A number of statues that were created for the Heroes of the World.
They all have some common stats, and then each has a special power.
Common stats include:
HP – 100
Armed with 2x Slam Natural Attacks. (Though can use weapons)
Cannot be magically repaired, must be repaired by hand.
Known Statues and Powers:
The guardian statues are controlled by a pocket realm inside of a gem. They can be altered by placing items on a pedestal: each statue has one pedestal. They are powered and controlled by a saga on each pedestal. The sagas are listed below.
Ken (Energy) – Casts Magic Missiles. Grimgier uses this one.
Saga of Ken:
Kjarval the Red, son of Keikr, Whisper-Foot, Giant-Hunter, Volcano-Veins. Kjarval was a trickster, who stole a frost giant’s treasure. He spread this around his family, who all became heroes. They began to hunt down giants, trapping and killing those who were left alone. In time, the giants banded together to track Kjarval, and he escaped to Wyrdheim. There he traded treasures with some strange witch, and in exchange he was given a gift: his blood was made of lava. He returned and played his last trick on the giants: they slew him, but his blood burned them to death. He was later brought back to life, and his blood caused him pain from then forward. The lesson is that it can be worthwhile to toy with dangerous powers, but there is a price.
Hagal (Limits) – Creates Walls of Iron. Formerly used by Alfwald. Eilid uses this one.
Saga of Hagal:
Syr the Hairy, Son of Therir, Wall-Keeper, Iron-Hammer, Storm-Glory. This tells the legend of Syr, an incredibly strong warrior, who was injured at war and remained home to recover. While home, he built great stone walls to a city and was able to fend off a dragon’s attack alone while his comrades were out at sea. The story details how Syr slew the great blue dragon, and then built a shrine to Thor in thanks. When his clan returned, Thor blessed the Syr and healed his wounds, and they all travelled back to the giant’s cave and slew him. The moral is that a hero must be wise as well a strong.
Odal (Property) – Makes plant life more Verdant in a mile radius. Lofi uses this one.
Saga of Odal:
Olrik the Quiet, son of Keikr, Eagle-Mountain, Frost-Bird, Half-Crown. Olrik was an archer of note, and the younger brother of Kjarval Volcano-Veins. He was a hunter who kept his clan fed. When his older brother returned from slaying many giants, Olrik was grateful and received a bow of frost. Their oldest brother, Tandri (a priest of Frey), grew jealous and angry of Kjarval’s wealth, and in turn Kjarval grew jealous and angry of Tandri’s rulership of the clan. In time, they fought, and Kjarval slew his brother. Kjarval ruled as an angry tyrant, until Olrik wounded him with an arrow. Olrik then tended his wounds, and convinced Kjarval to atone to Frey for his evil deeds. Grateful, Kjarval shared his lands with Olrik. The lesson is that prosperity without virtue leads to wickedness.
Rad (Journey) – Flies short distances. Adalbrikt uses this one.
Saga of Rad:
Haakon the Short, son of Hagbard, Witch-Claw, Ice-Glider, Beast-Walker. Tells the tale of how Haakon protected an ever-snowy forest. When threatened by a red dragon and its ten kin, he first tried to fight it himself and failed, fleeing in the form of an otter, then journeyed throughout the forest and the plains, gathered all the animals of the land, and brought them with him, returning to slay the dragon clan. The lesson is that your home becomes stronger when you travel and then return.
Ur (Strength) – Powers unknown. Used to be covered in fire but that was changed. Now only works for those without title, thanks to unintentional “reprogramming.”
Saga of Ur (written by Lofi):
In the dawn of the great Northern Kingdoms, when all the greatest warriors were locked in fierce struggle against the ravenous arms of the green orcish tide, there came a time when a great duty needed doing… and there were no heroes to do so.
Before history, the great craftsman of the dwarves had made two deals with the Northmen. The first is another story, but the second was for the Gem of the World. The Gem had given the Northern tribes many great advanatages, but its time in the world had come temporarily to a close, and it had to be locked away from the Northmen’s enemies. The Northern elders cast about in vain for revered heroes to carry the Gem to the Whirlpool of Time, where it would await the time of Judgement to come forth a final time. But the heroes were, as is proper for Northmen, at the head of the battle.
And so the elders put their trust in the young. Gosslar son of Grimmulf, the mage; Margod the Slow, son of Steinvor, the cleric of Baldur; Malti son of Svan, the skillful rogue; and Haisl the Fat, son of Goodkell, the warrior. Only two had even slain the dragon and made their transition into manhood, but still, of all those who remained to the Elders’ call, they were chosen. And they ventured forth.
Young and untried, they nonetheless made their way to the river that hosted the Whirlpool. They assembled a boat, and piloted down the rapids with the skill of northern sailors. They laughed and jested, and luck served them as well as skill might have… until the end.
As they neared the Whirlpool, they were set upon by vicious orcs, orcs who had heard of their journey and moved to intercept them. They were no terrible orcish berserkers, no darkly powerful shaman or skulking blackblades, no… they were a swift-moving scouting party that was lucky enough to reach the river first. It was a confluence of the meagre, and things looked grim for the young northmen.
Haisl the Fat dared orcs to attack him, shedding javelins from his shield like falling leaves… and sporting several from his flesh. Gosslar used his magic and brought enchanted stupor to their assailants, causing them to tumble headlong into the rapids… but was struck viciously by several opponents seeking the Gem he protected. Malti leapt out to distract the assailants, brave as a flame, and struck down swiftly, falling luckily back into the boat. Margod kept his friends alive, but only by bare margins.
Crippled, the boat lurched down the rapids towards the great Pool of Time. Orcs loomed around it, waiting for the boat to founder… but somehow, it did not. The four young Northmen smashed their vessel through the crude dam the orcs had erected, and lurched itno the pool, sinking fast. And rather than save themselves and risk the enemy overwhelming them, Margod, Malti, Haisl and Gosslar simply threw themselves forward, into the Whirlpool. They cried out to Valhalla and to the glory of the north, and the last sight their orcish pursuers had was the gem in Gosslar’s hands vanishing into the mystic vortex.
And the truth of this story is simply this: that Heroism does not always mean names of glory and grand deeds, but can be found in the unlikeliest places.