Scourges of Eden: Kuannei, The Eternal Night

This is part of a new series of monsters I created for my Eden campaign setting. They can be adapted to other settings with some fluff work.

Kuannei: The Eternal Night

“All I have found about this creature are fey stories. We could ask it to confirm them, but I fear even if we got close, she would not acknowledge anything but her own misery.” – Exarse Gaul


The Curse of the Sky

It is said that in Adel, the sky was cursed.

Adel has two skies – the blue one seen during the day is known as the Second Sky, and if one were to wander it until nightfall, one would see a different world, a plane where goodly spirits frolic and fly freely and without worry. During the day, this paradise is inaccessible, and one would merely shoot up through the sky and into the Crawling Chaos of the Forlorn Void beyond, where one would see the sun, aided by the white clouds in its millennia-old war against the crawling shadows in the Void, and perhaps some stars and Dromeda cities within the shadows.

But the dark sky seen at night isn’t a sky – but rather, an absence of sky. The Second Sky retreats to allow the first one to be seen, the ancient Void older and more vicious than any planar construction to come after it. This first one is the Crawling Chaos, a mantle of innumerable stars that struggle to shine within a maddening darkness. At night, where one to go through the now hidden Second Sky and into the Void, one would see a weaker Sun, and the Moon, which is said to be a Dromidae edifice, created to reflect and empower the light of the smothered Sun, which is weakened to almost nothing when the Second Sky allows the the Forlorn Void free reign. The Dromidae, however, claim to have not made the moon, that it was there even before them, and that they only harness it to bring some small natural light to their void cities during Eden’s night.

The sky is trapped in a miserable cycle, cursed to shift light and darkness for eternity. But it is a cycle of necessity. The exhausting night of the spirits must smother the world so that things will become dormant. Then the day must come again so that things can move and grow. Some strange creatures lead a reversed cycle – but nonetheless, even reversed, the cycle would continue and nature would remain in place

The Suffering Of The Night

This sad cycle of day and night happens on its own now, but this was not always so. Back in the ancient times, when the world bled magic at dangerous rates, and the spirits and the world were in silent chaos, one spirit found herself gifted with a terrible power. Her name was Kuannei, an ugly word. She was a very pale-skinned girl, with black robe with no sleeves or holes for her arms, and black crow’s wings coming from her back. Her dark hair and gold eyes were gorgeous, but her face was always sorrowful despite its beauty. This spirit felt the tug of the world on her essence and knew that her reason to exist was to bring night.

Regardless of her destined duties, most spirits were contemptous of her. Though she could not help the way she was, her magic troubled spirits. She would bring the night, smothering the spirit energy of all living beings and causing them to want sleep. Very few creatures could withstand her magic, and they became her only friends. But they could not accompany her forever – like the creatures of the day, they were always busy and had things to do before dawn came. She seemed to be the only spirit with a relaxed job. Her joyful discovery of these beings soon turned to disappointment. None would frolic and play with her.

All other beings she crushed to sleep at the end of every day. She would force even the Second Sky into dormancy, opening up the world to the terrifying voids. Staring at the vastness of the universe overhead, with stars like ants in the darkness, the silence of the night around her and the overwhelming loneliness in her heart, Kuannei despaired. Normally she would rest during the day until it was time to bring the night, but more and more she lost sleep. She began to wander during the day, a time where she was not meant to be, and met only with the contempt and anger of the fickle spirits who feared and resented her.

It became worse, until Kuannei became unable to close her eyes during the day. She could not ever again hide or ignore the glares thrown her way, the fear in the spirit’s eyes. She was always weeping, the light of the sun striking her unshielded eyes directly. At night, she could not sleep either, because it was her duty to oversee. Kuannei became very ill, but not of the body – spirits, especially powerful ones like her, were very hardy. But all creatures can become ill of the soul and the mind. With dark black bags under and red lines across her eyes, Kuannei’s desires became darker and darker.

