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Villains' Lorebook.pdf - Department of Political Science

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132<br />

The occupant cannot leave by any means, so long as<br />

at least one rune is in existence, although an outside<br />

agency can destroy the Runes and set the prisoner<br />

free.<br />

History: When the baatezu lord Orlex ruled the<br />

ancient kingdom <strong>of</strong> Yhalvia (which may have been<br />

located on another world altogether), a band <strong>of</strong> renegade<br />

wizards, led by the archmage Thakorsil, created<br />

this item to imprison and enslave the creature. Unfortunately<br />

for them, the device required extensive<br />

acts <strong>of</strong> evil magic (the sacrifice <strong>of</strong> good-aligned individuals,<br />

for example) in order to function, and after<br />

imprisoning Orlex and enslaving him with the Runes<br />

<strong>of</strong> Chaos, the council <strong>of</strong> wizards created a regime<br />

every bit as cruel and evil as Yhalvia’s former rule,<br />

until they themselves were displaced. Orlex was<br />

banished back to the planes while Thakorsil’s Seat<br />

was lost and presumed destroyed.<br />

The seat finally came to rest in the hoard <strong>of</strong> the<br />

sorcerer-king Larloch, who never actually used it. In<br />

his fateful meeting with Szass Tam, Larloch decided<br />

that the seat might serve the zulkir well. Tam returned<br />

to Thay and freed Eltab, compelling him to<br />

take the seat and reimprisoning him by creating the<br />

first Rune <strong>of</strong> Chaos. Since then, Tam has created<br />

seven more Runes and is close to completing the<br />

spell, permanently enslaving Eltab.<br />

Campaign Use: Thakorsil’s Seat is a truly terrible<br />

item which should never be allowed to fall into the<br />

wrong hands. Unfortunately, Szass Tam is about as<br />

“wrong” as one can get in Faerûn, and he intends to<br />

use its fell powers to his advantage.<br />

Unless destroyed or sent to another place, the seat<br />

may well find its way into the hands <strong>of</strong> another evil<br />

power such as Zhentil Keep, and the horror <strong>of</strong> the<br />

twin burnings ritual and the enslavement <strong>of</strong> powerful<br />

beings will begin once more. As this could lead to a<br />

continent-wide conflagration that might rival the<br />

Tuigan invasions or the Time <strong>of</strong> Troubles, DMs<br />

should think very carefully about letting the seat<br />

loose in their campaigns.<br />

Powers: The seat was created as an instrument <strong>of</strong><br />

enslavement. Originally intended for good-the imprisonment<br />

<strong>of</strong> evil beings-it ended with the exact<br />

opposite effect, allowing the permanent enslavement<br />

<strong>of</strong> beings <strong>of</strong> virtually infinite power, and the<br />

corruption which accompanies it.<br />

Fortunately, the seat has a number <strong>of</strong> limitations<br />

that make it difficult to use. First, the being to be enslaved<br />

must be compelled to sit on the throne. If the<br />

creature is held involuntarily or tricked into sitting,<br />

it receives a single saving throw vs. spell when the<br />

ritual <strong>of</strong> twin burnings begins and is magically bound<br />

to the throne and unable to move if the roll is a failure.<br />

Creatures magically compelled to sit (such as<br />

those controlled by the Death Moon Orb) receive no<br />

saving throw. Victims with a natural magic resis-<br />

tance are also allowed to roll to avoid the effects.<br />

Once the creature is bound by the creation <strong>of</strong> the<br />

first rune <strong>of</strong> chaos, it must remain in the seat but receives<br />

a saving throw each time the ritual <strong>of</strong> twin<br />

burnings is performed and another rune created. Each<br />

<strong>of</strong> these subsequent saving throws is at a cumulative<br />

penalty <strong>of</strong> -1 (-4 for the fifth rune, for example).<br />

When the ninth rune is created, the creature’s<br />

spirit is permanently bound to the seat. It may physically<br />

leave the seat, but it is completely enslaved to<br />

the seat’s owner. No further saving throws are allowed;<br />

the creature can be freed only by the use <strong>of</strong><br />

multiple wishes, the intervention <strong>of</strong> the gods, the destruction<br />

<strong>of</strong> the seat itself, or another extreme cir-<br />

cumstance.<br />

The throne’s other drawback is that the ritual <strong>of</strong><br />

twin burnings is long and involved, and requires the<br />

sacrifice <strong>of</strong> successively more powerful victims. The<br />

first rune requires the sacrifice <strong>of</strong> a good-aligned<br />

human or humanoid <strong>of</strong> 1st level or higher, the second<br />

rune requires the sacrifice <strong>of</strong> a good individual <strong>of</strong><br />

2nd level or higher, and so on. The seat’s creators rationalized<br />

this evil as being the means to the end <strong>of</strong><br />

a greater good. But they were corrupted by the<br />

wickedness they had created.<br />

Prior to the creation <strong>of</strong> the last rune <strong>of</strong> chaos, the<br />

other runes are vulnerable to destruction or removal.<br />

Any damage or disfigurement destroys a rune, and<br />

destroyed runes must be replaced using the ritual <strong>of</strong><br />

twin burnings. If all the runes are destroyed prior to<br />

the creation <strong>of</strong> the last one, the throne’s occupant is<br />

freed. After all nine runes have been created, they<br />

can be removed only with the destruction <strong>of</strong> the<br />

chair.<br />

While the seat is active, it has an additional effect<br />

that also works to Szass Tam’s advantage. The seat<br />

sends out magical “interference” which prevents the<br />

use <strong>of</strong> any divination spells (clairvoyance, ESP, detect<br />

evil, etc.) within 200 miles. Magical items which duplicate<br />

such effects, such as crystal balls, amulets <strong>of</strong><br />

ESP, and so on, are also rendered useless. This magical-dampening<br />

field has effectively blinded the Simbul’s<br />

magical observation, forcing her to send agents

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