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-
- *****
- * The 8 player characters contained in these writings are copyright
- * 1992 by Thomas Miller. Any resemblance to persons or characters
- * either real or fictional is purely coincidental. Copying and/or
- * distribution of these stories is permissible only under the one
- * condition that no part of them will be used or sold for profit.
- * In that case, I hope you enjoy them.
- *****
-
- --------------------------------------------------------------------
- THE PARTY:
-
- Alindyar, 8th level drow elf mage (N)
- Belphanior, 6th/5rd/6th level high elf fighter/mage/thief (CN)
- Ged, 6th/6th level grey elf priest/mage of Boccob (NG)
- Halbarad, 7th level human ranger (NG)
- Mongo Thunderhead, 7th level dwarf fighter (CG)
- Peldor, 9th level human thief (N)
- Peyote, 6th/7th level half-elf fighter/druid of Obad-Hai (N)
- Rob, 8th level human priest of Trithereon (LG)
- --------------------------------------------------------------------
- Date: 8/4/570 C.Y. (Common Year)
- Time: midday
- Place: Havenhill, capital of the Principality of Ulek
-
-
- XLIV. Ye Olde Parchment
-
-
-
- The party has been in Havenhill for quite some time. However,
- the time has come to move on, as the party is gathered around a
- tavern table, eating dinner and listening to Peyote ramble on...
-
- Peyote: Okay dudes, here's the deal. (holds up a very ancient
- scroll that he got as part of his share of the last loot)
- Mongo: So? So what? What's it say?
- Peyote: Well, you see, I have long had an aptitude for languages
- long forgotten by modern folks.
- Alindyar: Ancient languages. What is the significance of that?
- Peyote: You see, this scroll is written in old Oerdian, one of
- the long-lost tongues of our forefathers. And it supposedly
- leads the way to a legendary artifact of eons past - the Rod
- of Life and Death.
- Ged: Eh?
- Rob: Sounds evil to me.
- Halbarad: What is this thing you speak of?
- Belphanior: Talk about the death part.
- Peldor: (thinking about the other treasures sure to be found with
- such an artifact)
- Peyote: Here's what it says:
-
-
- -------------------------------------------------------------------
- KNOW YE, O ILLUMINATED ONES, THAT EVEN THE GODS THEMSELVES HAD |
- NEED OF MORTAL SERVANTS. FOR SUCH ONES, THE DIETIES CONSTRUCTED |
- MANY ITEMS OF SURPASSING POWER. THE CELESTIAL ROD WAS ONE SUCH |
- ARTIFACT. POSSESSED OF THE POWER TO SHAKE THE HEAVENS AND TO
- SHATTER ARMIES, THE ROD CHANGED HANDS AS ITS BEARERS MET WITH
- VIOLENT ENDS OVER THE CENTURIES. THERE CAME A TIME, THOUGH,
- WHEN A MORTAL USED THE ROD TO CHALLENGE THE GODS.
- THE GODS LAUGHED, AND OBLITERATED THE FOOL ON THE SPOT WITH A
- BOLT OF POWER THAT SUNDERED AN ENTIRE CITY. THE ROD, NOT MADE
- TO TAKE SUCH DAMAGE, WAS BROKEN INTO FIVE PIECES BY THE MIGHT
- OF THE GODS' WRATH. THESE FRAGMENTS WERE SCATTERED TO THE ENDS
- OF THE OERTH, BUT EACH STILL RETAINED GREAT POWERS.
- ONE OF THE FIVE PIECES CAME TO BE IN THE POSSESSION OF THE
- DWARF ARANOR THE MAD. WHEN ARANOR BUILT HIS GREAT CRYPT AND
- PASSED FROM THIS WORLD, ALL OF HIS WORLDLY TREASURES WERE ALSO
- SEALED AWAY IN THE DARK PLACE - INCLUDING THE SINGLE BIT OF THE
- CELESTIAL ROD THAT HE POSSESSED, ALSO KNOWN AS THE ROD OF LIFE
- AND DEATH.
- KNOW YE FURTHER THAT, SOME THIRTY LEAGUES TO THE WEST OF THE
- CAMP OF LOFTWICK, SOON TO BE A MAJOR CITY, IS THE SOUTHERN LEG
- OF THE GREAT CRYSTALMIST MOUNTAINS. NEAR THE BEGINNING OF THE
- PEAKS IS A SHRINE, A SMALL BUT SACRED PLACE WHERE CREATURES BOTH
- GOOD AND EVIL FEAR TO TREAD. ANY WHO MEDITATE AT THIS MOST HOLY
- OF PLACES BY THE LIGHT OF THE FULL MOON, WILL AT MIDNIGHT BE
- SHOWN THE WAY TO ARANOR'S TOMB.
