940-1.
17. ↑ 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 slade, James Butler (November 1996). Netheril: Empire of
18. ↑ Philip Athans (February 2006). Realms of the Elves: "Tears So White". (Wizards of the Coast). ISBN 0-7869-3980-X.
19. ↑ Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast). ISBN 0-7869-3920-6.
20. ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 68. ISBN 0-7869-0437-2.
21. ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 65. ISBN 0-7869-0437-2.
22. ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), p. 18.
ISBN 1-5607-6617-4.
23. ↑ Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 140. ISBN 978-0-7869-4731-7.
24. ↑ Anthony Pryor (1995). Spellbound (Campaign Guide). (TSR, Inc), p. 9. ISBN 978-0786901395.
25. ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (Encyclopedia Arcana). (TSR, Inc.), p. 4. ISBN 0-7869-0437-2.
------------------------------------RICERCA SU LARLOCH---------------------------------------------------------------
LARLOCH da frwikia
Basic Information
Aliases
Gender Male[1][2]
Rules Information
Last Source Statistics (Ed Greenwood from Forgotten Realms FAQ of the REALMS-L Mailing List
by forum.candlekeep.com)
Class
Wizard 46 (probably Wizard36/Archmage5/ArcanistNetherese5)
Class
Wizard 20
Epic 12
Class
Wizard 26
Larloch, called the Shadow King, was a Netherese male human and a lich. He was the former
Sorcerer-King of the enclave of Jiksidur in ancient Netheril and later the master of the
Warlock's Crypt and Shadow King of its undead inhabitants. He was one of the oldest
Description
As a lich of such extreme age, Larloch's body was greatly decayed, with his flesh entirely
gone and leaving only his white-boned skeleton. In his empty eye-sockets were two orbs of
red light in place of eyes. On occasion, streaks of emerald energy moved about his body,
He wore fine clothes that hung off and partially covered his skeleton. At least two dozen
Personality
Larloch possessed incredible power and was a superintelligent genius. Over two thousand
years, he'd composed perfect plans to deal with nearly every possible situation, and even
for things he was not prepared for, he could come up with an almost-perfect response in
moments.[2] He was a talented and cunning inventor of new spells, magic items, and magical
But he was also insane, his mind affected by his extreme age. Sometimes he could be calm
and even whimsical. Other times he was crazed, snarling and launching spells at
random.[5][2]
Larloch once claimed he only sought greater Art, to become more skilled and powerful in the
use of magic. As such, he would not battle the servants of the goddess of magic, Mystra,
whom he called "the Lady", saying that "No matter how powerful one becomes, there are always
those who are stronger."[9] He desired only to be left alone by the outside world.[10]
He usually killed intruders outright, but occasionally enjoyed speaking with captive
adventurers before killing them. Some he freed to perform certain services, albeit with
horrific curses and geases to ensure completion. He had a code of conduct to these things
and kept his word, completely freeing and restoring those who were successful, provided
History
The Sorcerer-King
Larloch was considered to be nearly 2000 years old circa 1372 DR, suggesting that he was
born some time in or after the late 7th century before Dalereckoning (i.e., after
some point, he fashioned the Death Moon Orb, a powerful artifact that allowed him to charm
and mentally control the members of his court, to spy on his enemies and learn their plans,
and to summon powerful fiends from the Outer Planes. It did so successfully, and Larloch
ruled for many years, gaining great power. In time, he underwent a transformation into a
lich.[6][7][8]
In the Year of Sundered Webs, -339 DR, Larloch had Jiksidur hovering high over east Faerûn
to spy on the rival empires of Narfell and Raumathar. A contingency spell warned Larloch
that Jiksidur was facing impending doom, and he fled the city riding a dragon. Very soon
after, Netheril suffered Karsus's Folly, all magic failed, and Jiksidur fell from the sky
to crash into northern Narfell, utterly destroyed. Thus Larloch survived the fall of
Some months after the fall, Larloch discovered the ruins of Orbedal, the enclave ruled by
his archrival Rhaugilath the Ageless. He claimed the city as his own and constructed himself
a crypt out of its broken towers, Larloch's Crypt. Once complete, he set about fully
exploring the ruins. After many years, he discovered Rhaugilath, who'd been trapped in a
subterranean pocket, and a vicious battle between the two erupted. Larloch was victorious
and he bound Rhaugilath to serve him. He became the first of Larloch's lich
servitors.[12][11]
Since then, Larloch accumulated a vast collection of spells, magic items, and undead
creatures to serve him.[2] He became known as the Shadow King around the Sword Coast
lands,[1][2] and Orbedal was called "Larloch's Crypt", which was later corrupted into the
name "Warlock's Crypt".[13][5][10][2][12][11]
Over the centuries, a great number of adventurers attempted to defeat Larloch, but most
failed; the bodies of many were reused as decorations in Warlock's Crypt or as undead
servants.[1] Some even claimed to have destroyed him, but Larloch always rose again.[5] At
least sixteen Red Wizards of Thay ventured into Warlock's Crypt, seeking to either kill
Larloch or steal his magic, treasures and power, and all failed. All bar one were
destroyed.[6][7][8][5][2]
The only one who survived was Szass Tam, Zulkir of Necromancy of Thay, who visited Warlock's
Crypt around 1366 DR.[6][14][7][8][5] What transpired was unknown to the outside world;[15]
Szass Tam described the Red Wizards who'd faced Larloch before him as "inept", to which
Larloch agreed.[4] The two came to some deal or alliance, the details of which were again
unknown to outsiders. Larloch gave Szass several powerful magic items and
artifacts—including his own Death Moon Orb, and Thakorsil's Seat—and granted him a number
of hooded companions, to aid him in his plots to control Thay and the demon
Eltab.[16][14][15] In exchange, over a number of visits, Szass Tam gave Larloch several
surviving treasures from the ruins of Jiksidur.[3] One was a certain metal vest of great
power called a "mantle", which Szass or his agents killed several Harpers for.[4]
In the Year of the Tankard, 1370 DR, up to nine clones of Manshoon traded a number of spells
known only to himself and the Zhentarim to quite a number of wizards, including Larloch, in
In the Year of Lightning Storms, 1374 DR, over two hundred liches attacked the Knights of
Myth Drannor while seeking to corrupt part of the Weave. All bore Larloch's mark. A great
many were defeated by the combined might of clockwork soldiers created by Mystra and the
Knights, but the liches did succeed in corrupting dozens of baelnorns to their will, who
also perished in the battle. Larloch later appeared to the Knights to apologize, explaining
that he'd simply given the liches their freedom as a test, to see what they did with it, and
called their actions foolish. He said he only sought greater power in the Art of magic, and
would not battle those who served Mystra. He was fascinated by Storm Silverhand's silver
fire, desiring its power for his own but fearing that it could destroy him. Storm allowed
him a close look, and he said it was the first kindness he'd been given in a long time.[9]
Post-Spellplague
Prior to the Spellplague, Larloch worked with the Imprisoners to create Blueflame magic
items, formed by imprisoning spirits within the items. His apparent goal was to preserve
some of his power so that he might access it later. Mystra forbade her clergy to interfere,
and the Simbul later theorized that the Blueflame items preserved some of the goddess's
Larloch had apparently survived the Spellplague of the Year of Blue Fire, 1385.[19] [note 3]
In the Year of the Rune Lords Triumphant, 1487 DR, Larloch tried to become the new deity of
magic by absorbing the wards of Candlekeep and the mythal of Myth Drannor. Before he could
complete the draining of the mythal, however, he was stopped by the Srinshee and Elminster
Aumar.[20]
Abilities
Larloch the Shadow King was an awesomely powerful lich mage, supported by his spells, an
arsenal of magic items, and a range of undead powers. The true extents of his powers were
unknown, and some were unique and of his own devising, having made a number of permanent
magical modifications to his own body and lich nature via wish spells and rituals. He so
well prepared it was extremely difficult to catch him by surprise.[1][2]
As a lich, he possessed an aura of fear that terrified lesser creatures, and he was immune
to the effects of cold and electricity, and to polymorphing and mind-affecting assaults.
Larloch was also immune to one particular arcane spell of each level, though which were
unknown to others, and too risky to try to find out. He was, however, vulnerable to the
bite of a silvered weapon, which burned his undead flesh into smoke. This was a side-effect
He particularly made use of a variety of horrible curses, including defensive curses that
left trails of emerald energy moving around his body. If Larloch touched another creature,
or was touched by them, they were affected by a bestow curse spell, a loss of intellect and
abilities, and a horrific change of appearance. A victim could appear withered and ghastly,
or rotting and sore-ridden, or be slowly transformed into some ugly monster, limb by limb.
Some of these took days or even weeks to take effect, and were hard to remove.[5][1][2]
Larloch wielded a range of spells for attack, defense and utility, many quickened for
immediate use. His tactics in battle were to simply overwhelm his enemies before they could
even react, usually by casting haste, time stop, and the quickened spells in rapid
succession. Against other spellcasters, he liked to counter and negate their own spells.[2]
Larloch modified a number of his spells so they required no components. He'd ingrained one
spell of every level with no need for preparation, namely magic missile, web, dispel magic,
arcane eye, animate dead, chain lightning, control undead, devastate undead, and energy
drain, and could cast them once a day without components.[1][2] A favorite tactic was to use
devastate undead against his own minions, to drain their health and power his own.[1][21]
Larloch would simply remove himself from the battle by using greater teleport, etherealness,
by walking through walls or sinking through floors, or similar means. If he was threatened
and seriously damaged, a contingency spell teleported him away. Either way, he returned to
Activities
Larloch sent his bonebats and skeletal giant bats ridden by undead servants, as well as
stranger undead creatures, out of Warlock's Crypt to hunt for live creatures and travellers,
especially live humans. These were brought to Larloch for his experimentations in undeath.
Larloch sometimes freed captive adventurers to perform certain services for him, such as
retrieving a powerful but well-guarded spell or magical item, held for example by a Red
a number of geases and contingent curses. Abandoning the mission prompted a horrific
transformation into a hideous monster, like a hook horror or a tanar'ri demon, one limb at
a time. Larloch kept his word, however, and those who successfully performed their service
were granted complete freedom and restored to their proper forms, provided they did not
Larloch's choosing, to send a vision to some being Rhaugilath had scried upon. Rhaugilath
used these visions to grant some small piece of Netherese lore to the targeted individual.
Reportedly, those who received such visions heard Rhaugilath sigh and Larloch chuckle as
Possessions
Over his many centuries, Larloch collected a vast hoard of spellbooks, spells, magic items
and other treasures, including several artifacts. This consisted of every common arcane
spell and many others, almost every magic item ever made, and most of the artifacts were
commonly thought lost or destroyed, or not known at all to the outside world. His collection
included several kinds of Netherese power scepter, rare and forgotten to later centuries.
Outside the small arsenal he carried and used on a day-to-day basis, he had a collection
valued at least 3,000,000 gp. He knew all their properties and functions well, and if
attacked, or about to be, he could quickly equip anything he needed for his defense.[5][2]
He wielded a staff of the magi and regularly wore bracers of armor +8, a cloak of resistance
+5, a major cloak of displacement, gloves of storing, a robe of eyes, and winged boots. He
also had an amulet of the planes, an amulet of proof against detection and location, a ring
of three wishes, and a ring of x-ray vision. Some of these items were not in their standard
forms. Among his possessions was a +1 light mace of disruption, permanently reduced to half
its normal size; this was not used as a weapon, but as a focus for his devastate undead
spell.[2]
Impressively, over two dozen ioun stones orbited Larloch's head at all times, giving him a
wide variety of powers, protections, and enhancements. Some were more powerful than their
Relationships
As the Shadow King of Warlock's Crypt, Larloch commanded an army of undead creatures to
serve and protect him. They were his immortal, devoted servants.[22][2]
Among them was a small army of liches, numbering at least sixty by 1374 DR. Many were also
survivors of Netheril, including Rhaugilath. Their loyalty was absolute, and ensured by some
He ruled a city populated by undead, including liches, vampires, wraiths, wights, and
legions of lesser undead creatures. A troop of trolls also defended the city.[22][5][1][10]
[2][12] Larloch also sometimes summoned kastighur demons from the Barrens of Doom and
Larloch had dealings and trade with other powerful mages, such as one of the clones of
Manshoon.[17] He had an alliance or cooperated with Szass Tam, Zulkir of Necromancy of Thay,
Larloch commanded a group of mages called the Imprisoners, and worked with them to create
Blueflame items.[18]
Creations
Larloch was a talented and cunning inventor in the field of magic. He continually developed
new spells, magic items, and strategies for the use of magic.[5][1] He had a custom spell
that allowed him to walk through walls.[2] He also developed devastate undead to heal
himself by sacrificing his undead servant creatures.[1][21] Another spell attributed to him
He could also create artifacts, such as the Death Moon Orb. It was created by Larloch in the
time of Netheril with the intent to scry on and control his enemies and allies, and to
summon fiends.[6][7][8]
Working with the Imprisoners, Larloch created Blueflame items to preserve his power and that
complete history of Netheril. Larloch reviewed each chapter as it was completed, and they
Base
Larloch dwelled in and ruled over the city of Warlock's Crypt. The name itself was a
corruption of Larloch's name, and the name "Larloch's Crypt" came to cover the whole
city.[13][5][10][2][12][11] The tallest tower was Larloch's own home.[2] Certain areas,
caskets and cupboards contained magical traps that inflicted his powerful curses upon
trespassers.[1] Within the tower were special safe rooms that quickly rejuvenated undead
bodies, to which Larloch could quickly relocate if attacked and seriously damaged, only to
return revitalized soon after. He spent most of his time in these chambers.[1][2]
Rumors and legends knew of Larloch as one of the last remaining sorcerer-kings of Netheril,
He was known as the "Shadow King" along the Sword Coast lands.[2]
A few mistaken minstrels incorrectly called Larloch "the Warlock" or "the Warlock King",
after the Warlock's Crypt, but Larloch apparently took umbrage at being called a warlock.
Composers of ballads naming him as such were supposedly kidnapped by creatures in the night
and carried away to be tortured and turned into some undead thing by Larloch. Singing the
ballad titled "The Warlock King" anywhere in three days' ride of the Troll Hills was not
Notes
REALMS-L Mailing List states that Larloch is "probably a 46th level evil-aligned wizard
right now". However, the edition and date of this are unknown, and it contradicts
Greenwood's own Volo's Guide to the Sword Coast, which puts him at only level 26 in 2nd
edition. The similarity of 26 and 46 suggests one may be in error, but it is not known
which.
Lords of Darkness states that Larloch is nearly 2000 years old in 1372 DR.
Larloch's continued existence after the Spellplague is implied, but not confirmed, in
Elminster Enraged.
The Death Moon Orb, already used by Larloch to control his court in Jiksidur, has the
power to charm and mentally control others, suggesting that this may be the basis of
With Larloch called the "Shadow King" where it was ill-advised to call him the "Warlock
King", it seems likely that the former title was introduced as a substitute for the forbidden
latter title.
Appearances
Novels
The Herald
Sourcebooks
Netheril: Empire of Magic
Video games
Larloch makes an appearance in the video game Baldur's Gate II: Enhanced Edition. In the
character whose orders Hexxat follows. He can, at Hexxat's choosing, grant her wish of
becoming human again (at the cost of her own life due to how much she had aged).
