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Solovem, the honorable apprentice of the True Master of Nine
Vestige Level: 2
Binding DC: 18

Legend: Reshar was a true master of Sublime Way, and has taken many apprentices throughout his unusually long life. One of them was Solovem, a young orphan who was taken under Reshar’s wing. Over the course of 15 years, Reshar has taught Solovem maneuvers from all 9 disciplines of the Sublime Way. By reward his efforts, Reshar made Solovem one of the guards for the Temple of the Nine Swords.

During his duty, Solovem was challenged by a band of hobgoblins. Their leader, Yrshorak, was a warblade and quite a swordmaster. The duel occurred at a sunrise. Solovem readied his bastard sword and both opponents charged each others. The swords flashed in the dawn, each master dodged and counter the other maneuvers with more powerful ones than the next. In the end, Solovem slashed Yrshorak across his chest, tripping him to the ground by the impact. “You’ve won. Finish me off.” Yrshorak said with a gravely voice. “Why should I finish you ? You’re already scared by this defeat. Leave this place and only return when your power will match your ego. You have mastered some good techniques and it would be a shame to kill such potential adversary.” Solovem replied.

As Solovem was lending a hand to help his opponent getting back on his feet, three arrows flew through the air and pierced through Solovem’s heart; one of Yrshorak’s minions had sneakily shot him. Yrshorak, shocked by both Solovem’s honor and sudden death, stood on his feet and in a loud war cry, severed the archer’s head. He then went over to Solovem, wounded and weakened: “I didn’t want to end the duel like this. I would have spared your life as well. You have been a worthy opponent, I’ll remember your name. May you rest in peace.”
- May you go in peace as well, and past your knowledge to others. Keep the Sublime Way alive. Thank you, I can now rest… in… peace.

Solovem exhaled his last breath and his eyes shut deeply. Yrshorak called off his band and called the Temple’s guards, explaining the situation and assisting the healers. Unfortunately, Solovem’s soul has departed and left this world in the afterlife. Since this day, Solovem’s body is kept the Temple’s catacombs and a statue has been built on his honor. On the plate, people can read:
“Nine swords, nine disciplines, one master.
Live in honor, died in honor.”
Special Requirements: The sign must be drawn by one of the following weapons: scimitar, falchion, rapier, bastard sword, short sword, dagger, greatsword, kukri, longsword. (These influence Solovem granted powers, see below) Furthermore, Solovem accepts only those who have knowledge of the Sublime Way. (The binder must have ranks in the Martial Lore skill.)
Manifestation: Solovem appears as a human whose only studded leather armor, clothing, boots and gloves are visible. His body is invisible with slight grey line marking his features. As the pact proceeds, his skin changes to a light red color, like molten lava, his hair becomes like fire and his eyes becomes orbs of fire. Seconds later, Solovem’s skin becomes covered with pitch-black scales and his eyes becomes deep blue lights. Seconds later, Solovem’s body changes a diamond statue. On following moments, his body shifts into crackling lightning with azure eyes and again, his form shifts again into red-hot skin with bright yellow eyes and then, his body changes into a shadowy featureless human-shaped form. Again during the pact, Solovem morphs into a stony creature shaped into a silver half-dragon and again, his body becomes like a white weretiger in hybrid form. Finally, Solovem changes into a white-feathered, raven-headed humanoid. The cycle repeats itself over and over, but his voice is not distorted by the polymorphing effect.
Sign: While Solovem in bound, you have a shifting tattoo on your chest. The tattoo slowly shift to a symbol representing one of the nine disciplines.
Influence: If Solovem is bound and in control of his host, he makes his host train with a weapon rigorously. Once per day, the binder is compelled to exercise himself with a weapon for an hour. Furthermore, the binder cannot kill a good opponent, such as a creature of equal Challenge Rating or higher.
Granted Powers:
Weapon Affinity: Solovem grants Weapon Focus and Weapon Specialization, as well as weapon proficiency, for the weapon that was used when drawing the sign: scimitar, falchion, rapier, bastard sword, short sword, dagger, greatsword, kukri, longsword.
Swift speed: Solovem grants his binder a burst of speed. The binder gains a 10-foot enhancement to speed as long as Solovem is bound.
Martial Teaching: Solovem grants two maneuvers, whether being a strike, a boost, a stance or a counter, to his binder. The binder level determines his initiator level as well as the maximum maneuver level he can choose from. The binder must choose his two maneuvers from the same discipline, and can use them only once per encounter. However, the binder can spend a full-round action to refocus himself and ready the maneuvers.
Code:
[B]
Binder level		Maneuver level
[/B]
1st-2nd		        1st
3rd-4th			2nd
5th-6th			3rd
7th-8th			4th
9th-10th		5th
11th-12th		6th
13th-14th		7th
15th-16th		8th
17th+			9th

[B]
Weapon		        Discipline
[/B]
Scimitar		Desert Wind
Falchion		Devoted Spirit
Rapier			Diamond Mind
Bastard Sword	        Iron Heart
Short Sword		Setting Sun
Dagger			Shadow Hand
Greatsword		Stone Dragon
Kukri			Tiger Claw
Longsword		White Raven

So what do you think ?
 
