Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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