References
1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 Ed
Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 220. ISBN 1-5607-6940-1.
2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20
2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 Sean K. Reynolds, Jason Carl
(November 2001). Lords of Darkness. (Wizards of the Coast), p. 161–162. ISBN 0-7869-1989-2.
3.0 3.1 3.2 3.3 3.4 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn.
(Wizards of the Coast), p. 108. ISBN 0-7869-3654-1.
4.0 4.1 4.2 4.3 4.4 4.5 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of
Netheril). (TSR, Inc.), p. 4. ISBN 0-7869-0437-2.
5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 Ed Greenwood
(1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 63–64. ISBN 1-5607-6940-1.
6.0 6.1 6.2 6.3 6.4 6.5 Anthony Pryor (1995). Spellbound (Campaign Guide). (TSR, Inc), p. 106–107. ISBN
978-0786901395.
7.0 7.1 7.2 7.3 7.4 7.5 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p.
104. ISBN 0-7869-0446-1.
8.0 8.1 8.2 8.3 8.4 8.5 Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 128. ISBN 0-7869-1236-
7.
9.0 9.1 9.2 Philip Athans (February 2006). Realms of the Elves: "Tears So White". (Wizards of the Coast).
ISBN 0-7869-3980-X.
10.0 10.1 10.2 10.3 10.4 10.5 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001).
Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 296. ISBN 0-7869-1836-5.
11.0 11.1 11.2 11.3 Brian R. James and Ed Greenwood (September, 2007). The Grand History of the
Realms. (Wizards of the Coast), p. 47–48. ISBN 978-0-7869-4731-7.
12.0 12.1 12.2 12.3 12.4 12.5 12.6 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of
Faerûn. (Wizards of the Coast), p. 102. ISBN 0-7869-3654-1.
13.0 13.1 Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 49. ISBN 1-5607-6940-1.
14.0 14.1 Anthony Pryor (1995). Spellbound (The Runes of Chaos). (TSR, Inc), p. 2. ISBN 978-0786901395.
15.0 15.1 15.2 Anthony Pryor (1995). Spellbound. (TSR, Inc). ISBN 978-0786901395.
16.0 16.1 Anthony Pryor (1995). Spellbound (Campaign Guide). (TSR, Inc), p. 9. ISBN 978-0786901395.
17.0 17.1 Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of
the Coast), p. 15. ISBN 0-7869-1627-3.
18.0 18.1 18.2 Ed Greenwood (2011). Bury Elminster Deep. (Wizards of the Coast). ISBN 0786958154.
Ed Greenwood (May 2013). Elminster Enraged (Mass Market Paperback). (Wizards of the Coast). ISBN
978-0786963638.
Ed Greenwood (December 2014). The Herald. (Wizards of the Coast). ISBN 0786965460.
21.0 21.1 Sean K. Reynolds, Jason Carl (November 2001). Lords of Darkness. (Wizards of the Coast), p.
186. ISBN 0-7869-1989-2.
22.0 22.1 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition
(revised), A Grand Tour of the Realms. (TSR, Inc), p. 102. ISBN 1-5607-6617-4.
Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast). ISBN 0-7869-3920-6.
BioWare (1998). James Ohlen, Ray Muzyka. Baldur's Gate. Black Isle Studios.
BioWare (2000). James Ohlen, Kevin Martens. Baldur's Gate II: Shadows of Amn. Black Isle Studios.
Black Isle Studios (2000). Steve Bokkes, J.E. Sawyer, John Deiley, Reg Arnedo, Matt Norton, et al. Icewind
Dale.
Black Isle Studios (2002). Josh Sawyer. Icewind Dale II. Interplay.
Statistiche Larloch da "Lords of Darkness"; da: http://www.realmshelps.net/npc/larloch.shtml
Larloch: Male human lich Wiz20/Epic 12; CR 34; Medium-size undead; HD 20d12; hp 134; Init
+11; Spd 30; AC 32 (touch 19, flat-footed 28); Atk +19 melee touch (1d8+4 [Will DC 28 half]
plus paralysis, lich touch) or +17 ranged touch (by spell); SA Fear aura; SQ Uncanny dodge
(Dex bonus to AC, can't be flanked), DR 15/silver, darkvision 60 ft (120 ft with robe of
eyes, displacement, evasion, freedom of movement, immunities, protected from magic missiles,
invisibility, see invisible and ethereal within 120 ft, silver vulnerability, spell turning,
+4 turn resistance, undead qualities; SR 23; AL LE; SV Fort +21, Ref +25, Will +31; Str 18,
Dex 24, Con 10, Int 34, Wis 24, Cha 16. Height: 6 ft. 1 in.
Skills and Feats: Alchemy +42, Concentration +31, Diplomacy +16, Hide +25, Innuendo +17,
Intimidate +6, Knowledge (arcana) +42, Knowledge (architecture & engineering) +26, Knowledge
(geography) +28, Knowledge (history) +32, Knowledge (local) +32, Knowledge (nature) +32,
Knowledge (nobility & royalty) + 27, Knowledge (the planes) +32, Knowledge (religion) +27,
Knowledge (undead) +32, Listen +27, Move Silently +25, Ride (horse) +19, Scry +42, Search
+48, Sense Motive +28, Spellcraft +42, Spot +44; Alertness, Combat Casting, Craft Staff,
Craft Wondrous Item, Delay Spell, Eschew Materials, Improved Counterspell, Improved
Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery (bestow curse, chain
lightning, devastate undead, dispel magic, disintegrate, fireball, fly, magic missile,
Curses (Su): Trails of emerald energy occasionally travel across Larloch's body. These
manifestations are a side effect of the defensive curses he protects himself with. If he
touches a creature, or is struck by a touch attack or unarmed strike, the target creature or
attacking creature is affected by a bestow curse spell (saving throw and SR apply). In
addition to the possible effects listed in the PHB, Larloch's curses can also cause the
target creature to assume a withered and horrific appearance, or make them appear rotting
and covered in sores. Some of Larloch's curses take effect days or weeks after this contact.
A creature trying to remove one of these curses must make a caster level check to succeed,
Fear Aura (Su): This ability operates continuously. Creatures of less than 5 HD in a 60-foot
radius that look at the lich must succeed at a Will save or be affected as though by a fear
attacks. Larloch is also immune to one arcane spell per spell level, but which spells those
are is unknown.
Silver Vulnerability (Ex): Larloch suffers double damage from silver weapons. This unique
vulnerability is a side effect of some of the permanent magical alterations he has made to
his body.
Spell-like Abilities: Through the use of wish spells and lengthy rituals (each of which
costs him a spell slot of levels 1st-9th), Larloch can use each of the following spells once
per day as a spell-like ability: magic missile, web, dispel magic, arcane eye, animate dead,
Epic-Level Abilities: Bonus spell level x12 (included in the listing below).
level. Larloch typically carries a variety of attack, defensive, and utility spells,
including a quickened teleport, a quickened time stop, and a quickened wail of the banshee.
All his spells are prepared with the Eschew Materials feats if necessary and possible, and
many are prepared with the Delay Spell and Still Spell feats.
Spellbook: As a wizard dating back to the time of Netheril, Larloch has access to spellbooks
Possessions: Amulet of the planes, belt of proof against detection and location (as amulet),
bracers of armor +8, cloak of resistance +5, pair of gloves of storing, +1 light mace of
disruption (50% normal size with permanent reduce, used as a focus for devastate undead
spell), ring of three wishes, ring of x-ray vision, robe of eyes, staff of the magi, major
Ioun Stones: bright silver cylinder (as cloak of etherealness, double duration), cerulean
blue rhomboid (as ring of freedom of movement), dark blue rhomboid (Alertness), dark green
ellipsoid (+5 luck bonus to AC), dark orange dodecahedron (SR 21), dark purple triangle (as
ring of wizardry III), dark purple pyramid (as ring of wizardry IV), dark red cube (as
medallion of thoughts), deep red sphere (+6 Dex), dull orange rhomboid (as brooch of
shielding), dusty rose prism (+5 deflection), incandescent blue sphere (+6 Wis), 2 lavender
and green ellipsoids (absorbs spells of up to 8th level), mottled gray sphere (as ring of
pale green prism (+5 competence bonus on attack rolls, saves, and checks), pale lavender
ellipsoid (absorb spells of up to 4th level), pale white sphere (recall three 9th-level
spells, as a pearl of power), pearlized brown ellipsoid (as boots of speed, a free action
to activate), pearly black spindle (undead regenerate 1 hp of damage/hour), rich green star
(as a +5 stone of good luck), scarlet and blue sphere (+6 Int), shining black spiral (as a
Wealth: Laroch has an additional 3,000,000 gp or more worth of magic items and treasure in
his lair
Larloch appears as a bleached skeleton as his flesh long ago decayed away. He wears rather
fine robes and is often seen carrying a small mace, though this may also be hidden in a
glove. He has stringy white hair spilling down to his shoulders, and his eyes are glowing
points of red within empty sockets. A stunning rainbow of glowing stones orbits above his
head, granting Larloch incredible powers that no "normal" being might be expected to have.
He is also often noted to have strange currents of green lightning running along his body,
though few who ever discover its purpose have a chance to warn others. Of course, he may
just as easily appear as anyone else, hiding his identity behind illusions, and, of course,
most will find it difficult to bypass his defenses, paramount among them being around 60
other lich wizards who serve him and will never see any glimpse of the Shadow King.
VERIFICARE SU SIGNORI DELL'OSCURITA, SOPRATTUTO QS RIFLESSIONE INC, BRANO ALLA FINE CHE
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http://forum.candlekeep.com/topic.asp?TOPIC_ID=18428
TRADURRE TUTTO E
Da
https://forums.beamdog.com/discussion/15386/most-powerful-beings-in-the-forgotten-realms/p3
After some research, I also found this. Quoted text from Ed Greenwood himself take from
http://www.candlekeep.com/fr_faq.htm#_Toc16090552
According to Ed Greenwood:
which he knows how to make) who is now a quite insane "ultra-lich" (in this case, the term
means he has many unknown powers which are up to you the DM, among them the fact that he
can still learn and develop new spells, increase in levels, etc.). He's probably a 46th
level evil-aligned wizard right now, and he crafted many of his own undead abilities
prior to undeath, which argues that he found his own 'process' for achieving lichdom.
Larloch is served by many (60+ ?) liches, formerly archwizards, whom he guides in concert,
mind-influencing magics have ever been effective against him or any of his servitor mages,
because the others in the link can withstand and overcome such influences, causing them to
fail.
In theory, an attack could reach all of them through the link, but some quite powerful Red
Wizards have tried and failed (Szass Tam didn't try such an attack, which may be why he
survived...he remains fearful of approaching Larloch and his mages, but fascinated by the
personally-developed process - cost him 10 years of life and some vitality, irrelevant of
course given his goal of lichdom) is automatic spell reflection (of all magic cast upon
him). He can by act of will override this ability, for example when he wants to work a spell
Mystra (Midnight's predecessor as the goddess) is said to have allowed Larloch to acquire
powers approaching those of "old Netheril" in return for 'leaking' spells to persistent
adventurers he or his minions might come into contact with, but this may be no more than
rumour spread by the Zhents or Red Wizards or Dragon Cultists, designed to lure adventurers
survivors...no, only the one's he's destroyed. Larloch is too self-centered to hunt down
folks who don't come within his easy reach. He controls plenty of archwizards/liches
already, but may decide to try to either control or destroy a new one when they come into
contact. He seems to be pursuing other goals, however. Which ones? That's up to each
DM....."
Larloch and his lich minions have no interest in attracting attention that would waste their
time and magical resources (and perhaps, if word got around how dangerous they were, even
threaten their existence in the face of a concerted attack from various magical power groups
working together). Larloch is not interested in ruling Faerun...but he IS interested in
creating and controlling a series of magical gates linking many worlds (parallel Prime
Material Planes) and Outer Planes...and so rigging their enchantments that anyone using
them comes under his control/faces his forceful removal of their magic items, information
from their mind, and so forth. The gates are easy for him to create (he licked all of those
problems long ago). The control enchantments have been giving him troubles for thousands of
years now, and as an obsessive perfectionist, he isn't going to let this rest until he gets
everything just so...nor is he going to create the gates until he's ready to put the
controls on them.
In short, he's a munchkin only if played that way. All Player Characters have to learn
sometime that there are folks in the Realms just too powerful to tangle with. I'm reminded
of the original Realms campaign, and the Company of Crazed Venturers attacking Shaan the
Serpent-Queen (who briefly appeared in a Wizards Three DRAGON article). She was busy working
magic on a small island off Mintarn. They attacked, broke her concentration, and she looked
up with an irritated frown. They bid her stop, or they'd destroy what she was working on;
to demonstrate, one of the Company mages touched (and disintegrated) a stone he was standing
beside.
She shook her head in derision, and touched the island beneath them, disintegrating IT, and
dumping the Company into the chilly sea waves for a long swim...whilst she turned back to
A heavy-handed lesson, but...well, Larloch's in the same league, and more. Just consider
Netheresi, che egli sa creare) il quale adesso è un piuttosto folle "ultra-lich" (in questo
caso, il termine significa che ha molti poteri sconosciuti che sono fino a voi il DM, tra i
quali il fatto che egli può ancora imparare e sviluppare nuovi incantesimi, aumento dei
ha realizzato (crafted) molte delle proprie capacità di non morto prima della non morte,
che sostiene di aver scoperto il suo proprio 'processo' per il raggiungimento della
Larloch è servito da molti lich, ex arcimaghi, che egli governa in concerto (60+?), come
mente sono mai state efficaci contro di lui o uno dei maghi suoi servitori, perché gli altri
Maghi Rossi molto potenti hanno tentato e fallito (Szass Tam non tentò un attacco del
genere, che può essere il motivo per cui è sopravvissuto ... egli teme di avvicinarsi a
Larloch e ai suoi maghi, ma è affascinato dai dettagli della loro lichdom, sperando che
e segreto processo di sviluppo personale, - gli sono costati 10 anni di vita e un po' di
degli incantesimi automatica (di tutte le magie lanciate su di lui). Può disattivare questo
effetto con un atto di volontà, ad esempio quando vuole far funzionare un incantesimo su se
acquisire poteri che si avvicinano a quelli della "vecchia Netheril" in cambio di incantesimi
'perduti' ('leaking') per persistenti avventurieri con cui lui o suoi scagnozzi sarebbero
potuti venire in contatto, ma questo può essere non più di voce diffusa dagli Zhents o maghi
rossi o cultisti del drago, progettate per attirare avventurieri in incursioni allo scopo
Per quanto riguarda la conoscenza di Larloch delle identità e le posizioni degli altri
egocentrico per dare la caccia a persone che non rientrano nella sua portata di mano. Egli
distruggerne un'altro nuovo quando ci entra in contatto. Egli sembra perseguire altri
Larloch e i suoi servi lich non hanno alcun interesse nell'attirare attenzioni che
concertato da vari gruppi di potere magici che lavorerebbero insieme). Larloch non è
interessato a governare Faerun ... ma lui è interessato alla creazione e al controllo di una
serie di portali magici che collegano molti mondi (Primi Piani Materiali alternativi) e
Piani Esterni ... e così manovra i loro incantesimi (di tali portali) in modo che chiunque
li utilizzi cada sotto il suo controllo/trovandosi a subire da parte sua la rimozione forzata
dei propri oggetti magici, le informazioni della propria mente e così via. I portali sono
facili per lui da creare (lui lambiva (si occupava) di tutti i problemi di questo tipo molto
tempo fa). Gli incantesimi di controllo gli hanno dato problemi per migliaia di anni, e come
perdere?) fino a che non abbia ottenuto tutto così... e non iniziando a creare i portali fino
a quando non sarà pronto a porre il controllo su di essi.
