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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.”
  ---
 

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.
  ---
 

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.
  ---
 

Relationships and Conflicts


 
  • With the current Triumvirate: Xalorin considers Calior deluded and Selina a puppet of the merchants. He despises Mariale, but fears her: he knows that only her strength can truly challenge his mechanical army.
  • With the Phan Empire: His relationships are one of mutual instrumentality. The Phan provide him with materials and arcane crystals, and in exchange they receive weapons and next-generation SeaThralls. But Xalorin does not consider himself their servant: he regards them as mere financiers, to be eliminated once he has consolidated power.
  • With the traitorous Tritons: he uses them as intermediaries, spies, and engineers in his abyssal forges. He has no friends, only tools.
  • With the sea deities: Xalorin has renounced Thal-Mor and Myrora, declaring he has "replaced" them with the -God Engine-, an artifact powered by life energy and abyssal crystals. His cultists revere him as a god incarnate.

  •   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.
      ---
     

    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)


     
  • Type: Undead construct (unique)
  • Immunities: Critical, stealth, electricity, sleep, charm, cold, paralysis, poison, necromancy.
  • Vulnerabilities: Sonic and positive energy damage.
  • Mechanical Regeneration (Su): 10 HP/round while a source of magical energy is nearby (<30m).
  • Soul Discharge (Su): 1/day, emits a burst of necromechanical energy (9d6 electrical + 9d6 necrotic, Ref DC 23 half).
  • Thrall Dominance (Su): Controls up to 100 SeaThralls, even miles away.
  • Essence Transference (Su): Can “recharge” itself by consuming the life energy of an ally or foe (empowered drain life energy effect).
  • Magnetic Mist Form: Like a lich, can dissolve into a visible electromagnetic field underwater.
  • Abyssal Resonance (Su): 3/day, can collapse one spell or magical energy source within 100 feet (as greater dispel magic).

  •  

    Skills and Spells


     
  • Master of all arcane engineering arts, constructs, mechanical weapons, and runes.
  • In life, he was a 16th-level Wizard/Blaster, now retains equivalent powers.
  • Casts spells up to 8th level, focusing on Conjuration and Transmutation.
  • Specialties: -Creation of undead, construction of constructs, life-metal bonds.

  •  

    Known Spells


     
  • -Wall of Iron, Animate Object, Lightning Bolt, Create Undead, Simulacrum, Antimagic Field, Disruption Ray, Storm of Vengeance.
  • - Unique Spells:

  •  
  • Heart of the Tide, a personal power that transforms the seas into sources of necromantic energy.
  • Soul Forge, a ritual that can convert a living body into a Thrall (9th level, takes 1 hour).

  •   ---
     

    Possessed Items and Artifacts


      | Item | Description | | -------------------------------------
  • | ---------------------------------------------------------------------------------------------------------------------------------------------------
  • | | Xalorin's Spheroforge | Abyssal crystal globe, serves as a core of power and spellcasting focus. Allows -Reanimate Constructs- and -Create Clockwork Servants- at will. | | Cloak of Magnetic Spines | +4 AC; reflects metallic strikes (1d6 electrical to hits). | | Staff of the Clockwork Heart | +3 staff, allows -Chain Lightning-, -Dominate Construct-, and -Electric Firestorm- 3/day. | | Crown of Four Hearts | Connected to its fragmented phylactery. When a fragment is destroyed, the crown loses a gem and Xalorin weakens (–2 cumulative CL). | | Clockwork Heart (minor artifact) | Currently stolen; contains part of its life essence. Until it is recovered, it loses 25% of its regeneration. | | Coralforge Scepter | Used to create SeaThralls: it can “mark” a creature, making it part of its mental network. |
      ---
     

    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.
      ---
     

    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-
      ---
     

    Campaign Use


     
  • Role: Final antagonist or "shadow" behind the political crisis of the Kingdom of the Tritons.
  • Objectives: Reform the nation under his leadership, fuse flesh and metal, recover the fragments of his phylactery.
  • Weaknesses: Positive energy, sound, destruction of Gear Hearts, lack of his -Clock Heart- (stolen artifact).

  •   If his -Clock Heart- is used against him, his body enters a state of overload:
     
  • he loses Regeneration and SR, and after 3 rounds explodes (20d6 Electric, Ref DC 24 half).

  •   ---
     

    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.”
      ---
     

    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)
      ---
     

    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.
      ---
     

    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)
      ---
      2nd Equipment and Artifacts
      3rd Staff of the Clockwork Heart
      Staff +3 magic attack, deals +1d6 damage Electric.
  • 3/day: -Chain lightning, Dominate construct, Electric firestorm-.
  • Functions as a spellcasting focus (CL +2 when used).

  •  

    Cloak of Magnetic Spines


     
  • +4 natural armor bonus, reflects 1d6 electrical damage to melee attacks.
  • DC 18 Reflex save to avoid shock.

  •  

    Crown of the Four Hearts


     
  • Relic connected to the four fragments of its phylactery.
  • While all gems are intact, gain +4 CL and immunity to dispel.
  • Loses 1 gem (and 1/4 power) for each fragment destroyed.

  •  

    Coralforge Scepter


     
  • Allows you to mark up to 12 creatures as "controlled servants."
  • Marked slaves gain +4 Str, –2 Dex, immunity to fear, and take 1d6 damage/round if they rebel.

  •   ---
     

    Combat Tactics


     
  • Round 1: -Shield-, -Speed-, -Iron Wall- to separate targets.
  • Round 2: Activate -Soul Discharge- to weaken the party, then summon -SeaThralls-.
  • Rounds 3–5: Use -Chain Lightning- and -Disintegrate- on spellcasters and clerics.
  • Emergency: If reduced below 20 hp, he dissolves into -Magnetic Escape- and retreats through the metal tunnels.

  •   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.
      ---
     

    Elite SeaThralls (Typical Minions)


      CR 8–10
     
  • Type: Aquatic Construct (Magical)
  • AC: 24
  • hp: 60
  • Attack: Mechanical Claws +12 (2d6+4 + 1d6 Electric)
  • Abilities: Immunity to electricity, Regeneration 5, Remote Control by Xalorin, Self-Destruct (6d6 Electric).
  • Description: Creatures of metal and coral, with faces carved from bronze. They obey without emotion, but in their eyes lurks a spark of stolen consciousness.

  •   ---
     

    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.
     
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