The Fading Of Kuannei

Despite her illness, the spirits who worked tirelessly to repair the many wounds the world had incurred during the last cataclysm showed no sympathy for Kuannei. She was just the spirit with the ugly name who kept them from working all day. They blamed her for how long it was taking them to repair the world.

The abuse was such that Kuannei wished for a new world. One where it would always be night time. The night spirits and animals would have time to work, sleep and accompany her, because it would always be night, every day. The nasty spirits of the day would lay dormant forever, frozen and unable to bully her.

Kuannei, in her naivety and weakness, knew of only one way to accomplish this goal. She sought out her counterpart, the creature that brings the day. Though she may not have had murderous intentions at first, it ultimately became her solution to the problem. She sought out Ravindra, a fiery spirit that was tasked with the sun, and tried to kill it. Great Spirits such as herself and Ravindra could not fight each other without rules, agreements and an initial matching of wits, but that is precisely what Kuannei did. But when she killed Ravindra, he did not die. She had not followed the rules, so her attempt had failed.

Soon, the labor of the spirits was complete, and the world was again at balance. Ravindra and 8 other spirits ascended to the status of Greater Spirit because of their deeds and became keepers of the world, though their relationship would soon be stained by rivalries and enmity, and the Great Game between them would commence. Meanwhile, Kuannei was given no reward. Having nothing left but her dire wishes and her duties to perform, Kuannei became nothing outside of bringing the night and casting away the day. She became a cycle of the world, nothing more than orders and algorythms of creation that happened at specific times. Her beautiful body disappeared, her strained mind faded, but her miserable soul remained.

Kuannei In The Campaign


Kuannei is intended to be a villain (recurring or otherwise) in a campaign or story arc that ends with either her purification and salvation, or her destruction and assured repetition of the cycle. As one of the “Scourges” of Eden, a campaign or story arc with Kuannei begins with a Catalyst, then a series of Omens, before reaching an Apotheosis and then a Finale. The PCs can prevent the appearance of a Scourge by stopping its Apotheosis moment (if the DM even allows them to), but this will merely ensure that the cycle is repeated sometime in the future. In order to truly defeat a Scourge, certain things must be accomplished that will be mentioned.

Basic Scourge Rules

•A Scourge is inexorably tied to Eden, and thus, a greater spirit power cannot damage or otherwise incapacitate, delay or stop a Scourge. No creature of deific power can deal with a Scourge – only mortals or minor spirits can.

•A Scourge cannot be damaged, incapacitated or stopped by a creature above or below its tier of play. Only powerful, specific fates can bring an end to a Scourge, and those too weak or that have destinies beyond it can only watch those who are destined.

•All Scourges have two means of defeating them. A straight combat that brings the Scourge’s HP to 0, or stopping its Apotheosis, will defeat the Scourge, but not forever. If the PCs uncover a means to truly defeat the scourge, they gain the Scourge Advantage against their enemy. If they truly defeat it, the Scourge will be gone for good.

Catalysts

These are some ideas of events that could trigger Kuannei’s splitting from the cycle, and a return of her body and mind to her. What these have in common is that they are adventures that appear at first unrelated to Kuannei. The PCs will challenge a villain who, if he fails, subtly and unwittingly triggers the appearance of the Scourge.

•A cleric of Kaehma attempts a ritual to induce eternal sloth upon a large city. The ritual is interrupted by the PCs and backfires terribly. When the PCs have defeated the cleric, little do they know the events set into motion…

•A group of mind flayers discover an aberrant artifact weapon in a great temple, that may be used to damage the Sun and empower the Voids. Instead, it tears an ancient spirit apart from the cycle she began untold centuries ago…

•A mage captures a Hoitoki spirit and coerces it into granting a deadly wish – giving the mage control of the sky, so that he may hold the entire world ransom, giving rain or sun when he wishes, so that all may pay tribute to him. But Hoitoki’s wishes are rarely perfect, and when the evil mage falls, something must rise to take his place in the runaway wish…

•A lesser spirit power, jealous of the greater spirits, attempts to gain worship through ascendance to a higher power. It collects ignorant worshippers from all over the world in an attempt to have them fuel a mass chant that would help it ascend. Unfortunately, such ancient rites rarely produce the proper result, and this spirit is destroyed to give rise to a true power…

Omens

Once the Scourge has reappeared, the PCs will not be aware of this immediately. They will think they have succeeded in their previous quest, and in a way, they have. However, the Omens let them know that something is wrong, something they are not informed about is happening. The Omens can appear either specifically in quick succession to warn the PCs, or they might simply be random events that happen after unrelated adventures.

