This is a listing of the characters, adventurers, villains, and non-player characters (NPCs) introduced in the Rob's World! Face-to-Face (f2f) campaign. This listing includes all current player characters and non-player characters introduced in the game to date*. If you'd like to see a more extensive listing of characters from the Rob's World! campaign, check out the Gallery of Hero's. A listing of past and present player characters. The Game Master/Administrator: Robert L. Vaessen |
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DungeonMaster: |
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Player Characters: If you'd like to see the players as a group - I've posted a link to a photo of the group here. I'll do my best to keep it up to date |
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Always one for adventure and excitement, Thalidimar drove his parents crazy. They never quite understood why he did the things he did. Why wasn't farming good enough for him, why did he seek excitement at the towns gambling halls instead of working the fields with his father and brothers? Simply put, Thalidimar was born to 'Adventure and Excitement', not to 'Farming and Church going' as his siblings and parents were. The eldest of four children, Thalidimar was born into a loving home in the country. His father, his father's father, and so on, were all farmers; he was destined to become a farmer as well, at least in his father's eyes. One day, while his father and brothers were raising a barn, Thalidimar ran into some "city boys", who for whatever reason, were out in the country watching the barn raising and playing knuckle bones. From the moment Thalidimar saw the dice roll and heard the bets of the other boys, his pulse raced, he felt excitement running through him. He politely asked if he could join the game, and of course the other boys asked if he had money. Just one Bronze, Thalidimar replied. Two hours later, he had nearly a Silver in coins, and found his calling in life. The betting, the dice rolling, the sheer excitement of gambling. How could anyone want to do anything other than gamble. Why not use skill and luck to earn a living, instead of blood, sweat, and tears. His father forbid it, gambling was no profession, he was to stay and help at the farm, Thalidimar refused, said he had to follow his own calling, they always said that at temple. "Follow your calling". Well, my calling was not to be a farmer. His parents were devastated, but he left home at the age of 15 to seek out his fortune as a gambler. Thalidimar hated going to temple, praying for good weather and good crops, he detested it actually. But since it couldn't hurt to have a god on your side, why not worship one that granted luck and good fortune, so Tymora was now his patron. Thalidimar would mutter a prayer before every roll. He asked countless times for luck, but never offered anything in return. Tymora would grant him this luck, always, but it seemed that she had plans in mind for thalidimar. Plans that to this day, he still does not understand. His willingness to chat during games; to enjoy the winning along with the company of those whose money he took, was his downfall. During one game of dragon poker, a stranger new to the gaming circle started asking Thalidimar about his family, his background, evidently this stranger had heard the tales of Thalidimar's winning ways, and wanted to know where this 'farm boy turned gambler turned rich man' kept his money. The stranger lost badly, always pressing Thalidimar's bets, always chasing the pot, and in the end, Thalidimar won more in that single night than he had ever won before. The stranger was visibly upset at loosing, but seemed to accept it and left the table without saying a word. Two years was enough, it was time to go home. The previous nights winnings were the most he had ever won. Two Adamanite in all, it was time to go home, and convince his father that it was time to retire, to live a good easy life. Unbeknownst to Thalidimar, the stranger from the previous night had other plans in mind, and followed Thalidimar home to his father's farm. The Stranger, and his band of cutthroats, followed Thalidimar home, jumped him and his family took the Adamanite, and demanded to know where the rest of his winnings were. The man threatened to kill Thalidimar's family, who were all being held at sword point, if he did not hand over the rest of his winnings that were obviously hidden somewhere in the house. Thalidimar asked his father; "What have you done with all the money I sent you? We need to give this man the money", Thalidimar's father frowned and replied, "The only thing that can be done with money that's not earned through hard work, is 'Throw it in the river', every last coin! Nothing good can come from money won through gambling, and now you've proven it. Your gambling has brought these criminals to our home, and placed our entire family at risk. Now do you see the error in your ways?" The stranger was furious. "All this for nothing! Two measly Adamanite. Bah, kill them, take the girl. She should fetch a nice price on the market". The girl, Thalidimar's sister, was barely 12. The strangers statement of his intentions was the spark to an already combustible situation. The parlor erupted in action. Thalidimar's mother screamed, "You will not take my daughter!" and for that she was knocked unconscious. Thalidimar's brothers were slain instantly where they stood; the cutthroats not even blinking as they killed the two young boys. His father lunged at the men holding his daughter, and was cut down before he took two steps. Thalidimar jumped at the stranger, but the stranger muttered a word, and thalidimar found he could not move. He was stuck motionless, and watched in horror as his sister was dragged away screaming, and the house was set ablaze. "Let him burn", the stranger said, "The spell will hold till he's dead", was the last words Thalidimar heard, as the smoke filled the house and the smell of burning flesh filled the parlor. Thalidimar's last thought was, "So this is the payment for my luck, huh Tymora? Well thanks for nothing. All the luck, the good fortune, to loose my family. Quite a step price you charge." Something flashed in his mind as he thought this. The realization that Tymora had not charged anything. She had granted his luck, only asking for his actions to show him worthy of the luck he received; actions which he never took, actions to repay Tymora for the fortune she granted him. Morning found a burned farmhouse, and four dead bodies. A mother, father and two young boys. A soot covered young man was burying the bodies. Thalidimar had somehow escaped the grasp of the spell, and now vowed to repay this stranger for what he had done, and to find his sister if it was the last thing he did. As he was burying the bodies, an image of the temple of