A Fallen Celestial and His Cohorts?

SHARK

First Post
Greetings!

I am in the process of integrating an unusual character into one of my campaigns, and this character is an exiled Solar. What kind of cohorts do you think that he would have? I don't think that he would have more than a few celestial cohorts under the circumstances, and thought that he would acquire some additional cohorts and followers while in exile on the Prime Material. I would expect that these additional cohorts would be mortal of some kind, and perhaps a few monstrous ones as well, in addition to a few celestial cohorts. What do you all think? I appreciate your ideas and contributions!:)

Semper Fidelis,

SHARK

Zhemenar: CR 100; Large Outsider (Good); HD 30d8+360 (Outsider); 30d10+360 (Fighter); 40d8+480 (Cleric); hp 1840; Init + 16; Spd 50, (100 ft with boots), Fly, Good 150; AC 70; Atk + 85 base melee, + 77 base ranged; +95/+95/+90/+85/+80, 2d6+32 (Longsword); +79/+79/+74/+69/+64, 2d6+7 (Composite Longbow); Space/Reach: 10 ft./10 ft.; SA: Spells, Spell-like abilities; SQ: Damage Reduction 15/epic and evil; Darkvision 60 ft.; Low-Light Vision; Immunity to Acid (Ex), Immunity to Cold (Ex), Immunity to Petrification (Ex); Regeneration 15; Protective aura (Su), Tongues (Su), Resistance to fire 10; Resistance to electricity 10; Spell Resistance 32; AL LG; SV Fort + 64, Ref + 64, Will + 67; STR 50, DEX 35, CON 35, INT 35, WIS 40, CHA 40.

Skills: Appraise +27, Balance +32(+52 with boots), Bluff +20 (+30 with torc), Climb +50 (+70 with boots), Concentration +72, Craft (Alchemy) +32, Craft (Armoursmithing) +32, Craft (Blacksmithing) +32, Craft (Carpentry) +32, Craft (Metalworking) +32, Craft (Stonecarving) +32, Craft (Stonemasonry) +32, Craft (Weaponsmithing) +32, Diplomacy +75 (+85 with torc), Disguise +30, Escape Artist +42, Gather Information +45, Handle Animal +45, Heal +45, Hide +32, Intimidate +45, Jump +50 (+70 with boots), Knowledge (Arcana) +62, Knowledge (Engineering) +62, Knowledge (Geography) +62, Knowledge (History) +62, Knowledge (Local) +62, Knowledge (Mathematics) +62, Knowledge (Nature) +62, Knowledge (Nobility and Royalty) +62, Knowledge (Religion) +72, Knowledge (The Planes) +72, Knowledge (War) +72, Listen +45, Move Silently +42, Perform +30 (+40 with torc), Profession (Blacksmith) +45, Profession (Farmer) +45, Profession (Herder) +45, Profession (Stonemason) +45, Profession (Sailor) +45, Profession (Siege Engineer) +45, Ride +42, Search +42, Sense Motive +45, Spellcraft +72, Spot +45, Survival +45, Swim +50, Tumble +27 (+47 with boots), Use Rope +42;

Feats: (Solar): Purify Spell, Purify Spell-Like Ability, Consecrate Spell, Consecrate Spell-Like Ability, Words of Creation, Scholar, Leadership, Improved Shield Bash, Improved Initiative, Quickdraw; (Fighter Bonus): Power Attack, Cleave, Great Cleave, Dodge, Mobility, Spring Attack, Whirlwind Attack, Combat Reflexes, Combat Expertise, Improved Critical (Longsword), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Mounted Combat, Ride By Attack, Spirited Charge; (Domain Benefit: Weapon Focus (Longsword), from War Domain); (General Feats): Trample, Point Blank Shot, Precise Shot, Far Shot, Rapid Shot, Shot On The Run, Improved Bull Rush; (Epic General Feats): Devastating Critical (Longsword), Overwhelming Critical (Longsword), Distant Shot, Spectral Strike, Combat Archery, Divine Might, Dire Charge, Epic Leadership, Maximize Spell, Empower Spell, Enhance Spell, Intensify Spell, Epic Spell Casting, Bonus Domain, Positive Energy Aura, Energy Admixture (Cold), Energy Substitution (Cold). (Cleric Bonus Feats): Improved Spell Capacity (x6);