•Otherwise healthy people begin to develop Moon Frenzy without contact with a Werewolf.

•The smallest child of each family in a large area die in their sleep one night, without warning.

•Clerics and Paladins of Ravindra begin to have nightmares of a beautiful, pale woman with dark hair and crow’s wings, constantly weeping and singing a crushingly depressing song about the night which they must hear in its entirety, but can never accurately reproduce while awake.

•Nights become pitch black, with the natural light of the Moon gone completely.

•Nights stretch on longer and longer – it may dawn at midday, for example.

•A false red and black, swirling moon appears in place of the normal moon in the sky every night, and staring directly at it causes the effect of a Sleep spell (+10 per tier of play vs Will)

Apotheosis

Eventually, somebody deciphers the Omens – somebody who, either for spiritual or material reasons, decides to return the scourge to life. This person might be somebody who was helping the PCs to decipher the Omens, but then decided to go enact the final rite needed or to seek out the scourge. Or it may be somebody they do not know personally, but will certainly hear of now. This “emissary” will have to be stopped by the PCs, or it will bring the Scourge to full ressurrection and enact the Finale scenario. However, if the PCs do succeed in stopping the endgame, the Scourge will merely be returned to dormancy, until such a time as it can arise anew. Though you may choose to present this as a victory nonetheless, in the grand scheme of things, the PCs have failed.

•The means to invoke Kuannei requires the creation of the false moon in the sky (see the Omen above). As this false moon becomes larger and larger, and takes up more of the sky, Kuannei will appear before the Emissary and beg him or her to create the Eternal Night that she so wishes for. By this point, it is too late – the PCs must stop the moon from growing twice as large as the real moon, which means stopping the ritual partway through. The ritual takes 12 hours to complete and requires 7 casters. By the 7th hour, it is too late to stop the endgame.

Finale

The Scourge has been invoked fully, and its goals are underway. The PCs have a choice.

They must confront the being directly at some point, and the sooner, the less damage will be done. But to simply kill a Scourge, is to invite it to appear again. It may not be within the PCs lifespans, but they have Epic Destinies to fullfill – at some point, through the wiles of fate, reincarnation or immortality will have them facing the same monstrosity again. And this time, it is possible the PCs may fail.

Instead, they can delve into the most ancient, mysterious and dangerous places of the world, searching for something – a spirit, an artifact, some glimmer of hope that the creature can be laid to rest for eternity, for good, and never threaten the world again.

•The PCs must seek out the greater spirit power Ravindra, who is powerless to watch Kuannei’s madness unravel. As the false moon takes over the entirety of the sky, people begin to fall asleep without being able to wake up, unless they were insomniacs beforehand, or the very limited quantity of elves remaining in Eden. Some people will die of sheer exhaustion as they try to fight the eternal sleep, and some will even die to the nightmares and soul-crushing despair within them if they do fall to the sleep.

Ravindra will offer the fey story of Kuannei, if the PCs have not already uncovered it by some other means (which should probably be what leads them to Ravindra in the first place). He will also offer the means to defeat her – her twisted wish came about from the natural disdain that living beings have for the night. If Kuannei is offered a gift for her hard work, if she is appreciated, then she will calm. The only gift she desires is to be able to rest. She has worked thanklessly for so long, that all she wants is to be able to stop working. Ravindra will direct them to a Hoitoki, who can offer Kuannei a wish to be able to rest. The Hoitoki, when found, will accompany the PCs to the final battle.