Tymora flashed in his mind. Funny, he prayed to her constantly, but had never once set foot in her temple. Perhaps it was time to go. With that thought, Thalidimar took his first step towards coming a cleric of Tymora. [Top] Ravek: Thalidimar has been carrying a magical mace of crushing for quite some time now. It was discovered when he was low level, and he's been carrying it around ever since. This weapon is more than a combination of wood and steel, more than a simple cudgel with which to smite his foes. Officials in Thalidimar's church discovered that the weapon was sentient, and it had bonded itself to Thalidimar. The weapon was then consecrated and enchanted by members of Thalidimar's church. This magical item familiar was then bonded to Thalidimar as part of a ceremony, during which he was elevated to Auspicion rank within the church hierarchy. The weapon is a powerful foe of evil, and it serves Tymora through the capable hands of Thalidimar. Ravek is an intelligent, sentient weapon. It is capable of sensing it's surroundings and communicating (telepathically) with Thalidimar. Item familiars are linked to their owner, they gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right. By establishing a link with the item, the item gains power as Thalidimar gains levels. Thalidimar has invested life energy, skill ranks and spell slots in the item familiar. [Top] |
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Solmar: The party knows very little about Solmar. He arrived just in the nick of time to help free the party from a extremely nasty trap. Summoned to help the party fight a threat known as C.O.E.P.A.S., Solmar is currently assisting the party in their quest to put an end to this menace which threatens Whillip. History When Solmar and his Warforged comrades had finished killing the few opponents that had been swept away with them in the rift, they found themselves in a hostile, frozen, mountainous environment. With no instructions available from any form of commander, they began trudging south, toward what they perceived to be lower terrain and a warmer climate. However, they had been equipped for a battle on a temperate plain in summer, and not a frozen mountainside, so when they finally emerged from the foothills, there were only six Warforged still functioning. If it had not been summer, even these six would not have survived beyond this point. As Solmar and the other five Warforged continued to travel south, they found a land that was different from what they were accustomed to seeing. There was plant life, but it looked strange when you actually took in the details like the shapes of the leaves or patterns of the trees’ branches. There were animals, and although most were familiar, some weren’t. And then there were the peoples. Most of the races that they encountered they could identify, but not always. And some of the races they expected to see they never did. And absolutely nobody seemed to have the faintest clue what they were talking about when they asked for directions back to Flamekeep, Thaliost, Sigilstar, Aruldusk, or even to Thrane itself so that they could report back to their commanders. By the time Solmar stumbled into a city called Waterdeep, he was alone. Without their usual support wizards and sorcerers to repair them, the other five Warforged had succumbed one-by-one to the usual damages inflicted by creatures (both natural and otherwise) that plague people traveling across the land. Solmar himself was barely able to keep moving. Luckily for him, another Warforged named Drifter sought him out shortly after his arrival in Waterdeep. Drifter had arrived in Faerûn a few years before, and he had heard rumors of the group of Warforged traveling south and asking strange questions. He informed Solmar that returning to Thrane was impossible, since he was no longer in Khorvaire, or even on Eberron. He had been removed from that world and placed here, on another world called Toril, in a land called Faerûn. From Solmar’s description, Drifter determined that Solmar must have arrived in an area he called the Spine of the World. He explained to Solmar that he would have to function on his own, without requiring orders from a superior. He would have to learn to live more like the civilians he saw around him. He would need to find some kind of employment to earn gold that he could then use to pay for repairs. Drifter also warned Solmar to be careful as Warforged were not nearly as common in Faerûn as they were in Khorvaire. People tend to fear unfamiliar things, and they sometimes try to destroy what they fear. Drifter had heard the faintest of rumors that someone in Faerûn had learned of the Warforged appearing in Faerûn, had studied some specimens, had learned the secret of their construction, and had successfully built a creation forge. However, Drifter had yet to meet a Warforged that had not come from Eberron, and even those were very few and far between. So Solmar spent a couple of years working in the city of Waterdeep as a warehouse night watchman, a dock worker, and in various other menial labor jobs, both to earn money for the occasional repair, and also just for something to occupy his time. He also observed the people around him, in an effort to become more like them. One peculiarity he noticed was that religion was deeply embedded into everybody’s daily life, much more so than on Eberron. Like all Warforged, Solmar’s training had been deliberately circumspect on the subject of religion, so this was a concept that was almost completely new to him that he decided he needed to explore if he was to ever fully understand the people around him. It took a while for him to come to grips with the basic concepts, but he eventually came to realize that there were actually many different religious groups, each one organized around a specific philosophical outlook on the world. Each group believed that there was an unseen entity responsible for their particular philosophy, and each group’s entity was given the rank of god. Furthermore, individuals who were responsible for spreading the influence of a particular group’s philosophy could supposedly gain some kind of personal reward from the god. It was also believed that consciousness continues after death (which was diametrically opposite of Solmar’s training that death simply means eternal oblivion), but only if an individual faithfully followed one of the gods. Itt didn’t seem to matter which god. Therefore, Solmar could hardly find anybody that didn’t at least profess to follow the teachings of one or more of the gods. But which god should Solmar follow? After visiting numerous temples, Solmar eventually decided to dedicate himself to the service of Helm, The Vigilant One. After so many nights of watching over other people’s belongings (and sometimes over the people themselves as they slept), it just seemed appropriate. The