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Characters of Aleen-gha
From Slaadi Invasion Adventure ArcSlaadi Invasion Campaign Page
From Coipor Alliance Adventure Arc
Northern Strife Campaign
From Northern Strife, Part 1 Adventure ArcNorthern Strife, Part 1 Adventure Page
From Northern Strife, Part 2 Adventure ArcNorthern Strife, Part 2 Adventure Page
From Haven Area Adventure Arc
From Vale of Lost Memories Campaign
Heroes & Traitors Campaign
From Swamp of Vutha Valignat Adventure ArcSwamp of Vutha Valignat Adventure Page
From Orbs of the Archeron Adventure ArcOrbs of the Archeron Adventure Page
From Illithid Empire of Thithnihl Adventure ArcIllithid Empire of Thithnihl Adventure Page
From the Unearthing Adventure ArcUnearthing Adventure Page
All of these are PCs that have been played in the world of Aleen-gha.
Also note that every short biography presented here has been written by the player of the corresponding character.
Heroes of the Slaadi Invasion
Dfyr DfadHuman Monk, Reaping Mauler
Biography: Born TH 1575. Dfyr Dfad comes from the Delian Islands, a small archipelago in the southern tropics. His dark skin and short patience well exhibit a typical Delian exterior.
Delians live in small, tightly-knit communities with no real form of government. Tradition and practicality determine most of their decisions. Their greatest tradition is therefore a practical one. Resources are very limited on the islands, and each new generation brings new challenges to the culture.
To ensure that their society continues to grow, each Delian must embark on a pilgrimage on their 20th birthday. By the time they reach the age of 19, their parents have taught them everything that they can, and each person undergoes monastic training. They are trained in martial arts, bodily control, and the language of the mainland in order to give them hope of completing their quest.
The purpose of the pilgrimage is to retrieve something from the outside world that can better the quality of life at home. It can be anything: a new technology, a philosophical concept, a natural resource, or even an arcane technique. This gift is to be presented to one's family upon return, and if accepted, to be integrated into the culture by the father. Rarely is a gift rejected by the parents, and it is even more rare for someone to return with a gift unworthy of acceptance. The goal is not to impress anyone or recieve any personal glory, but to bring something truly helpful and practical into the small world of the culture.
Dfyr is searching. He has been searching for 3 years, and has not yet found anything that could be of use to his people. If he does not find something quickly, he will begin to lose himself in the madness of war and greed on the mainland.
Boats can only travel so far, and not all the Monks of his age may search in peace. In his quest, Dfyr has run into his childhood rival several times, Ysidoro Dupan. This rival will not be outdone, and he has gone to great lengths to ensure that Dfyr does not find a gift more significant than his own.
This disregard for the good of Delia outrages Dfyr, and he has made it his personal mission to hunt down Ysidoro and bring him to justice one way or another. There is only one thing in the world he would rather do, and it will have to wait.
Felix IronbreakerDwarf Fighter, Stonelord
Biography: Born TH 1541. At 56 years of age, Felix is relatively young for a Dwarf. Descendant of a long and highly influential group of dwarves known as the Ironbreaker Clan, he has decided to leave his Stronghold, Hammerfall, behind to adventure the world looking for fame and fortune. Many of his ancestors are renowned dwarven smiths, but it takes decades, if not centuries to master dwarven armor and weapon smithing. Even though he has put his smithing apprenticeship on hold, he is open to any knowledge he can gain on the road. However, he does carry with him a priceless family heirloom a heavily rune encrusted warhammer, Gromthor, to aid him in his travels.
Due to his age and situation in the world, he is an inexperienced traveler, and is prone to making ill-informed mistakes and poor decisions. His natural dwarven hardiness and bullheadedness has gotten him through his problems so far, but his reserved attitude and poor social skills have not made him popular outside of his hold.
Stout and short as his kind rightfully should be, he is even more resilient than the average dwarf. He is a firm believer of doing battle with both feet firmly on the ground, and really doesn’t care for water in any capacity. As comes natural to most dwarves he absolutely despises riffraff and forged dwarven work. During his time at Hammerfall, he spent an inordinate amount of time around Gnomish merchants and picked up a liking for the puny folk, as well as an appraisal trick or two.
Gonz PuddlefootHalfling Druid
Biography: Born approx. TH 1570. The Puddlefoot Clan was always one to live near water (thusly where the “Puddlefoot” comes from) and always enjoyed being outside and enjoying nature.
One day while Gonz was going on a short stroll smoking his pipe-weed he stumbled upon a small camp that was quite well hidden. There was a small fire with a bubbling stew pot hanging over it and next to the fire was a tall, wiry elf. The elf smiled at Gonz and asked if he would stay for dinner and feast upon the stew that he made, enough for two people, almost as if he was expecting company. It was during dinner that the elf told Gonz that he has been watching him for some time and noticed the way in which he enjoyed nature. He then told Gonz that he was a druid and he explained what druidism was about. They talked about the forest and the rolling streams that the Puddlefoot clan always seemed to be at home near and other things of that nature for many hours. That is when the elf extended an invitation to join his druidic order, “The Silent Wind”. Gonz accepted the invitation and after visiting his family’s camp and explaining that he would be going away, he went back to the forest at the Silent Wind grove and started training in the druidic ways.