Thus prepared, the PCs can confront Kuannei the proper way. Though she is incoherent, weeping and laughing insanely as she showers them in red and black shadows, if the PCs offer her the wish, they will have the Scourge Advantage against her in combat. If they win, Kuannei, utterly exhausted, will dispel the false moon and accept the wish, falling asleep. Her body will remain behind – if the PCs actually take it with them (they will notice it is alive), Kuannei will wake up at some point, but as a mostly harmless spirit with a heavy amnesia. Her mind and soul have finally been cleansed. The true Kuannei can rest forever. The new, liberated spirit will serve as a testament to what the PCs have accomplished and may remain by their side.

Scourge Advantage

•All tiers: +1 bonus to attack rolls and defenses against the Scourge

•Heroic and higher: Darkvision 5 squares, or +5 squares of Darkvision

•Paragon and higher: Resistance 5 to Necrotic and Radiant damage or +5 to existing Resistance

•Epic and higher: Can spend their epic destiny utility powers to be able to bypass 10 of Kuannei’s resistance with all of their attacks for the duration of the encounter.

Kuannei

Appearance: Kuannei’s physical form is that of a woman of average height (about 5’6″ or 5’7″) with long, slightly disheveled dark hair. She has a stark pale but beautiful face, with gold eyes and pale lips. She has dark bags under her eyes and is constantly weeping, as she cannot close them. Her stare is blank and dull. She has crow’s wings growing out of her back. She appears to have no arms, as her dress, a flowing, uninterrupted pleated garment that exposes her shoulders and some of her back, has no sleeves or arm holes. She has arms, but rarely uses them. She prefers to extend some of the long tendrils, black, inky red and black tentacles, that attach to her hips instead. They can stretch out from under her dress and give her reach much like her own arms.

Personality: Distorted by a hundred mortal lifespan’s worth of thankless work and abuse, Kuannei is thoroughly insane. She will sing incoherent songs or quote strange haikus, give small, dry laughs mid-sentence at times, and blubber nonsense mutterings to herself. When hurt, she may behave like a scared child, attacking the first thing she lays eyes on.

Running The Encounter: Kuannei prefers to stay near the ground, or to perch somewhere and not move much, being so exhausted. If pushed, she might become more mobile, bombarding the PCs from above. Many of her powers create zones, and she loves dotting the ground with them. The zones from her Night of the Long Knives spell do not ever vanish, so she may slide around the PCs and use them to create more zones. However, her zones, including her aura, can be dispelled.

She often targets the last creature to have attacked her, but many of her powers have large areas, so she may still hit numerous PCs. She saves her Forbidden Panacea magic for effects that would render her unable to keep attacking, such as stun. She may endure Daze if the situation is such that she can just shoot off another blast or slam somebody with her tendrils, and does not need to move. She will not tolerate remaining stunned, however.

If you are playing with a grid that’s easy to mark, or you have a pre-prepared grid for this purpose, you can use an alternate pattern that is less harsh and more fun for the PCs. The checkerboard pattern should make for an interesting combat, whereas the normal effect is just a massive world of pain for the PCs.

If you feel you need added difficulty, you might have Kuannei recover two or even all of her Ancient Magic rather than just one when bloodied. You might also have her At-Will powers leave behind zones like her Night of the Long Knives power does.

Most of Kuannei’s powers involve her manipulation of the shadows caused by the eternal night coming to fruition around her. She can create shadowy blades and spines, fire masses of shadowy projectiles to bombard an area, and create red and black blasts of light and darkness to attack her foes.

Minions Or Cohorts: If you need encounters to use before the PCs fight Kuannei, in order to have them spend resources and make the fight at the end more challenging, consider cultist or divine enemies. Liches or Lich Vestiges, Mind Flayers, or a reflavored Doresain or Deathpriest of Orcus (now in the garb of a cultist of the night or perhaps even of a Spirit Power that would benefit from an eternal night, such as Kaehma) can make for fitting combats.