church’s hierarchical structure also provided a comforting sense of familiarity reminiscent of when he was part of a military force. In addition, Solmar had formed a secret theory concerning Helm which has only grown stronger in his mind since. Descriptions of Helm were consistently of “a large man wearing a suit of full plate armor,” but there was never any description of the man himself. Solmar believed that Helm might actually be a construct, disguised as a man in armor. What other creature could be more vigilant than a construct? The temple clergy were delighted to take Solmar into Helm’s service. A living construct embodied several of the ideals in Helm’s dogma. They began training Solmar as a Paladin, which fit very well with his prior combat training. However, when he should have been ready to begin casting those spells that Helm normally channels through his faithful, they found he was unable to produce even the most simple of orisons. They eventually determined that although Solmar had fully embraced the teachings and rituals of the church, he lacked a basic faith in Helm himself. Solmar could tell that some of his abilities flowed from a source other than his own skill, and had begun to accept the possibility of an unseen being influencing the world around him, but he still lacked the full-hearted belief and trust in his deity for which Helm could reward with divine spell casting. So the temple clergy focused Solmar’s training on less-used and more martially focused Paladin abilities. They also gave Solmar a sword with a power that could only be activated by an uttered prayer, in the hope that simple repetition followed by a small reward each time would gradually increase Solmar’s faith. It has worked. One day, the helmet was stolen from the suit of armor that served as the temple’s central altar. Solmar was Quested with tracking down the thieves, recovering the helm, and ensuring that the desecrators were properly brought to justice. However, the thieves had been hired by Borgan, an overly zealous cleric of Torm. The theft and the subsequent trail left for Solmar to follow were just a ruse to lure him out of Waterdeep where he could be captured. Once he was secured, Borgan turned the helmet over to Gwyond, a disgruntled priest of Helm (and one of Solmar’s trainers) who was still angered by her church’s activities in Maztica. Gwyond had been trying for years to undermine Helm’s temple in Waterdeep from the inside, and had become frustrated by her lack of progress. She hoped that stealing such an important relic from a temple that is supposed to be under constant watch would fatally demoralize its clergy. Bogan, on the other hand, simply wanted to convert Solmar to follow Torm. He felt that Torm was a more appropriate deity for a paladin to follow in general, and Solmar would make a fine disciple if he could just be converted. For three months, he tried every tactic he could think of, from friendly reasoning to outright threats and even magical coercion. But no matter what he tried, Solmar remained faithful to Helm. Solmar was eventually able to effect his own freedom, and he promptly dragged Borgan back to Waterdeep to answer for his actions. The clergy of Torm’s temple were deeply embarrassed when the actions of one of their clerics was brought to public attention, especially in a time when both church’s deities had ordered their followers to reconcile the rift between the churches. The clergy in Helm’s temple were deeply pained at discovering the corruption that still existed within their ranks. They began to assemble a posse to go after Gwyond, but Solmar asked to be allowed to finish the Quest he was originally given. Impressed, his superiors granted his request, and Solmar returned eight months later with both the helm, and with Gwyond in tow. For his demonstration of dedication and loyalty to the church, they had the temple smith add the everbright quality to his composite plating. This thoroughly delighted the smith as he had been wondering for quite some time if it was actually possible to enchant Solmar’s composite plating in the same way that a suit of armor is enchanted. Shortly after this, Solmar was sent to Whillip. Helm’s only permanent presence in that city was a small shrine in the primary city guard barracks that was maintained by a lone cleric named Garivek. Whillip had become a large enough city that Helm’s priests felt there should be a larger congregation there. So they sent Solmar to help bring more public attention to the church of Helm and to help recruit more followers in Whillip. Physical Description Solmar is a Warforged Paladin. An honorable living construct, dedicated to the principles of protection, honor and truth. Hopefully, we'll learn more about Solmar as he travels with the party.[Top] |
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Kassera - aka Dynnera, Barrera, Clydeera: The party knows very little about Kassera (known to the other party members as Dynnera). She was first met at the Monastery of the Hallowed Doctrine in the Nether Mountains. Dynnera was at the monastery seeking knowledge and information regarding taint and necromancy. She expressed a desire to travel with the party on it's most recent quest. The party has agreed to let her tag along. It's a trial period of sorts. If things work out, Dynnera may join the party after they conclude this adventure. (The party doesn't know it yet, but Dynnera is a Changeling with multiple personalities. That ought to spice things up some!) History The slavers sold me to a Necromancer named Glan Sarin, shortly after a dangerous infiltration job into a competing slavers camp. In preparations, they had their pet wizard cast Stoneskin on their ‘valuable’ tool. However on my successful return, some residual effects remained (BladeProof Skin feat). They’re minor physical tortures (knife cuts, etc.) no longer injured me. In thinking back, it was their fear of no longer physically threatening me that prompted them to sell me off so quickly. Glan Sarin kept me in a magical cage for three years guarded by his undead (mindless) minions. When not in my cage (3 other ‘survivors’ in same room – for separate experiments), he would extract tissue sample from me (hair, blood, sweat, skin, bone, etc.). During my “sessions” with him, he constantly talked through his experiments/magic, etc. He was hoping my doppelganger heritage could help him to create some magic to mask the nature of his undead minions (beyond the normal disguise spells, magical items) "I HATE Necromancers, Undead, and Cages!" I was able to escape through 75% good fortune, and 25% ingenuity. During one of our “sessions”, something went wrong with his experiment and the mage was rendered unconscious. I was afraid to touch/kill the mage himself, but found a scroll with Flame Sphere on it. I was able to cast the spell (Rogue Skill - Use