Spell-Like Abilities:
At Will: Aid, Animate Objects, Commune, Continual Flame, Dimensional Anchor, Greater Dispel Magic, Holy Smite (DC 40), Imprisonment (DC 40), Invisibility (Self Only), Lesser Restoration (DC 40), Polymorph (Self Only), Power Word Stun, Remove Curse (DC 40), Remove Disease (DC 40), Remove Fear (DC 40), Resist Energy, Summon Monster VII, Speak With Dead (DC 40), Waves of Fatigue;
3/Day: Blade Barrier (DC 40), Earthquake (DC 40), Heal (DC 40), Mass Charm Monster (DC 40), Permanency, Resurrection, Waves of Exhaustion;
1/Day: Greater Restoration (DC 40), Power Word Blind, Power Word Kill, Prismatic Spray (DC 40), Wish; Caster Level: 20th level.

The following abilities are always active on a Solar’s person, as the spells, (Caster Level 20th), Detect Evil, Detect Snares and Pits, Discern Lies (DC 40), See Invisibility, True Seeing; they can be dispelled, though the solar can reactivate them as a free action.

Cleric Domains: War, Good, Destruction

Domain Abilities: Smite 1/day from Destruction; +4 on one attack roll, +40 points of damage, from Destruction; +1 Caster Level on Good spells; Weapon Focus (Longsword), from War domain.

Spells Prepared (SA Spells: Clr 10/9+1/9+1/8+1/8+1/8+1/7+1/7+1/6+1/6+1): 0 - Create Water x2, Guidance x2, Light, Purify Food and Drink, Read Magic, Detect Magic, Detect Poison, Resistance 1st - Cure Light Wounds, Detect Evil, Divine Favor x2, Shield of Faith x2, Vision of Heaven, Ray of Hope, Divine Inspiration, (D) Protection From Evil; 2nd - Cure Moderate Wounds, Bear’s Endurance x2, Bull’s Strength x2, Owl’s Wisdom x2, Elation, Remove Addiction, (D) Spiritual Weapon; 3rd – Path of The Exalted, Telepathy Tap, Remove Blindness/Deafness, Affliction, Hammer of Righteousness x2, Searing Light x2, (D) Magic Circle Against Evil; 4th – Greater Status, Luminous Armour,(Greater); Sustain, Remove Fatigue, Blood of The Martyr, Divination, Freedom of Movement, Cure Critical Wounds, (D) Divine Power; 5th - Break Enchantment x2, Flame Strike x2, Mark of Justice, Sacred Guardian, Inquisition, Crown of Flame, (D) Dispel Evil; 6th – Heroes’ Feast, Heal, Crown of Brilliance, Storm of Shards, Valiant Steed, Exalted Raiment, Vengeance Halo, (D)Blade Barrier; 7th - Control Weather, Regenerate, Rain of Embers, Constricting Chains, Bastion of Good, Righteous Glare, Righteous Smite, (D) Disintegrate; 8th - Fire Storm x2, Planar Ally (Greater), Last Judgment, Restore Soul’s Treasure, Cure Critical Wounds (Mass), (D) Holy Aura; 9th – Miracle x2, Storm of Vengeance, Heal (Mass), Sublime Revelry, Armageddon, (D) Summon Monster IX;

Possessions:
Weapons:
Longsword: “Sarbran”; +8 Longsword; (Holy Power; Lawful Power; Lightning Blast; Speed; Ghost Touch; Lesser Powers: Item can Detect Magic at will; Item can Bless its allies 3/day; Item can use Faerie Fire 3/day; Item has Deathwatch continually active; Greater Powers: Item can use Invisibility Purge 30-ft range, 3/day; Item can use Haste on its owner, 3/day; Special Purpose: The sword has the special purpose of defending the servants and interests of the deity Ulric; Dedicated Power: Item can use Dimension Door on itself and wielder; Other Properties: The sword possesses Telepathy and speech, as well as the ability to Read Languages and Read Magic. Alignment: Lawful Good; INT 10 (+0) WIS 19 (+4) CHA 19 (+4); EGO: 60;