Kuannei, The Eternal Night, Level 10 Solo Controller
Medium Immortal Humanoid (Spirit) XP 2500
Initiative +9; Perception +15; Darkvision
The Unyielding Night (Zone) Aura 3: The aura is treated as a zone of Darkness (only creatures with Darkvision or proper illumination can see within it). Kuannei can end this effect as a minor action, or recreate it as a standard action.
HP 432; Bloodied 216 (Surges 1; Value 108)
Regeneration 5 (If Kuannei takes radiant damage, her regeneration does not function on her next turn)
AC 26; Fortitude 26, Reflex 22, Will 26
Immune: Disease, Fear, Poison, Sleep; Resist 5 All
Saving Throws +5
Speed 5, Fly 7 (Hover)
Action Points 2
[A] Forsaken Clawing Shadows (Standard; At Will) @Necrotic
Burst 2 Within 10 squares; All Enemies; +14 vs Reflex; 1d10+5 necrotic damage, and each creature adjacent to the target takes 5 damage.

[C] Starving Tendrils (Standard; At Will) @ Necrotic
Close Burst 1; All Enemies; +15 vs AC; 2d6+5 necrotic damage and Kuannei slides the target 2 squares in any direction.

[C] “The Night Of The Long Knives” (action; 4-6) @Necrotic, Radiant, Zone
Close Burst 10; All Enemies; +14 vs Reflex; 2d10+5 necrotic and radiant damage. The square occupied by the target becomes a zone of darkness and difficult terrain that deals 5 necrotic and radiant damage to any creature adjacent to it at the start of Kuannei’s turn.

[R] Ancient Magic – Forbidden Cancellation (Standard; Encounter) @Radiant
Ranged 5; +14 vs Will; 3d8+5 radiant damage and the target loses its enhancement bonuses to attack rolls and defenses (save ends).

[Sp] Ancient Magic – Forbidden Panacea (Immediate Reaction; Encounter)
Trigger: Kuannei fails a saving throw.
Kuannei automatically succeeds on the saving throw and can spend a healing surge.

[R] Ancient Magic – Forbidden Word of Blindness (Minor; Encounter) @Arcane
Ranged 20; Bloodied targets only, deafened targets immune; +14 vs. Will; The target is Blinded (save ends). The target must succeed on two saving throws to overcome this effect.

[Sp] The Doom of A Dozen Eras (Immediate Reaction; When First Bloodied)
Kuannei recovers one of her “Ancient Magic” powers.

[C] “The Sea Of Darkness Drowned The Feeble Day” (Standard; 6) @Necrotic, Radiant, Zone
Can only use this power while bloodied; Close Burst 20; All Creatures; +14 vs Will; 2d10+5 necrotic and radiant damage and the power’s area becomes a zone of darkness. Creatures in the zone that move without shifting take 5 necrotic and radiant damage. The zone is sustained with a Minor action.

Alternate: The zone is instead a checkerboard pattern. Black squares are difficult terrain that deal 5 necrotic and radiant damage to creatures that end their turns in one.

Evil; All languages
Skills: Arcana +13, Religion +13, History +13, Nature +13, Intimidate +16, Perception +15, Stealth +14

Str: 16 (+8) Dex: 18 (+9) Wis: 20 (+10)
Con: 20 (+10) Int: 16 (+8) Cha: 22 (+11)
Kuannei, The Eternal Night, Level 20 Solo Controller
Medium Immortal Humanoid (Spirit) XP 14000
Initiative +16; Perception +22; Darkvision
The Unyielding Night (Zone)
Aura 3: The aura is treated as a zone of Darkness (only creatures with Darkvision or proper illumination can see within it). Kuannei can end this effect as a minor action, or recreate it as a standard action.
HP 950; Bloodied 475 (Surges 2; Value 237)
Regeneration 10 (If Kuannei takes radiant damage, her regeneration does not function on her next turn)
AC 36; Fortitude 34, Reflex 32, Will 35
Immune: Disease, Fear, Poison, Sleep; Resist 10 All
Saving Throws +5
Speed 5, Fly 7 (Hover)
Action Points 2
[A] Forsaken Clawing Shadows (Standard; At Will) @Necrotic
Burst 2 Within 10 squares; All Enemies; +24 vs Reflex; 2d6+7 necrotic damage, and each creature adjacent to the target takes 7 damage.