In breve, è un munchkin solo se giocato in quel modo. Tutti i personaggi giocanti devono
imparare che alle volte ci sono persone nei Reami troppo potenti con cui avere a che fare.
Mi viene in mente della campagna dei Realms originale, e la Company of Crazed Venturers
DRAGON). Lei era occupato a lavorare con la magia su una piccola isola al largo di Mintarn.
aggrottate. Loro le intimarono di fermarsi o avrebbero distrutto ciò a cui stava lavorando;
per dimostrazione, uno dei maghi della Compagnia toccò (e disintegrò) una pietra che gli
era accanto.
scaricò la Compagnia tra le onde del freddo mare per una lunga nuotata... dopodiché lei si
voltò indietro per il suo lancio di incantesimo (per continuare il suo incantesimo),
Una lezione di mano pesante, ma... beh, Larloch è della stessa lega, e pure di più (peggio).
http://forgottenrealms.wikia.com/wiki/Larloch#cite_ref-3
Appendix
Note 1
Information attributed to Ed Greenwood, found in the Forgotten Realms FAQ of the REALMS-L
Mailing List states that Larloch is "probably a 46th level evil-aligned wizard right now".
However, the edition and date of this are unknown, and it contradicts Greenwood's own
Volo's Guide to the Sword Coast, which puts him at only level 26 in 2nd edition. The
similarity of 26 and 46 suggests one may be in error, but it is not known which.
larloch
http://forum.candlekeep.com/topic.asp?TOPIC_ID=18428
leggere larloch storia, ....I read somewhere that Mystra made a deal with the Ultra-Lich
Larloch. Does anyone know what the deal entailed, or which book it was in? Well, thanks
f.... da
http://rec.games.frp.dnd.narkive.com/3R4lNOUl/fr-deities-taking-condradicting-stances.
The dusty corridors of Warlock's Keep led everywhere and yet nowhere, but Szass Tam knew
where he was going. Walking through seemingly solid walls, Thay's Zulkir of Necromancy felt
his body magically whisked away to deeper and darker chambers of the Keep. The lich glanced
around the halls as he walked' noting the many traps that would have destroyed a mortal
"Ashrath," intoned a rumbling voice some distance away. The library slowly illuminated
itself in a flickering red glow, casting a fiery light across the assembled tomes. "I've
been expecting you, Tam," the voice intoned. "But you're still three weeks late with
payment."
Szass Tam walked toward the sound of the voice, rounding the end of a bookshelf and
strolling nonchalantly toward an ornate golden throne pushed into a corner. Larloch, the
ancient lich who hailed from Netheril, sat amidst a clutter of books and braziers.
The Shadow King's body was in stark contrast to that of Tam. While the Zulkir of Necromancy
strove to maintain his human appearance, Larloch was nothing more than a collection of bones
partially covered in fine garments. The Netheril lich's bones were bright white in color,
and trails of emerald energy traveled across his form. More than two dozen ioun stones
circled his skull, and globes of red light gazed up at Szass Tam as he approached.
"As I expected, we ran into some Harper resistance," Tam replied, taking a seat opposite the
Shadow King. "They weren't going to give up the mantle without a fight."
"If they had any inkling of its power' they wouldn't have given it up in death' either'"
Larloch grumbled. With a wave of his hand' the entire collection of books that lay before
him scattered back to their appropriate shelf. His skeletal hand then reached toward Tam.
Szass reached into a pouch and pulled from its magical confines a metal vest enveloped in a
violet glow. Larloch's red eyes shimmered briefly for a moment, determining the magic
surrounding the mantle to be a form of preservation spell. He then took the vest from Szass
and laid it on the table. A moment later' Larloch glanced up at Szass Tam. "Why are you
still here' Tam?" questioned the ancient lich. "This part of your payment is completed."
"The search for this ancient magic has raised my curiosity," the Zulkir replied. "I wish to
A long moment of silence descended over the two undead creatures, their gazes locked on one
another. If Szass would have had a heart, it would have been racing. Finally, Larloch
replied.
"You are both vain and impetuous," the Shadow King replied. "All who have visited me in the
"That's because the others who came before me were inept," said Szass. "True," replied
Another long moment of silence filled the library. Years could have passed for all either
of the undead cared. Time was meaningless. Finally, without warning or preamble, Larloch,
the Shadow King, revealed the secret past of Netheril. ~ Netheril: Empire of Magic p.4
http://www.enworld.org/forum/showthread.php?128345-Larloch-Shadowking-the-Last-True-
Arcanist#ixzz44sbAMDeF
I corridoi polverosi della Fortezza dello Stregone portavano ovunque e da nessuna parte, ma
Szass Tam sapeva dove stava andando. Passeggiando per le pareti apparentemente solide, lo Zulkir
della necromanzia di Thay sentì il suo corpo magicamente attirato nelle camere più profonde e
più oscure della Cripta. Il lich guardò intorno ai corridoi mentre camminava, notando le
molte trappole che avrebbero distrutto una forma mortale che avrebbe percorso queste sale.
"Larloch!" chiamò Szass, entrando in un'antica biblioteca. "Porto una parte del pagamento che
ti ho promesso. Mostrati."
"Ashrath," intonò una voce rombante da una certa distanza. La biblioteca lentamente
s'illuminò di una luce rossa sfavillante, gettando una luce infuocata attraverso i tomi
riposti. "Ti stavo aspettando, Tam, " intonò la voce. "Ma sei tuttavia tre settimane in
Szass Tam camminò verso il suono della voce, girando intorno alla fine di una libreria e
passeggiando con noncuranza verso un ornato trono d'oro messo in un angolo. Larloch,
l'antico lich che proveniva da Netheril, sedeva in mezzo a un mucchio di libri e bracieri.
Il corpo del Re delle Ombre era in netto contrasto con quello di Tam. Mentre lo Zulkir della
necromanzia si sforzava di mantenere il suo aspetto umano, Larloch non era altro che un
insieme di ossa parzialmente coperto con abiti raffinati. Le ossa del Lich di Netheril erano
di colore bianco luminoso, e scie di energia verde smeraldo viaggiavano attraverso tutta la
sua figura. Più di due dozzine di pietre ioun circondavano il suo cranio, e globi di luce
"Come mi aspettavo, ci siamo imbattuti in una certa resistenza da parte degli Arpisti,"
rispose Tam, sedendosi di fronte al Re delle Ombre. "Non hanno rinunciato al mantello senza
combattere."
"Se avessero avuto un minimo sentore del suo potere, non ci avrebbero rinunciato fino alla
morte," brontolò Larloch. Con un gesto della mano, l'intera collezione di libri che si
stendeva davanti a lui si disseminò nello scaffale appropriato. La sua mano scheletrica poi
Szass allungò il braccio in un sacchetto e estrasse dai suoi confini magici una veste di
metallo avvolta in un bagliore viola. Gli occhi rossi di Larloch scintillarono brevemente per
un momento, determinando che la magia che circondava il mantello era una forma di incantesimo
di protezione. Poi prese la veste da Szass e la depose sul tavolo. Un attimo dopo, Larloch
guardò Szass Tam. "Perchè sei ancora qui, Tam? ", domandò l'antico lich. "Questa parte del
"La ricerca di questa antica magia ha sollevato la mia curiosità», rispose lo Zulkir.
Un lungo momento di silenzio scese sulle due creature non morte, i loro sguardi fissi
sull'altro. Se Szass avesse avuto un cuore, gli sarebbe battuto velocemente. Infine,
Larloch rispose.
"Siete entrambi vani e impetuosi," rispose il Re delle Ombre. "Tutti quelli che mi hanno
visitato in passato sono stati distrutti, a prescindere dalla loro fedeltà. "
"Questo perché gli altri che sono venuti prima di me erano inetti", disse Szass.
"È vero," rispose Larloch. «Non mi hai deluso", intonò. "Non ancora."
Un altro lungo momento di silenzio riempì la biblioteca. Sarebbero potuti passare anni per
quanto ai non morti sarebbe potuto importare. Il tempo era privo di significato. Infine,
Da http://rasalvatoreforums.yuku.com/topic/4594/Who-is-the-most-powerful-Tons-of-spoilers#.WC-
HwtThBkg
Greenwood, who invented the realms and just about every character, made it pretty clear that
nobody could possibly take Larloch one on one, let alone face him in the Crypt where his
army is at his disposal. He intimated that Elminster even with all seven sisters (Simbul,
Alustriel, etc), Khelben Blackstaff, Halaster Blackcloak, Telamont Tanthul, etc would not
dare to even combine strikes to go after Larloch in the Crypt. In fact, Larloch once visited
them in Shadowdale for fun, and asked to see silverfire because he had never seen it before.
He acted like a gentleman because he was in their home, But Greenwood has since openly
Even if his form was destroyed, he is the sole lich in Faerun who resurrects instantaneously
from his Phylactery. He can instantly take over the body of one of his 60+ archwizard lich
Possessions combat gear, bracers of armor +12, mantle of resistance +5, 2 gloves of
storing (containing his staff and scepter), ring of spellcraft +30, ring of x-ray vision,
robe of eyes, winged boots (4 hours per day). Ioun stones: bright orange cube, bright
silver cylinder, cerulean rhomboid, dark blue rhomboid, dark gray spiral, dark green
ellipsoid, dark purple spiral, dark red cube, deep green cube, deep red sphere, dull orange
rhomboid, dusty rose ellipsoid, incandescent blue sphere, mottled gray sphere, 5 orange
prisms, pale blue sphere, pale green prism, pale white sphere, pearlized black spindle,
pink and green spiral, rich green star, shining black spiral, 2 vibrant purple prisms.
Spellbook As a wizard dating back to the time of Netheril, Larloch has access to
spellbooks containing all arcane spells from the Player's Handbook, Complete Mage, Spell
Compendium, all Forgotten Realms sourcebooks, and any other source you deem appropriate. It
is quite likely that he has access to most of the secret and unique spells developed by
Epic Spells Known In his millennia of life, Larloch has developed dozens of epic spells,
and always seems to have the perfect spell for any situation he encounters already prepared.
Wealth Larloch has an additional 10 000 000 gp or more worth of magic items in his lair,
and knows all the properties of these items. If he is attacked or expecting to be attacked,
he can arm himself with any non-artifact magic item ever created, as well as any of a large
collection of artifacts, many of which he designed and built personally. It is possible that
he has access to a minor mythallar or similar device, allowing him to arm himself with
numerous quasi-magical items and augment his already-considerable arcane prowess. His
spellpool is also stored somewhere in the bowels of the Warloch's crypt, or possibly within
_____________________________________________________________
Arcane Mastery Once per day, Laroch may re-roll a random effect of any arcane spell he
has just cast. He may then use either result. In addition, Larloch can take 10 on any caster
Curses (Su) Trails of emerald energy occasionally travel across Larloch's body. These
manifestations are a side effects of the defensive curses he protects himself with. If he
bestow greater curse spell (Will DC 54 negates and spell resistance applies). In addition
to the possible effects listed in the Player's Handbook and Book of Vile Darkness, Larloch
has also devised several unique curses. Some of Larloch's curses take effect days or weeks
after this contact. A creature trying to remove one of these curses must make a caster level
Mind Link (Su) Larloch shares a mental link with the 60 other liches (including at least
three demiliches) that inhabit the Warlock's Crypt. This link has several important effects.
First, their senses are joined. If one is aware of a particular danger, they all are. If one
in the link is not flat-footed, none of them are. No member of the mind-link is considered
flanked unless they all are. Second, their minds are in constant communication, and all
members of the link receive a +8 circumstance bonus to all Intelligence-based skills and
abilities, including wizard spellcasting. Finally, the individual mental strength of each
lich serves to bolster the rest, and therefore when one member of the mind-link must make a
Will save, all members make one. If even one of them succeeds, all are considered to have
succeeded. But if all fail, every member of the link is affected fully as though the effect
Larloch is the keystone of this mind-link, and this position allows him to exert control
over the others as though through a dominate monster spell (automatically bypassing the
undead immunity to mind-affecting effects). The other members of the mind-link are
automatically considered to be willing when Larloch targets them with a spell or other
special ability. It is quite likely that were Larloch somehow removed or cut off from the
Nether Lore Before the fall of Netheril, Larloch was an archwizard of considerable power
and prestige, and had full access to the legendary Nether Scrolls. He studied these intensly
for many years, and reaped many benefits. From the arcanis fundare, Larloch gained a +30
inherent bonus on Spellcraft checks and a +1 bonus to the DCs of his arcane spells. From the
magicus creare, he gained the Craft Rod, Craft Epic Rod, and Craft Epic Wondrous Item feats;
he also learned the secrets of crafting items more efficiently, and only need expend 75% of
the normal experience cost in item creation. From the maior creare, Larloch gained the Craft
Construct feat, and how to craft constructs in such a way that they always gain the maximum
number of hit points per hit die. From the planus mechanus, he learned to use plane shift
and gate as spell-like abilities once per day, and he also discovered a ritual which, when
he performed it, gave him immunity to any hostile or debilitating planar effects. From the
final chapter, the ars factum, Larloch discovered the secrets and processes for creating
Having again obtained the acanis fundare, Larloch has unlocked many of its deeper
secrets. He has gained the Arcane Mastery, Arcane Manipulation, and Epic Arcane Manipulation
feats as bonus feats. He has also gained one additional epic spell slot per day. In
addition, whenever he uses metamagic feats, the required increase in spell level (if any) is
reduced by one (minimum +1 spell level). For example, he could cast a quickened twinned
Phylactery (Su) If slain, Larloch's soul returns to his phylactery and all personal
items, artifacts and Ioun stones he had on his person are teleported via contingency spell
back to his inner sanctum. Once within the phylactery, he may instantly return to life by
possessing any corpse within 2,200 feet. The corpse, once possessed, has the same statistics
as Larloch did before his destruction. While within his phylactery if he chooses to stay,
Larloch can continue directing the mind-link, and when he returns to unlife, he may choose
to possess any of its members instead of an unoccupied corpse (the evicted lich is then
have constructed a highly sophisticated spellpool. Just as the arcanists of old Netheril
could draw spells directly from the Weave, if Larloch leaves a spell slot of the appropriate
level open, he can call a spell of his choice from his Spellpool as a full-round action that
provokes attacks of opportunity. These spells can be enhanced with any metamagic feats he
possesses, as well as the Empower Spell and/or the Enhance Spell feats, despite the fact
that he does not possess them--they are embedded directly into the Spellpool. Larloch may
also take advantage of his Arcane Manipulation and Epic Arcane Manipulation feats when using
his spellpool.