- AND IN THAT PLACE LIES POWER AND WEALTH BEYOND IMAGINING.
- |
- Epicurus the sage |
- 302 C.Y. |
- -------------------------------------------------------------------
-
-
- Ged: Well how about that?
- Belphanior: Power to shake the heavens...hmm.
- Mongo: 302 Common Year?! That's over two hundred and fifty YEARS
- ago!!
- Peyote: That's a long time, man.
- Halbarad: Too long, perhaps. This place sounds evil to me.
- Belphanior: Of course. That's precisely _why_ we should go there.
- Think of all the evil that we can rid the world of.
- Halbarad: Hmm.
- Alindyar: What manner of place is this...Loftwick? Where can
- it be found?
- Rob: Loftwick! That's...let's see...(pulls out a map)
- Ged: Hey! Where'd you get that nice map?!
- Rob: I bought it at the cartographer's shop. Nowhere that any of
- YOU would ever go. Hmm. Loftwick is now the capital of the land
- known as the Yeomanry.
- Peldor: It's come quite a way from being a "camp", it seems.
- Alindyar: 'Twould seem so. Shall we undertake this quest?
- Ged: I wonder if the scroll is authentic?
- Mongo: Everyone's heard of old Aranor. He was crazier'n a loon!
- That was one dwarf who meddled in things he shouldn't have. The
- legends of our people say that he was taken from this world to
- a realm of madness and chaos, never to return. But they never
- said anything about any tomb...
- Peyote: Well, dude, that's definitely authentic Old Oerdian on
- that paper. And the parchment seems real enough.
- Mongo: A dwarven tomb! I'm in. Think of the architecture...
- (goes starry-eyed)
- Peldor: Think of the loot!
- Ged: Let's check this place out. I for one am sick of being in
- Havenhill, and Ulek.
- Alindyar: And artifacts can always come in handy.
- Peyote: Right on, dude. If we don't get out of here, they'll
- find some new rancid quest for us...
- Halbarad: Let us get out items together, and depart then.
- all: Yea!
-
-
-
-
-
- next time: The journey to the Shrine
-
- ANONYMOUS FTP SITE: tybalt.caltech.edu (in pub/adnd/fluff/adventurers)
- ***********************************************************************
- NOTES: Here are the other four character histories.
-
-
- A BRIEF OVERVIEW OF THE ADVENTURERS' PASTS
- (part 2 of 2)
-
-
-
- >-
-
- Mongo
-
- Many of history's legendary warriors and heroes have been dwarves -
- perhaps due to the race's overall hardiness and strength, perhaps due
- to their peculiar brand of stubborn bravery. Among the members of
- Clan Thunderhead, of the Flinty Hills dwarves, there has never been
- a dwarven hero to rival the ancient legends. Until now, that is.
- There is one member of the clan who, at his present rate, will soon
- have a list of feats sufficient to bring a gleam to the eye of even
- the most bored dwarven child.
- Born over three score years ago, Mongo Thunderhead was aggressive
- even as a youth. His father, and his father before him, were great
- warriors, well-respected among the clans of the Hills. His brothers
- (there were four) were also warriors. Raised in such a family, the
- dwarf soon became skilled in battle, at the same time growing to be
- tall and powerful (for a dwarf, anyway). In his childhood, Mongo
- never lost a contest of strength with his peers. Though all dwarves
- are aggressive and loud, Mongo took these traits to an extreme. He
- was constantly seeking new challenges and foes, as well as being
- quite verbal when he had an opinion about any matter. Once, he was
- on patrol when he ran into five goblins in an abandoned tunnel...
- rather than retreat and ensure his safety, Mongo charged the group
- of humanoids, and beat them all within minutes, yelling and cursing
- the whole time while ignoring every wound inflicted upon him.
- While he had always had a love of battle and weapons, the dwarf
- also learned about some other things. Among his favorite hobbies
- were weaponsmithing, armoring, and mining. Though fairly skilled
- at the first two, Mongo held a greater love for the third. He
- showed an early aptitude for digging and mining, as it not only
- interested him, but was practical considering his environment.
- The young dwarf developed a good eye for underground construction
- and tunneling, skills that were sure to help him later in life.
