Character Players |
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Meldor
of Kuhl is a half-elf Sorcerer played by Mike |
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Char
(Shar) a female half-drow Sorceress/Alienist played by Mandy. |
Gelb
Flinderhop a human Wizard played by Ryan |
Ashrem
is a human Rogue played by Manny |
Thornseld
a half-Orc Barbarian played by Obi |
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Alein human Paladin Meldor's cohort. Deceased |
Sandier a halfling Sorceress played by Randee Deceased |
Ulfgar
the bowmen played by Jean ClaudeDeceased |
Horken
- Meldor's NPC cohortDeceased |
Lydia
is a beautiful human Cleric played by Mandypresently not with the group |
![]() Lysander of Blackmoor is a human Fighter played JC. Presently not with the group. |
Magnarus
a human Cleric played by Mark F.Deceased |
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Now available in Audio form
Hero Backgrounds |
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| Name: Lysander
Lysander comes from a great family. His father, Alexandre, was a great
and respected military leader. As a child, Lysander started learning the
ways of the sword. Then ill fortune fell upon the family. Alexandre was
defeated by the three headed monster, Ovakiel, who then destroyed their
city, Mornec. Alexandre was not killed, though. Lysander's family has a
wrongly deserved reputation in his home town, as they blame them for the
destruction of their city. Ever since Alexandre was defeated, the name
of Aristides has been a word of scorn. Alexandre later died of shame.
Lysander, his young brother Leander and his mother, Dijana, left Mornec
as refuges and went to Blackmoor. Lysander took up a life on the
streets, and was forced into the militia after being arrested one too
many times. After he was released, he vowed to make a name for himself
as an adventurer. He set off on the road, not knowing where it was going
to take him.
Family |
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| Name: Ashrem Home Community Ashrem grew up in a large city which had more than 25,000 residents. Climate Whether it’s a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Ashrem feel at home. Ashrem grew up with cold winters, but warm summers. Education Ashrem was curious about government and how officials wielded power. In his youth Ashrem was exposed to an unusual skill ... the secret art of assassination. Ashrem spent time on the street which taught him minor thievery and con games. He desired to become an assassin. Events Ashrem lost both parents and other significant family members to an assassin. Ashrem broke the law and got caught and suffered many years of punishment, from this Ashrem learned how to dodge the consequences and survive. As a result of his ways, Ashrem was forced to become a displaced person. Family For some reason, Ashrem's family’s economic status was difficult to measure. Perhaps Ashrem lived a solitary life on the streets with frequent retreats to the surrounding wood. Ashrem's was family is lead by an outsider; to whom the family has sworn support. Ashrem's family has no ability to defend themselves considering they are all dead. Ashrem's family took actions detrimental to the community. Regardless of Ashrem's family’s actual ethics, public opinion is so ingrained about his family that it’s essentially unchangeable. Public opinion is accurate, his family deserved its fate. Ashrem's family hid this commitment from the public. Ashrem's family has no specific political stance.. Ashrem's family has inconsistent family religious direction. Ashrem's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Members of Ashrem's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Ashrem poorly as a result. Ashrem's family’s ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however. Relationships Ashrem's parents are deceased. Ashrem may learn more about them in a future adventure, of course. Ashrem is an only child Ashrem does not remember his grandparents, since they were executed as well. Ashrem does not believe that he has other relatives out there. Ashrem is a loner by circumstance. Ashrem has angered or otherwise alienated an instructor of note. A person of an opposed alignment has a philosophical beef with Ashrem, Meldor of Kuhl, although Ashrem has never harmed the sorcerer. Ashrem's believes his ways of dealing with enemies unsettles Meldor. Ashrem has often stolen things for Meldor that Meldor could not get the courage to acquire for himself. Ashrem has entrusted Lysander with knowledge of a secret ritual and he feels close to Lysander because Lysander and he were both inflicted with Lycanthropy of the were-rat kind.. Meldor doesn't trust Ashrem, but it is only based on sneaking suspicions that Ashrem killed Horken's grandmother. Horken is totally oblivious to this fact and only Lysander knows the truth. Misc Ashrem also likes to collect exotic poisons, this only enhances his abilities as an assassin. Ashrem has an affinity for platinum, and eagerly gives away all gold and silver, especially silver, he finds. Ashrem was never one amass wealth since he figured he can always gather, in the loosest sense, what he needs. |