Spell Reflection (Sp) Any spells or spell-like abilities of 12th-level or lower that
target Larloch or include him in their area of effect are automatically reflected back at
their casters. Epic spells are also reflected, but he must first succeed at a caster level
check (DC 11 + opponent's caster level). If the reflected spell cannot affect the caster,
it simply fails. He may voluntarily lower this defense at will, such as when he casts a
spell on himself.
_____________________________________________________________
Ioun Stones
Code:
Pale green Prism +5 competence bonus on attack rolls, saves, and checks
_____________________________________________________________
with greater teleport, etherealness, or a custom spell that allows him to walk through
walls. Hidden within his tower are chambers that possess the major negative energy trait
(so as to rapidly heal undead bodies), and he spends much of his time in such places. If
forced to fight (or in the mood to do so), he enjoys using a rapid arsenal of time stop and
quickened twinned spells to overwhelm opponents before they even have the chance to react.
He often ignores enemy spellcasters, relying on his spell reflection to take care of them
while he focuses on other opponents. With the armory of items he carries with him, it is
extremely doubtful that he could ever be caught unawares, and even if he were suddenly
one of his safe rooms, completely recovers his hit points, and cures him of ailments as the
greater restoration and break enchantment spells, which activates if he loses more than
half of his hit points. As a being over two thousand years old, Larloch has thought of ways
to deal with almost any situation, and with his supragenius intellect he can compose
near-perfect plans at will about situations for which he had not prepared.
VERIFICARE DA DOVE SONO PRESE QUESTE STATS E SOPRATUTTO SE SONO UFFICIALI, SEMBRANO UGUALI
A UNA PARTE DI QUELLO DI UNO DEI DUE LARLOCH CHE HO COPIAINCOLLATO PER DOVER STARE [CREDO
SIANO UFFICIALI, ALMENO QUESTE ULTIME, LE HO RITROVATE CON UNA PARTE DI UN BRANO DI ED
http://rasalvatoreforums.yuku.com/topic/4594/Who-is-the-most-powerful-Tons-of-
spoilers#.V2xzMNSLRkg]
I have read online that larloch is neither a lich nor a demilich but apparently has found
a form beyond the two... is this true? I thought that there is only lich, demilich and
Some of Ed's replies on the subject would seem to suggest that Larloch is somewhat beyond
the powers and perceptions of Mystra's Chosen. Which in itself would suggest that Larloch's
lichdom status allows him to occupy a "special position" that is all his own -- and not
something that can be easily categorised with respect to how we traditionally view liches.
I would define an 'ultra-lich' as a Lich who has achieved Exarch status (with or without
An ultra-lich is to liches what dracoliches are to dragons. In other words its the,
He (Larloch) also dominates Szass Tam, the zulkir of Thay currently taking over the country
once and for all (See the haunted land series book 1: Unclean) a well known powerful caster
Ho aiutato Hexxat a compiere delle missioni di recupero per questo misterioso L, attraverso
il suo contatto, una vampira di nome Cabrina, che ci forniva i dettagli. Abbiamo recuperato
oggetti magici unici da tutti i reami, uno addirittura a Shou Long, fuori Faerun, scoprendo
solo alla fine che tale L, il mandante di queste missioni, non era altri che Larloch, il Re
Ombra in persona, e ho potuto avere con lui solo una breve conversazione alla fine, nemmeno
faccia a faccia ma parlandoci attraverso il corpo di un lich della cui mente Larloch aveva
preso il controllo.
Cabrina - Good morrow to you, Hexxat, my ebon dove. It warms my heart to see you. And...
other things.
Tarabas - Perhaps you're running a fever. I'd be more than happy to cool you down.
Cabrina - He is.
Cabrina - And he is here. Or at least a recaptured vessel that he speaks trough is here.
Korkorran/Larloch - SO YOU DO KNOW WHO I AM. WHEN DID YOU FIND OUT?
Korkorran/Larloch - YOU HAVE DONE ME A SERVICE. AND I HAVE PROMISED YOU ONE IN RETURN.
Korkorran/Larloch - IF IT IS STILL YOUR WISH, HEXXAT, I WILL MAKE YOU MORTAL, AGAIN.
Hexxat - Would you truly see me continue living this half-life, Tarabas?
Hexxat - Then support me in this. I'll never find happiness in this corpse's shell.
Korkorran/Larloch - YOUR HUMANITY I CAN RESTORE. THE TIME YOU'VE GOT LOST, I CANNOT. BECOME
MORTAL AGAIN AND YOU'LL FEEL THE WEIGHT OF THE LAST TWO CENTURIES UPON YOU.
Hexxat - Has our time together has been naught but chaos, blooshed, and death.
Hexxat - You've nearly convinced me. We'll go forward together as we have, me as I am, you
as you are-on one condition. If, one day, I should ask you to end my existence, you must do
Tarabas - I promise.
Korkorran/Larloch - ALL DEBTS BETWEEN US ARE BALANCED. YOU WILL NOT SEE ME, OR THIS VESSEL,
AGAIN.
Cabrina - You may see me again-when your Bhaalspawn here starts to bore you.
PROVARE A DIRLE CHE PERò HO ANCH'IO UNA CONDIZIONE E CHE VOGLIO ESSERE VAMPIRIZZATO
CARICARE PARTITA QUI SU BG2 CON STEAM E RISCRIVERE TUTTO IL DIALOGO IN ITA!!!!!!!!!!!!!!!!!!!!!!!!!!
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http://www.giantitp.com/forums/archive/index.php/t-340296.html
Larloch the Shadow King
Str: = 29 + 9
Dex: = 29 + 9
Con: = 0
Int: = 52 + 21
Wis: = 40 + 15
Cha: = 40 + 15
Ranged: +39/+34
AC: 62 (+9 Dex, +15 bracers, +10 ring, +10 natural, +1 haste, +2 foresight, +5 luck)
Touch: 37
Flat footed: 62
SR: 59
DR: 20/bludgeoning
Caster level vs. dispelling: 68
Spell Penetration: 74
Initiative: +13
Feats: (42/8), Alertness, Spellcasting Prodigy, Arcane Manipulation, Iron Will, Lightning Reflexes, Great
Fortitude, Improved Initiative, Spell Penetration, Greater Spell Penetration, Spell Focus (Necromancy,
Transmutation), Greater Spell Focus (Necromancy, Transmutation) Combat Reflexes, Improved
Counterspell, Reactive Counterspell, Skill Focus (Spellcraft), Greater Skill Focus (Spellcraft), Spell Mantle,
Supernatural Transformation, Spell Girding, Greater Spell Girding, Mysterious Magic, Ability Enhancer,
Extraordinary Concentration, Extra Slot x15, Insightful Caster, Widen Spell.
Bonus Wizard Feats: (4) Still Spell, Silent Spell, Maximize Spell, Quicken Spell
Bonus Arcane Lord Feats: (3) Twin Spell, Delay Spell, Selective Spell
Epic Feats: (47/9) Epic Counterspell, Automatic Quicken x3, Multi Spell x3, Epic Spell Focus (Necromancy,
Transmutation), Automatic Silent Spell x3, Automatic Still Spell x3, Intensify Spell, Epic Spellcasting,
Improved Spell Capacity x4, Great Intelligence, Improved Meta-magic, Enhance Spell, Permanent
Emanation x 2, Epic Skill Focus (Spellcraft), Epic Spell Penetration, Ignore Material Component, Improved
Spellpool Access, Efficient Item Creation x 18).
Item Creation Feats: (10) Scribe Scroll, Brew Potion, Craft Magic Arms and Armor, Craft Staff, Forge Ring,
Attune Gem, Craft Wondrous Item, Craft Contingent Spell, Portal Master, Craft True Artifact
Epic Item Creation Feats: (8) Scribe epic Scroll, Brew epic Potion, Craft epic Magic Arms and Armor, Craft
epic Staff, Forge epic Ring, Attune epic Gem, Craft epic Wondrous Item, Craft epic Contingent Spell.
Scribe Scroll
Summon Familiar
Backslash Resistance 5
New Spell
New Spell
New Spell, Recall Spell 2/day, Bonus Metamagic Feat: (Delay Spell)
New Spell
New Spell,
Items:
2 x Lavender and green ellipsoid: (Absorbs 50 spells levels of 8th level or lower)
Pale green prism: (+5 competence bonus on attack rolls, saves and checks)
Pale lavender ellipsoid: (Absorbs 20 spells levels of 4th level of lower)
2 x Vibrant purple prism: (Stores three levels of spells, as a ring of spell storing, minor)
Level 1 2 3 4 5 6 7 8 9 10 11 12 13
Base: 4 4 4 4 4 4 4 4 4 1 1 1 1
RoW: 4 4 4 4 4 4 4 4 4
Bonus: 6 6 5 5 5 5 4 4 4 4 3 3 3
Spell-like: 1 1 1 1 1 1 1 1 1
Total: 15 15 14 14 14 14 13 13 13 5 4 4 4
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-
foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a
sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s
aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save
or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim
(see the bestow curse spell description, page 203 of the Player’s Handbook). The effect cannot be dispelled.
Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the
victim is still alive.
Curse Touch (Su): Traits of emerald energy occasionally travel across Larloch’s body. These manifestations
are a side effect of the defensive curses he protects himself with. If he touches a creature or is struck by a
touch attack or unarmed strike, the target creature or attacking creature is affected by a bestow curse spell
(saving throw still apply). In addition to the possible curses listed in the PHB, Larloch’s curses can also cause
the target creature to assume a withered and horrific appearance, or make them appear rotting and
covered in sores. Some of Larloch’s curses take effect days after this contact. A creature trying to remove
one of these curses must make a caster level check to succeed, even with spells such as remove curse.
Coldfire (Su): The lich can produce balls of cold, blue-green fire that deal 3d10 points of negative energy
damage. The lich can use a full attack action to throw two balls of coldfire in a round (the second missile’s
attack bonus decreases by 5). The range increment for these missiles is 15 feet.
Despair (Su): The touch of certain liches, in addition to dealing damage, has the effect of an emotion
(despair) spell: Victims must make a Will save or suffer a –2 morale penalty on saving throws, attack rolls,
skill and ability checks, and weapon damage rolls for the duration of the encounter.
Doom Gaze (Su): The lich can slay with a glance, at a range of 30 feet. Living creatures who meet the lich’s
gaze must succeed at a Fortitude save or die.
Dream Haunting (Su): The lich can visit the dreams of any individual whose exact location is known to it.
The sleeper experiences tormenting dreams and suffers 1 point of permanent Constitution drain upon
awakening (Will save negates). A sleeper reduced to a Constitution score of 0 dies.
Grasp of Death (Su): Once per day, the lich can surround its hands in a nimbus of black flame that remains
until the lich touches someone. A character touched by the lich (with a melee touch attack roll) must make
a successful Fortitude save or die instantly.
Grasp of Enfeeblement (Su): The lich can weaken a foe by making a special touch attack. The affected
opponent must succeed at a Fortitude save or take 2d4 points of temporary Strength damage.
Painwrack Gaze (Su): Any creature that makes eye contact with the lich takes 2d10 points of damage from
severe, muscle-wrenching pain. A successful Fortitude save allows a character to avoid the lich’s gaze.
Voice of Maleficence (Sp): If the lich speaks to a victim for 10 full minutes, the subject must make a Will
save or fall into a sleepy trance. While in this trance state, the character answers truthfully any question the
lich asks. The victim may attempt a new saving throw every hour, but for each consecutive hour the lich
talks to the victim, the saving throw DC increases by 1.
Special Qualities:
Immunities (Ex): Larloch is immune to cold, electricity, polymorph (though he can use polymorph effects on
himself), and mind-affecting attacks, (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits,
nonlethal damage, ability drain, or energy drains. Immune to damage to his physical ability scores
(Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect
that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death
from massive damage, but when reduced to 0 hit points or less, he is immediately destroyed. So far, no
psionic powers have ever affected Larloch. Larloch is furthermore immune to one spell per level: Magic
missile, level 2, fireball, Eward’s black tentacles, cone of cold, disintegrate, level 7, sunburst, level 9.
Damage Reduction (Ex): Larloch has improved damage reduction 20/bludgeoning and magic.
Silver Vulnerability (Ex): Larloch suffers double damage from silver weapons. This unique vulnerability is a
side effect of some of the permanent magical alterations he has made to his body.
Wish (Su): Through lengthy rituals and tedious experimentation Larloch has gained the ability to use the
wish spell as a supernatural ability at will.
Spell Reflection (Su): Through epic magic rituals, Larloch is continuously protected by a permanent spell
turning effect, reflecting all spells and spell-like abilities targeting him, back at the caster.
Spell-Like Abilities: Through the use of wish spells and lengthy rituals (Each of which cost him a spell slot of
levels 1st-9th), Larloch can use each of the following spells once per day as a spell-like ability: Magic missile,
web, dispel magic, arcane eye, animate dead, chain lightning, control undead, devastate undead and
energy drain.
Eternal Freedom (Sp): Through the epic magic, Larloch is continuously warded against the following specific
spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow,
stunning, temporal stasis, and web.
Arcane Fundare (Ex): Larloch has received the full effect of the first chapter of the Nether Scrolls. +30
inherent bonus on Spellcraft checks; +1 to save DCs for all arcane spells.
Foresight (Permanent)
Haste (Permanent)
Concentration 50
Spellcraft 50
Knowledge Arcane 50
Scry 25
Decipher script 10
Alchemy 25
Spot 50
Listen 50
Search 25
Craft 25
Knowledge x 9 225
Total 575
Servitor undead:
20 vampire lords
10 dread wraiths
10 greater shadows
10 devourers
10 Spectres
10 boneclaws
5 banshees
5 deathbringers
20 baneguards
10 dread warrior
10 cursts
1 nightwalker
http://www.enworld.org/forum/showthread.php?128345-Larloch-Shadowking-the-Last-True-
Arcanist#ixzz44sbAMDeF
The dusty corridors of Warlock’s Keep led everywhere and yet nowhere, but Szass Tam knew
where he was going. Walking through seemingly solid walls, Thay’s Zulkir of Necromancy
felt his body magically whisked away to deeper and darker chambers of the Keep. The lich
glanced around the halls as he walked‚ noting the many traps that would have destroyed a
“Larloch!” Szass called out, entering an ancient library. “I bring part of the payment that
itself in a flickering red glow, casting a fiery light across the assembled tomes. “I’ve
been expecting you, Tam,” the voice intoned. “But you’re still three weeks late with
payment.”
Szass Tam walked toward the sound of the voice, rounding the end of a bookshelf and
strolling nonchalantly toward an ornate golden throne pushed into a corner. Larloch, the
ancient lich who hailed from Netheril, sat amidst a clutter of books and braziers.
The Shadow King’s body was in stark contrast to that of Tam. While the Zulkir of Necromancy
strove to maintain his human appearance, Larloch was nothing more than a collection of
bones partially covered in fine garments. The Netheril lich’s bones were bright white in
color, and trails of emerald energy traveled across his form. More than two dozen ioun
stones circled his skull, and globes of red light gazed up at Szass Tam as he approached.
“As I expected, we ran into some Harper resistance,” Tam replied, taking a seat opposite
the Shadow King. “They weren’t going to give up the mantle without a fight.”