Last edited:

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Myrocherakyro, Tiamat’s lost creation
Vestige Level: 5
Binding DC: 22

Legend: Myrocherakyro, according to draconic lore, is supposed to be Tiamat’s work for perfection. Her evil ways and lust for conquest pushed her not only to create the infamous chromatic dragons, but also to create the perfect draconic conquering machine. Her divine power was put to the test when she spend centuries merging the essences of her metallic brethrens. She took bones, muscles, flesh, fangs, scales, egg shells, scales, wing tissues, eyes, draconis fundamentums and other organic materials to create her new dragon. In her last moments, she breathed with all 5 heads on her creature, and the beast’s eyes lit up, its legs stiffened and it stood, its wings opened and from its head came out these words: “The name is Myrocherakyro, the ultimate dragon, and I am ready to serve you, my queen.”

Tiamat was very pleased by the resulting creature, a polychromatic Colossal dragon with all of Tiamat’s powers. Another battle in the Dragonfall War was approaching, and the Dragon Queen took this opportunity to test her new creature against Bahamut. As the battlefield started to be filled with draconic creatures, both deities sent their troops toward each other. The dragons clawed and bit their way into each other, the spawn of Tiamat were charging through dragonborn ranks. As Bahamut witnessed his weakening, he jumped into the fray and breathed his gaseous breath weapon at Tiamat’s troops, reducing them into vapors. Seconds after, he casts a tornado and scatter the vapors aside, utterly destroying Tiamat’s front lines. As the tides turned, she challenged the North Wind King to a duel with Myrocherakyro, in front of both armies’ eyes.

Myrocherakyro, without hesitation, charged Bahamut with a multi-energized breath weapon, surprising his foe and sink its teeth into the god’s flesh. Bahamut retaliated with its tail and wings. Fangs and claws tore through scales, and Myrocherakyro breathed right into the wounds to further injure Bahamut. Then he fell on the ground, exhausted and wracked with pain. “Finish him. Finish him off, my creation ! End this war and make your queen proud !” Tiamat shout.
- As you wish, Myrocherakyro replied.

Myrocherakyro leaned his head back, mouth opened, and sparks of fire, ice, lightning and acid gathered into his throat. But as he released his breath weapon, his heart got pierced by a blue line of energy; Bahamut was able to recover and fire his disintegration line. Myrocherakyro felt stunned and shaken by the blow, yet soon after, he was shot again into his chest, but a different angle that exposed his organs. Tiamat’s creation slowly fell in the ground and Bahamut, in a coup de grace, shoot his disintegration line right into Myrocherakyro’s head, destroying his brain as well as his spine. The beast crumbled to a bloddy pulp of arcane and deific liquid and slowly evaporated into thin air. Tiamat look upon her soldier, speechless.

“You are still a fool, sister. You thought you could create the ultimate dragon just to test my might, yet again you were blinded by your desire of conquest. You deserve to be imprisoned for such a behavior ! This war ends now !” Bahamut shout at his sister.
- No ! You’re going to regret your actions, brother ! You’re going to fail as always ! Weak good creatures like you never achieve their goals, and you are going to tell that lesson !” Tiamat bailed out as she charged toward Bahamut.
Suddenly, a flash of light burst forth, stopping both deities in their wake. A large dragon appeared and pushed back the dragons aside, tossing them to the ground. Io had came to stop the conflict. “The battle is over. Retreat from this land and never come back. Your war destroys the lands and its inhabitants more than yourself. Return to your lairs.” Io spoke in command. Tiamat menacingly gazed at the Ninefold Dragon and swore to take revenge for this interruption, and she turned around and flew off with her troops. Io turned to Bahamut, which bowed in acknowledgement, and turned around to call his troops. “You have fought quite an opponent today my son. I shall inform you to stop these conflicts as soon as you can.” Io spoke softly.
- As long as she exists, we must be ready for anything. How can you tolerate such a creature, Master ? Bahamut asked
- My purpose is not to judge each your actions, but to watch over dragons. You can the same powers as I do, and it is up to you make a righteous use of it.
- Rest assured that I shall never created such a beast.
- For once, I trust you on this statement.
- And this land contains inhabitants under my protection Master. It was my duty to protect this people.
- I have foreseen it, and you did the right thing. Now I order you to go rest and concentrate on your more important duties, such as protecting these lesser creatures.
- Yes, Master.

As Bahamut flew off, Io smiled and disappeared into the air. What remains is the decayed carcass of the beast, which get blown into dust by the wind. Ever since that defeat, Myrocherakyro lives as a forgotten vestige, waiting for Tiamat’s to create another beast, so he could take control.