Magic Item) into his tissue room in the hopes of destroying any remaining tissues samples of mine. Since I was released by the mage, his undead minions didn’t inhibit my actions. I freed my cage-brethren, and we escaped in the distraction. In the departure, I took what valuables (monetary or magical) that I could quickly collect. At fifteen years of age, I was finally FREE and on my own! I signed on as a human domestic kitchen servant for a merchant caravan, where I started my first persona as Barrera. I worked the caravan for 2 years, eventually becoming one of the head cooks for the caravan. "I have a love for cooking & travel!" For the past five years (seventeen to twenty-two years of age), I have developed and created my personas for safety/security, and "dedicated myself to wizardry to empower myself sufficiently to thwart evil mages and/or seek retribution for my captivity." Physical Description She will never consciously be in her true form – fear of discrimination; fear that Glan Sarin will somehow find word of her. She hopes that she was a minor distraction that he has long forgotten about! [Top] |
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Enola: The party knows very little about Enola. She was first encountered at the Monastery of the Nether Mountains (aka the Monastery of the Hallowed Doctrine). She was there with another adventurer; Beltashazzar. They were both employed by the Monastery, to help fight a recent onslaught of tainted creatures plaguing the surrounding communities. Physical Description (Note: On occasion, Enola has exhibited the ability to actually transform into a large python with subtle green and golden hues. It is unclear how she is able to accomplish this transformation.) Homeland (Country/City) Background For the next several years her interest in the woods grew. She continued to help raise her brother's family and travel to Hillsfar once a month to check on her parents. When her brother's oldest reached the age of consent, he was sent to Elventree with Enola as a guardian. Once arriving at Elventree, where Enola's Aunt and Uncle reside. Enola began her studies to be a ranger. Her Uncle had been a ranger before getting married and starting a family. So he began training her with the long composite bow. She was studying ranger skills and nature lore from her Uncle for about 12 years. Until there was a coup in Hillsfar, the council government was overthrown and Maalthiir was put into power. He decreed when he took power, that all non-humans had three days to leave Hillsfar, after which any non-human found within the cities walls without permission will be sent into the arena, to certain death. Enola and her brother begged with her parents to leave and go live with her brother in Elmwood. But her parents refused, they had lived their married life in Hillsfar and raised a family. They refused to become refugees and travel from one city to another. They believed they could stay in Hillsfar as long as they stayed in hiding. It worked for about six months. Until one day there was a group of Red Plumes going house to house in their neighborhood looking for non-humans. They seized her parents, put them in a paddy wagon and delivered them to the arena. A week later Enola's parent found themselves in the arena fighting for their lives. Enola has vowed to help remove Maalthiir from power and/or make him pay for removing her parents from her life so early. Shortly after the capture of her parents, Enola left for Whillip. She found the region was becoming incredibly instable, and no city was safe from the evil powers around the region. She met Balding Near-Eye, and apprenticed with him for a few years. He eventually encouraged her to join an adventuring group to increase her archery skills, so that one day she can come in contact with Maalthiir and deliver a just punishment to him. Fang |
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Beltashazzar (aka Belt): The party knows very little about Belt. He was first encountered at the Monastery of the Nether Mountains (aka the Monastery of the Hallowed Doctrine). He was there with another adventurer; Enola. They were both employed by the Monastery, to help fight a recent onslaught of tainted creatures plaguing the surrounding communities. Physical Description Homeland (Country/City) Background The first major battle (which Belt likes to call the "Trial of Wisdom") that Belt and his companions fought, was a minor skirmish against a band of forest-dwelling mercenaries. This band of mercenaries attempted to convince the party that they were fighting the lawless riders that run through the realm. Belt saw through the lie with little effort, and attempted to bring them to justice. Belt and his companions dispatched a few of the outlaws in a minor skirmish, but they were vastly outnumbered, and lucky to escape with their lives. It was a hard lesson to learn; some people will intentionally attempt to deceive the righteous. Sometimes, it's best not to reveal too much of what you know. Now hunted, without food and water, the party continued south until they came to a small shrine of Fharlanghn. There they were assisted by an elderly priest and his traveling wife. It is there that the party was healed and learned the ways of the road. Belt was enraptured by the teaching, and tied his fate to the master of the road. Along the journey, he kept running into priests and holy men of Fharlanghn. They continued his education in the "Religious Travels of Fharlanghn." The second major battle (which Belt likes to call the Trial of Valor) occurred when a small village was being destroyed by a pack of tainted Humans, Orcs, and abominations. Outnumbered ten to one, the heroes learned how critical fighting for a cause really is. In this battle, Belt realized that not only is a mace a weapon, but so also is the fist, the foot and the knee. The battle continues for days, and it is only by miraculous means (Belts realization that he can do more than just heal people) that the party is able to save the village and gain his trusty footwear. The third major battle occurred outside of a monastery of the hallowed doctrine (The Trial of Devotion). Here the party was going to avoid the temple, but the large sense of tainted, unholy, lawless creatures approaching the temple was too much for the party to avoid. Along the trail, Belt found a potion lying on the dead body of a traveler who carried the holy symbol of Fharlanghn. Later in the evening, just before a large battle, Belt slept fitfully. During his sleep, he received a dream vision. In this vision, he met a plain dressed traveler on the road. The traveler handed him the potion, and told him "There is mettle here. Mettle for the soul, and metal to protect the flesh. Take it and become a great hero for the Traveler". In the morning, before the battle, Belt quaffed the potion and gained a metallic second skin. It did not hinder his movement or his abilities, yet it proved quite sturdy and protected him from harm. In the battle which waged that day, Belt lost control of his mace, as it continually tried to stick to his skin, rather than smiting his enemies. Belt quickly realized how useful his metallic fists were, loosing himself of his breastplate and mace, he faced his opponents as simply as the open road. After the victory of the Trial of Devotion, Belt sought refuge in the monastery, where he learned how to use his body as a weapon and instrument of Fharlanghn. In the months that followed, he went on sweeps outside of the monastery to rid the area of tainted ones, and bring justice to the mountain towns thereabouts. Belt and his party traveled to Whillip for a short while afterwards, but Belt returned to the monastery shortly afterward. He continued his training and entered the small faction of Sacred Fists at the Monastery of Hallowed Doctrine. [Top] |
