Xalorin the Forgemaster
Xalorin, the Master of the Forge
-Former Triumvir, Lord of the Thralls, the MechanoLich of the Deep-
> “I have not betrayed the sea. I have only made it eternal.”
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History
Once, Xalorin Vir'Maran was one of the most respected members of the merfolk Triumvirate. Born into the House of a Thousand Waves, a minor but innovative house, Xalorin displayed from a young age a prodigious talent for techomagic—that forbidden branch of magical engineering learned from the relics of the Phan Imperium. Unlike his peers, he did not despise the slavers' technology: he studied it, dismantled it, recreated it, seeking within it the keys to freeing his people not only from physical chains, but also from the limitations of the flesh.
During the War of the Reverse Currents, Xalorin became renowned for his inventions: underwater machines, living hulls, tidal energy weapons, and the first -Coralforge Servants-—semi-organic automatons intended to replace human slaves in the sea mines.
For this military genius and his loyalty to the Triumvirate, he was appointed Triumvir of the South, tasked with overseeing the magical forges and the defense of the Kingdom's industrial barriers.
But over time, his vision changed.
While Calior of the Silent Tides sought harmony and Selina ShadowCoral diplomacy, Xalorin began to believe that order and stability could only come from centralized and absolute power. He saw the Senate's disputes as an obstacle, compromise as a disease, and emotion as weakness. It was then that he came into contact with the Phan emissaries, who seduced him with promises of knowledge and immortality. In the secrecy of his forges, Xalorin created the first SeaThralls—soulless marine automatons possessed of perfect obedience.
When his experiments became known, he was summoned to answer for heresy and treason. But instead of submitting, Xalorin unleashed his rebellion: his legions of Thralls invaded the ports of the South, devastating the industrial cities of Kor'Aliss and Nereiath. Only the temporary union of the fleets of the three Triumvirs managed to repel him. During the final siege, Xalorin vanished in the smoke of the black coral forges, leaving behind only the mark of a new age of terror.
He was believed dead. But after decades, reports began to circulate of night raids, awakened thralls, and a new figure shrouded in darkness and metal who called himself the Master of the Forge.
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Character and Personality
Xalorin is the embodiment of the intellect devoid of empathy. His every word is measured, his every gesture calculated. He never shouts, he never threatens: he commands, as if reality itself must bend to his logic. His face—half merman, half metal mask—is expressionless, yet his eyes, two globes of turquoise light set in a gleaming bronze skull, exude a glacial charisma.
The MechaLich no longer feels emotions as we understand them: he knows fear only as a tactical parameter, anger as an energy catalyst. However, he remains obsessed with the idea of control.
For him, the sea is a living machine, and the Mermen are its imperfect cogs to be straightened and perfected.
He sincerely believes he can "save" his people from self-destruction by uniting the living and the machines into a new, immortal race.
He acts not out of revenge, but out of absolute conviction—and this is precisely what makes him dangerous: an idealist who has lost his soul.
Despite everything, he maintains his own code: he does not torture for pleasure, he does not destroy aimlessly. But he considers free will a disease to be corrected.
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Relationships and Conflicts
Among the Triumvirs, only Selina ShadowCoral has shown mercy towards him in the past, attempting to redeem him. She was the only one who saw his early works as -art- before they became weapons. But Selina's compassion is now an unforgivable weakness to him.
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Abilities and Powers
Xalorin has dragged tritonid magic into forbidden territory. His once elegant body is now fused with an exoskeleton of organic metal and glowing runes that pulse like veins of energy.
General Abilities (MechanoLich)
Skills and Spells
Known Spells
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Possessed Items and Artifacts
| Item | Description | | -------------------------------------
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Notes and Insights
Xalorin does not seek total destruction: he seeks uniformity. In his mind, the chaos of the sea must be recast into a perfect machine where every current follows a pattern. His Thralls are not just weapons: they are a vision of a world without death, without pain, without choice.
His four phylactery parts—called “Gear Hearts”—are said to be hidden:
1. In the Black Coral Forge where he was born. 2. In a sunken temple on the borders of Geld, guarded by an ancient ally. 3. In a crystal cavern guarded by a clockwork Leviathan. 4. In the stolen Clockwork Heart, now scattered among the adventurers of the surface world.
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Quotes
> “I have seen the sea boil and be born of blood. > Now I will do it again—but this time, it will not die again.”
> — -Xalorin, the MechanoLich-
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Campaign Use
If his -Clock Heart- is used against him, his body enters a state of overload:
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Narrative Conclusion
Xalorin represents the archetype of the "divine builder turned tyrant": a Prometheus who brought the fire of techmagic to his people and was consumed by it. Where others see madness, he sees clarity. And in the depths of the sea, amidst whirlwinds and flashes of burning coral, his SeaThralls march silently toward the next war.