Special Requirements: The binder must draw the sign with a dragon tooth or fang. Myrocherakyro also only accepts binders with knowledge of dragons. (The binder must have ranks in Knowledge (arcana)).
Manifestation: A cloud of chromatic vapors erupts from the sign, swiftly forming a Large dragon-like creature. The dragon has dark, multihued scales and looks like an amalgam of the chromatic dragons: a horn and ear frills from the blue, a sleek creek from the white, cheek horns from the black, a s-curved jaw and frill from the green and a beak-like jaw and twisted horns from the red. The dragon’s body is sturdy and muscular, yet it bleeds a substance that resembles alchemical liquid. Myrocherakyro look down at his binder and speak at it with a loud, low and raspy voice, demanding its orders.
Sign: Your eyes appear reptilian and your brow is covered with chromatic scales, much like a mask.
Influence: As you bind one of Tiamat’s minions, you have strong sense of conquest and greed. You’re willing to go to rather extreme measures to get what you desire, such as theft and injuries.
Granted Powers:
Dragon Orb: Once every 5 rounds, as a ranged touch attack, the bonder may shoot a orb of energy at an opponent, dealing 1d6 points of acid, cold, electricity or fire damage per 2 binder levels (chosen at the time of the attack). The orb is shaped into a biting dragon head corresponding the chosen energy.
Dragon Scales: The binder gains resistance to energy equal to 5 plus its binder’s level. He may choose between acid, cold, electricity or fire at the time of the pact and may change the resistance once every 5 rounds.
Dragon Flight: The binder sports a pair of draconic wings, grant a fly speed of 60 ft. (average)
 

Alinys and Gracediana, ashes of magic
Vestige Level: 5
Binding DC: 18

Legend: Alinys and Gracediana were both best friends who lived together in a human settlement, and they always were amazed by magic. They could dicuss for hour about spells, the origins of these powers, components and formulas. Unfortunately, their village strictly forbid magic, as the villagers were actually survivors of a mad wizard attack years ego; their souls were hardened by such a hatred.
One day, a group of adventurers passed by their village for a halt. Two of them were spellcasters, a wizard and a cleric, but as soon as they showed their spells, they were expelled at pitchfork points and thrown rocks. Yet in their escape, both of them dropped a book, a wizard’s spellbook and a prayer book. Alinys and Gracediana witnessed the entire scene, and they stole the books before the rest of the village noticed the items.
Back at their home, they cracked the books open and perused through them, with both amazement and fear. They knew they had broken the rule.
Alinys and Gracediana made a pact: to learn the books’ magic under everyone’s noses. During 5 years they read, practiced and mastered these forbidden arts. Alinys learned to be a necromancer, as the book actually belonged to a master of the dark arts; Gracediana took the path of the healer, as her chosen tome was a filled with healing and conjuration divine spells.
They left their home village for 5 long years in order to pursuit their work. Regardless of their chosen paths, both girls remained close to each others, and many had notice this forged friendship of theirs. Their return was quite acclaimed and celebrated by the villagers, as they missed their company, yet one villager remained sceptical: the settlement mayor’s son.
On one night, the boy went to the girls’ home and peeked through the basement’s windows. To his surprise, he found the girls drawing signs and reciting arcane formulas, along with some foreign spell components, such as skulls and crosses. The next night, the mayor’s son brought his friends to witness the truth. They blocked every door with debris and threw through the windows blazing torches and barrels. The girls’ house burned up in smoke in minutes, and the criminals fled the scenes before the rest of the villagers came to investigate to put out the brazier.
Alinys and Gracediana were trapped inside the inferno and unfortunately, none of their powers could help them. In their last moments, they locked themselves in each other’s arms and recited a special incantation before losing consciousness and falling on the floor, lifeless.
What remained of the house were ashes and charred wood beams, with no sign of Alinys and Gracediana. The villagers found also bits of scrolls and books. As he discovered the truth with its comrades, the mayor was shocked by the infraction the girls made, but shed tears as he didn’t want this to happen. A proper funeral was made in their memories, and the magic restriction was lifted and the mayor even encouraged the villagers to follow the path of the spellcaster, in their honor. Since that day, Alinys and Gracediana were reborn as a single vestige, as their friendship continued to shine.
Manifestation: As you finish to draw the sign, fire erupts from the markings. Suddenly, a large black and white flame bursts and flickers from the center. Slowly, the flame wears down and reveals two comely human women, embraced in each other arms, eyes closed and facing each other. Alinys appears as a maiden with long dark brown hairs and dark azure eyes. She wears a tight black shirt, a knee-high skirt, a flowing clock and half-calf leather boots. Gracediana appears as a lady with shoulder-length blond hairs and deep emerald-colored eyes. She’s dressed with a white robe, a surcoat tied with a silk rope belt and white leather boots. They turn their heads toward you and gently ask your commands. They speak with a soft voice, and they take turn telling you what you need.
Sign: Your eyes change colors. The sclera of one of your eye turns clear white and the pupil becomes pitch black, while the sclera of your other eye turns jet black and the pupil becomes pure white. Your vision, as well as darkvision and low-light vision, is unaltered.
Influence: Under the girls’ influence, you share a strong curiosity for magic. You peek into spellbooks, scrolls, alchemy labs, as well as magic items. You also feel a kinship for spellcasters; you do everything to protect them, and you retain yourself from hurting one. In combat, you must always attack a non-spellcasting opponent before attacking a spellcasting one.
Granted Powers:
Ray of healing: The binder can shoot a black or white ray at any target within 60 feet as a ranged touch attack. The black ray deals negative energy damage and the white ray deals positive energy damage, and both rays deal 1d8 points of damage per 2 binder levels. Negative energy heals undead creatures and hurts living creatures, while positive energy heals living creatures and hurts undead creatures. The binder chooses which ray to use, and must wait 5 rounds until he can shoot again.
Knowledge of witchcraft: You gain a special bonus to Heal, Knowledge (arcana), Knowledge (religion) and Spellcraft checks equal to half your binder level.
Hurt to heal: The binder can be healed by negative energy in response of a spell or similar effect, like a undead creature. He may activate this ability as an immediate action, but must wait 5 rounds until he can do so again.
Share the pain: The binder may physically or spiritually interpose himself between an ally and a source of danger. As an immediate action, he may choose to take half the damage received for an allied creature. Once per day, he may choose to take full damage, thus negating an ally’s damage.
 