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Scriptkeep Khurshel: The party knows very little about Khurshel. He was first encountered at the 640 a Dwarven fortification currently inhabited by a clan of exiled Duergar. He was there with another adventurer; Ysoac. They were both employed as guards by the Duergar at 640. Everyone needs help fighting the tainted creatures plaguing the surrounding communities. Physical Description Illumians are contemplative humanoids, driven and ambitious, taught from an early age to master every field of study. Illumians tend to somewhat cautious, choosing to study a situation and develop a plan before acting. They're also proud of their heritage as Illumians, extolling the virtues of Illumians in general, and their cabal in particular. Illumians look like the Humans who first learned the 'Ritual of Words Made Flesh'. Pale skinned, weighing 200 lbs, and standing 6' 1", Khurshel wears a black formal suit and a top hat to cap his wavy red hair. With silvery eyes and a bright ring of pink-violet runes circling his head, one could say that Khurshel's appearance is markedly odd.
Homeland (Country/City) Background Even though the books stored in Scriptkeep are miniscule when compared to the treasures of the great library, the mounting knowledge had already attracted dangers to the cabal. In compliance with the elders plans, Khurshel set out from his cabal. Traveling to places of security such as tombs, gates, and castles, Khurshel's goal is to research the fortifications set in place at these places. With the collective ideas from these locations, perhaps the Illumian might create the perfect defense against an invading force. Attaching himself to adventuring groups, Khurshel joined these groups as they broke into and explored various dungeons and lairs. Observing the flaws which allowed these groups to enter, Khurshel was making note of all the weaknesses and strengths at these sites. While Khurshel's arcane powers appeared less advanced compared to other spell casters in his adventuring groups, Khurshel illustrated an impressive breadth of powers with his ability to perform incredible feats of spellcasting. His primary flaw as a relatively new adventurer, is his slight physical prowess. Even more so than other spell casters, Khurshel is very standoffish and awkward when physical tasks are assigned to him. While not physically weak, the intense focus required in his cerebral studies leaves him with little confidence in manual work; he simply doesn’t know where or how to place himself, in order to use his strength efficiently. Hearing about a collection of magical gateways in Firestorm peak, Khurshel joined a party heading there. Along the way, the party was set upon by a murderous monster. Only Khurshel and Ysoac the druid escaped with their lives. Realizing that the gates of Firestorm Peak present a huge opportunity for his goal of security research, Khurshel feels adamant about delving into the heart of this accursed mountain. More recently, Khurshel has managed to hook up with yet another group of adventurers. This group of SCREWOFFS is set on a goal which takes them into the mountain, and Khurshel is back on track to achieve his goal. Esma |
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Ysoac Feltrack: The party knows very little about Ysoac (pronounced So-Ack (the Y is silent)). He was first encountered at the 640 a Dwarven fortification currently inhabited by a clan of exiled Duergar. He was there with another adventurer; Khurshel. They were both employed as guards by the Duergar at 640. Everyone needs help fighting the tainted creatures plaguing the surrounding communities. Physical Description
Dino didn't provide much in the way of physical description or background. When/if he (or someone else) provides more detail, I'll update this entry for his character. Homeland (Country/City) Scorch Note: Dino had to leave our campaign in Jul of 2008. Currently (Jul of 2008). Todd Jordan is currently running Ysoac. [Top] |
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Grenco: The party knows very little about Grenco. He traveled with the party for the better half of an adventure, and he was eventually accepted into the party after a somewhat controversial vote. He's still trying to figure out what's going on after his release from a 300 year stasis cage confinement. Grenco is a Whisper Gnome Scout. A sneaky little bugger who's good at infiltration, exploration and deftly maneuvering the hazards of an adventurers life. Hopefully, we'll learn more about Grenco as he travels with the party. Unfortunately (On our gaming session of 12 July 2008), Grenco met an untimely demise during an adventure inside Firestorm Peak. Never one to let a little set back hold him down, Grenco was reincarnated soon afterward (During our gaming session on the 23rd of August, 2008). Back in flesh as a Half-Orc, Grenco is currently learning to adjust to his newfound height and strength. Note: Stacy had to leave our campaign in May of 2007. Currently (July of 2007), Todd Jordan is now playing Grenco. [Top] |
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Non-Player characters: The 'Boy'. Ellis: "Hello in the cave below! Hello to all below! Be still your cautious hearts. Know now I mean no harm. I've come to help you. I mean no malice. I am unarmed. Gather near, be not afraid. Let knowledge now dispel all fear." The Driver. Lenginth Moorels: "Good day young sirs. Me name be 'Lenginth Moorels'. I'm a stableman, smithy, coachman and more to master X and the young Ellis. Nathis tells me that the master has employed your services. It appears he's chosen well, you look to be a strapping fity group. Nathis says I'm sposed to take ye' into town for shoppin. If ye've nay questions we'll be on our way. Where would ye like to go? Straight to Emberden's; or to a dinning establishment affore your business?"