“If they had any inkling of its power‚ they wouldn’t have given it up in death‚ either‚”
Larloch grumbled. With a wave of his hand‚ the entire collection of books that lay before
him scattered back to their appropriate shelf. His skeletal hand then reached toward Tam.
Szass reached into a pouch and pulled from its magical confines a metal vest enveloped in
a violet glow. Larloch’s red eyes shimmered briefly for a moment, determining the magic
surrounding the mantle to be a form of preservation spell. He then took the vest from Szass
and laid it on the table. A moment later‚ Larloch glanced up at Szass Tam. “Why are you
still here‚ Tam?” questioned the ancient lich. “This part of your payment is completed.”
“The search for this ancient magic has raised my curiosity,” the Zulkir replied. “I wish to
A long moment of silence descended over the two undead creatures, their gazes locked on one
another. If Szass would have had a heart, it would have been racing. Finally, Larloch
replied.
“You are both vain and impetuous,” the Shadow King replied. “All who have visited me in the
“That’s because the others who came before me were inept,” said Szass. “True,” replied
Another long moment of silence filled the library. Years could have passed for all either
of the undead cared. Time was meaningless. Finally, without warning or preamble, Larloch,
Initiative: +7 (Dex)
Speed: 30 ft.
AC: 62 (+12 armor, +13 deflection, +7 Dexterity, +5 insight, +5 luck, +5 natural, +5 profane), touch 45, flat-
footed 55
Attack: +38 melee touch (5d8 + 13 [Will half DC 54] + curses [Will negates DC 54]); or arcane fire +40 ranged
touch (5d6 + 1d6/spell level); or spell +38 melee touch or +40 ranged touch.
Full Attack: +38/+33 melee touch (5d8 + 13 [Will half DC 54] + curses [Will negates DC 54]); or arcane fire
+40/+35 ranged touch (5d6 + 1d6/spell level); or spell +38/+33 melee touch or +40/+35 ranged touch.
Special Abilities: Arcane fire, arcane mastery, arcane shield, curses, expanded spell power 3/day, gauge
weakness 2/day, metamagic effect, nether lore, recall spell 6/day, sieze concentration, snatch spell,
spellpool, true mastery of elements, true mastery of shaping.
Special Qualities: Arcane reach (60 ft.), backlash resistance 15, DR 25/epic and bludgeoning, fear aura,
immunities, mind-link, phylactery, recognize spell, silver vulnerability, spell reflection, turn immunity,
undead qualities.
Abilities: Str 20, Dex 24, Con —, Int 46, Wis 26, Cha 36
Skills: Appraise +52 (+54 all craftable items), Bluff +47, Concentration +59, Craft (alchemy) +77, Craft
(blacksmithing) +52, Craft (bookbinding) +52, Craft (calligraphy) +52, Craft (gemcutting) +52, Craft
(metalworking) +52, Craft (trapmaking) +52, Craft (weaving) +52, Decipher Script +77, Diplomacy +53,
Forgery +52, Hide +41, Intimidate +49, Knowledge (arcana) +77, Knowledge (architecture and engineering)
+77, Knowledge (dungeoneering) +52, Knowledge (geography) +52, Knowledge (history) +77 (+81 Netheril),
Knowledge (local [Netheril]) +77, Knowledge (nature) +52, Knowledge (nobility and royalty) +52 (+58
Netheril), Knowledge (the planes) +77, Knowledge (religion) +52, Listen +42, Move Silently +41, Ride +41,
Search +52 (+58 vs. secret doors and compartments), Sense Motive +67, Slight of Hand +49, Spellcraft +148
(+160 to decipher scrolls), Spot +42, Use Magic Device +48 (+50 on scrolls).
Feats: Arcane Manipulation, Arcane Mastery, Augment Spell, Chain Spell, Craft Construct, Craft Rod, Craft
Wondrous Item, Greater Spell Focus (variation), Quicken Spell, Scribe Scroll, Skill Focus (spellcraft), Spell
Focus (necromancy, transmutation, variation), Spellcasting Prodigy (wizard), Split Ray, Transdimensional
Spell, Twin Spell.
Epic Feats: Craft Epic Rod, Craft Epic Wondrous Item, Epic Arcane Manipulation, Epic Skill Focus (spellcraft),
Epic Spell Artisan, Epic Spellcasting, Extra High Arcana (true mastery of elements, true mastery of shaping),
Improved Metamagic x3, Improved Spell Capacity (10th, 11th, 12th), Multispell x2, Persistent Spell.
Salient Abilities: Arcane Fire, Arcane Shield, Fear Aura, Greater Arcane Fire, Greater Arcane Shield,
Improved Fear Aura, Improved Snatch Spell, Seize Concentration, Snatch Spell, Turn Immunity.
Challenge Rating: 41
Larloch is said to be the last surviving Netherese arcanist-king, who ruled over his flying city for centuries
and abandoned it before Karsus' Folly. Now a lich and one of the oldest non-draconic beings in Faerûn,
Larloch has amassed an arsenal of spells, magic items, and servants. The Shadow King, as he is known in the
Sword Coast, now rules the Warlock's Crypt (which is actually a corruption of Larloch's name) and its
inhabitants—liches (many from Netheril), vampires, wights, and lesser undead.
Larloch's sole driving motivation seems to be the accumulation of arcane lore. Though his control and
understanding of magic is far beyond the ability of most spellcasters to even comprehend, he remains
unsatisfied. The author of such masterworks as Precession and Binary Inversion and the great Book of
Inversion and Duplex, his mastery of metamagic is unequaled even by many gods, and he has personally
crafted many an artifact. Larloch remembers well the days of the Netherese Imperium, when mortal men
rose in power until they challenged the gods, and wonders were worked that are still the stuff of legends
thousands of years later. He was one of those wonder-workers, and the secrets of the mightiest archmages
in history yet live on in his mind, and in the thousands of tomes and grimoires he has collected over the
centuries (including the original manuscripts of Kirasect's Necrofolio, Ralmevik's Codex of Deviation Theory,
and Morianton's Investigations and Observations). But Larloch wants more, and it seems he will not rest
until he has learned even the deepest secrets of arcane magic. Though some might say that this is an
impossible task, that it would take forever to achieve, Larloch is unconcerned—he has time.
An important focus of his research has been the reconstruction of the foundation of all Netherese magic—
the Nether Scrolls. Though their creation is beyond even his vast power, he has spent many centuries
patiently searching for and gathering as many of the originals as he could. His collection totals seventeen
scrolls in all, including the complete arcanis fundare—the chapter focused on the nature of magic itself.
Though the Netherese believed that this chapter contained only the most basic knowledge, and existed
only to prepare a reader for more advanced material in the succeeding chapters, like all the scrolls it
changes to match the knowledge of its reader. From the arcanis fundare Larloch has drawn great insights
into metamagic and epic spellcasting, and the nature of the Weave itself. This set of scrolls has formed the
core of his arcane research, and even after over a millennium of study he continues to glean new
revelations on the manipulation of magic. Having secured this chapter in its entirety, Larloch is less
concerned with the others, though he plans to eventually secure a complete set.
Having survived the cataclysm that resulted from the death of Mystryl, Larloch values the goddess of magic
—and the Weave she protects—very highly. Probably the only thing that could draw him out of his studies
would be an imminent threat to Mystra or the Weave. When the first Chosen of Mystra appeared, Larloch
took note and spent many years observing and studying them very closely. When he was sure he
understood correctly their purpose on Toril, he decided to never cross paths or interfere with them in any
way. This should be considered in context, though. Larloch realizes that the destruction or malfunction of
the Weave would mean the end of his research and the destruction of all he has accomplished in the last
few millennia. He also receives many boons from Mystra—in exchange for disseminating many of his new
discoveries, Mystra grants him great freedom in the research of mighty spells and the creation of powerful
artifacts. In some ways the magic he works rivals that of ancient Netheril itself. (Note that two of the ten
scrolls in his arcanis fundare were recieved directly from the Lady of Mysteries herself as a reward for
completing an important task; they did not come from either of the original sets, though—Mystra crafted
them personally.)
Larloch is completely secure in his knowledge and power, and feels no need to compete with anyone.
When invaders threaten, he destroys them without remorse. When visitors come peacefully, he often
allows them to leave, provided they render him some service that advances his studies—often the
acquisition of some artifact or tome that he requires. At least sixteen powerful Red Wizards have tried to
kill him and take his power, but all failed. Zulkir Szass Tam, on the other hand, approached him peacefully in
negotiations and received two powerful artifacts from his hand. In the end, though, Larloch wants nothing
more than to be left alone, to study and experiment in peace.
Had Larloch desired to conquer Faerûn, he probably could have—or at the very least taken control of a
sizeable piece. But he does not. Ruling nations does not interest him in the slightest—he had his fill of that
in Netheril, and chose to step down some time before its destruction. He is, however, interested in creating
and controlling a network of portals linking many planes and crystal spheres. Like all of his endeavors, this
network would be used to advance his research, as the portals would be designed to relieve their users of
powerful magic items, and record any arcane secrets contained in their minds. Though the portals
themselves are simple enough to create (Larloch has personally visited more planes than almost anyone on
Toril), the special enchantments are still proving problematic, even after various centuries of research.
Never one to give up, Larloch plans to continue working on this problem until he perfects the process.
Larloch's form has succumbed to the ravages of time. His flesh is completely gone, leaving only white bone
draped in fine garments. His empty eye sockets glow with pinpoints of red light, and over two-dozen ioun
stones drift around his head.
Combat
If pressed in combat or bored with a situation, Larloch prefers to disappear, either with greater teleport,
etherealness, or a custom spell that allows him to walk through walls. Hidden within his tower are
chambers that possess the major negative energy trait (so as to rapidly heal undead bodies), and he spends
much of his time in such places. If forced to fight (or in the mood to do so), he enjoys using a rapid arsenal
of time stop and quickened twinned spells to overwhelm opponents before they even have the chance to
react. He often ignores enemy spellcasters, relying on his spell reflection to take care of them while he
focuses on other opponents. With the armory of items he carries with him, it is extremely doubtful that he
could ever be caught unawares, and even if he were suddenly overwhelmed by attacks, he is protected by a
chain contingency spell that teleports him to one of his safe rooms, completely recovers his hit points, and
cures him of ailments as the greater restoration and break enchantment spells, which activates if he loses
more than half of his hit points. As a being over two thousand years old, Larloch has thought of ways to
deal with almost any situation, and with his supragenius intellect he can compose near-perfect plans at will
about situations for which he had not prepared.
Larloch speaks a wide range of ancient and obscure tongues, including Loross, Aragrakh, and Seldruin, as
well as a variety of more mundane languages. His natural weapons are treated as epic for the purpose of
overcoming damage reduction.
Arcane Fire (Su): Larloch can channel arcane spell energy into arcane fire, manifesting it as a bolt of raw
magical energy. The bolt is a ranged touch attack with a range of 600 feet that breaks through barriers as a
divine blast and deals 5d10 points of damage plus 1d10 per level of the spell used to create the effect
(maximum 17d10 damage from a 12th-level spell slot).
Arcane Mastery: Once per day, Laroch may re-roll a random effect of any arcane spell he has just cast. He
may then use either result. In addition, Larloch can take 10 on any caster level check, regardless of
distractions.
Arcane Shield (Su): As a move-equivalent action, Larloch can expend a spell slot to create a barrier that
absorbs incoming attacks. The barrier can absorb up to 5 hit points of damage per spell level before it
collapses (maximum 60 hit points from a 12th-level spell slot). The damage can be from any source,
including a divine blast attack. Larloch can adjust the shield so that it does not block damage that he
ignores anyway. He can only have one arcane shield at a time.
Curses: Trails of emerald energy occasionally travel across Larloch's body. These manifestations are a side
effects of the defensive curses he protects himself with. If he touches a creature or is struck by a touch
attack or unarmed strike, it is affected by a bestow greater curse spell (Will DC 54 negates and spell
resistance applies). In addition to the possible effects listed in the Player's Handbook and Book of Vile
Darkness, Larloch has also devised several unique curses. Some of Larloch's curses take effect days or
weeks after this contact. A creature trying to remove one of these curses must make a caster level check to
succeed, even with spells such as wish or miracle.
Expanded Spell Power (Ex): Three times per day, Larloch can cast any spell that has an effect that is capped
by level (such as fireball) as if the cap were twice the listed amount. His caster level still applies to such
limits. The spell's casting time is unaffected. Larloch decides whether to expand a spell's power when he
begins casting.
Guage Weakness (Su): Twice per day, Larloch may spend a standard action to analyze any single foe that he
can see (even via a scrying effect). He instantly knows all of that foe's current save bonuses (Fortitude,
Reflex, and Will), thus allowing him to better tailor his spell choice for the encounter. If the target's save
bonuses change at a later time, Larloch is not automatically privy to this information.
Mastery of Elements: When Larloch casts a spell that deals elemental damage, the elemental damage is of
the type that is most effective against the target. If a creature is equally vulnerable to multiple elements, he
may choose which element the spell uses. The spell's casting time is unaffected.
Mastery of Shaping: Larloch can alter area and effect spells that use burst, cone, cylinder, emanation, or
spread shapes. He can create spaces within the spell’s area or effect that are not subject to the spell. The
minimum dimension for these spaces is a 5 ft. cube. Larloch can also change the shape of the spell itself.
The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone,
four 10-foot cubes, or a ball (20-foot radius spread). He can increase the spell's area, range, and duration by
50 %. Finally, his spell effects can be delayed up to 3 rounds. The spell works normally in all respects except
for its new shape.
Metamagic Effect (Su): 21 times per day, Larloch can attempt to apply a metamagic feat she possesses to a
persistent spell effect that is already in place. To use this ability, he must be adjacent to or within the spell
effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]). Using this ability is a full-
round action that provokes attacks of opportunity.
Nether Lore: Before the fall of Netheril, Larloch was an archwizard of considerable power and prestige, and
had full access to the legendary Nether Scrolls. He studied these intensly for many years, and reaped many
benefits. From the arcanis fundare, Larloch gained a +30 inherent bonus on Spellcraft checks and a +1
bonus to the DCs of his arcane spells. From the magicus creare, he gained the Craft Rod, Craft Epic Rod, and
Craft Epic Wondrous Item feats; he also learned the secrets of crafting items more efficiently, and only need
expend 75% of the normal experience cost in item creation. From the maior creare, Larloch gained the Craft
Construct feat, and how to craft constructs in such a way that they always gain the maximum number of hit
points per hit die. From the planus mechanus, he learned to use plane shift and gate as spell-like abilities
once per day, and he also discovered a ritual which, when he performed it, gave him immunity to any
hostile or debilitating planar effects. From the final chapter, the ars factum, Larloch discovered the secrets
and processes for creating artifacts--secrets he has closely guarded, and used only rarely.
Having again obtained the acanis fundare, Larloch has unlocked many of its deeper secrets. He has gained
the Arcane Mastery, Arcane Manipulation, and Epic Arcane Manipulation feats as bonus feats. He has also
gained one additional epic spell slot per day. In addition, whenever he uses metamagic feats, the required
increase in spell level (if any) is reduced by one (minimum +1 spell level). For example, he could cast a
quickened twinned fireball as a 4th-level spell.