Sarbran’s History and Description: Sarbran is the name of a powerful sword that was forged in the Halls of Gallerron some 10,000 years ago while the great Chaos Wars were waging. During that time of war and struggle, divine minions were sent to war against the evil demonic forces, and many of them were equipped with majestic weaponry forged in the beautiful halls and armouries of the greatest gods of war that resided throughout the heavens, and Sarbran is one example of one of the greatest weapons forged to equip the champion’s of righteousness! Zhemenar has wielded the mighty blade ever since those savage days of blood and fire, and usually wears it at his side, ready and waiting. Sarbran has a blade that is forged of gleaming mithril, and is inlaid with runes of the Celestial tongue, shimmering in blueish-green fire. The pommel is white steel, inlaid with gorgeous pearl and alternating bands of onyx. The pommel ends in an intricately carved shape of a wolf’s head, with life-like silver-blue eyes. The scabbard has black leather worked with fine silver fittings, and a broad black leather shoulder strap, harness and belt. Sarbran’s Personality: The sword is zealous, passionate, bold, and proud. The sword has a driving, demanding demeanor that is ruthlessly dedicated to excellence in war and combat. Sarbran does not have the ability to come up with truly brilliant plans, though it does have a strong and perceptive grasp of what doesn’t work, or what is most likely foolish or doomed to failure. Sarbran has a great love for history and tradition, and also for learning from mistakes as well as the mistakes of others. Sarbran has little patience for those whom it sees as weak-willed, vacillating, or timid. Sarbran enjoys the feel of combat, and desires to crush the forces of evil at every good opportunity. Sarbran was not made for peace, but for war. Sarbran will readily acknowledge that should someone seek peaceful dialogue or the contemplation of inner peace and nonviolence, one should look elsewhere than Sarbran for counsel. However, when someone wants to contemplate the best ways to crush an enemy nation, or has need of strength and advice while leaping into the trial of personal hand-to-hand combat, Sarbran is well-suited for such a task.

Sarbran has the following additional personality traits:

Leader: Sarbran takes the initiative, and has a commanding demeanor.
Aggressive: Sarbran is assertive of its opinions and expectations, as well as being bold and enterprising in its analysis of plans and taking decisive action.
Wise: Sarbran has unflinching convictions and understands what is true, right and lasting.
Pious: Sarbran is reverently devoted to the worship of Ulric.
Organized: Sarbran is detail-oriented, and believes that life is made easier, more efficient, and ultimately more fulfilling when everything is neat, well-ordered, and organized properly.
Courageous: Sarbran is stoically brave and determined when faced with adversity or danger of any kind.
Self-Confident: Sarbran is sure of itself and its abilities. Sarbran is fully confident and certain in the righteousness of its cause, and the awesome powers and skills that it brings to the demands of war and the great struggle to conquer evil and darkness.
Impatient: Sarbran has difficulty with waiting with calmness; Sarbran doesn’t enjoy waiting overlong in anything, and grows restless and critical when something takes more time than it deems sufficient or appropriate.
Harsh: Sarbran can be ungentle and sharp-tongued in expressing its opinions or in making judgments of people’s motives or efforts. Sarbran expects excellence and dedication and passion. While not insisting or prone to being outright rude, Sarbran can often be insensitive to others feelings or different expectations, styles or attitudes.

Composite Longbow: Large, +2 Mighty (+5 Strength bonus); Automatically fires Arrows of Slaying targeting any creature type the wielder desires;

Dagger: +5; Throwing; Returning; Ghost Touch; Holy

Rod of Epic Might: Dominate Person (Will DC 24) 1/day; Stun 10 ft range, (Will DC 24) 1/day; Damage Inflict 10d8 points of damage and cures wielder a like amount; 1/day; Button Properties: +6 Heavy Mace; +3 Longsword of Fiery Blasting; +8 Battle Axe; +10 Shortspear or Longspear (Longspear is useable as a heavy lance when mounted)

Armor: +7 Armour of the Celestial Battalion; (+5 armour protection, +10 maximum dexterity bonus); +6 Heavy Mithril Shield; (Animated, Exceptional Arrow Deflection, Lion’s Shield)

Magic:
Ring: Acts as a Ring of Epic Protection +10; Ring of Universal Elemental Resistance, (Major), providing Fire Resistance 30, Cold Resistance 30, Electricity Resistance 30, Acid Resistance 30, Sonic Resistance 30; also acts as a Ring of Virtuous Good, providing the wearer with a constant enshroudement of a Holy Aura effect.