Nathis. The House Man.: The Raven. Twilight: "Then the boy reaches out and pets the birds head as it continues to eat the apple. The bird is rather impressive. Surely it must be two feet from beak to tail. The beak is sharp and straight, the talons look rather formidable as well. It's handling that apple rather easily. And the coat. It gleams as if polished. The bird reminds you of an obsidian dagger. The Baron; Kyle Lans Gentwell: First mate Serati: Vurgrom the Mighty: Highlander: Lt. Cdr. Shamus Sabertooth: Lt. Cdr. Vitus Gothings: Chondathan trade delegate Ekhahar: Castanamir the Mage: Bidvar Minitin the Halfling: Misha Devi, Corrupted Priestess of Tymora: The party fought and defeated Misha in Orlane's Temple of Tymora. The parties cleric cast a command on her, and she was forced to surrender. We disarmed her and started to tie her up when she uttered the words "Explicita Defilus". As soon as the words fell from her lips, she vanished with a loud popping noise. According to Lumiarti, she used a teleport to travel instantly to a different location. Later, the party learned of Misha's demise. She was tracked down by a group of adventurers called "The 'Clean-up' crew". The 'Crew' tracked her from Orlane to the entrance to of an underground lair in the midst of Rushmoor Swamp.[Top] Zakarias Ormond: Alain Clayborn: Ramne: Ramne is a Gnomish wizard with Druidic or Nature-lore tendencies. Perhaps he's multi-classed?. Life as a hermit appears to have addled his brain. He is accompanied by a very frisky weasel. Ramne has been keeping a close eye on the goings on in Orlane, and helped the party by donating a couple magic items to the group. [Top] Abramo: According to Alain, Abramo is a high level Priest of Tymora; something of a regional administrator in the Vilhon Reach. After questioning/interrogating a guard that we defeated, we have since learned that Abramo has been corrupted by some evil influence/creature, and is leading some sinister goings on at the temple of Tymora in Orlane. We fought and defeated Abramo during a raid on the desecrated temple of Tymora in Orlane. Unfortunately, Abramo escaped during the battle. He used some kind of teleport, uttering the words "Explicita Defilus" just before he vanished. Abramo is a tall, thin human in his 60's, with gray hair and blue eyes. According to Kragus, Abramo tried to cave in his skull. Abramo spoke to Kragus, saying "Death awaits those who dare confront the servitors of the dark one. Die unworthy one. Your soul shall serve my masters purposes". That was enough to convince Kragus that the priest was evil. Kragus tried his best to do him in. Not being one for fancy speeches, Kragus quipped, "Evil priest, I will destroy you!", before he tried to separate Abramo's soul from his body. We fought Abramo three times before we finally captured him. He's pretty good at that 'hit-n-run' technique. We finally captured him when he tried to run away yet again. He appears to be charmed, but some of us doubt whether he'll ever recover from the twisted trip his mind has been through. Right now he's manacled to a pillar in a somewhat secure area. Hopefully he'll stay put until we get back! The Clean-up crew extracted Abramo from his makeshift prison, and transported him to Orlane. Once he arrived in Orlane, he was watched by uncharmed members of the community. Now that the Naga is dead, the full extent of Abramo's injuries has been revealed. Once the charm wore off, it was quite apparent the Abramo was insane. The dark influence of the evil Naga has rotted his mind.[Top] Cirilli: Cirilli is a teenage (14 or 15) Human girl. She had been forcibly taken with the rest of her family deep into the swamp near Orlane to meet with a Dark Naga she identified as "Explicita Defilus" She watched as her family was brainwashed into following the Naga, but resisted the charm herself. Abramo then kept her caged in a room, and subjected her to unspeakable depravations for several months until we rescued her. Now that the Naga is dead, Cirilli has been reunited with her family.[Top] Dorian and Llywillan: Two Elven residents of Orlane. Zakarias had hired to investigate the strange occurrences around the town. Shortly after that, they were woken up in the middle of the night and kidnapped by a group of Troglodytes aided by the carpenter and one of the local farmers.[Top] Explicita Defilus: A primary opponent. Explicita was the malevolent force behind the mysterious happenings in Orlane. Explicita wasn't your typical foe. Explicita was a Dark Naga, an intelligent snake like creature, capable of charming people and casting spells. She was a powerful foe; until Kragus chopped off her head![Top] The "Clean-up" crew: Another adventurers group. The 'Crew' consisted of six members when we first encountered them. They were (in no particular order):