Recall Spell (Su): Six times per day, Larloch can use a standard action to recall any spell he has already cast
within the past hour.
Seize Concentration (Su): Larloch has the ability to wrest control of a spell that requires concentration from
another spellcaster within 30 ft. If the target spellcaster is willing, this transfer of concentration occurs
automatically. Otherwise, Larloch and the target spellcaster make an opposed caster level check. A divine
spellcaster receives a +2 bonus on this check. If Larloch wins, he gains control of the spell for as long as he
maintains concentration or until the original spell duration expires. The spell functions as though Larloch
were the caster (even if it is a spell he cannot cast), except that any variables determined when the spell
can cast (including its caster level), remain as determined by the original caster. The original spellcaster can
be affected by her own spell, though she receives a +2 circumstance bonus on any saving throw allowed
against it. If Larloch allows his concentration to lapse before the spell duration expires, the original caster
may reassert control over her spell by making a successful caster level check (DC 15 + spell level). If she fails
to do so, no one controls the spell, and it dissipates.
Snatch Spell (Su): Larloch can attempt to seize control over a persistent effect created by another
spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to
the caster's control. Furthermore, the effect (but not necessarily the spellcaster) must be within 30 ft. of
him. If the target spellcaster is willing, this transfer of control occurs automatically. Otherwise, Larloch and
the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus to this
check. If Larloch wins, he gains control of the spell until its original duration expires. The spell functions as if
he himself had cast it, and he may change any of the variables of the spell that are normally set at casting
time, including the application of metamagic and similar abilities. He may substitute his own caster level for
the spell's original caster level. The original caster can be affected by her own spell, though she receives a
+2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and Larloch wishes
to dismiss it, he must make a second successful opposed caster level check to do so. If he fails, the spell
remains in effect and control reverts to the original caster.
Spellpool: As part of his efforts to simulate old Netheril, Laroch and his apprentices have constructed a
highly sophisticated spellpool. Just as the arcanists of old Netheril could draw spells directly from the
Weave, if Larloch leaves a spell slot of the appropriate level open, he can call a spell of his choice from his
Spellpool. These spells can be enhanced with any metamagic feats he possesses, as well as the Empower
Spell and/or the Enhance Spell feats, despite the fact that he does not possess them--they are embedded
directly into the Spellpool. Larloch may also take advantage of his Arcane Manipulation and Epic Arcane
Manipulation feats when using his spellpool.
Arcane Reach (Su): Larloch can use spells with a range of touch on a target up to 60 feet away. He must
succeed at a ranged touch attack. He can also apply his Split Ray and Chain Spell feats to such spells.
Backlash Resistance (Su): Larloch has damage reduction 15 against backlash damage from casting epic
spells. Each time he casts an epic spell with a backlash, that damage is reduced by 20 points (minimum 0). If
the backlash damage continues for more than 1 round, the reduction is 20 points each round.
Fear Aura (Su): Creatures with less than 46 HD in a 60-foot radius that look at Larloch must succeed at a
Will save (DC 54) or be affected as though by a fear spell cast by a 46th-level sorcerer. A creature that
successfully saves cannot be affected again by Larloch's aura for 24 hours.
Immunities (Ex): Larloch has immunity to cold, electricity, and polymorphing (though he can use polymorph
effects on himself).
Mind Link (Su): Larloch shares a mental link with the 60 other liches (including at least three demiliches)
that inhabit the Warlock's Crypt. This link has several important effects. First, their senses are joined. If one
is aware of a particular danger, they all are. If one in the link is not flat-footed, none of them are. No
member of the mind-link is considered flanked unless they all are. Second, their minds are in constant
communication, and all members of the link receive a +8 circumstance bonus to all Intelligence-based skills
and abilities, including wizard spellcasting. Finally, the individual mental strength of each lich serves to
bolster the rest, and therefore when one member of the mind-link must make a Will save, all members
make one. If even one of them succeeds, all are considered to have succeeded. But if all fail, every member
of the link is affected fully as though the effect had been targeted at them specifically.
Larloch is the keystone of this mind-link, and this position allows him to exert control over the others as
though through a dominate monster spell (automatically bypassing the undead immunity to mind-affecting
effects). The other members of the mind-link are automatically considered to be willing when Larloch
targets them with a spell or other special ability. It is quite likely that were Larloch somehow removed or
cut off from the mind-link, none of the others would long survive.
Phylactery (Su): If slain, Larloch's soul returns to his phylactery. Once within the phylactery for three days,
he may return to life by possessing any corpse within 2,200 feet. The corpse, once possessed, has the same
statistics as Larloch did before his destruction. While within his phylactery, Larloch can continue directing
the mind-link, and when he returns to unlife, he may choose to possess any of its members instead of an
unoccupied corpse (the evicted lich is then forced back into its phylactery.
Recognize Spell (Ex): Larloch instantly knows when an arcane spell is cast within line of sight, even if he
can't see or hear the caster. He also knows with unerring precision exactly what the spell is (including any
metamagic effects). This ability doesn't grant any bonus to saves, but it can help Larloch's counterspell
efforts immensely.
Silver Vulnerability (Ex): Silver weapons automatically penetrate Larloch's damage reduction, and deal
double damage to him. This unique vulnerability is the result of some of the permanent magical alterations
he has made to his body.
Spell Reflection (Ex): Any spells or spell-like abilities that target Larloch or include him in their area of effect
are automatically reflected back at their casters. To reflect an epic spell, he must first succeed at a caster
level check (DC 11 + opponent's caster level). If the reflected spell cannot affect the caster, it simply fails.
He may voluntarily lower this defense at will, such as when he casts a spell on himself.
Undead Traits (Ex): As an undead creature, Larloch is immune to mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease,
and death effects. He is not subject to critical hits, nonlethal damage, ability drain, or energy drain, and is
immune to damage to his physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue
and exhaustion effects, and any effect that requires a Fortitude save (unless the effect also works on
objects or is harmless). Larloch is not at risk of death from massive damage, but when reduced to 0 hit
points or less, he is immediately slain. Larloch does not breathe, eat, or sleep.
Wizard Spells Per Day: 14/14/14/13/13/13/11/8/10/10/4/3/5. 45th caster level. Base DC = 36 + spell level,
37 + spell level for necromancy and transmutation spells, 38 + spell level for epic spells. 6 epic wizard spells
(inc. one bonus variation spell), up to Spellcraft DC 158 (when taking 10; DC 178 with moment of
prescience). Major field: variation; minor field: invention.
Larloch's metamagic feats may be applied up to three times to the same spell, and have level increases as
follows: Augment Spell (varies), Chain Spell (+1), Quicken Spell (+1), Split Ray (+1), Transdimensional Spell
(+1), Twin Spell (+1), Persistent Spell (+3). All spell level increases from metamagic feats are decreased by
one (minimum +1). Three quickened spells may be cast per round.
Larloch typically prepares a variety of offensive, defensive, and utility spells, including a quickened greater
teleport, a quickened time stop, and a quickened twinned wail of the banshee. All of his offensive spells are
quickened and twinned, Most of his spells are prepared with a variety of metamagic feats, and he has spent
long years determining the most effective metamagic combinations for each of them.
Spellbook: As a wizard dating back to the time of Netheril, Larloch has access to spellbooks containing all
arcane spells from the Player's Handbook, Complete Arcane, Tome & Blood, all Forgotten Realms
sourcebooks, and any other source you deem appropriate. It is quite likely that he has access to most of the
secret and unique spells developed by other NPCs, as well. In his millennia of life, Larloch has also
developed dozens of epic spells, and always seems to have the perfect spell for any situation he encounters
already prepared.
Possessions: Bracers of armor +12, mantle of resistance +5, pair of gloves of storing (containing his staff and
scepter), Larloch's scepter (+1 light mace of disruption that functions as a rod of the epic spellcaster and a
greater rod of intensification usable 9/day), ring of spellcraft +30, ring of x-ray vision, robe of eyes, staff of
the magi, winged boots (4 hours per day). Ioun stones: bright orange cube, bright silver cylinder, cerulean
rhomboid, dark blue rhomboid, dark gray spiral, dark green ellipsoid, dark purple spiral, dark red cube,
deep green cube, deep red sphere, dull orange rhomboid, dusty rose ellipsoid, incandescent blue sphere,
mottled gray sphere, 5 orange prisms, pale blue sphere, pale green prism, pale white sphere, pearlized
black spindle, pink and green spiral, rich green star, shining black spiral, 2 vibrant purple prisms.
Wealth: Larloch has an additional 10,000,000 gp or more worth of magic items in his lair, and knows all the
properties of these items. If he is attacked or expecting to be attacked, he can arm himself with any non-
artifact magic item ever created, as well as any of a large collection of artifacts, many of which he designed
and built personally. It is possible that he has access to a minor mythallar or similar device, allowing him to
arm himself with numerous quasi-magical items and augment his already-considerable arcane prowess. His
spellpool is also stored somewhere in the boweld of the Warloch's crypt, or possibly within a closed
demiplane accessable from suche accessable from such a location.
Code:
Pale green Prism +5 competence bonus on attack rolls, saves, and checks
Duplex.
Elminster nel 1372 CV (l'Anno della Magia Selvaggia, l'attuale della 3e dell'ambientazione FR di D&D) ha
1160
Larloch nel 1372 CV ha circa 2000 anni (nato dopo il -628 CV circa)
nel -339 Karsus lanciò l'incantesimo Avatar di Karsus portando alla distruzione dell'Alto Netheril, a
quell'epoca Larloch aveva già Jiksidur, la sua enclave personale, ed era già un Arcanista Netherese a capo
di tale enclave fluttuante nei cieli con circa 300 anni di esperienza di manipolazione della Trama e uso
della magia..
Il 1479, l'Anno del Senza Età è l'anno attuale della 4e dell'ambientazione FR di D&D
Parchment (BDMISC43)
All that remains of the wax seal that once contained this ancient parchment's secrets is a gray stain on it
back.
On the other side is a letter written centuries ago, its simple but effective penmanship making the message
easy
"Dearest Karella,
Our journey to the Shadow King's outpost has been long and treacherous. Trolls, hobgoblins, gnolls, xvarts,
and
even a gargoyle stood 'twixt us and our goal, but we have finally made it across Coast Way Crossing. If the
map
purloined from the Netherese vampire steers us true, we cannot be far from our goal.
Even if this venture proves as profitable as Walkins believes it will be (I'll believe that when I see it and
perhaps not even then), there are many more dangers ahead. No property of the Shadow King will be left
undefended. At a minimum, we are told to expect resistance from a small army of minor undead, which do
not
concern me overmuch, and a lich under the influence of the King's Overmind, which concerns me greatly.
Once these threats are dealt with, the going should become much easier. Along with the map, the vampire
'supplied' us with a key it claimed opens the door to the Shadow King's Inner Sanctum. It spoke of a
treasure
room hidden within, loaded with items of great power and value.
I send this letter to you in the hopes that it finds you in good health and that we will be together again
soon—but however soon that may be, it cannot be soon enough for my taste. Until then, I remain yours,
Agda Coldhearth"
Pergamena
Tutto ciò che rimane del sigillo di cera che una volta conteneva i segreti di questa antica pergamena è
soltanto
una macchia grigia. Dall'altro lato vi è una lettera scritta secoli fa la cui semplice ma efficacie scrittura
"Carissima Karella,
Il nostro viaggio verso l'avamposto del Re delle Ombre è stato lungo e traditore. Troll, hobgoblin, gnoll,
xvart
e perfino un gargoyle si sono frapposti fra noi e il nostro obbiettivo, ma finalmente abbiamo attraversato il
Passaggio della Strada della Costa. Se la mappa rubata al vampiro Netherese ci dice il vero, non possiamo
essere
lontani del nostro obbiettivo.
Anche se questa avventura si dimostrasse vantaggiosa quanto Walkins ritiene (ci crederò quando lo vedrò e
forse
nemmeno allora), ci aspettano ancora molti altri pericoli. Nessuna proprietà del Re delle Ombre sarà stata
lasciata indifesa. Come minimo, ci è stato detto di aspettarci resistenza da un piccolo esercito di non morti
minori (che non mi preoccupa tanto) e un lich sotto l'influenza dell'Overmind del Re (che mi preoccupa
molto).
Quando avremo sistemato queste minacce, il cammino dovrebbe diventare molto più facile. Insieme alla
mappa, il
vampiro "ci ha fornito" una chiave che, ha affermato, apre la porta della Stanza Sacra del Re delle Ombre.
Parlava di una sala del tesoro nascosta, ricolma di oggetti di grande potenza e valore.
Ti invio questa lettera nella speranza che ti trovi in buona salute e con l'auspicio di ritrovarci presto...
Per quanto presto possa essere, per me non lo sarà mai abbastanza. Fino ad allora, rimango sempre tua,
Agda Coldhearth"
An inscription on the inside cover of this small leather journal identifies its owner as one Gurn Coldhearth.
The lettering beneath the name is only legible after several seconds of study. Written by the same hand as
Coldhearth's name, it read "Devoted of Dumathoin" before it was violently crossed out, tearing the paper in
several places.
Gurn Coldhearth valued his secrets; the bulk of the journal's entries written in a complex code beyond your
ability to decipher. The latest entry, however, was scrawled quickly across the page in the common
language of
the realms:
"Must record this quickly, before the memory fades. Last night as I slept, the mind of the Shadow King's lich
touched mine. It confirmed that we will soon reach the outpost if we continue the dig. When we do, I will
go to
him and perform a ritual severing him from the Overmind. In exchange, he shall grant me what I seek—no
longer
need I live in fear of the sickness ravaging this body. I must push Deepvein and the others all the harder to
Un'iscrizione sulla copertina interna di questo piccolo diario di cuoio idenifica il suo proprietario come Gurn
Coldhearth. Le lettere che compongono il nome sono leggibili solo dopo alcuni secondi di studio. Scritta
dalla
stessa mano autrice del nome di Coldhearth, si legge "Devoto di Dumathoin" prima che venisse
violentemente
Gurn Coldhearth apprezzava i suoi segreti. La maggior parte delle voci del diario è scritta in un codice
complesso che va oltre la tua capacità di decifrazione. L'ultima voce, tuttavia, è stata scarabocchiata
"Devo registrare questo fatto velocemente, prima che la memoria svanisca. La notte scorsa, mentre
dormivo, il
lich del Re delle Ombre è entrato in contatto con me con la sua mente e ha confermato che se
continueremo a
scavare, presto raggiungeremo l'avamposto. [Parte mancante anche IMPORTANTE (traduzione mia):
Quando lo faremo,
io andrò da lui e eseguirò un rituale per separarlo dall'Overmind.] In cambio, mi concederà quello che
cerco...
Non dovrò più vivere con la paura che una malattia devasti questo corpo. Devo spingere con più forza
Deepvein e
gli altri a continuare a scavare finché ciò che mi sono strameritato sarà finalmente mio".