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| Name: Lydia
Pseudo Background Home Community |
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Meldor of Kuhl's Background Meldor grew up in a quiet, farming hamlet of humans in a relatively civilized, peaceful region of the Great Plains called Kuhl, not too far from Greyhawk. His family, all humans, had been farmers for generations. From watching his father and older brothers manage the farm, and his mother and older sisters manage the house, Meldor learned the importance of careful planning, hard work, and simple determination in the face of adversity. Unfortunately for Meldor, he was a very weak child, and not physically capable of most farming tasks. He could no more guide a plough or fell a tree than fly to the moon. On the other hand, he had striking good looks and remarkable talent for talking his way out of trouble or getting what he wanted. So, with some misgivings, his parents apprenticed him to Gehru, the local village bard. Under Gehru's tutelage, Meldor learned more about the world outside his village, honed his speaking and acting skills, and even developed a mild flair for the dramatic, but he never could sing or play an instrument any better than average. It was just beginning to appear that Meldor was not much good for anything, other than perhaps village jester, when his parents finally confirmed to him what he had been beginning to suspect for some time – he was not really their son. They had found him as a baby, wrapped in swaddling clothes, on their doorstep one morning, with only a simple note accompanying him: "May the Creator protect this child." Plunged into an identity crisis, Meldor hid in some nearby woods to sort things out, and there had an epiphany: the note did not refer to Pelor, as his human parents had assumed, but to Corellon Larethian, and Meldor's unusual looks were actually the result of having a measure of elven blood in his veins. But he was even more surprised when the intensity of his emotions over these sudden discoveries, catalyzed by a chance accident, triggered his most astounding discovery – he could perform magic! Deciding he should no longer stay in Kuhl, Meldor bade his family and Gehru goodbye and headed for Greyhawk, with no particular goals other than to develop his new-found magic talents and make a name for himself. Fortunately for Meldor, he soon met up with Lord Gelban, who saw to it that Meldor began to be trained properly as a sorcerer. Home Community: Actually a half-elf but thought to be human, Meldor grew up in a quiet, farming hamlet of humans in a relatively civilized, peaceful region of the Great Plains called Kuhl, not too far from Greyhawk. Climate: The Great Plains have mild weather and a temperate climate. Education: As a child, Meldor learned about farming and household economics. During times when he was too weak to help with the heavy manual labor, his mother taught him to read and write. Later he was apprenticed to Gehru, the local village bard, from whom he learned public speaking, basic acting, a little about the world, and very little music. After Lord Gelban took Meldor under his wing, Meldor began to learn some basic spellcasting. Nevertheless, at the start of his adventuring career, Meldor knew very little about magic and almost nothing about the various monsters that inhabit the world. Events: Meldor's early childhood was entirely noneventful, unless you count watching fireworks at the annual Kuhl Fair. As a youth, Meldor struggled to fit in with the guys, without much success, although the girls usually seemed to like him. The pivotal event in his life, of course, was his sudden, triple discovery that his parents were not really his parents, that he is part-elven, and that he has innate magic powers. Family: Meldor's parents own a small house and farm. Through careful planning, hard work, and determination, they grow enough food and produce enough simple craftworks on the farm to support themselves. His family has farmed in Kuhl for generations, and are considered solid, dependable, if unexciting, folk. They have no military or combat training, but most of the men and some of the women can wield a mean pitchfork in a pinch. His family members are generally fair, good, and trustworthy, although there are exceptions now and then, and the family reputation in Kuhl reflects this track record. His family has worshipped Pelor for as long as any of them can remember, and is apolitical. His family is something of a "meritocracy" – respect goes to those who get the job done most efficiently and well. His family's ancestors have been largely forgotten. Relationships: Meldor's parents are both alive and healthy, tending their farm in Kuhl. Meldor does not know who his biological parents are or anything about them, other than that one or both of them has some elven blood, and they apparently were faithful to Corellon Larethian. Meldor has three older brothers and two older sisters; he does not know whether he has any biological siblings. Meldor's grandparents have all died, but he has a fair number of cousins and other kin in the Kuhl area. Due to his charm and generally good nature, Meldor