Ring: This ring acts as a Ring of Mind Shielding, a Ring of Freedom of Movement, a Ring of Regeneration, and a Ring of Animal Friendship;

Boots of Swiftness: These boots provide the wearer with double the base movement rate; +6 dexterity enhancement bonus; Evasion ability, as the Rogue class ability; Jumping Distance is not limited by height; The wearer gains a special competence bonus to the following skills: Balance +20; Climb +20; Jump +20; Tumble +20;

Mantle of Great Stealth: The wearer appears blurry and indistinct, and the wearer is granted 50% concealment rate, providing a 20% Miss chance on melee and range attacks at all times, as the Blur spell; Grants Nondetection, as the spell, constantly; Grants +30 bonus to Hide and +30 bonus to Move Silently.

Horn of Celestial War Hounds: This great horn can be sounded to summon 8 maximum hit point Moon Dogs, each with 27 hit dice and exalted statistics. The horn can be sounded up to 3/day.

Torc of Eloquence, Greater: This beautiful torc provides the wearer with a special competence bonus to the following skills: Diplomacy +10; Bluff +10; Perform (Vocal Only) +10

Waterskin of Endless Water; Bag of Holding (IV); Hat of Disguise; Quiver of Ehlonna (Containing 12 Javelins of Greater Lightning); Heward’s Handy Haversack; Portable Hole; Necklace of Adaptation;

Zhemenar possesses several dozen divine magic scrolls with numerous spells of great power and utility to provide for a variety of contingencies and operations. Zhemenar also has several dozen potions of any variety he desires, as well as a dozen or more minor magic items of use stored away in packs or in special caches found in secure, secret locations that only Zhemenar knows about, as well as a few of his most trusted retainers. Wealth, as mortals measure such, is virtually entirely worthless to a being such as Zhemenar. Still, when walking and traveling in the midst of mortals, as well as prosecuting wars and other special missions while dealing with mortals or other Outsiders, having access to a good deal of a variety of forms of wealth can be quite useful. For such a reason, Zhemenar easily has access to a decent sum of several million gp in coins, jewels, artwork, or strange items of value, and could, within a very brief period of time, generally access ten, to twenty million gold for whatever purpose deemed necessary. Generally speaking, Zhemenar has enough wealth to lavishly fund any mundane expenses on up to the building of a kingdom with several cities and a large, powerful army.

Description: Zhemenar prefers to appear as a powerfully muscular human man, 7’0” in height, and weighing approximately 290-lbs, with slightly curly, shoulder-length coal black hair. Zhemenar has a neatly trimmed full beard, and pale silver-blue eyes. Zhemenar appears to be in his early forties, with a touch of grey at his temples, and a regal bearing. Zhemanar has a pale complexion, and is broad-shouldered. Zhemenar wears a black wolf-fur tunic, dark grey tabard, a long-sleeved cream-colored shirt, black trousers and black boots. Zhemenar maintains his gear and equipment in excellent condition. Zhemenar writes a daily journal in a huge, finely crafted book.

Character History: Zhemenar, as a Solar, is a being of awesome power and terrible beauty. Long ago, Zhemenar rose to the exalted position of being a Lord-General of The Armies, charged by his patron god, Ulric, with commanding celestial armies as well as being a divine agent of wrath, judgment, and destruction. For many millennia, Zhemenar served his god in this capacity, always proving again and again his relentless drive and zeal to crush and destroy the enemies of the heavens, and to enforce his god’s expressions of wrath and judgment upon worshippers and enemies alike. Through the ages, Zhemenar volunteered to lead dangerous missions against impossible foes, in any number, and return victorious. Zhemenar proved himself unflinching in meting out wrath and judgment upon rebellious worshippers, and causing them to turn in repentance, and return to a greater devotion to Ulric, or in executing judgment against them and bringing them to destruction. Zhemenar made war upon the enemies of the heavens with such skill and relentless zeal that his name became terribly hated and feared in all the evil and demonic realms, even unto the depths of the Nine Hells.