Inside a leather folder embossed with the word LICH are several pieces of parchment written in a variety of
languages, most of them foreign to you. Two sheets are legible, though. The first, written in a spidery hand,
reads as follows:
"To complete the Ritual of Becoming, the subject's soul must be placed into their desired phylactery, either
by
the subject or the magician performing the ritual. After the etheric self has been safely stored, the physical
changes required by the subject's impending state can begin. Magical energy absorbs much of the body's
moisture;
skin shrivels and often changes colour, giving the subject a corpse-like appearance. The subject may
experience
some physical or emotional discomfort as the changes take hold, but so long as their spiritual self is bound
to
its phylactery, there is no danger of it physically perishing. In fact, once the transformation is complete, the
subject's continued physical existence can only be ended via the phylactery's destruction."
The writing on the second parchment, neater and more easily read, is quite possibly a professional scribe's
work,
The phylactery is simultaneously the source of the lich's greatest power and its greatest, indeed its only
significant physical weakness. Any independent lich should take pains to ensure its phylactery is kept secure
at
all times. Though not strictly necessary, the transition from mortal to lich is more easily achieved if the item
which will store the transformee's soul (ie, the phylactery) is something with which they are familiar. This is
particularly the case in Rituals of Becoming that are performed by a party other than the one undergoing
transformation."
All'interno di una cartella di pelle su cui è impressa la parola LICH sono conservati diversi pezzi di
pergamena
scritti in una varietà di lingue, la maggior parte delle quali a te incomprensibili. Tuttavia, due fogli sono
"Per completare il Rito di Trasformazione, l'anima del soggetto deve essere collocata nel filatterio designato
o dal soggetto o dal mago che esegue il rito. Dopo che la personalità eterica è stata messa in sicurezza, i
cambiamenti fisici richiesti dall'incombente stato del soggetto possono iniziare. L'energia magica assorbe
gran
parte dell'umidità del corpo, la pelle diventa arida e spesso cambia colore, dando al soggetto un aspetto
simile
a quello dei cadaveri. Il soggetto può sperimentare qualche disagio fisico o emotivo mentre i cambiamenti
hanno
luogo ma finché l'essere spirituale è legato al suo filatterio, non c'è pericolo che perisca fisicamente.
Infatti, quando la trasformazione è completa, la continuata esistenza fisica del soggetto può essere
terminata
La scrittura sulla seconda pergamena, più semplice e più facilmente leggibile, è probabilmente il lavoro di
uno
scriba professionista, presumubilmente una copia o una trascrizione di parole altrui:
Il filatterio è contemporaneamente la fonte del più grande potere del lich e della sua più grande, anzi, della
sua sola significativa debolezza fisica. Ogni singolo lich dovrebbe preoccuparsi che il suo filatterio sia
tenuto al sicuro in ogni momento. Sebbene non sia strettamente necessario, la transizione da mortale a lich
è
raggiunta più facilmente se l'oggetto in cui sarà custodita l'anima del trasformato (cioè il filatterio) è
qualcosa di familiare. Ciò è particolarmente vero nei Riti di Trasformazione che vengono eseguiti da un
soggetto
This moth-eaten volume describes the physical, spiritual, emotional, and moral dimensions of the lich in
such
aggrandizing terms that any conclusions it reaches are dubious at best. A passage underlined in red ink
catches
"For inherent in undeath, and particularly in the state of Lichdom, is a reversal of nature's order. The winter
that is the end of mortal life is a rebirth for the undead. The autumnal deterioration of life energy that
precedes the mortal winter follows the rebirth in undeath, as the fragmenting of mind and body are sewn
back
together, resulting in a period of illumination during which the undead sees the world in all its brilliant
facets. Finally, there is the Lich's spring, a season of growing power and vitality that can and will be
sustained for an eternity, so long as their phylactery and physical vessel endure."
Questo volume tarlato descrive le dimensioni fisiche, spirituali, emotive e morali del lich in termini così
enfatizzati che ogni conclusione che raggiunge appare quantomeno dubbia. Un passaggio sottolineato con
"Lo stato della non morte, e in particolare quello del Lichdom, è un'inversione dell'ordine della natura.
L'inverno, che è la fine della vita mortale, rappresenta una rinascita per i non morti. Il deterioramento
autunnale dell'energia vitale che precede l'inverno mortale segue la rinascita della non morte, in quanto la
frammentazione della mente e del corpo sono collegate, provocando un periodo di illuminazione durante il
quale
i non morti vedono il mondo in tutti i suoi brillanti aspetti. Infine, c'è la primavera del lich, una stagione
di crescente potere e vitalità che può essere sostenuta per l'eternità fintantoché il filatterio e il suo
Mud and mishandling haved rendered this once-handsome volume all but unreadable. Judging from those
few snippets that remain legible, the book appears to detail the life of a young boy who would one day rise
to become Sorcerer-King of the Netherese enclave Jiksidur.
Il fango e il cattivo utilizzo hanno reso questo volume, un tempo assai bello, quasi del tutto illeggibile. A
giudicare da quei pochi frammenti rimasti leggibili, il libro sembra raccontare la vita di un giovane ragazzo
che un giorno sarebbe cresciuto fino a diventare il re stregone dell'enclave Netherese di Jiksidur.
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http://www.enworld.org/forum/showthread.php?85997-Larlochs-equipment
pietre ioun Larloch ufficiale, da SdO (verificare, anche da GdDM, alcune di quelle di Larloch però donano
bonus maggiore anche se sono le stesse pietre, come la sfera blu incandescente, la sfera blu e scarlatta etc),
bright silver cylinder (as cloak of etherealness, double duration), 208,000 g.p.
lavender and green ellipsoid (absorb spells up to 8th level), 40,000 g.p.
mottled gray sphere (as ring of counterspells, evasion, invisibility, and spell turning), 496,000 g.p.
pale green prism (+5 competence bonus to attack rolls, saves, and checks), 500,000 g.p.
pale white sphere (recall three 9th-level spells, as pearl of power), 405,000 g.p.
pearlized brown ellipsoid (as boots of speed, free action to activate), 16,000 g.p.
https://forums.spacebattles.com/threads/elminster-vs-the-mage-association.500266/
"Sì, l'oblio, un po 'vistoso", aggiunse la voce fredda di Larloch continuando a conversare, "ma sembra sia
L'arcilich si mise a ridere, l'ilarità che fu quasi immediatamente spezzata da un forte ruggito.
Improvvisamente il tumulto e la caverna in cui c'era stato lo scatto d'ira erano entrambi andati, e Elminster
si trovò a vorticare in silenzio attraverso un infinito vuoto blu, cadendo e scendendo giù, giù, giù ...
finché un breve lampo di fuoco d'argento non lo trafisse in pieno, lasciandolo senza fiato e agonizzante.
Scomparse improvvisamente come era venuto, lasciandolo ansimante, senza dolore e intero , ma
incredeibilmente
Un pavimento marrone, appartenente a una sala caverna, alta a volta in pietra marrone. L'aria stessa
intorno
a El, mentre lui oscillava era marrone birra e mal respirabile, viziata e infestata dall'inconfondibile tanfo
di muffa.
Elminster sbatté gli occhi. Si trovava di fronte ad una figura alta e snella in abiti neri. La testa e le
Lo fissò. In quei vecchi, crudeli e conosciuti occhi quali due nere pozze senza fondo, incavate in un cranio
«Benvenuto» disse una voce asciutta da dietro Elminster, «nella casa di Larloch, il Re dell'Ombra».
El non si voltò a considerare chiunque avesse parlato - uno dei lich del Re dell'Ombra, senza dubbio,
servendolo come araldo o maggiordomo - ma mantenne lo sguardo fisso sugli occhi del leggendario
Larloch.
Egli si ergeva sicuro di sé e disinvolto, affiancanto da un bastone nero alto due volte Elminster,
fluttuante in posizione verticale affianco alla spalla dell'arcilich. Brillava dalla base alla cima ed era
tempestato per tutta la sua lunghezza dai teschi ingialliti di ogni sorta di creatura, da diavoli cornuti e
Una fila di lich dalle neri vesti e dagli occhi luccicanti stava lungo la parete marrone in fondo alla camera,
come minacciosi membri di una banda di strada, considerando Elminster come se fosse un verme che
avrebbero
Larloch fece un gesto casuale senza voltarsi a guardarli, e tutti si affrettarono in fila fuori dalla stanza
attraversi una porta che El non aveva notato fino ad allora, dietro l'incombente sagoma dell'arcilich.
"La tua domanda, suppongo, sia 'dove sono?'" Larloch informò El gentilmente.
Il Saggio di Shadowdale scosse la testa e scoprì di doversi schiarire la gola prima di poter parlare. "Avrei
Larloch sorrise. "Quindi passiamo immediatamente alle cose più importanti. Ottimo. Ti ho salvato, mago di
Shadowdale, perché sei il più saggio e più capace degli Eletti - anche passati, con la possibile eccezione
della Srinshee".
"E dunque? Hai preso a collezionare saggi e capaci Eletti?"
Il sorriso di Larloch si fece più freddo. "Ho bisogno di te, e i Reami hanno bisogno di te. Tu sei lo strumento
migliore a portata di mano, per farla breve. E non posso farlo da solo, perché se un solo incantatore, cerca
di richiamare le protezioni di Candlekeep per rafforzare la Trama, esse collasserebbero sicuramente, come
un
uomo che fa cadere e danneggia un tavolo grande e pesante cercando di portarlo da solo, mentre due
uomini
potrebbero facilmente gestire lo stesso trasporto sollevando il tavolo contemporaneamente dalle due
estremità.
Il rafforzamento necessita di due di noi, in due posizioni distanti tra loro, cosicché possiamo attingere a
quella parte dei sigilli di protezione in mezzo a noi in maniera controllata, e dunque gestirla."
El annuì. "E cosa," chiese con attenzione, "al Re dell'Ombra che ha resistito alla Piaga della Magia tanto
Larloch gli offrì un freddo sguardo, come a un animale domestico che lo avesse reso scontento(/deluso) ed
ora
And then he began to speak, leaning forward and speaking in earnest, as if El was a vital pupil who had to
be
“Mystryl in my time, and two Mystras in yours, have been the goddess of magic-have been the Weave. The
goddess
Shar, in her pride and folly, believes that as Mystra is dead and there is still a Weave, the two are separate
and can remain so. In this, she is wrong, but she also holds a belief that is correct: that control of the
Weave, in the grasp of one with power enough, grants dominion over magic.”
Larloch started to pace, the floating staff moving with him to always hang just behind his right shoulder.
“Her Cycle of Night failed here, and Sune defeated her attempt to have the Shadowfell flood into Toril and
give
her mastery over the other gods-have you not noticed that the tremors that shook the ground beneath
your feet
have now died away? — so Shar now desires to be the goddess of magic, and use it as her sword and war
hammer
and whip, to cause chaos and loss and destruction upon her whim. She believes this will deliver her from Ao
and
the order of things, by shattering that order, so the world shall become her plaything, under her absolute-
and
of course arbitrary-reign. Those sages who insist that we are all the playthings of the gods will finally be
correct, to their despair, as we all learn what it is to be not the pawns of a more or less balanced group of
many deities with opposing interests and techniques, but the pawns of one goddess. Who is mad, cares
nothing
for mortals, and exults in causing torment in all lesser beings. Some folk hate and fear magic for its
devastating power. If Shar has her way, we will all hate and fear it, be we village idiots with no talent for
the Art or archmages who might presume to challenge gods in our mastery of it. And we shall be but an
afterthought to the Mistress of the Night, to be cast down and toyed with after she serves the other gods
we
venerate likewise. She wants to see gods suffer and despair, and slay themselves and each other, until she
is
the only god left, and her supremacy can never be threatened.”
El nodded. This sounded like the Shar he knew, as much as any long-lived and alert mortal can come to
know a
deity.
Larloch came closer, his dark eyes still fixed on his guest as if they were blades or hooks that could pierce
and hold sages of Shadowdale. “She will begin by subverting the least among the divine, while she
manipulates
the rest into making war on Ao. When he is destroyed or at least cast out of reach of our world, and the
way he
was sent sealed behind him, the ravaged survivors among the gods will become her toys, to be tormented
at
leisure, their destruction savored and prolonged. We mortals will be unregarded casualties in this
endeavor,
and only rise to her primary interest when there are no other gods-nor primordials, nor near-gods who
might in
time become gods-left, and the ways by which gods of other places might enter this world or influence it
from
Larloch halted right in front of Elminster, and points of light winked into being in many of the hitherto dark
eye sockets of the yellowing skulls encrusting the floating staff-many fell and silent gazes that fixed coldly
on the Old Mage, gazes that seemed to hold accusation and scorn.
“And all of this madness and wanton destruction begins with seizing control of the Weave. Working
through her
mortal servants whose ambition far outstrips their reasoning faculties-or they’d see the mad all-destroying
folly they’re attempting for what it is-yet who have skill enough in the Art to so serve. The arcanists of
Thultanthar, who just might be numerous enough to achieve her first goal before they fail her or turn on
her,
The archlich fell silent, and he and Elminster regarded each other expressionlessly as the silence stretched
has schooled me to be suspicious of everything. Know that I am fully mindful of thy great experience and
brilliance at the Art, yet feel moved to ask: how know ye all of this?”
Larloch nodded, betraying not the slightest hint of anger. “Telamont Tanthul, the High Prince of
Thultanthar,
is a vain man. As are many rulers, not to mention all too many archmages and archsorcerers. To me, he is
one
“His cold reception of it would not make it one whit less true. This self-styled ‘Most High’ has a habit of
collecting trophies from those he’s defeated-those he considers worthy foes, at least. One such is a ring
he’s
proud of and wears all the time, as a mark of his defeat and destruction of a fellow Chosen of Mystryl,
Araundras Othaun.”
“And while he wears it, ye are closer to his thoughts than he knows,” El concluded.
Larloch nodded. “While he wears it, I can see and hear what he does, though not touch his thoughts.”
“A very long time ago, I doubted Othaun’s loyalty to the goddess we both served-without cause, as it
turned
out-and altered the magics of that ring so I could eavesdrop on him.” Larloch smiled mirthlessly. “Telamont
has
as yet not discerned this passive property of the ring. Much of his successes and survival, since
Thultanthar’s
return to Toril, have been covertly aided by me and by those who serve me, often in light of what I have
seen
and heard through the ring. I saw Shade as a useful hand to shake many throats that should have been
shaken
long ago, without involving myself directly and publicly in current matters. Now, though, I have come to see
“As this shaking of throats will never end,” Elminster interpreted aloud. “Progressing from specific targets
to
anyone whose downfall will benefit the High Prince or Thultanthar, and then to shaking every throat the
Mistress
of Night fancies shaken … which will eventually encompass every last throat that can be found.”
~ 40 ~
Larloch’s smile held not the slightest trace of mirth. “Precisely. So let me show you how best to call on the
wards-so your control of them will triumph over that of Alustriel, Laeral, and the Prefects of Candlekeep.”
Rather than saying another word about the Prefects that so obviously intrigued his guest, Larloch smiled
more widely and said, “Your mistake, thus far, has been thinking of the wards of Candlekeep as just local
shackles that constrain the Weave into a specific order-which is, yes, what a mythal does. And, I’ll grant,
how you augmented the wards when you made your little additions to them.”