has always made friends easily, but has usually not been particularly close to any of them. His closest friends are generally the members of the party with whom he has traveled the longest, the obvious exception being Ashrem, whom Meldor finds disturbing. Meldor does not know of any living enemies. Meldor was instructed by Gehru, the local village bard, and later by agents of Lord Gelban. Miscellaneous: Meldor started his adventuring career with a "chaotic good" alignment and a desire to worship Corellon Larethian, largely due to his reaction to his discovery of his elven blood and magic powers. Over time, however, he has switched to "lawful good" and reverted back frequently to honoring Pelor, influenced both by his upbringing and by his association with Lydia and Magnarus. He has also been troubled by his own drift away from goodness toward neutrality, seemingly under the pressure of the moral dilemmas so often posed by the exigencies of adventuring. Meldor has a definite penchant for planning and analysis, traits that were highly respected and encouraged by his family, and brings these talents to bear in his use of magic. Thus Meldor carries a wide-assortment of scrolls for every occasion, almost always maintains his concentration, and takes true pleasure in casting a well-placed, carefully-sculpted, four-cube fireball. He tries hard to use the right spell at the right time, and one of his favorite sayings is the single word, "Control." He often uses the wrong spell, however, because his knowledge of monsters is based almost solely on his own experience. Due to his good looks, preference for finesse rather than sheer power, and perhaps some lingering influence of Gehru, Meldor enjoys using his diplomatic skills, specializes in enchantment spells, and has even developed his own style of casting magic missiles with unnecessary flair and uttering suggestion spells in rhyming couplets. Meldor looks on Gelb's larger-than-life, dramatic antics with a mixture of admiration, amusement, and friendly rivalry. Meldor's leadership abilities have developed with the experience he has gained through successful adventuring, and he currently has four followers – one adept and three experts. Meldor sorely misses his cohort, Horken, not only because of their mutual friendship but also because of Horken's extraordinary defensive capabilities in combat. Meldor has never adopted a familiar. |
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| Name: Ulfgar
Ulfgar comes from a long line of adventurers. He was trained as a fighter from when he was young. As he got older, though, his family shifted into politics. Not interested in politics, Ulfgar decided to become an adventurer. A good basic fighter, Ulfgar got involved in a quest to raid the lair of the local monster, Karthadoc. In the course of his first adventure, Ulfgar's party is all killed off except for him and his friend, Marthek, whom Ulfgar saved from terrible peril. But, Ulfgar stole Karthadoc's Flaming Mighty Longbow and blinded Karthadoc's left eye with it. Karthadoc vowed revenge, but couldn't catch Ulfgar. Ulfgar's family urged him to leave the city, and he did so, happy to go on new adventures. On his travels, he learned as much as he could about archery using his new Flaming Bow. After another adventure, he came across a small monastery. This was no ordinary monastery, though, for it was not filled with monks. Instead it was filled with masters of the "Order of the Bow". Here he started training and became an Order of the Bow Initiate. Filled with his new skills and knowledge, he set off adventuring again, and ended up in Brindinford... Home Community Climate Education Events Family Relationships |
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Name: Horken
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| Name: Gelb Flinderhop
Gelb Flinderhop was born the only son of a merchant. Mr. Flinderhop had
high hopes for his son. The family wasn't wealthy by any standard, but
they had more coin than some noble houses, and Mr. Flinderhop wanted his
son to rise high. The military, civil service, it didn't matter Sadly, Gelb did not flourish in the structured environment of the
academy. Indeed, he earned a reputation for laziness, and had a penchant
for practical jokes. Gelb was more concerned with entertaining his
classmates than practicing his spells. He managed to learn the basics in
his one and a half years at the academy, but, much to his father's
dismay, he did not distinguish himself for anything other than
tomfoolery. When he and his best friend, Jert Angelhort, somehow Eventually, Gelb honed his wizardly skills enough that he was able to take odd jobs here and there. He became an "adventurer" of sorts. Gelb, as he'll eagerly tell you, has seen many things and done many quests. Half of his boasts and stories might even be true. And this leads us to the present: Gelb Flinderhop. A true renaissance man. A singer, a poet, and a wizard. (and a carouser, and a dandy, and occasional exaggerator). |
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| Name: Magnarus
Pseudo Background Home Community |
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| Name: ?