Eltharud, the avenging familiar
Vestige Level: 2
Binding DC: 16

Legend: Eltharud used to be a Tiny spider familiar of a mighty outlaw drow sorcerer, until its master got captured by the local authorities. Since its master wasn’t killed, Elthalud remained sentient, and went looking for him, passing a regular spider.

When it arrived at the prison, he found its master severely injured and crippled, as the guards battered him up in order to imprison the drow. Unable to move or cast spells, he ordered Elthalud to search of the keys, and on the spider went. Upon looking from the ceiling, he spotted a group of guards and their leader talking. It heard things like how they were pleased to arrest such a criminal and that drows are only good to kill. Hearing those words, Elthalud fell from the ceiling and grabbed into the leader’s neck, biting and lashing viciously. The other guards rolled into the leader to grab the spider, but Elthalud jumped into a nearby table, snatched one of the keys and climb up onto the walls and ceiling.

The guards, however, were aware of the spider’s doing. While arresting the drow, one of them noticed it hidden in its web and no spider of this size is frequent locally. The guards rushed to the drow’s cell, opened the door and executed the sorcerer as Elthalud was reaching for the lock. Elthalud slowly began to change, as its mind began to regress. Moments later, Elthalud was killed by a blade, thus ending the whole alibi for both its sorcerer and its familiar.

Since then, Elthalud wanders the afterlife as a vestige, full of anger and with a thirst for revenge.

Manifestation: A thin web string slowly descends to the center of the sign. Afterward, multiple strings burst for the central string, forming a large spider web. A cocoon protrudes from the center of the web, and then 8 long legs, a large abdomen, sharp fangs and 6 glowing yellow eyes grow from the cocoon, all made of a silk-like material. Elthalud is hanging vertically, head down, and it lifts its head and asks to its binder the reason of the calling.

Sign: You have web-like silk in your hair, hands and clothes, though it does not hamper your movement.

Influence: You have a strong sense of revenge and are defending loyally any allied arcane spellcasting creature. If one gets captured or killed, you go for great length to punish the kidnapper or the killer.

Granted Powers:
Sticky Hands: Your hands are slightly sticky, granting you a +4 bonus to disarm, grapple and Climb checks.

Spider Climb: You are under the constant effect of the spider climb spell.

Web Strings: Once every 5 rounds, the binder can shoot a web string at its opponent as a ranged touch attack. The string has a range of 50 feet and may shoot 1 string per 3 binder levels at the same time. The strings sprout from your wrist and you may hold them firmly or let go of them as a free action, as the web snaps from your wrist.
  • Disarm: You may disarm an opponent with a successful ranged touch attack. You gain a +2 competence bonus per string shot to both checks, for disarming and from being disarmed. If you fail the second check, the strings just snap.
  • Trip: You may trip an opponent with a successful ranged touch attack. You gain a +2 competence bonus per string shot to both checks, for tripping and from being tripped. You may let go of the strings to avoid falling prone.
  • Entangle: You may entangle a target with the web, as the entangle spell. If your ranged touch attack hits, the target is entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. However, every additional strand you used beyond the first adds a +2 bonus to both DCs. Regardless of results, the strands snap from your hand at the end of the action.
  • Rope: You may shoot the strings as a single stronger rope at any point within 50 feet. You may even climb the rope and even swing from place to place. The rope can hold 200 lbs per string.
You may choose different actions with the strings or choose the same action. For example, with 3 strings, you may disarm, trip and entangle the same target in the same round. However, you must decide those actions before declaring the attacks.
 

Battleplate, remains of construct
Vestige Level: 5
Binding DC: 25

Legend: There was once a wizard, whose name was forgotten in history, who was obsessed with artificial life and had a knack of building golems. This was due to a lonely life and the only thing that could “understand” his feelings were its mindless creations. The wizard though didn’t have any grudge against the local citizens; he just wanted to get his head inside his work.