- Oddly enough, he also found that he enjoyed the myriad combinations
- made possible by a thorough mastery of the culinary arts. As the
- other dwarves wondered about their kinsman (kinsdwarf), Mongo
- demonstrated constantly that he was able to spice up even the most
- insipid meal. His comrades' teasing never stopped him, though -
- at a whim, he could hold his own in any sparring match with any
- weapon. His father saw great promise in all of his sons, and was
- proud, even as _his_ father, Mongo's grandfather, was slain in
- battle with humanoid tribes underground. That particular series
- of skirmishes went on for many years, and eventually, the humanoids
- were driven away or exterminated. The significance of this for the
- young Mongo was that it enabled him to gain years of intensive
- experience in real, bloody battle - and showed him that not all
- battle is glorious and without a price.
- After decades in the Flinty Hills, Mongo's already thin patience
- wore down to nothing. He grew bored with what had become, for him,
- a sedentary lifestyle. Besides, hadn't all the dwarven heroes of
- legend traveled the world to find new and glorious adventures?
- Of _course_ they had! And so would he, for the time was right.
- With this in mind, Mongo and a dozen of his like-minded clansmen
- packed up, slung their weapons over their shoulders, and headed to
- the south. They traveled for six years, and for various reasons
- one or the other of the dwarves left the group. By the time Mongo
- arrived in the Wild Coast region, there were only two others left
- in his party, and this pair decided to set up an armory in a nearby
- town. Mongo himself spent a month checking out the city of Fax,
- and was about to leave for more exciting areas when he encountered
- a group of freebooting adventurers. He actually had stopped in the
- Green Dragon Inn to have one for the road, and had no idea about
- the posted announcement that drew the others. Anyway, he helped
- the group defeat some murdering thugs and promptly decided to join
- them on their mission.
- Mongo is usually in a good mood, even when he appears grumpy.
- He is the party's big gun and he knows it. Their reliance on him
- to anchor all melees has made him proud if not egotistical. The
- dwarf gets along great with Ged, and the two have become fast
- friends. He lumps Peldor and Belphanior into the same group -
- untrustworthy, lying scoundrels. He respects Halbarad and Peyote,
- if only for their combat ability. Mongo has no real opinion of
- Alindyar, since it's all he can do just to accept the drow as a
- non-evil individual. He thinks of Rob as a confused yet powerful
- priest, and tries to stick up for him most of the time.
- Though he is aggressive and loud, Mongo is by no means careless.
- He sees perfectly the advantages of thieves in the party, likewise
- for mages and priests. He is a bit greedy for money as well as any
- magic items, whether he can use them or not. The high point of his
- recent life has been the acquisition of his prized dwarven hammer,
- which has proven invaluable in combat situations. If Mongo has any
- weakness, it is his sometimes blind eye to the rampant chaos within
- the party - he tends to let others worry about such things while he
- finds another unexplored dungeon area to wander into.
-
- >-
-
- Peldor
-
- Peldor the thief. Rogue, scoundrel, party comedian, ladies' man.
- A legend in his own mind. But, in his head he carries perhaps the
- most challenging riddle he has ever faced - that of his own origin.
- You see, the thief awoke in the wilderness of the Wild Coast region
- just one day before he met up with the party. He was laying stark
- naked in a field, and no one was nearby. He had neither provisions
- nor weapons, neither money nor memory. Of course, basic aspects of
- his personality were there - he quickly realized that he must have
- exercised regularly; likewise he realized that his skills, abilities,
- and training centered around those of a thief. He was eighteen years
- old and had absolutely no idea where he came from. About all he
- remembered was the word "Peldor", so he took that to be his name.
- Wandering in the wilderness, he came upon a camped caravan that
- night (about three hours after awakening). Despite the guards who
- were supposed to protect the wagons against harm, Peldor was able
- to steal a complete set of clothes, some food, and a sword. The
- latter item seemed almost natural in his hands, as if he had been
- a great swordsman in some other time and place.
- Peldor made his way through the grasslands, eventually coming to
- a large city, Fax. Being dressed decently, he made it by the gate
- guards and entered the place. By the time he found taverns and inns
- in their row on Main Street, the thief had gained a number of coins
- and jewelry items from passers-by. Hungry, dirty, and out of food,
- he chose an inn and went inside to have a hot bath and an equally
- hot meal. After cleaning himself up (actually, he paid two wenches
- to do this task for him...), Peldor went down to the common room
- for dinner, and later, as he was about finished, a number of people
- just came and picked his table to congregate at. Listening but not
- talking, the clever rogue realized that he had a golden opportunity
- to join a competent-seeming group of adventurers and perhaps better
- his own lot. Therefore, he joined the party at its formation, and
- has been an active member ever since...