There came a time when while Zhemenar was engaged in leading a vast celestial army in a campaign of wrath against the Nine Hells, where millions of celestials were fighting a desperate campaign to punish the wicked devils, but also to retrieve The Orb of Darranna, a majestic and powerful artifact, that disaster befell Zhemenar. Zhemenar was in command of the strategic operation, and besides a powerful army of several million celestials, was also accompanied by his own personal command of 12 elite celestial Legions of The Radiant Dawn. During the great campaign, the Pit Fiend Archerus captured Nyllyrra, a female Planetar, and a close friend of Zhemenar. Archerus then proceeded to wait until the devilish armies counter-attacked at a crucial moment to publicly reveal to Zhemenar that she was a prisoner, and that she was horribly tortured. Archerus caused her screams to be amplified across the battlefield so that Zhemenar was sure to hear her screams of agony, and her sobbing and begging for mercy. Just prior to this, Zhemenar had received instructions from his deity that several legions were at that moment encircled by devilish forces, and that he was to break off the attack and rescue the celestial forces that were under siege. Hearing her screams, Zhemenar became enraged, and proceeded to pursue Archerus and his forces, seeking to rescue Nyllyrra in a daring, lightning raid, before turning his armies to the march that would break the siege of the encircled celestial legions. Archerus had planned for such, and while fearing Zhemenar’s wrath, designed a stratagem to bring the wrath of Ulric down upon Zhemenar. Archerus, fearing a personal battle with Zhemenar, kept his distance, and continued to retreat, just out of reach. Archerus constantly through devilish minions in Zhemenar’s way, who were all slaughtered by his terrible wrath, but which nonetheless delayed him from his goal. Finally, Zhemenar arrived, but it was too late: Though he rescued Nyllyra, savaged and violated as she was, he would never be able to march his Legions of The Radiant Dawn back in time to rescue the besieged celestial legions that even with every step Zhemenar took in pursuit of rescuing Nyllyrra, were being devoured by the ferocious devils. In time, Zhemenar managed to make a phenomenally rapid march to the besieged celestials, and managed to rescue some of them. Still, some 65,000 celestials died in the encirclement of hell, while Zhemenar rescued 55,000 celestials from destruction. Zhemenar proceeded to launch a series of devastating operations against the devils, and succeeded in retrieving the Orb of Darranna, before bringing the celstial armies home. Though the campaign was a victory, Zhemenar’s god was not wholly pleased. Ulric judged that Zhemenar had not only disobeyed orders, but had acted rashly and selfishly, and at the cost of thousands of celestials. For such failure in judgment, Zhemenar was relieved of his command of the Legions of The Radiant Dawn, and cast into exile on the Material Plane, therein to dwell among mortals until Ulric deemed fit. Zhemenar was charged with humbling himself, and renewing his own self-discipline and devotion through heroism and good deeds among mortals.

Thus, Zhemenar finds himself in exile from the heavens, walking among the lands of mortals for an indefinite period of time, barred from returning to the celestial realms, his glorious estates, the command of The Legions of The Radiant Dawn, and being deprived of the glory and exaltation of serving Ulric directly and being in the god’s direct presence.

Personality: Zhemenar is generous, often giving lavish gifts and excellent rewards to those who serve him well, or whom display their loyalty or devotion. Zhemenar is pious and reverent in his worship, and prays and meditates daily. He is well organized, and a perfectionist in nearly all things. Zhemenar expects things to be done in certain ways, and with enthusiasm. He is courageous and zealous, and can even be grimly fatalistic in his willingness to be self-sacrificial and in facing challenges and trials. He considers his honour to be very important, and it is better to die bravely than to be cowardly or afraid. Zhemenar’s pride, and his convictions in the righteousness of his cause and his status, drives him in his relentless courage. Zhemenar is energetic and bold, always looking for the most effective solution to problems, but also with a passion for the dramatic. Zhemenar is respectful and strict in his demeanor and in cherishing ancient laws and traditions. He enjoys studying ancient texts concerning history, philosophy and warfare in particular. He also enjoys engineering and architecture, and in working out various engineering projects.

Zhemenar is a daring leader, and seeks to always be in command. He is emotionally expressive, and can even become sentimental over people or principles that are important to him. Zhemenar is passionate in everything he does, and enjoys the companionship of devoted friends. Zhemenar, while being expressive, does not find it easy to make friends though, because of his demanding nature, it takes a certain kind of friend who can overlook his often harsh commentary and critical demands. Zhemenar is not always the most tactful, and is often impatient. Though Zhemenar can be judgmental and a perfectionist with high expectations, Zhemenar can also be forgiving and tolerant, especially of those who he considers to be his friends and whom he sees as loyal and sincere in their own efforts to pursue excellence and righteousness. Zhemenar is devoted to crushing evil wherever it is found, and unless the evil rebellious creature is earnestly repentant, deems them fit for judgment and wrath. Zhemenar doesn’t enjoy flying, and prefers to travel by walking, or using some kind of beast. Zhemenar enjoys sitting out in the forest while it rains, relaxing and meditating as the rain falls upon him. Oftentimes when faced with difficult decisions or problems, Zhemenar will retire to some quiet place in a forest during a rainstorm to be by himself contemplating such problems and decisions. The time after the rain stops, with the sun coming out in sporadic rays over the emerald canopy is also a time of joy for Zhemenar.
 