Throughout the years, he has built over 1,000 creatures. Golems, guardians and effigies were roaming freely into the town, overwhelming the citizens. The mayor, however, saw the potential of these creatures. He asked the wizard to lend some of his creations to take of a nemesis who was threatening the town with a war. The wizard gently accepted the offer and sent his guardians to war.

While the golems were fighting, the wizard stayed at his tower working on a way to transfer his brain into a construct. He wanted a new body, as his own was old and crippled. Using his powerful magic, he succeeded at transferring his mind into a shield guardian. Unfortunately, the war was waging just outside the town. The wizard took the identity of Battleplate, one of the names he gave to the guardian, and went outside to investigate.

The villagers were afraid of this mechanical beast, but unlike the other constructs, Battleplate could speak, and managed to rally the villagers to his cause and fight to defend their homes. Battleplate commanded his artificial soldiers to strike and launched his spells at the invaders, which started to withdraw. The general, however, was a spellcaster itself and warned one last time to surrender or have the village destroyed. Battleplate, on behalf of the citizens, refused to surrender and started charging the general. The commander shot a thin grey beam at Battleplate, and the wizard felt pain at over his body as it was crumbling to dust; he has been disintegrated, along with his mind.

The villagers fled their homes and the opposing army conquered and destroyed the wizard’s hometown and tower. However, each and every mechanical creature Battleplate had built continued to fight and surprisingly manage to push back the enemy. Sadly, all the machines shut down after the battle.

Battleplate’s soul couldn’t be set free and it wanders as a vestige since that day, proud to have conquer his loneliness by helping the citizens and proud of the loyalty of his creations.

Special Requirements: The binder must draw a sign about 10 feet in diameter and the sign must be drawn in an open area.

Manifestation: A massive pile of metal, stone, wood and other debris falls from the sky to fill the sign completely. Moments later, some of the pieces swirl like a tornado and slowly form cling together to form a creature similar to a shield guardian. Then two humanoid brown eyes open through the helmet, and Battleplate greets the binder with a hollow voice.

Sign: You skin has a metallic sheen, just like you would have pour wax on yourself.

Influence: You become obsessed with constructs, as you become fascinated by them.

Granted Powers:
Metallic Skin: As a standard action, at will, you can create small steel plates that cover your body from head to toe. These plates grants you an armor bonus equal +1 per 2 binder levels. However, the plates are restrictive; you suffer an armor check penalty equal to half the armor bonus, minimum -1, and a maximum dexterity bonus equal to 10 minus the armor bonus, minimum 0. At your option, you may lower the armor bonus as you wish.

Scrap Bolt: Once every 5 rounds, as a standard action, you may launch a chunk of scrap metal that travels in a 60-foot line. Anyone caught in the path takes 1d6 points of damage per binder level, and a Reflex save halves the damage. The attack deals piercing, bludgeoning and slashing damage.

Fast Healing: Like the shield guardian you have bound, you heal damage at a rate of 1 hit point per 4 binder levels per round, as the Fast Healing ability.

Spell Storing: You can store one spell that is cast on you by another creature. You can then “cast” this spell when you wish. Once this spell is used, you cannot store another spell (or the same spell again) until 5 rounds have passed. The spell level can up to one per 4 binder levels or lower. For example, a 12th-level binder can store a 3rd-level spell or lower.
 

Jhondrol Var, the spirit of an elemental wonder
Vestige Level: 3
Binding DC: 20

Legend: House Orien and House Cannith once received a commission from an heir of Galifar to build a new kind of transportation mode so the king could go where he wants inside his large kingdom. House Cannith created the conductor stones, small electrically-charged pyramid-shaped stones that provide a pathway for a large engine to run. The organisation turned to the Zilargo nation for propulsion, as they were masters of elemental binding techniques. They decided to use an air elemental to propel the machine foward. Both sides worked on a large railed, rocket-shaped machine that used the electricity in the conductor stones to travel at great speed. Furthermore, they also built a wagons and carts that could carry passengers and cargo. House Orien decided to provide operation and maintenance of the transport, which was given the name “Lightning Rail”. The Lightning Rail is still popular to these days, as it connects most nations together with conductor lines.

The Lightning Rail, however, has a major flaw: the bound elemental it holds can go berserk or even break free from the Khyber dragonshard. Such a temper can cause the coach to malfunction, and a team of scoundrels discovered that the hard way. The gang planned to hijack an entire Lightning Rail, with the coach and carts, for unknown plots. When the leader approached the dragonshard to start the coach, he tried to bend the elemental to his will. Unfortunately, the elemental refused to obey the thief and started the Lightning Rail and rapidly moved forward, jerking the scoundrels off the coach into the ground. The vehicle ran off onto the conductor lines at high speed, drawing the multiple empty carts with it.