[C] Starving Tendrils (Standard; At Will) @ Necrotic
Close Burst 1; All Enemies; +25 vs AC; 3d6+7 necrotic damage and Kuannei slides the target 3 squares in any direction.

[C] “The Night Of The Long Knives” (action; 4-6) @Necrotic, Radiant, Zone
Close Burst 10; All Enemies; +24 vs Reflex; 3d10+7 necrotic and radiant damage. The square occupied by the target becomes a zone of darkness and difficult terrain that deals 10 necrotic and radiant damage to anyone creature adjacent to it at the start of Kuannei’s turn.

[R] “Bask In The Gray Nothingness of Dreams” (Standard; 6) @Psychic, Sleep, Zone
Ranged 10; +24 vs Will; 2d10+7 psychic damage and the target falls unconscious (save ends). First Failed Save: The target’s square becomes a zone of darkness that deals 10 necrotic and radiant damage to any one creature adjacent to it at the start of Kuannei’s turn and lasts until the end of Kuannei’s next turn; Second Failed Save: The target cannot make saving throws against this effect at the end of its turn except those granted by powers or items.

[R] Ancient Magic – Forbidden Cancellation (Standard; Encounter) @Radiant
Ranged 5; +24 vs Will; 4d6+7 radiant damage and the target loses its enhancement bonuses to attack rolls and defenses (save ends).

[Sp] Ancient Magic – Forbidden Panacea (Immediate Reaction; Encounter)
Trigger: Kuannei fails a saving throw.
Kuannei automatically succeeds on the saving throw and can spend a healing surge.

[R] Ancient Magic – Forbidden Word of Blindness (Minor; Encounter) @Arcane
Ranged 20; Bloodied targets only, deafened targets immune; +24 vs. Will; The target is Blinded (save ends). The target must succeed on two saving throws to overcome this effect.

[Sp] The Doom of A Dozen Eras (Immediate Reaction; When First Bloodied)
Kuannei recovers one of her “Ancient Magic” powers.

[C] “The Sea Of Darkness Drowned The Feeble Day” (Standard; 6) @Necrotic, Radiant, Zone
Can only use this power while bloodied; Close Burst 20; All Creatures; +24 vs Will; 4d8+7 necrotic and radiant damage and the power’s area becomes a zone of darkness. Creatures in the zone that move without shifting take 10 necrotic and radiant damage. The zone is sustained with a Minor action.

Alternate: The zone is instead a checkerboard pattern. Black squares are difficult terrain that deal 10 necrotic and radiant damage to creatures that end their turns in one.

Evil; All languages
Skills: Arcana +19, Religion +19, History +19, Nature +19, Intimidate +23, Perception +22, Stealth +21

Str: 20 (+15) Dex: 22 (+16) Wis: 24 (+17)
Con: 22 (+16) Int: 18 (+14) Cha: 26 (+18)
Kuannei, The Eternal Night, Level 30 Solo Controller
Medium Natural Humanoid (Spirit) XP 95000
Initiative +24; Perception +29; Darkvision
The Unyielding Night (Zone) Aura 3: The aura is treated as a zone of Darkness (only creatures with Darkvision or proper illumination can see within it). Kuannei can end this effect as a minor action, or recreate it as a standard action.
HP 1340; Bloodied 670 (Surges 3; Value 335)
Regeneration 15 (If Kuannei takes radiant damage, her regeneration does not function on her next turn)
AC 46; Fortitude 42, Reflex 42, Will 45
Immune: Disease, Fear, Poison, Sleep; Resist 15 All
Saving Throws +5
Speed 5, Fly 7 (Hover)
Action Points 2
[A] Forsaken Clawing Shadows (Minor; At Will) @Necrotic
Burst 2 Within 10 squares; All Enemies; +34 vs Reflex; 2d6+10 necrotic damage, and each creature adjacent to the target takes 10 damage.

[C] Starving Tendrils (Standard; At Will) @ Necrotic
Close Burst 1; All Enemies; +35 vs AC; 4d6+10 necrotic damage and Kuannei slides the target 4 squares in any direction.