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Perhaps a few of his celestial subordinates were so dedicated they went into exile with him.

Perhaps he has inspired some mortals since he entered the world, they could be an eclectic bunch who have seen him in action down here and were inspired.

But if he has just been exiled to learn humility, it might be more appropriate for him to show up alone and have a different feat than leadership, since the feat represents people currently following the character, not leadership ability which this guy oozes.
 

One problem, SHARK: How does a solar (CR 22) with 30 levels of fighter and 40 of cleric come out to CR 50? Or did you just recalculate the CR for him as if he were a new monster?
 

SHARK said:
Zhemenar: CR 50; Large Outsider (Good); HD 30d8+360 (Outsider); 30d10+360 (Fighter); 40d8+480 (Cleric);

Sorry to hijack, but this does not compute. The CR is more like between 90 and 100. Both fighter and cleric add directly to the Solar's powers.
 

Greetings!

Sorry, gang.:) I fixed it now.:) I built the character up in stages, and I forgot to change the CR. Thanks.

Semper Fidelis,

SHARK
 

Except that your world tends to be generally Epic, A figure like that in most campaigns is going to become the focus of Anyone with dreams of becoming a Hero of Righteousness or who simply wants a blessing - after all assuming they don't know about the exile part, this figure is the Agent of their god on 'earth'

So he becomes the central figure in a Warrior Sect dedicated to his god and made up of Paladins, Clerics, Barbarians and Fighters of every stripe. These cohorts are housed in a central fortress around which gathers a following of commoners, experts, adepts etc etc.
A few good monsters visit on a regular basis - Lammusa, Coatl, Gold Dragons.
And of course AnY monster fleeing persecution - an Ogre Paladin perhaps
Also lots of gnomes and a few giants:P
 
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Greetings!

Indeed, Tonguez, he would be very powerful. However, as inherently powerful as he is, I don't think that under the circumstances that he would really want to advertise that he is anything but a powerful human warrior--or warrior/priest. He certainly wouldn't want to let it be known that he is a celestial in general, and a powerful Solar general in particular. Such knowledge in the wrong hands could prove to be a great deal of attention and problems for him that he would rather avoid, I would imagine.

I like your suggestions so far. Cool stuff.:)

Semper Fidelis,

SHARK
 

"Zhemenar was charged with humbling himself, and renewing his own self-discipline and devotion through heroism and good deeds among mortals."


Given that, it sounds like he should eschew leading except by example and either follow and support a good man, or else go out on his own to try to do good where he sees he can.

I would see the humbling himself part as fairly difficult for him but his devotion to Ulric winning out.

As to followers, I'd see him not seeking to have others follow him, but that might be a natural consequence of his actions. This natural consequence might be reflected in a mortal cohort.

Any celestial one he might dismiss back to heaven so that he can complete his penance as commanded. Of course they might be so devoted to him that they disguise themselves as mortals to stay with him.
 

Greetings!

Hey there Voadam! That's a good point that you make about any celestial cohorts. I can see him wanting to dismiss them back to the celestial realms, so that he can do his penance, but also as a point of pride, too. He may want to show what he can do all by himself, as it were, heh?:) Then, as you mentioned, they, out of devotion and loyalty to him, wanting to disguise themselves so that they can accompany him on his journeys. There is an obvious bond with many of these celestial followers, who at least for some, may have been serving Zhemenar for thousands and thousands of years! I can hardly see them going away quietly, or giving up, even if it is his command. They might see it as him not being in his right mind, and not really seeing that he needs them, and on another level, as he has been loyal and devoted to them in the past, including his example in saving Nyllyrra, they may see it as they being loyal to him in return, whether he feels he *needs* their help or not.

I can also see him at least initially feeling like he should follow someone else, the better to humble himself, but I can also see where from his history and his enormous charisma that his leadership abilities and his natural commanding personality would assert itself almost without him even thinking about it, huh?

Semper Fidelis,

SHARK
 

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