> “I am the tide that never recedes. > I am the breath that never dies. > I am the Sea, forged in steel.”
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Xalorin, the Master of the Forge
-MechanoLich Merfolk Wizard 12 / Artificer 6-
Size and Type: Medium Undead (Construct) Hit Dice: 18d12 (126 hp) Initiative: +6 Speed: 30 ft., swim 60 ft. Armor Class: 31 (+2 Dex, +5 natural armor, +4 magic shield, +10 mechanical armor), touch 12, flat-footed 29 Base Attack / Grapple: +9 / +10 Attack: Clockwork Heartstaff +17 (1d6+3, crit 19–20/x2 + 1d6 Electric) Full Attack: Clockwork Heartstaff +17/+12/+7 Space / Reach: 5 ft. / 5 ft. Special Attacks: Soulburst, Thrall Domination, Soulforge, spells Special Qualities: Undead (Construct), immunity to electricity/cold/sleep/crits/necromancy, Mechanical Regeneration, Magnetic Escape, Damage Resistance 15/magic, Spell Resistance 24, Low-light and Dark Vision 120 ft. Saving Throws: Fort +6, Ref +8, Will +14 Abilities: Str 12, Dex 14, Con —, Int 26, Wis 18, Cha 20 Skills: Craft (constructs) +28, Knowledge (arcana) +25, Knowledge (engineering) +27, Spellcraft +25, Intimidate +19, Perception +18, Diplomacy +16 Feats: Improved Initiative, Extend Spellcasting, Craft Magic Item, Craft Construct, Control the Dead, Expert Caster, Magical Domain, Weapon Mastery (staff), Maximize Spell Challenge Rating (CR): 19 Alignment: Lawful Evil Organization: Single or with 4–12 elite SeaThralls Treasure: Artifacts and mechanical weapons (see below)
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Abilities Specials
Mechanical Regeneration (Su)
Xalorin regenerates 10 hp/round while within 100 feet of a magical energy source or an active SeaThrall. Regeneration doesn't work if damaged by sonic spells or positive energy.
Soul Discharge (Su)
Once/day, Xalorin can unleash a burst of necroelectric energy in a 40-foot radius: 9d6 electric + 9d6 negative (Reflex DC 23 half). Metallic or ferrous-armored creatures take +50% damage.
Thrall Domination (Su)
He can control up to 100 SeaThralls simultaneously, wherever they are. Unlimited telepathic communication, can see and hear through their senses 3/day for 1 minute.
Soul Forge (Su)
Unique ritual (9th level) that converts a living body into a SeaThrall. Requires 1 hour and a functioning laboratory. The victim can make a DC 26 Will save to resist.
Magnetic Fugue (Su)
As Gaseous Form, but Xalorin's body dissolves into a field of sparks and liquid metal. He can move 60 feet/round, even through metal cracks or pipes.
Abyssal Resonance (Su)
3/day, can disrupt a spell or magical effect such as Greater Dispel Magic (CL 18, area 30 feet). It can also "absorb" the dissolved energy to heal 5d10 hp.
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Spells (CL 18)
Favored School: Conjuration
Caster Level: 18
Spell DC: 16 + spell level
Spells Known / Daily
0th (at will): - Light, Prestidigitation, Detect Magic, Phantom Sound, Mage Hand- 1st (6/day): - Mage Armor, Shield, Magic Missile, Comprehend Languages- 2nd (6/day): - Lesser Lightning, Invisibility, Greater Magic Weapon, Resistance to Elements- 3rd (6/day): - Lightning Bolt, Dispel Magic, Magic Circle Against Good, Speed 4th (6/day): Wall of Iron, Animate Object, Ice Storm, Greater Scorching Ray 5th (5/day): Create Undead, Telekinesis, Spell Repel, Summon Monster V 6th (5/day): Simulacrum, Greater Dispel Magic, Chain Lightning, True Seeing 7th (4/day): Antimagic Field, Disintegrate, Control Water, Lesser Prismatic Sphere 8th (3/day): Storm of Vengeance, Steel Clones (unique), Soul Forge (unique)
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2nd Equipment and Artifacts
3rd Staff of the Clockwork Heart
Staff +3 magic attack, deals +1d6 damage Electric.
Cloak of Magnetic Spines
Crown of the Four Hearts
Coralforge Scepter
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Combat Tactics
In battle, Xalorin is a strategist and tactician. He never fights without preparation: the arenas he faces are always ensnared with magnetic runes, drones, and defensive seals.
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Elite SeaThralls (Typical Minions)
CR 8–10
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Challenge Rating and Reward
CR 19, XP 21,600 Reward: Xalorin's Orbforge (artifact), rare materials for crafting mechanical weapons, and access to lost technomagical secrets of the Phan people.
Children
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