We first learned about the 'Crew', when Solindria and Emrikol-Oz joined the party. The two characters joined our party in order to help clean out the underground lair that we were sanitizing. At the same time, Kragus and Lumiarti left the dungeon in order to return to the surface to help fight Troglodytes and cult members. Later, we met Nibori. Eventually, Solindria, Emrikol, and Nibori all joined our group; while Kragus and Lumiarti joined up with the clean-up crew. Maybe we'll see them again.[Top] Kelond Tannersoth: We freed this human male from a jail cell in the underground lair of Explicita Defilus. He hailed from Ormpetarr, and he claimed to be the owner of a company that runs trade barges to Orlane on the Wintercloak River. He said he was captured by troglodytes where the Rushmoor Swamp encroaches on the river. He shared his cell with Danieth Hisarne, and he got himself beat up pretty badly for defending her against their troglodyte captors.[Top] Farin Proballi: A high priest of Tymora. Farin is the high priest at a temple in Arrabar. As the regional high muckity-muck of Chondath, Farin was able to raise dead on our fallen comrades, and for that we are very grateful.[Top] Galor Norivox: A Dwarven priest and member of a high ranking Dwarven council. He sent a letter to X requesting help in finding the Rondolim - a legendary magical Dwarven axe - so that it could be used in an upcoming war with a large Orcish army.[Top] Tunadholm: Tunadholm (of the Ovgradnon clan) was a Dwarven general of great renown. He was hailed as a genius by even the Elves for his sweeping victories in the great Orc war of 686. Once outnumbered, and low on supplies, he wiped out three hundred Orcish and Goblin troops by starting an avalanche from his mountaintop vantage point. Tunadholm always fought with the Rondolim; an heirloom from the early Dwarvish empire of Kanog-Thesh. Rondolim is old Dwarvish for "Killer of Orcs". With it, Tunadholm slew nearly two thousand Orcs and Goblins, without once suffering so much as a single scratch. Tunadholm went on to gather several followers and men at arms. He built a hold called Sharisthek, in the Oversember vale, near the Thunder Peaks of the Dalelands. Here Tunadholm grew old and famous with the telling and retelling of his adventures. Tunadholm and nearly all the occupants of Sharisthek died of the 'Black Cough' sometime during the winter of 981. The keep was overrun by a troupe of Orcs and Goblins soon afterwards. The Orcs and Goblins were merciless, slaying everyone who remained alive. Some would say it was the siege and eventual cleansing that prevented the plague from spreading to the greater Dwarven community. It was widely believed that the Rondolim and all the other treasures of Sharisthek then fell into the hands of the Orcs and Goblins. The Rondolim was still there. Hiding amongst the ruins of Sharisthek. Our party of intrepid adventurers completed a successful quest to recover the axe, and it is currently in the hands of a Dwarven warrior at the head of a war against the Orcs.[Top] (Rondolim - Rondolim is old Dwarvish for "Killer of Orcs". The Rondolim appears to be an ancient, rusted, double-bladed battleaxe, worn and bent from years of use. The owners of most weapon shops would be ashamed to have it in their junk-piles. When in the hands of a Dwarvish warrior however, the Rondolim takes on its true form. It has a razor sharp golden-edged blade of steel. The blade is set above a haft of bone. The haft is covered with exquisitely carved bas-relief representations of a Dwarven army. In this form, it would bring a kings ransom.
Karesh Nahmesek - A chosen Dwarven warrior. A 10th level Dwarven Berserker, chosen by a council of Dwarven elders. Karesh was chosen to wield the Rondolim. He lead a Dwarven warrior in a battle against ancient enemies - Orcs and Goblins.[Top] Terrance Enkirrit - The leader of a spice caravan we were hired to guard from the city of Ordulin to the Thunder Pass. He is a fat, balding, middle-age Human.[Top] Castelly Hothmana - The manor's Groundsman. Castelly is a Wood Elve and a Ranger. This gnarled elve, with weather facial features, is not what you'd expect from an Elf. His gruff no-nonsense manner rubs up against all elven pre-conceptions. Anything but frail and graceful; Castelly presents himself as a powerful and thorough woodsman, the kind who doesn't give much quarter.[Top] Kagnythus - A male Dwarven Ranger. He fights with a battle axe in one hand and a magical boomeranging kukri in the other. We hired Kagnythus to lead us to Sharisthek, and to help us determine when we had found the Rondolim (see the journal for more details). We wouldn't be at all surprised if we found out that Kagnythus is Dokren's long lost twin brother. Kagnythus died during the quest for the Rondolim, but his efforts were essential to the parties survival. Without Kagnythus, our group of adventurers would most surely have fallen victim to any one of the deadly traps found beneath the keep of Sharisthek. Kagnythus was played by Sean O'Brien. Sean was introduced to our gaming group by Stacy (who plays Nibori). Sean is now playing Thalidimar. [Top] Takaél Gathar - An evil Gnomish engineer. The party found this poor soul crucified upside down on an "X" shaped cross. After rescuing the elderly Gnome, the party discovered that he was in very poor health. Having suffered torture and abuse at the hands of some Kobolds, Takaél would surely have died in no time at all if it hadn't been for the Paladin's healing touch. Ironically, the party soon discovered (The Paladin detected evil) that Takaél is as evil as the night is black. The Kobolds hired him to install various subterranean traps beneath the keep. In the end, this blind Gnome was left at the mercy of the forest. Tied to a tree, and gagged to prevent him from alerting the Kobolds, the party left him in Tymora's care.