It speeded up a straight line and entered the King’s Forest. Surprisingly, an unnatural phenomenon occurred: a manifest zone appeared and enclosed a large portion of the lines. That zone was tied to Irian, the Eternal Day, and due to its positive-dominant trait, it caused the coach to become sentient, as an intelligent animated object. The shock caused by the manifest zone disturbed the Lightning Rail and made it derail and crash into the ground. The impact was so strong that the conductor stones burst into shrapnel and discharged their electric charge into the vehicle. These explosions resonated so much that the machine rolled outside of the manifest zone, thus slowly ending the animation. The wood was splintered, the metal was bended and twist, and the dragonshard shattered by the impact.

As a result, the Elder air elemental was thrown away from the crash. As it flew up to contempt the disaster, it noticed that the front lights of the coach were looking at it, blinking and filled with pain and despair. The elemental spoke aloud in its language: “Toss away this feeling of pain, as you are now free from this object. Let your mind be carried by the forces of the planes beyond and rest in peace, as you have endured a treacherous live of servitude.” The eyes turned off and the lightning stopped arcing throughout the Lightning Rail; it was “dead”. The noise has alerted an elven patrol that was passing by. The first thing they said to alert the other team was “Jhondrol Var”, “Lightning Rail” in the elven tongue. The scouts gazed upon the machines and looked up to the elemental, still floating in the air. The beast turned away and flew into the sky, returning to its home plane.

The wreckage of the Lightning Rail still lies today, buried deep into the King’s Forest, rotted and rusted by the ages. House Orien repaired the conductor stones but didn’t salvaged the carts, as they were too much damaged and that the dragonshard was broken. As for the spirit that briefly animated the coach, it now lives as a vestige, under the name of Jhondrol Var.

Special Requirements: Jhondrol Var will not response to a binder who is considered a rival, outcast or enemy of House Orien. However, a binder that possesses the Mark of Passage has a higher chance of binding this vestige.

Code:
[B]Dragonmark[/B]		[B]Bonus on binding check[/B]
Least				+4
Lesser				+6
Greater			        +8
Siberys			        +10

Manifestation: Small conductor stones start erupting from the ground, glowing in a blue light. You then hear the crackling of lightning and two glowing lights that shine in a cone on you. Moments later, you see a Colossal cylinder-shape piece of tarnished steel. It has two sets of ski-like appendages on each side, 6 vertical plates protruding from the upper part near the nose, 2 oblong-shaped protrusions in the middle and an empty cabin at the back. Lightning bolts jumps from place to place on the coach. Jhondrol Var then positions his eyes on you and speaks with a loud voice, as if it was coming from the inside.

Sign: Your eyes radiate a faint bright glow and you have tiny lightning bolts at jump on your body.

Influence: Jhondrol Var imposes you to travel and to enjoy what you see. You become slightly claustrophobic, as you desire the open air.

Granted Powers:
Trampling Train: Once every 5 rounds, when you make successful overrun or trample attempt, you deal an extra 1d6 points of damage per binder level. The damage is half bludgeoning and half electricity. The target may make a Reflex save to halve the damage.

Shock: You generate massive amounts of electricity and a mere touch deals 1d6 points of electricity damage. Any metallic weapons you wield discharges this electricity. You must be showing Jhondrol Var’s sign in order to use it.

Train Charge: You project a ghostly image of an outgoing train when you move. Once every 5 rounds, when you charge, the target must make a Will save or be shaken for 1 round. At 10th level, the target becomes frightened, at 15th level, it becomes panicked and at 20th level, it cowers. This is a fear effect.

Immunity to electricity: You gain a resistance to electricity equal to 5 plus your binder level. At 18th level, you gain immunity to electricity.

Electricity sense: You can detect the presence of electrical currents and sparks. This functions as the scent ability, except the range is a set 120-foot radius and you may pinpoint the source of the charge at 10 feet.
 

Cinder, fallen spirit of fire
Vestige Level: 7
Binding DC: 29

Legend: The phoenix has fascinated many scholars for its ability to revive when it dies. According to some legends, the phoenix sacrifices itself in a massive ball of fire, only to be reborn fully healed a few seconds after. Other legends state that a new phoenix emerges from the ashes of the dying one to replace it. However, it is unknown how the soul of the phoenix is reborn. Is it the same soul that remains in the same place and reintegrate its body at the rebirth, or is it a new soul each time?

This legend is part of a phoenix called Cinder. It is rumored that when battling an evil storm giant blackguard, it was forced to immolate itself. Witnesses could not however see if the phoenix was reborn or replaced. The phoenix then immolates itself 4 more times before the giant falls of the ground, burned to a crisp. According to sages, Cinder was actually reborn after the 4 first immolations, but replaced by a new phoenix after the last one. It is said that the soul was so damage by the explosions that it could not travel to the higher planes. As a result, the soul of Cinder remains a vestige to the day.

Special Requirements: As a spirit of good and fire, Cinder will not response to a binder with the cold subtype, an evil binder or a binder with the evil subtype. Furthermore, the sign must be drawn using twigs, branches, oil and other flammable materials, which you then set fire when you are ready to make the pact.