[C] “The Night Of The Long Knives” (action; 4-6) @Necrotic, Radiant, Zone
Close Burst 10; All Enemies; +34 vs Reflex; 4d8+10 necrotic and radiant damage. The square occupied by the target becomes a zone of darkness and difficult terrain that deals 10 necrotic and radiant damage to any one creature adjacent to it at the start of Kuannei’s turn.

[R] “Bask In The Gray Nothingness of Dreams” (Standard; 6) @Psychic, Sleep, Zone
Ranged 10; +34 vs Will; 3d10+10 psychic damage and the target falls unconscious (save ends). First Failed Save:The target’s square becomes a zone of darkness that deals 10 necrotic and radiant damage to any one creature adjacent to it at the start of Kuannei’s turn and lasts until the end of Kuannei’s next turn; Second Failed Save: The target cannot make saving throws against this effect at the end of its turn except those granted by powers or items.

[C] “Sleep Eternal, Undisturbed” (Standard; 6)
Close Burst 1; All bloodied creatures in the burst die.

[R] Ancient Magic – Forbidden Cancellation (Standard; Encounter) @Radiant
Ranged 5; +34 vs Will; 5d10+10 radiant damage and the target is stunned (save ends).

[Sp] Ancient Magic – Forbidden Panacea (Immediate Reaction; Encounter)
Trigger: Kuannei fails a saving throw.
Kuannei automatically succeeds on the saving throw and can spend a healing surge.

[R] Ancient Magic – Forbidden Word of Blindness (Minor; Encounter) @Arcane
Ranged 20; Bloodied targets only, deafened targets immune; +34 vs. Will; The target is Blinded (save ends). The target must succeed on two saving throws to overcome this effect.

[Sp] “The Doom of A Dozen Eras” (Immediate Reaction; When First Bloodied)
Kuannei recovers one of her “Ancient Magic” powers.

[C] “The Sea Of Darkness Drowned The Feeble Day” (Standard; 6) @Necrotic, Radiant, Zone
Can only use this power while bloodied; Close Burst 20; All Creatures; +34 vs Will; 5d10+10 necrotic and radiant damage and the power’s area becomes a zone of darkness. Creatures in the zone that move without shifting take 15 necrotic and radiant damage. The zone is sustained with a Minor action.

Alternate: The zone is instead a checkerboard pattern. Black squares are difficult terrain that deal 15 necrotic and radiant damage to creatures that end their turns in one.

Evil; All languages
Skills: Arcana +28, Religion +28, History +28, Nature +28, Intimidate +30, Perception +29, Stealth +29

Str: 24 (+22) Dex: 28 (+24) Wis: 28 (+24)
Con: 20 (+20) Int: 26 (+23) Cha: 30 (+25)

6 Comments on “Scourges of Eden: Kuannei, The Eternal Night”

  1. Swordgleam says:

    I like this a lot. The whole scourge mechanic with the omens and the cycle of fate is a great way to bring mythology alive in a campaign.

  2. Wyatt says:

    Glad you enjoyed. I personally love the aspect of fate and karma, of natural and spiritual cycles, that go on in a lot of eastern religions. It’s a big focus in my fantasy material. It also gives a satisfactory answer to “if the world is about to end, why don’t the gods do something?”

  3. Swordgleam says:

    Because the gods are just as tied to fate as everyone else. I love that about Greek mythology – Zeus wants to save Sarpedon, but he can’t, because even the father of gods and men is not above the fates.

  4. [...] think that clarification should have been made more explicit in Kuannei’s story, the first Scourge of Eden article I wrote. In the lore of Eden, the Scourges articles detail [...]

  5. [...] •Scourges of Eden – Kuannei, the Eternal Night: An evil Spirit that a campaign can be based around. [...]

  6. [...] which does have the power to wreak havoc upon the world (such as the scourges of eden, like Kuannei). Unfortunately the campaign will end on a bad note, as your cultist will also be destroyed or [...]


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