Something overhead chimed very softly, but the archlich ignored it. “The wards seem to accomplish the
same imposition of order that mythals do, but are far different in nature-being, for one thing, the untidy
accumulated creation of so many diverse hands using differing methods and ways of seeing the world that
no one examiner can now easily see how the wards accomplish what they do. So most individuals, if they
can affect the wards at all beyond shifting matters from already-crafted setting to already-crafted setting,
do as you have: they grasp whatever’s nearest of the wards and tug on it as if turning the Weave to their
will. That works, crudely, but can be easily and utterly foiled by anyone who knows more of how to ‘work’
the wards, as the monks say. The real monks, that is; watching the unfolding dance of covert slayings and
impersonations has afforded me true entertainment, these last few years. So the proper way to bend the
wards to your will is to …”
He waved one bony hand, and a glowing, moving image appeared in the air between them, showing a
smaller and more silent Larloch calling on the wards with a particular technique.
The real Larloch imitated the actions of his image, and gave his guest a sidelong look. Obediently Elminster
joined in, and together they briefly practiced alongside the animated image.
A bony finger wagged, the image winked out, and the Shadow King commanded, “Now you try working the
wards in that manner, without guidance. I’ll spin something that resembles the wards-thus. Now you grasp
it and try to alter matters so the air of the warded area glows bright as day, and all sounds are muted.”
El did as he was bid, thrice over, until he and Larloch were both satisfied the Sage of Shadowdale had
mastered the technique.
“We are almost ready to return to Candlekeep,” the archlich announced. “I can get us in through the wards
without issue.”
“Oh? How?”
“Who do you think renewed and expanded them, centuries ago?” Larloch asked, eyes twinkling. “Of course,
I took the opportunity to make a few changes for my own benefit, in case I ever wanted to peruse a tome
or two at my leisure.”
“Many times, O man of many questions. Now, we’ll need to begin by getting the Shadovar and the
Moonstars to fight each other rather than us, to win us time to work.”
“From what I know of both the Netherese and Khelben’s cabal, they’ll fight each other without any help
from us,” El replied dryly, “but I take it ye mean determine precisely where they’re battling each other, so
as not to see us-and attack us, on general principle.”
The archlich nodded. “Precisely. We’ll need to protect as many of the Prefects as we can too-the Keeper of
the Tomes, the First Reader, the Great Readers and, only if they can be torn away from their duties without
us spending overmuch time in doing so, the Chanter, the Guide, and the Gatewarden-because the more of
them working with us, the more we can anchor and stabilize the Weave we’re repairing, and minimize the
risk of Weavefire, and it all going wild.”
“Weavefire?”
Larloch sighed. “What did Mystra teach you and her other Chosen? Your Dove and your Storm prefer the
sword to the Art, but the rest of you? I suppose, submerging herself into the Weave and becoming it, as
Mystryl so long resisted doing, Mystra wanted no one to know that much about it, and so about her own
vulnerabilities. Yes, Weavefire. Not like silver fire or the handfire novices conjure, nor yet spell-spawned
walls of fire-Weavefire is when some part of the Weave is consumed by its own runaway energies, melting
and shriveling like dry leaves in hot flame.”
The archlich waved a hand, and another moving midair image appeared, showing Elminster just that. It did
not look pretty.
“When your Mystra took you as a lover,” Larloch told him, “she was putting the Weave into you. And she
was putting you into it, making you a new anchor for the Weave. She did the same with the Simbul and
others you never knew about. Using all of you because it was needful to keep the Realms from chaos. Just
as you must now do what is needful. Which is to trust me a little more, and carry out my plan.”
“I’ll send you back to Candlekeep with Telamont’s sigil and secret words, and make your voice sound like
his and your eyes look like his. His agents will believe you to be him; I’ll give you their names and faces.
Gather them and lead them into battle against the Moonstars, seeking to surround and contain Khelben’s
agents. When the fray is well underway, I’ll snatch you out of it and back here-and we’ll return to
Candlekeep together and use the wards to seal off the warring sides. Those barriers won’t last against
determined spell hurlings, but should win us time enough to begin calling on the wards to mend the
Weave.”
El stared at Larloch for a long, silent time, then nodded and said, “I’ll trust ye this far.”
“Thank you. If all things work out well, you won’t live to regret that trust. Rather, it will be time for Mystra’s
Chosen to raise the cry of ‘All hail the Shadow King!’ Or more likely not, from what I know of you Chosen.”
And with those wry words, the lich stretched out a withered, long-fingered hand. “Receive, then, the names
and faces you’ll need to know …”
The war wizard was younger than Mirt had expected, his face pockmarked by one of the minor diseases
that afflicted the young. Yet he carried himself with the quiet self-assurance of someone who wields both
power and authority comfortably.
And Mirt had traversed so many rooms and guard posts, and spoken to so many courtiers to reach this
inner room of the sprawling royal court building-hmmph, it looked larger than the damned royal palace
itself! — on this chilly morning, that this lad must have some standing. Despite his pimples.
“It is less than usual for audiences of this sort between outlanders and the Wizards of War,” the youngling
began discouragingly, seating himself behind his desk and waving Mirt to a shorter, harder chair on the
other side of it, “but-”
“It’s ‘less than usual’ because you diligent agents of the Crown tend to come looking for us first,” Mirt
rumbled, glancing at the floor beneath the chair and the ceiling above it out of long habit, before settling
himself into the seat with a grateful wheeze. “If we cause trouble, that is. From what I’ve seen hereabouts
thus far, you lack resources enough to spy on everyone-common problem; had it myself-so the suspicious
and known malcontents get most attention, and large-mouthed aging drunkards like me get dismissed as all
wind and no dagger. A fairly accurate assessment, by the way.”
The young war wizard’s smile was a trifle pained. “We tend to prefer not to discuss specifics-”
“Courtiers behind desks never do. We all know-or tend to learn, the hard way-that words not said are
easier to weasel out of. But come, lad, we’ll be speaking of preferences and unusuals and difficult-to-says
all day if our backsides and these chairs hold out. Niceties have been observed, and you’ve sufficiently
signaled yer inability to be blunt and yer superior position when dealing with outlanders. So to the point!
~ 41 ~
“Priests prate of the Sundering, and the world certainly seems in turmoil enough for nigh any doom crying
to seem appropriate, even to the sea level rising to lap at the decking of yer docks down in the harbor here.
And I’ve seen the turmoil among your troops. Purple Dragons marching out of the gates, armed Crown
messengers riding in and out at all hours, guard posts reinforced everywhere … yet most of my evenings
have been enlivened by sitting listening to nobles drink and dispute, and I’ve yet to hear one word out of
any of them that suggests the palace is working with the nobility of the realm to strengthen Cormyr’s
defenses as all of this gets worse.”
“Well, I hardly think these are the sort of matters they would discuss in front of an outlander. Still less are
such topics appropriate for me to-”
“Oh, lad, lad, cut the free-flowing dung before it rises past your chin and chokes you! Even sitting here in
Suzail, shuttling my backside between tavern, club, my rented rooms, and brothels, I’ve heard and seen
enough to know there’s strife over the throne, and the taking of sides, and the armies of Cormyr are armed
and at war here and there and riding hard to some other place. How can I be of help? How can yer nobles,
young and restless, as well as old and idle, make the realm stronger? Why aren’t you using us?”
To Mirt’s complete lack of surprise, part of the dark-paneled wall behind the young Crown mage opened
soundlessly and two older war wizards stepped into the room, one of them spreading his hand in a swift
quelling gesture to prevent his young fellow seated at the desk from replying.
“Forgive us,” the visibly oldest of these two new arrivals-his hair was streaked white at both temples-
greeted Mirt politely, “if we are skeptical of your motives. Defending the Forest Kingdom is our task. We
ask ourselves, what aboveboard and honorable interest can an outlander, not loyal to the Dragon Throne,
have in such matters? There are good reasons such individuals are not normally privy to our deliberations
regarding the security of the realm.”
“Fair enough to your latter, though I’ve always found that some public talk of security makes the citizenry
feel better about any necessary daily bullying and serves as a warning to those who would do mischief,
both visitors and homebodies. As to my motives, tell me if you find fault with my reasoning on this … if
Cormyr falls or is weakened into civil strife, every sane inhabitant of Toril is the lesser for it. Yes?”
“If we do, you’ll inevitably see and hear and learn too much for the security of Cormyr,” the second of the
older war wizards replied flatly.
Mirt gave him an incredulous stare. “The Forest Kingdom’s safety is that shaky? Truly? Well, it would seem
to me that you have far greater problems than worrying about the deeds or motives of any individual
outlander. And if they arrive in armies, their motives are a trifle obvious.”
“Cormyr’s safety and security are nowhere near ‘shaky,’ as you put it,” the senior war wizard said coldly.
“They are merely matters it is foolish to discuss, and needless to imperil in the slightest by involving
outlanders.”
“Not so,” purred a new voice. “They are even weaker and more imperiled than Mirt suggests. I came to see
to that, but found it unnecessary to do anything at all; the disaster has been waiting to happen here in
Cormyr long before my arrival.”
Everyone turned and stared at the smirking, darkly handsome man leaning into the room through another
hidden door in the paneling.
“Well met,” Manshoon added politely to Mirt. “Worry not; I’ll not be sending any magic your way this time.
Unlike the Forest Kingdom’s Wizards of War, I learn lessons fast.”
He turned his gaze to the three war wizards, and added gently, “You should heed this old man, you know.
He’s right. It’s probably too late for your kingdom, but you war wizards may yet surprise me. By doing the
right thing for once, for instance.”
With a chuckle and a merry wave, he was gone, the paneling closed and looking as if there had never been
a door there.
“Who-? How did he-?” the young war wizard stammered, but his elders were already starting to rush for
the panel the unexpected visitor had disappeared through.
“Don’t,” Mirt growled, standing with unexpected haste to hurl his chair at the spot they were about to
charge through. “He’ll have left a nasty little spell trap behind. If no one does a dispel on that door and the
passage beyond it-”
The chair bounced and clattered, the foremost war wizard batted it aside with a snarl, tripped over it and
fell heavily, then bounded to his feet and snatched open the door.
The ear-splitting crack of many lightning bolts erupting from the revealed passage was still echoing in the
room when the Crown mage’s smoking body crashed off the far wall and fell to the floor, and the roast-
boar-like smell of cooked human flesh started to fill the room.
Mirt sighed. “Men who say ‘I warned you’ are never popular, but I’m going to say it anyway. Idiots. I believe
I’ll go find some nobles who’ll listen to me, and we can go and save Cormyr together.”
The guards before the tall, splendid, and firmly shut doors of the palace at the high heart of Thultanthar
were barring her way, but the young and darkly beautiful Thultanthan striding up to them with sultry grace
never slowed.
In the end, the guards were forced to sidestep toward each other, until their hips almost touched, to
physically block her from bursting between them and reaching the doors to the audience chamber of the
Most High.
“You may not enter, Lady,” one of them said sternly, raising a magical rod warningly.
She looked back at him steadily, and one raven-dark eyebrow arched in scornful disbelief-or feigned
mockery of such emotion.
“Can it be that you do not know who I am?”
That goading question gained no answer, so the visitor said silkily, “I am Manarlume, granddaughter to the
Most High. As such, I do not expect to find a door anywhere in Thultanthar closed to me. Ever.”
“And yet,” the other guard said gently, “we have our orders-and accordingly, this door remains closed. With
all three of us on this side of it.”
Manarlume sighed, reaching a hand into her bodice, drew something forth, slid its chain over her head, and
held it up.
She had the satisfaction of seeing one guard’s jaw drop, and the other blink and then stare hard.
Small wonder. There were perhaps a dozen of these tokens in existence, small many-horned metal
pendants bearing enchantments that could be felt-as a crawling, clawing presence-from some feet away.
Given in secret by the hand of Telamont Tanthul himself, they granted immediate access to the High Prince
of Thultanthar at any time, without dispute, explanation, or delay.
One of the guards did as he was supposed to-reach out and touch the token with a cautious fingertip, so its
enchantment would show him the image of Telamont and affirm what it meant-but the other asked
suspiciously, “How came you by this, Lady?”
“The Most High gave it to me, so I could reach him without delay or dispute if ever I saw the need,” she
replied crisply, “as I do right now.”
The two guards stared at Manarlume, then at each other. The one who’d touched the token reached
behind his back, to the dagger sheathed at his belt there, and firmly depressed the stone set in its pommel.
That gem glowed momentarily as its magic flashed forth-a silent summons for the prince who oversaw the
guards.
Aglarel arrived very quickly, cloak swirling. He was frowning as he strode, his hand on his sword. When he
saw the token, he took it, jerked his head in a signal to the guards to open the doors-and as they swung
open, stepped through the doorway, beckoning Manarlume to follow.
He ushered her to her grandfather in silent haste, gliding to a stop to stand watchfully right behind her,
ignoring the hand she held out for the token’s return.
The audience chamber looked different. It was still sparsely furnished with the high seat, the large and bare
table, and the great black rod studded down its length with black spheres enclosing dark, empty glass
globes, floating vertically off the floor in its corner. However, the High Prince of Thultanthar was busy
watching the siege of distant Myth Drannor, gazing at a usually bare wall of the chamber.
The wall was aglow from corner to corner with many images, all of them views that looked down on the elf
city from various heights. Scenes that were constantly moving-sometimes swooping. It was swiftly apparent
to Manarlume that her grandfather was using spells to look through the eyes of birds flying over the
besieged city.
Ah, of course. Scryings couldn’t pierce the city’s mythal from without.
Telamont turned from this glowing spell-spun tapestry of scenes, raising his brows in a silent question.
Manarlume met his gaze, then turned and pointedly looked at Aglarel-and then back at Telamont.
“Most High, among many petty transgressions and minor treacheries, we’ve found an immediate danger.
The arcanist Gwelt.”
“And he is dangerous why, exactly?”
“He’s recruiting fellow arcanists who feel the ambition to replace princes of Shade!”
“Granddaughter, you passed the test. Don’t as swiftly lessen your standing in my eyes.”
“Of course, Most High,” Manarlume replied, and she looked at the floor.
“Aglarel, give her back my token. She’ll have cause to need it again, I have no doubt.”
As Aglarel did so, Telamont raised a hand to catch Manarlume’s attention, and asked, “Tell me, what do
your amorous arcanists say of two called Helgore and Maerandor?”
“That they are gone, undoubtedly on some secret mission or other for you, Most High. Most expect them
to perish very swiftly-if they are not dead already.”
Telamont’s face betrayed no reaction. “Your arcanists are wiser than I’d thought.”
Elminster found himself in a room he knew in Candlekeep, a lofty chamber whose walls bore gallery above
gallery, each marking where an upper floor passed along the wall of the tall room.
He was standing face to face with Maerandor of Thultanthar. Who was busily snapping commands at his
fellow Shadovar, telling them to seek here and there and over there for Saerlar Stormwyvern. The half-elf
Moonstar was nowhere to be seen, and had evidently vanished during the brief darkness accompanying the
earthquake, as they’d all been charging at him.
“Most High?” Maerandor gasped. Then his face hardened, he snapped, “Can’t be!” and his hands swept up
to hurl slaying magic.
Elminster calmly drew the sigil Larloch had shown him in midair, and murmured one of the secret phrases.
--------------------------------------------------------------------------------------------------------------------------
Introduction
All who have visited me in the past have been
destroyed, regardless of their allegiance.
—Larloch
O ne does not visit Larloch, nor does
TRADUZIONE