[Top] Zhabovekh - Standing five foot eight inches, and weighing in at 180 pounds, Zhabovekh is hardly your ordinary Kobold. A true giant among his kind, Zhabovekh has mithral scales, wears orange robes and an iron breast plate adorned with a white deaths head design. He wields a koda-maki-chu, and carries himself with an air of command unlike any opponent our party has previously encountered. Zhabovekh is the leader of an extraordinary tribe of Kobolds known as the Rusty Hinge tribe. Zhabovekh is the leader of a military academy and he is a high level priest of Kurtulmak (A Kobold deity). He can use a spell that makes a pillar of fire shoot down from the sky, and he can teleport himself whenever he wants.[Top] Ironstump Nailbitter - Ironstump is a Dwarven Captain with the tenacity of a mountain, and the strength of an Ox. He is commander of the guard at the Thunder Peaks Eastern base camp. Ironstump has a short temper, but he'll go the distance for his friends.[Top] Thereman Ulath - A high level elven priest with a touch of Human blood. Thereman is the ruler of Highmoon. Thereman lives in the tower of the Rising Moon. Thereman is an easy-going, informal ruler who tries to make time for any who want to see him. Thereman Ulath is a three hundred something year old Elf Priest that we found in the Tower of the Rising Moon in Highmoon. He performed a speak with dead for us on Nibori so that we could determine her last wishes after she was killed by Trolls. We left her body with him for final internment since he knew of her and would know much better than we would the Elven burial traditions and rites.[Top] Telkan Nacklu - Telkan is an Elven smithy and surgeon who lives in Whillip. His skill at the forge is second to none. Renowned for his ability to turn mere metal into works of art and objects of wonder, Telkan sometimes crafts magic items for the church of Tymora. Telkan enchanted Thalidimar's holy symbol. Telkan is also a skilled surgeon, having once been a member of Tymora's priesthood, Telkan learned the healers trade while adventuring in the realms. [Top] Villaine Cutrow - Villaine Cutrow is the high priestess of the temple of Tymora in Whillip. She is the 2nd highest ranking priestess of Tymora in all of Sembia. Good natured and well mannered, she is a middle-aged human who keeps her body and mind fit to meet the demands of her position. Villaine has been known to help the party by providing them with information and advice. [Top] Shalfey - Shalfey the sage is the leader of an ascetic order of monks who live in the Tower of the Heavens. Shalfey is known to hold extensive knowledge of Astronomy, and he is said to have powers of premonition and divination. He is able to read and interpret the 'Books of Prophecy'. As the eldest and most learned sage serving at the Tower of the Heavens, Shalfey holds the title: "Elder of the Tower of the Heavens". Shalfey's an old man (Human), of slight build. He has long flowing white hair, a beard, and a noticeable scar on his chin. His robes are white in color. [Top] The Books of Prophecy are a series of magical books that contain mystic writings. Through great study and guidance from the gods, an order of monks have learned how to read the Books of Prophecy'. The ability/secret of reading the books is passed down from one generation to the next by the leaders of this sect. The books are said to contain prophetic passages that foretell the future of important persons in the realms.[Top] Derwyth - Derwyth the Half-Elven. A star-watcher, astrologer, astronomer and Druid. Derwyth once studied at the Monastery of the Yellow Rose. Now days, Derwyth lives in and acts as the protector of Earthwood forest and all it's inhabitants. Derwyth provided us with the location of a fallen star in return for a bestiary (a book about the creatures of Faerun). Derwyth is a friend of Hadley, Shalfey, and the monks of the Tower of the Heavens. Derwyth also helped the party to find a pass through the mountains. The party traversed the pass in order to reach the Kagu-Svirfnebli; a tribe of creatures living in the Earthspur mountains. Derwyth shares his forest home with many animals; two of these animals are 'Tinkerbelle' a Sabertooth tiger and 'Jeeves' a large forest ape that acts as a butler of sorts! Derwyth is on the lookout for something called a 'Sfsob' seed. A rather peculiar orange pod shaped seed that grows into a creature known as a Susurrus. [Top] Hadley - A young human male, Hadley is a monk of the Order of the Night Sky. He serves Shalfey and his scribes as a ferryman. He ferries visitors across the treacherous waters of lake Icemelt, to the Tower of the Heavens. Hadley wears a green tunic and a hooded cloak. Hadley claims to be an ally of Shalfey, and greeted us with a secret pass phrase: "Fair is the day"; to which we knew the proper response: "..but fairer the jewels of evening". After receiving the proper response, he assumed we were friends of Shalfey, and asked for our help. [Top] Order of the Night Sky - An order of monks, the Order of the Night Sky provides members of its brotherhood to guard and serve the sages. Each of the lesser Pupils (Sages who serve under Shalfey while studying and interpreting the Books of Prophecy) have two monks assigned to them. Piyarz has four, and Shalfey had four, but these are now dead. Their robes are the same color as those of their master. [Top] Piyarz - A young male Shade, and a high level sage capable of casting some wizard spells. Now dead, Piyarz was described by Hadley as Shalfey's pupil. Hadley indicated that Piyarz claimed leadership of the | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||