Maṛaiyar Character in Pearl Directive | World Anvil
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Maṛaiyar (my-yar)

Penaga Maṛaiyar (a.k.a. King of Conquests)

Trait Distribution Suggestion
  • Indistinguishable from a huge and imposing, but otherwise ordinary fortified city.
  • Can move through the spaces of gargantuan or smaller hostile creatures.
  • Can ignore difficult terrain or other effects that impede movement.
  • Advantage on saving throws.
  • Can make a STR saving throw instead of a DEX saving throw to avoid being forcibly moved or knocked prone. On a fail, the distance is reduced by 30 ft.
  • Stats
    Str Dex Con Int Wis ChaHits
    40
    (+16)
    8
    (+0)
    30
    (+7)
    20
    (+5)
    25
    (+5)
    20
    (+4)
    1400
    19d12+333
    Equipment
    Items Attack Damage
    Statuette 6d6
    Levitation Ring Passive Burn Armour
    Features
    Armour: Passive Fortress
    Weapons: Army and Statuette
    Tools: Pan Map and Peraia
    Saving Throws: Strength and Constitution
    Skills: Buffing Allies, Debuffing Enemies, Areal Denial

    Holy Books & Codes

    Dimensional Tracking

    Dimensional tracking, in conjunction with temporal logistics, combines precise algorithms to monitor spatial and temporal coordinates across multiple dimensions.   This integrated system enables the tracking of objects and individuals across different dimensions and timelines, allowing modern users to pinpoint locations and coordinate temporal operations.
    The King of Conquests developed this system to open up possibilities for interdimensional travel and aids in the scouting of time and space for potential new conquests.

    Physical Description

    Body Features

    Siege Tower Body

    Maṛaiyar bares a striking resemblance to a scepter with its elongated and slender form, adorned with intricate carvings and ornate embellishments, exuding an air of regality and power.

    Facial Features

    Crown of Fire

    Maṛaiyar has a roaring bonfire burning brightly as its head. From within Peraia, this soaring spire casts a warm and radiant glow that illuminates the surrounding area.  
    Brightness
    Within 30ft of the blast zone, the PC must succeed on a DC 19 CON saving throw or be blinded. Unless surprised, PCs can avert their eyes and avoid the saving throw at the start of the turn, but may not see Peraia until the next turn.
    Thrust
    100ft from Peraia's main tower, the blast zone emits 90ft of 14d6 radiant damage on a failed DC 24 DEX saving throw, or half on a success. Followed by a searing 60ft of 14d6 fire damage from the molten landscape.

    Special abilities

    Fiery Aura

    Being within 25ft causes -20hp every round without saving throws. Once every 1d4 rounds, random embers from the head cause damage with a DC 30 saving throw.

    Resistance Negation

    Whenever struck with a direct attack and failing the saving throw, just once, the PC's resistance to fire damage is negated for the rest of the battle.

    Frightful Presence

    After a failed DC 27 saving throw, PCs remain frightened until save and have disadvantage to attacks for a while after. Feel fear on a 5 or 6 for 5d6 rounds. See Fear Table.
     

    Immolation

    Long range artillery-like attack that narrows in on a specific unit for Damage . Can only be used again on a 5 or 6 recharge , with an exception once Maṛaiyar is at half hp, then immolation becomes immediately available.   When effecting a landmass, anything in contact with the resultant molten environment takes fire damage on the first round, damage on the second, and none thereafter.

    Specialized Equipment

    Levitation Ring

    The ring is a stone band that wraps around Maṛaiyar's castle-like form and counteracts the effects of gravity and other hazards that would otherwise impede their progress. At its front, is a 'blacker-than-black' oval jewel, a third of Maṛaiyar's size.
    Command
    Temporary enhancements granted to Maṛaiyar's subordinates to enhance strength, speed, resistances or provide special abilities.   Their duration can last for 3 hours or can vary depending on the game.
    PC
    Level
    Consecutive Bonuses Record







    ≥20
  • Initiative: +20 to every roll
  • DEX: d20+5
  • INT: d20+5
  • WIS: d20+5
  • CHA: d20+5








  • >40
  • Initiative: +30 to every roll
  • DEX: d20+10
  • INT: d10+10
  • WIS: d8+10
  • CHA: d4+10








  • >60
  • + Initiative to every roll
  • DEX: d12+10
  • INT: d4+10
  • WIS: d4+10
  • STR: +40

  • >80
  • + Initiative to every roll
  • DEX: d20*2
  • INT: d20*2
  • CON: d20*2
  • STR: d20*2