Manifestation: As the sign begins to burn, the flame makes a charred sign on the ground. The fire then reshapes itself, dislocating from the materials, into a bright ball about 5 feet in diameter. A pair of wings then unfolds from the ball and that same ball reshapes into a hawk made out of fire. Cinder fixes the binder with its deep blue eyes and asks calmly its biddings.

Sign: You exude a palpable, yet harmless, heat.

Influence: As an avatar of good and fire, you seek to punish any evildoers with fire, whether it is by hitting an opponent with a torch or by incinerating enemies’ corpses at the end of an encounter.

Granted Powers:
Wings of the Pheonix: As a standard action, you may transform your arms into crimson-feathered wings. You gain a fly speed of 60 ft (good) (or 40 ft (good) in you are wearing medium or heavy armor or carrying more than a medium load). Any items worn on your hands or arms meld into the wings, becoming non-functional. You may make a wing buffet as a standard action while you are not flying, or two as a full-round action, each dealing 2d6 points of fire damage plus your Strength modifier. Should the wings be extinguished by water, a quench spell or winds of hurricance force or greater, dispelled by an antimagic field or dismissed by you as a free action while flying, you descend in the air as the feather fall spell for 1d6 rounds. If you have not landed after this time, you fall normally and take appropriate falling damage. Once the wings have been dismissed, you may not summon them for 5 rounds.

Talon Fire: As a swift action, you may sheathe your weapons in fire. You deal an extra 1d6 points of fire damage, as per the flaming enhancement. Thrown weapons become normal 1 round after leaving your hands, and any bow, crossbow or sling you wield imbue its ammunitions with this ability. At 18th level, your weapons become enhanced with the flaming burst enhancement. If your binder levels become 21 or higher, your weapons become enhanced with the flaming blast enhancement. In all cases, this damage cannot by applied to the wings.

Phoenix Fire: As a standard action, you can immolate yourself and burn everything within a 15-foot radius, centered on you. The blast deals 2d6 points of damage per binder level to every evil creature. Neutral creatures take only 1d6 points of damage per binder level, while good creatures do not take any damage. You die in the explosion, with no saving throw or resistance, while a Reflex save halves the damage for other creatures. Half of the damage is fire and the other half is divine power which is not reduced by resistance or immunity. After 10 minutes, you reappear at the exact same spot you die, as the true resurrection spell.
 

Yrosfayop, king of the wild
Vestige Level: 3
Binding DC: 25

Legend: Yrosfayop was a human druid that valued his devotion like no other beings. His feelings were similar to a mad lover, but for the taste of nature. He considered full-fledge cities and castles a disgrace and an act of murdering of the nature, yet he tolerated elven tree villages and small hamlets, as these are mere protections against the forces of nature.

Yrosfayop had travelled around the planes to see more of this nature, each time learning things and attracting animals, vermin and planar beasts alike as his new followers. His powers were growing rapidly, his spells were more diverse and his wild shape possessed a wide range of creatures ready to battle. Yrosfayop was still a good-hearted man, despite his solitary attitude and harsh attitude toward flourishing civilization. On many occasions he single-handedly repelled raids from goblinoid, orc and gnoll tribes to protect small enclaves; he usually repaid the townsfolk’s hospitality. His secret lied in his summoning skills: he summoned as much nature’s allies that he could before wild shaping into one of the animal and charge. Thus nobody could have recognized Yrosfayop from this makeshift army. Another secret was that he tattooed himself pictures of animals that he commonly summoned. Through years of mastery, the corresponding tattoo glowed and seems to animate each time that specific animal was summon by Yrosfayop’s spells.

Unfortunately, Yrosfayop was not safe from nature itself. On one of his trips to a planar forest, the druid was exposed to a strange poisoned plant that could cause hallucinations. One night, a storm built up and a lighting bolt burned a millennia-old tree, igniting it. This resulted in a ravaging forest fire. The problem was when Yrosfayop woke up, he perceived the brazier as a gang of fire elementals which were attacking the forest, all because of the plant. In a warcry, the druid summoned all of his “troops” and charged into the flames, dying in a few minutes along with his companions.

Ehlonna have made a travel to the once-flourishing forest to resurrect it, but was shocked by the number of corpses lying in the embers. She identified Yrosfayop as one of her followers, but couldn’t get his soul to create an angel or even a petitioner, yet a small spark remained. With a portion of her divine powers, Ehlonna transformed the druid’s soul into a vestige in order to immortalize the defending and devoted attitude of her fallen follower.

Special Requirements: You must trace the seal in a natural environment. Yrosfayop will not answer if the binder has traced the seal inside a building or inside a city.

Manifestation: A tree canopy rises from the seal, but it is soon caught into a fire. A stampede composed of animals and vermin starts dashing toward the binder, phasing out of existence when reaching the end of the seal. After a few seconds, the trees have become charred twigs and then a breeze picks up dust, ash and remaining flames to form a man dressed in leather armor, worn out clothes and wears many nature totems, like medallions, crowns and the tattoos on his chest. He speaks in a low voice and calmly demands the binder’s intentions.