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| Name: Thornseld Climate: Thornseld doesn’t have a specific home terrain because he |
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| Name: Char
The daughter of Rilatin the Infernalist and one of his human-concubines, Char was singled out at an early age for the exceptional inborn magical abilities that she possessed. Taken into Rilatin's tutorage, Char rapidly began to master the magical arts, especially that of the school of Evocation, which her master favored. Her childhood years were spent in continuous study under Rilatin. In his keep she remained, never being permitted to leave. Char's potential, however, was more than even Rilatin had dreamed. Enticed by her beauty and budding power he soon sought to claim her as his consort. It was not long, however, before being consort to her father and mentor began to have a detrimental effect on Char ’s psyche. She began to spend long hours in the keep’s extensive libraries, studying ancient volumes which even Rilatin feared to read. Unknowingly surpassing Rilatin in knowledge and power, Char soon became obsessed with one particular tome that contained formulae suggesting the existence of creatures beyond the boundaries of the multi-verse itself. As her studies intensified her power began to grow exponentially, and with each bit of knowledge gained another bit of her sanity was lost.A few years into their curious relationship Rilatin began to grow intensely jealous and fearful of his young lover ’s ever growing power. Unwilling to allow himself to be surpassed as the penultimate Sorcerer in Theralu' acli, he decided to eliminate his lover and daughter while he could still overpower her. Knowing she would like be warded against magical assault, Rilatin chose instead to utilize the deadly Cunoxiuos Poison, distilled from the spores of Vapon mushrooms.Cunoxious Poison is exceptionally rare, its actual existance in fact doubted by some. In small doses Cunoxious simply produces hallucinations of a maddening and terrifying nature for a short period of time. But a large enough dose can easily drive an imbiber into a catatonic state, tormented by horrifying visions for the rest of their days. Placing the poison in Char ’s evening drink he sat back and waited expectantly for the scene to unfold. With relish he imagined her fevered screams as her hallucinations overcame her. However, when she ingested the poison, something peculiar occurred. As the hallucinations came to her, she was not frightened but instead considered them curiously. She found herself captivated by them, as fantastic images began to dance in her head and whisper dark secrets in her ear. Pushing down the cacophony, she began to look curiously at the only man she has ever known in her life. Without hesitation she struck down her father, master, and lover, the Drow Sorcerer Rilatin the Infernalist.Freeing his slaves and leaving his keep to burn, Char left Theralu' acli, never to return again. |
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Adventure 1 - Where is Horken? Meldor meets with Idalla, the witch he had freed some time earlier. She mentions something about Horken and crashing cubes. The group visits Meldor in Brindinford to tell him that Magnarus is going to commune with Pelor and he needs help preparing for the commune. Ashrem is approached by Char to help steal Horken's crown for herself. Ashrem doesn't see any harm in that so agrees. Gelb is told of this plan, but refuses to go along. Ashrem and Char invisibly sneak into the temple in Brindinford where Horken's remains lie, but find that his equipment is in a locked room. Char makes a noise and flees as a guard approaches, Ashrem uses his heartstone to pass through the door to the locked chamber, he grabs the bag of Horken's stuff and passes through the outer wall with a bit of difficulty. Ashrem gives the bag and crown to Char, and sends her to return the remaining contents to the temple after she takes the crown. Ashrem and Char return to Greyhawk just as the commune begins. Magnarus speaks with Pelor and asks questions about Horken. Ulfgar speaks with his mentor. Meldor finds out through his new cohort Alein that Horken's crown was stolen. |
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Gelb: "I think Pelor's right about Horken's captivity being unrelated to
Nuenthor ... As I said, I suspect Horken's just the bait in a fancy
trap. No one's after him ... he's just a pawn in all this. Nevertheless, the issue of Nuenthor seems important. It doesn't surprise me at all that someone stole the crown. If we could find the thief, we might be able learn more." Meldor: "A trap? A TRAP?? Hmmm . . . . so who do you
think is the REAL target here? You are undoubtedly the most visible
member of our group -- do you have enemies you think might be behind
this? Or do you think perhaps someone may be seeking revenge against our
entire party? Perhaps an associate of Guilthius, or the fire
salamanders, or those creatures that attacked Brindinford?" Gelb: "I'm not aware of any enemies that would be after me. Unless
Ulfgar: "I agree with you Meldor. We need to focus on finding On recent talks within the party, Alein: "A trap has occurred to me,
but what would be the purpose? Those with the power to restrain the very
stuff of souls could attack in the open with brutal force, could they
not? Why the need for duplicity and trickery? Although, if it is Demons
who play with us, that would explain everything away. Duplicity and
trickery are reason enough, in a Demon's twisted reasoning, for
performing any kind of evil." Meldor: "Good point, Gelb. Adalla evidently knows something about
what is Meldor: "I suspect we've already lost the thief's trail, but I'm open
to Meldor: "Could someone please explain to me some basics about planes?
All Alein: "The world we exist in is called by scholors the 'Prime
Material Plane'. Three other planes, the Astral, the Ethereal, and
Shadow, all exist along side what we can perceive as reality. Travel
through the Ethereal eventually can lead one to the so-called 'Inner
Planes', planes of raw existance. It is from these planes that the
fabric of reality is drawn through the Etheral. In the Inner Planes one
can find the planes of Fire, Water, Earth, and Air, as well as the
planes of Life and Death. Ashrem: "Meldor, I am a bit confused about this paradox of statements
Gelb: "I can't speak for the rest of list, but good riddance to that
more to come....