- Peldor has the rare distinction of being well-accepted among the
- party even though they all know his occupation. This is no doubt
- due to his charm and wit, his creative blend of humor and irony,
- and/or his extreme usefulness and skill as a thief. He actually
- doesn't think Ged is a bad fellow (though he'll never admit it).
- He is good friends with Belphanior, as might be expected, and also
- gets along reasonably well with Mongo and Alindyar. He really
- could care less about the others, but nonetheless strives to keep
- their lives interesting with his dry wit and pranks. It is most
- noteworthy that he would never knowingly inflict harm upon any of
- his companions without major provocation - a fact which they all
- remain blissfully unaware of.
- He is quite happy in the party, and not just because of the
- amount of treasure he has come across while in their company. He
- has found, in the group, the anchor that he needed to adjust and
- blend into a world that he knew (and remembered) nothing about.
- He is constantly trying to remember his own origin, and has even
- come up with a number of theories, most of them involving gods and
- humility.
- Within his first week with the party, he had built (regained?)
- the personality he exhibits, and things have been moving so fast
- since then that he hasn't really had time to seek answers to his
- enigma. Occasionally, however, he does have strange dreams which
- he can never remember much about. Examples of scenes from these
- dreams: lightning flashing through the skies, odd landscapes in
- seemingly alien worlds, babbling peasants milling about, a ship
- of metal sailing through a rainy ocean, a bloody war between men
- and demons. Whether these dreams have any real significance or
- are simply products of a twisted mind remains unknown, for now...
-
- >-
-
- Peyote
-
- Growing up in the southern reaches of the Vesve Forest, the
- young half-elf known as Peyote (not his original name) was well
- insulated from the conflicts with the evil inhabitants of Iuz
- and the Bandit Kingdoms. Born to a human father and an elven
- mother, the youth was raised by the forest folk. These people,
- the woodsmen and benevolent demi-humans of the woods, did not
- share in the common, petty racial squabbles typical of crossbred
- children such as the half-elf. They accepted him rather than
- frowning upon him, as might have been expected. The problem
- was, he himself did not really care for any of them. He wanted
- to go out and see the world, and often was caught in the forest
- at night, far from his native area, wandering about with no
- real motive. It was not long before most of the folk of the
- Vesve came to ignore him.
- A rebellious child, he never did become the warrior that his
- father wanted him to be. This originally was because of his
- own attitudes, but in the long run, was due to his involvement
- with a traveling band of outcasts. This troupe, known by many
- names and misnomers, was made up of those who were uncomfortable
- in any city, and chose to live their lives constantly on the
- move. The group consisted mostly of strange, merry humans but
- there were a few elves in it as well, and even a dwarf and a
- gnome. Calling themselves simply the Traveling Ones, they came
- through the Vesve and were greeted flatly by most folk there.
- Their apparent interests revolved around worship of the sylvan
- gods and the gods of hunting and the wilderness (chiefly the
- diety Obad-Hai, on this world). They advocated neither good
- nor evil, neither law nor chaos, preferring to remain outside
- of these extremes altogether.
- He was instantly attracted to these rebellious, odd folks.
- He spent much time with them, rather than at home - incurring
- the anger of his parents in the process. He began sharing in
- their all-night parties and dances, which involved a significant
- amount of unusual herbs and mushrooms. Their exact nature and
- effects remain a mystery, but one thing is certain. After the
- few weeks he spent with the wanderers, the boy's entire outlook
- on life had changed. Gone was the brash, immature child who
- was always complaining about everything. In his place was one
- who was unwaveringly calm about everything, one who never acted
- hastily - one who called himself Peyote, an odd name that his
- parents did not care for. Peyote ignored them, adopting the
- mannerisms of the wild ones: worship of Obad-Hai, an unusual
- diet, and a strange dialect. He left the Vesve with them and
- traveled for several years, visiting many lands and honing his
- newfound druidic abilities. Peyote also continued to get
- better at weaponplay, but now his main interest was in his
- druidic work - he retained the fighting skills more by instinct
- than anything else.