Sign: Your arms, shoulders, chest, abdomen and back become scribed with a mosaic of animal-shaped black ink tattoos.

Influence: Yrosfayop makes you despiteful toward any settlement larger than a small town. While your attitude does not change, you act as if a minor crime was committed.

Granted Powers:
Nature’s army: Once every 5 rounds, you can cast summon nature’s ally as a standard action. The caster level is equal to the binder level. The maximum spell level available is equal to half your binder level. For instance, a 11th-level binder may cast summon nature’s ally V, and may cast summon nature’s ally I, II, III and IV if desired, but must wait 5 rounds between each use. You must show Yrosfayop’s sign in order to use this ability and may summon more than one creature, even if you've summon a few of them in previous round.

1st-2nd: Summon Nature's Ally I
3rd-4th: Summon Nature's Ally II
5th-6th: Summon Nature's Ally III
7th-8th: Summon Nature's Ally IV
9th-10th: Summon Nature's Ally V
11th-12th: Summon Nature's Ally VI
13th-14th: Summon Nature's Ally VII
15th-16th: Summon Nature's Ally VIII
17th+: Summon Nature's Ally IX (cannot summon fire elementals)

Nature’s weaponry: As a move action, you may transform your hands into claws, dealing 1d4 points of damage, and your jaw into fangs, gaining a bite attack dealing 1d6 points of damage. The claws are treated as primary weapons and the bite as a secondary weapon, with the usual -5 penalty on your attack roll. You may use weapons and items normally, but you cannot make a claw attack while hold something or wielding a weapon.

Nature’s sentry: Once per round as a standard action, the binder may focus his mind on one of its summoned creature. This ability allows it to see and hear from the beast’s perspective for 1 round, as the scrying spell.

Wild Empathy: The binder gains wild empathy, as per the druid class feature.

Nature’s knowledge: The binder gains a competence bonus to Diplomacy, Handle Animal, Knowledge (nature) and Survival equal to half its binder level.
 

Larstun, consumed vermin master
Vestige Level: 2
Binding DC: 19

Legend: Larstun was a poor beggar, leaving on the streets and trying his best to survive. He was lonesome, dirty and rejected by everything, with an exception. From some unknown reasons, Larstun has developed a kindred spirit with insects, the most populous denizens of the slumps. He was able to domesticate every kind of vermin he encountered. That gift would become his salvation.

Larstun was not very strong not very healthy, but his “friends” could easily turn the tables. If a particular individual refuses to give some gold to Larstun in a rather unpleasant way, Larstun would order his pets to follow that individual and, when night fell down, he would sneak into his victim’s home and cold-heartlessly send his minions terrorize and murder it and then steal all of his riches.

That approach had some advantages: Larstun quickly gained enough resources to eat and get a nice roof under his head, for him and his pets. Unfortunately, those actions raised the attention of the local guards. One night, the guards caught Larstun on the spot, but in a feat of dexterity, he managed to free himself from his captors and a chase occurred. Larstun got stuck in a dead end and when the guards cornered him, they got surprised by a swarm of insect and vermin of all sizes. The guards, however, were prepared, as they brought nets and vermin poison to decimate Larstun’s army. As the guards rushed to capture once again the beggar, Larstun got swarmed by his own pets, only to never reappear.

The city guards did not find evidence of Larstun’s evasion not did they encountered insect attacks; Larstun had vanished from this world. Not even the gods could find him, and Larstun wanders the multiverse as a vestige, accompanied by his loyal insect pets.

Manifestation: The seal becomes covered with insects such as ants, flies and centipedes. In an instant, the swarm rises like a flame and starts shaping itself into a giant human head. After a few passage, Larstun’s face is materialized. It looks upon the binder and demands the reason of his summon.

Sign: You gain two extra arms (or whatever limbs that pass as arms). Normal clothing does not fit you due to the sign, but magical clothing reshapes itself to accommodate the new limbs.

Influence: You are fascinate by insects and vermin creatures and you do not tolerate that others harm them, such as squashing an ant or a fly. You do retain you common sense about the more dangerous giant vermin.

Granted Powers:
Vermin limbs: You can use the extra limbs to wield additional weapons and items. You are treated as having the Multiweapon Fighting and Multiattack feats. You must show Larstun’s sign to use this ability.

Mantis scythes: As a swift action, you can transform one pair of hands into sharp scythe-like claws. Each claw deals 1d6 points of damage and threatens a critical hit on a 19 or 20. While the claws are active, you may not hold any item, and any worn items are rendered non-functional as they meld with your hands. If you dismiss the claws, as a swift action, you may not reactivate them until 5 rounds have passed.

Ant sensors: As a swift action, you can sprout a pair of highly sensible antennae. You gain the scent ability. If you dismiss the antennae, as a swift action, you may not reactivate them until 5 rounds have passed.

Vermin empathy: You gain the equivalent of Wild Empathy, but it works only with vermin.
 


Into the Woods

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