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In Pathfinder, the runelords were the seven rulers of the seven realms of ancient Thassilon. Each one was a wizard of terrible power and evil, mastering a specific school of magic associated with one of the seven deadly sins.
When the empire of Thassilon fell in the catastrophe of Earthfall, all seven runelords survived in varying forms of stasis. They would return ten millennia later, threatening the former lands of Thassilon and beyond. Collectively, the runelords are major antagonists across most of the 1st Edition of Pathfinder.
Membership[]
"Runelord" was an official title given to the wizard who ruled one of Thassilon's seven realms. The title was meritocratic, not hereditary, and generally passed from one ruler to another through violence. Each realm's runelord was the world's foremost expert on the school of magic associated with their sin and their realm. The runelords were all nominally equal to each other, with no real leader among them, but in practice some were much more powerful than others.
A total of 40 people held the title of runelord over the thousand years of Thassilon's existence. Of the seven original runelords who overthrew First King Xin, only two - Sorshen of Lust and Xanderghul of Pride - ruled until Earthfall. The others were all overthrown or killed, mostly by their own successors.
Runelords of Earthfall[]
- Alaznist, Runelord of Wrath
- Belimarius, Runelord of Envy
- Karzoug, Runelord of Greed
- Krune, Runelord of Sloth
- Sorshen, Runelord of Lust
- Xanderghul, Runelord of Pride
- Zutha, Runelord of Gluttony
Powers & Abilities[]
Each runelord was the world's preeminent wizard in their chosen school of magic. Thassilonian magic was highly specialized, with each wizard focusing on one of seven schools and excluding two others. By sin, the seven schools were:
- Envy: Abjuration (evocation & necromancy excluded)
- Gluttony: Necromancy (abjuration & enchantment excluded)
- Greed: Transmutation (enchantment & illusion excluded)
- Lust: Enchantment (necromancy & transmutation excluded)
- Pride: Illusion (conjuration & transmutation excluded)
- Sloth: Conjuration (evocation & illusion excluded)
- Wrath: Evocation (abjuration & conjuration excluded)
While the runelords generally could not cast spells from their excluded skills, they were so powerful that they could circumvent these restrictions to an extent by using rituals or the mighty spell wish.
The runelords had also used their great magic to enhance themselves. All of them were biologically immortal, as well as immune to disease and insanity, and many could heal rapidly. They also enhanced their physical and mental attributes, making them stronger than others with a similar level of magical skill.