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Adventure 2 - Steel Pups and the Drinking Sword In this session the adventurers found another member, Thornseld, who aided them in the defeat of two steel predators in the town of Brindinford. Obeying his Golden Oath, seeking those that killed his caravan, Thornseld joined the band after meeting the halfling sorcerer Sandir, the company fought the assassin Tchtalinocktolae in the dangerous outlands. A perilous battle where the band fought valiantly against invisible assassins and the high level murderer. Steel and spells formed a lethal combination for the Tchtalinocktolae and his band. The company plane shifted to Rygas, after fighting 2 more steel
predators, the party found a gate in the shop of an efreeti trader,
providing a gateway to Archeron - the plane where the steel predators
originated. |
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Adventure 3 - The other side of the Portal The company journeyed through the portal, instantly arriving in Archeron. There they faced a giant spider a drow and an berserk ogre. Char did some impressive blasting at the spider, Magnarus did some destruction on the enemy band, and Gelb flashed his "signature spell" (prismatic spray). Yet despite his efforts, Ulfgar fell to the unearthly swat of the berserk ogre. Snapping his neck, the archer flew back into the portal. Defeating the spider and drow, the band concentrated its efforts on the ogre. Possessing supernatural beserking, the company could not defeat him, and he swat the members as if they were insects. If not for the forethought of Meldor, calming him with a suggestion spell, the band may have found themselves buried in a plane not their own. |
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Adventure 4 - Wrath, Fire, and Hell After retrieving Ulfgar's body, the group decided Sandir could turn him to stone as a monument to Ulfgar's works. Thorn swapped out his ordinary bow for Ulfgar's might Arc Storm. While half the party choose to approach a far cube via flying carpets, they had to battle with the some Nightwings and spectres in space. The other half of the party remained behind waiting to teleport, and were found by two Axiomatic rocs. They fought the two rocs, and one carried off Char, but Magnarus put an end to that and Char. Magnarus had to resurrect Char after teleporting to the other cube world. During the night the party battled triumphantly against two firegiants and their hellhound minions. |
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Adventure 5 - Working for the Ants After Magnarus found the path to the iron fortress, the party helped save an ant creature from some evil humans at the cost of Thornseld, who was imploded- whom Magnarus resurrected later. It turned out the humans were a band of Slaad. The ant warriors invited to meet the ant queen and parleyed. Gelb and Meldor performed well, but the queen seemed unimpressed. Traveling to the steel predator lair escorted by two ant warriors
(who stayed behind), the party encountered only two of the beasts on an
incline. The battle had the band scurrying and firing spells and arrows,
many falling to their sonic blasts. Magnarus created a blade barrier and
the battle resumed at the outside of the cave. |
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Adventure 6 - Adamantium and Arch Storm- Products for Conflict The battle at the cave of the steel predators became grizzly, with many in party being grappled and stunned by sonics. Passing the blade barrier with ease, the queen of the den attacked the party with a fantastic array of spell resistance and range attacks. Only through a coordinated effort was the enemy slain. Searching the cave, Ashrem found a plate inscribed by Imperagon, in thanking Tavaris, the queen predator, for the use of her kin. Grateful for the demise of the hive’s enemy, the ant queen gave the companions a multitude of potions. Just as they were being hailed as heroes, Mundrut, a hobgoblin in the
employ of Karthedoc demanded the return of Arc-storm. Ulfgar took
Karthedoc’s bow, using it to buy Arch-Storm. Since Karthedoc could not
get to his original bow, he set his will on Arc-storm. Since the party,
and Thornseld, does not negotiate on demand- the two sides battled.
Outside the hive, Mundrut and Karthedoc had two giant tigers, and two
henchmen waiting. Again the coordinated effort of the party saved the
day, easily defeating Mundrut. |
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Adventure 7 - Blue Dragon Den Rules for (Blue) Dragon slaying,
as discussed with Waiteerius, the illusionist, by Thornseld while
traveling on the Mannaza caravan from x to y... |
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Adventure 8 - Damned Drunken Dream Thornseld awoke on the
central bar of the Broken Anvil Tavern, there in that town within
Greyhawk. He pulled his massive frame, still groggy and heavy headed, up
from the gentle mist that settled over the bar. His eyes, unfocused,
centered on the dozens of kegs and empty steins about his body. He moved
his leg and a barrel of spirits scrawled in dwarven letters rolled out
from under it. |