- As was typical of all members of the Travelers, Peyote left
- after a number of years to pursue his own interests. They
- last saw him in Fax, a wild city in a wild land. The half-elf,
- confident in his abilities, decided that it was time for some
- new traveling companions, and inquired around town. Filtering
- through the rumors and wild leads, he came to the Green Dragon
- Inn to find adventure - and his hunch was right. He has been
- involved in several great adventures so far and there is no
- sign of boredom ahead.
- Peyote is totally incapable of serious anger. He tends to
- sit back and take a moment to think things over, even if the
- matter at hand is urgent. Though his speech habits are all
- but intolerable, he has become good friends with Halbarad the
- ranger, as they seem to share common interests most of the
- time. He gets along fairly well with most everyone else in
- the party, being unable to anger any of them even if he
- wanted to. He has recently begun to wonder what greater
- druidic goals he is accomplishing in this adventuring party,
- though, for most of their serious challenges take place in
- dungeons and caves rather than forests and grasslands. He
- may well decide soon to seek greener pastures...
-
- >-
-
- Rob
-
- The priest known simply as Rob was born and raised in a totally
- typical environment within the relatively peaceful land of Keoland.
- From an early age, he was groomed for the priesthood, for even as a
- young lad he was kind, benevolent, and utterly harmless. It is true
- that his parents worried about their son almost as soon as he was
- able to walk. The child constantly walked into things, tripped over
- them, and performed other equally mindless deeds. Once, he guzzled
- down an entire jug of castor oil, since he was so thirsty...
- Despite all this, the clergy of the most holy Trithereon assured
- Rob's parents that the boy was an ideal candidate for priesthood.
- From age seven he lived, ate, and worked in the temple, learning
- all of the lessons and ideals of the high priests. Despite his
- certain lack of common sense, he showed great intelligence, often
- learning in one day what others needed weeks to understand. Rob
- stayed in the temples for twelve years, growing from a skinny,
- clumsy lad into a slightly overweight, clumsy young man. In his
- spare time, he studied other religions (so he would be better
- prepared to argue his own faith to the unbelievers) and learned
- to play the flute - perhaps the one thing that he was not clumsy
- at. Rob also found that he had exceptional engineering skills,
- as long as he dealt only with paper and pencil - his attempts to
- actually invent or build anything inevitably ended in disaster.
- Undaunted, he continued to work on his side pursuits when possible.
- After his eighteenth birthday, the high priests decided that it
- was time to unleash their young alcolyte on the world. Rob was told
- to travel to the land of Nyrond and find a small town to start a new
- temple of Trithereon in. Rob bid the priests, and his parents,
- farewell, assuring everyone that he would found the greatest temple
- of all time. Unfortunately, he got somewhat lost on the road to
- Nyrond, for before he knew what was going on, he was in the city of
- Fax, on the Wild Coast. Luckily, he arrived there in the daytime
- and somehow managed to avoid trouble. Wandering around aimlessly,
- the priest saw an advertisement asking for noble adventurers. In a
- moment, years of carefully instilled rules were forgotten, and Rob
- made his way to the establishment specified in the posted scroll -
- the Green Dragon Inn. And ever since then, he's been living in sin.
- Well, not really - but it is doubtful that his high priests would
- approve of his current company...
- Rob is really unsure of his proper place in the party. He has
- no real friends, and sometimes even gets taken advantage of by the
- others. Nevertheless, he has managed to contribute his share of
- useful deeds (along with useless ones) and thus has no enemies in
- the group either. His main problem is that he has no attention
- span - usually his mind is in a place far away from his body.
- Whether things will improve for him or not, only time will tell...
-
- >-
-
- NOTE#1 : What do you think of the origins? As might be evident,
- these were mainly fleshed out in my own head based on
- years-ago casual discussions with the players. Some,
- like Halbarad's, were built from a couple of sentences
- that the player told me long ago. Others, like Ged's,
- were joint products of my imagination and the player's,
- written with great emphasis on the player's past and
- present character work. Still others, like Peldor's,
- were purposefully vague, per the player's requests.
- Are you happy? Are you disappointed? Let me know...
- NOTE#2 : No more surveys, no more histories, no more of this stuff
- anytime soon. I will be concentrating on pure Adventurers
- stories rather than filler material, so now that you know
- something about the players and the characters, just sit
- back and enjoy the ride!
- NOTE#3 : ALL FUTURE POSTINGS WILL BE IN rec.games.frp.misc RATHER
- THAN rec.games.frp !!! This is due to the successful
- splitting of the old group; stories are theoretically
- supposed to go in rec.games.frp.archives but I'm still
- waiting to read the charters of the various groups.
- ***********************************************************************
-