Bale Fire/Balefire/Balefire Shard/Kaleidoscopic Staff
The Sundering is the event recorded to have stopped the fiery wave of
Bale Fire – a manifestation of
Sun Stealer’s blood and directed
Primaeth energy. It was the calamity that stopped the Bale Times which cast down the ancient Empires of
Synedcia and the
Yvaldeysean (Sea-King) Empire, and forced the creation of the
Cosheus Abyssal to stop the armies of the
Unholy Trio. The effects of this are felt thousands of years into the future, and efforts to cleanse the south persist in the cleansing project of the
Reclamation of the Wyld.
It was never employed again, because its drained Sun Stealer so much he lapsed into an unexpected deathless sleep which took decades to slowly come out of.
Bale Fire Manifestation: It was originally consumed by the minions of the Unholy Trio, but it drove many mad and destroyed some too. Then a way was found to bind it to their aura instead, giving them all a greenish fire-like aura abut them which protected them from the Sun Bane and withered their enemies. Over time, this too burned up the internal life resources of the Orrish minions, and was reduced to holding the effects of the Sun Bane at bay while its power was channeled to bring forth a demon from the shadow of each of the Orrish in the horde, doubling its size. This act drew life force from the Orrish, causing them to lag behind the demonic entities they spawned but still keeping them alive. The demonic horde was swallowed by the Cosheus Abyssal, and the lethargic army of Orrish forced to retreat back to the Dark Lands.
- Balefire still flares with the Hillfire Beacon of Sentinel Hill is lit.
- Blood Fire: A burning away of Essence and Health; it can transform the body in chaos features.
- Aura Fire: A burning of identity and perspective; Transforms some physical and intellectual elements to reflect aspects of Sun Stealer himself.
- The Bale Wall: CY 4991 – A massive 3 mile high black wall of corruption and black smoke and fire rolls across the south, spreading horrifying death to all living things and turning the southlands of Synedcia and beyond into a desert and scoured rocklands, driving everything west, past the Raj Sea where the wall is extinguished.
i20™ Balefire Details
Blood Fire Effects (i20)
Blood Aura Effects (i20)
DC 10 Sanity; failure = +1 essence > aura reflects the strength of Sun Stealer’s Essence. @Detect Evil/Good shows as ‘ambiguous evil’
> 1 in 6 DC 15 3d5 psychic or force damage – whichever is worse for the character.
> D6 # of other effects; these can repeat. Sunstealer’s godhead take or gives…
- Strength/Muscle: d4-4 or Constitution/Vigor d4-2
- align code change, shift to evil and chaos
- d4 reservoirs d20-10 corrupt
> Neg adds to impact used by powers
- bale glare, can be passed to relative by replacing the eyes… dance lights (4 = 2 each eyes) 3/day
> This is generally not known except to the priests of the dark gods, who pass them on to senior priests. The eyes become dark, slightly sunken and ‘strange’ by anyone’s description (shape, color, framing, lashes, etc.) – the Bale Glare can take d4 properties. The possessor will always radiate a Necromancy aura @Detect Magic.
- Eyes of Messaging: Can cast the Message cantrip each round, looking into the eyes of another – it has no physical manifestation to accomplish.
- Bewitching Eyes: Advantage on attempts to deceive as long as the target(s) can see your eyes.
- Devil Eyesight: Can see in even magical darkness 60′.
- Piercing Gaze: 1/Long Rest a target within 60′ has Disadvantage imposed on their next ability check or save.
- aura taint, creature type for @Protection vs. Evil/Good
- aged d20-10 years; youthfulness is invigorating/age brings perspective = +1 character weave
- fertility, abiogenesis cambion
- Physical Impacted Senses; D5 (hear/touch/taste/see/smell)
Balefire Shard/Kaleidoscopic Staff
A piece of desert sand laced with Sun Stealer‘s blood and burnt by the fire of demons – fused into an obsidian shard that has wispy green flames licking off of it. Tt is also sometimes called the Kaleidoscopic Staff as it was used as a weapon by a powerful demon warrior (whose name is lost) in the time of The Sundering – lost in the great cataclysm, thought to be swallowed and crushed by the earth itself. It is about 7’ long jagged pole-shaped chunk of obsidian, flecked with green. As the shard is moved, the flecks float about inside of it. Either light or darkness magics cast upon it causes all things around it to casts strange shadows, and a kaleidoscopic effect in the vision of all nearby – disorienting and captivating all at once. Thought to be destroyed, the item was carried off to The Deeping by the Nurth, making an appearance at the Battle of Three Deep, after which it was secreted away by the Ducateon to prevent its use in the world again (they could not destroy it).