  • Summon Army
    The black center of the ring is capable of calling forth ever increasing hordes at ever decreasing quantities from its fathomless depth.   The differing armies emerge in a sequential pattern at 1 hour intervals.
    Number Stats Level
    Strength
    128
    STR:10 (+0)
    DEX:16 (+3)
    CON:15 (+2)
    INT:14 (+2)
    WIS:17 (+3)
    CHA:18 (+4)
    Resilience: 2
    HP: 50 ( 10d7+10 )
    Saving Throws: Con +5, Int +5, Wis +6, Cha +7
    10
    64
    STR:16 (+3)
    DEX:15 (+2)
    CON:13 (+1)
    INT:2 (-4)
    WIS:11 (+0)
    CHA:4 (-3)
    Resilience: 15
    HP: 16 ( 3d8+3 )
    Saving Throws: Str +5, Con +1
    20
    32
    STR:12 (+1)
    DEX:17 (+3)
    CON:12 (+1)
    INT:10 (+0)
    WIS:12 (+1)
    CHA:8 (-1)
    Resilience: 5
    HP: 52 ( 5d4+5 )
    Saving Throws: Con +6, Int -1, Wis +5, Cha +5
    30
    8
    STR:14 (+2)
    DEX:10 (+0)
    CON:10 (+0)
    INT:3 (-3)
    WIS:8 (-1)
    CHA:8 (-1)
    Resilience: 10
    HP: 22 ( 3d10+3 )
    Saving Throws: Str +6, Dex +3, Con +4, Wis +3
    40
    4
    STR:22 (+6)
    DEX:17 (+3)
    CON:19 (+4)
    INT:12 (+1)
    WIS:14 (+2)
    CHA:17 (+3)
    Resilience: 18
    HP: 22 ( 13d10+5 )
    Saving Throws: Str +10, Dex +7, Wis +7, Cha +7
    50
    2
    STR:22 (+6)
    DEX:17 (+3)
    CON:21 (+5)
    INT:12 (+1)
    WIS:16 (+3)
    CHA:17 (+3)
    Resilience: 15
    HP: 66 ( 12d8+12 )
    Saving Throws: Str +10, Dex +7, Wis +7, Cha +7
    60
    1
    STR:26 (+8)
    DEX:15 (+2)
    CON:22 (+6)
    INT:20 (+5)
    WIS:16 (+3)
    CHA:22 (+6)
    Resilience: 19
    HP: 26 ( 21d12+25 )
    Saving Throws: Str +14, Con +12, Wis +9, Cha +12
    70

    Mental characteristics

    Accomplishments & Achievements

    Conquests

    Due to Manidweepa's sheer expanse, the king of conquest was able to conquer no more than 1% of the known sheets of territory: Sunyata, Portal Alley, Perron Barren and Nostrum.

    Failures & Embarrassments

    Forgotten Fronts

    Amidst the chaos of Maṛaiyar war, there are uncharted battlegrounds where forgotten factions and ancient entities clashed in a relentless struggle for power and dominion.   These forgotten fronts are generally confined within themselves; eclipsed by the grander narratives, obscuring remarkable heroism and relegating cosmic battles to oblivion.

    Social

    Reign

    Skeleton War

    A multi-dimensional, multi-temporal conflict initiated by the king of conquest that ended long ago, yet is still ongoing beyond Nostrum.
    Siege of Elysium
    In the midst of the gold field, an intense artillery duel unfolded between two formidable forces: Asphodel Quadrant and Peraia.   Blackhole bombs devoured asteroids and left a trail of cosmic wreckage in their wake. Similarly, Maṛaiyar reduced rocky structures to molten debris that closed the Wounds to deny access to pneuma and incor.
     
    Time Blitz
    In a daring operation, volunteers from the celestial police laid in wait to intercept a timeline car with Maṛaiyar's huge size lashed externally.   This involved precise coordination with infiltrators and timed maneuvers all along the track throug perron barren to ultimately weaken the king that would put him to sleep.
     
    Desperate Ambush
    When the timeline finally stopped at Cloche; a band of ptychē, laplwyd survivors and rumoured gavians successfully sealed the king into a comatose state. Indistinguishable from an inanimate tower.

    Contacts & Relations

    Collaborators

    Itey
    Opportunistic hangers-on who contributed technology that aided the conquests to the penaga's satisfaction, and who bestowed favours in return.
    Exterminatus
    A type of semi-sentient, or not, construct made from mita silk tightly wound into multi-limbed machines.
    Jaspers
    According to some unspecified agreement, the jaspers of Adro served as a singularly powerful artillery piece capable of targeting any front in the multi-dimensional skeleton war.

    Wealth & Financial state

    Plunder Across the Planes

    An accumulation of vast riches and valuable artifacts obtained through the many fronts across various dimensions during the skeleton war. It encompasses treasures from celestial realms, ancient civilizations and parallel universes including precious gemstones, enchanted relics and legendary weapons beyond mortal comprehension.

    Divine Classification
    EEV Scale: 93
    Alignment
    Evil
    Current Status
    Entombed
    Current Location
    Realm
    Honorary & Occupational Titles
  • Penaga
  • Ethereal King
  • Circumstances of Birth
    Collective thought form of many dimensional creatures
    Children
    Current Residence
    Peraia
    Gender
    Genderless
    Height
    1800 m
    Belief/Deity
    Self-Idolatry
    Known Languages
    Omilingual
    Character Prototype
    d100 Fear Effects
    (alternately lasts 1d10 × 10 hours)
    01–10 The character becomes Frightened and must use each round to flee from the source of their fear.
    11–20 Character experiences vivid hallucinations and has disadvantage on Ability Checks.
    21–30 Suffer extreme paranoia and disadvantage on WIS and CHA checks.
    31–40 Regards something (usually the source of madness) with intense revulsion.
    41–45 Retreats into their mind and becomes Paralyzed. This ends if they take any damage.
    46–55 Becomes attached to a 'charm' (can be a person or object) and has disadvantage on Attacks, Ability Checks, and Saving Throws while more than 30 feet from it.
    56–65 Blinded 75% or Deafened 25% .
    66–75 Disadvantage on Attacks, Ability Checks, and Saving Throws that involve STR or DEX.
    76–85 Does whatever anyone tells them to do that isn’t obviously self-destructive.
    86–90 Whenever the character takes damage, they must succeed on a DC 15 WIS saving throw or be affected as though they had failed.
    91–95 Stunned.
    96–100 Unconscious. No amount of jostling or damage can wake them.

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