After many countless years of training, Gonz felt an upset in the natural order of things. That is when he decided to go to human society to figure out what had happened. Gonz saw a posting for mercenary work and thought that might answer his question on what was going on in the world and upsetting the natural order of things.
Insidia TarbidHalf-Elf Fighter/Thief
Biography: Born approx. TH 1575. Insidia Tarbid remembers oddly fragmented parts of his past. He remembers only the faces of his human mother and elven father. He vaguely remembers growing up in a frontier farming community. As a kid he was quick to learn and faster to become bored. Naturally, he got in a lot of trouble, and the church of Bahamut said he had no “direction” and “lacked a healthy fear of the gods.” The church had branded the symbol of Bahamut (a dragon's head on a shield) on his left palm so that he would never forget that there is justice and retribution for his actions.
He remembers at age 15 that he was sitting on a side of a seemingly endless dirt road, dirty, tired, and hungry. The road stretched on for miles in both directions, with only one tree visible in the entire flat, desolate area. He couldn’t figure out where he was or why he was there. But for some reason he saw terrified faces every time he closed his eyes.
From then on he had joined a traveling troupe of entertainers who taught him a few tricks of the trade. They called him “Sid” as a nickname and he preferred it that way. A few years later he left the group to survive on his on in various different towns. He began to develop a pattern in this way of living however, where he would build his way up in popularity among the thieves and their guilds only to grow popular enough to have a death warrant over his head. And because of this, he would travel from town to town to start anew. He worked as a mercenary and caravan guard for a while here and there until finally he found himself in Tauro where the last caravan he guarded at ended its route. There, he found the post for mercenaries.
Biography: Born approx. TH 1580. Kira is from a small town called Sharn from the east. The town is self-sufficient, so there are rarely any foreigners visiting on no one ever has to leave. Thusly, the town isn’t very well known and rather secluded. Most of the townspeople make a living in agriculture and the town has very little defense. There are very few experienced fighters in the town, so luckily there aren’t many attacks.
Kira decided to be a wizard at a young age, and never took much of an interest in the jobs the town provided. She spent her time studying spells and reading about other places in the town’s library. She dreamed of the day when she could leave the town and put her knowledge of history, towns, and wizardry to use. Because she spent most of her time reading, she was a little shy and apprehensive about leaving, but her family was eager to her to find her place in the world.
She had heard of a city called Tauro, which was a week or so of travel away, so she decided to go there. When she arrived, she was amazed at the sights of a different town. She saw a post saying the town was in need of a few mercenaries, so she decided to join the small group, excited by the possibility of getting to see even more places and further refine her magical skills.
T'mak GydarHuman (Elan) Ardent
Biography: Born approx. TH 1300. As a young boy my parents and I were faithful followers of Pelor. That was until the Grotains came, evil followers of Asmodeus, the “Angry Flail” they were called came marching through our village and all the other villages throughout the surrounding countryside. The bastards accused us of being worthless vermin and held trials for most of the townspeople accusing us of treason.
We had no chance; they strung up most of the townspeople, including my parents. I escaped. I prayed to Pelor why he would have let this happen. I received no answer and deduced that the gods were impotent and all people that worshiped were dull fools. I fled to the wilderness, not knowing anything of survival.
I found myself coming to a large city named Zhinok-Rûn, the Grotain capital city tired and hungry. I lived as a beggar for many years. I survived the sweeping mace that occasionally came through the slums that wiped out much of the beggars. I barely survived and grew to hate the corrupt government.
In that time I discovered that I had a hidden talent. My mind felt attuned to other people's minds. I felt their pain; I wanted to heal them. I began to heal people's wounds with my mind. I did not want to become a target of the nobles, because they did not like the ones who healed the sick and the dying; they preferred to just exterminate those whom they didn't feel were strong enough. A group of people who identified themselves as “The Eternal Ones” found me and asked me to join them in their order. I joined them and became reborn into an “Eternal One”. As an Eternal, I focused my mind abilities into healing much more of the wounded, taking their pain empathically and turning it into mine. I kept on healing the sick and needy.
Eventually I had to flee the city because the name of “T'mak the Healer” was resonating up to the upper levels in Grotain society and there was a large bounty on my head. I have spent the last decade in the small town of Sharn, hiding under the alias of Tony Greyeyes in case the Grotains came searching for me.
Heroes of the Coipor Alliance campaign
Raikos (Poetry)Tiefling Warlord
Biography: Born TH 1830. Raikos was born in the archipelago of Zendankht on TH 1830, Boreaus 13 on the Fountain of Fire (the center island). Unlike most other Tieflings in the world of Aleen-gha, Raikos was born into the secluded Tiefling society of Zendankht where many Tieflings work together to keep their culture alive. Though the Tieflings here have managed to maintain a civilized society, there is a constant lingering of destruction due to their devilish heritage and the racial distrust that comes with it. To thwart this danger, the people of Zendankht keep a fair trade system with neighboring countries and islands while always keeping up a strong military in case of invasion, which happens more often than not.
Due to the militant environment of Zendankhtic ideology, Raikos naturally joined into the local militia known as the Fervid Eye at the age of 15. For three years he learned the art of leadership as a warlord, and picked up the glaive as his favored weapon shortly after joining. Over time, his companions in the Fervid Eye began to call him Poetry due to his philosophical stances on combat and death. He took on this name with full pride. During the fourth year of his service, however, a group of Duergar pirates raided the northeastern island of Harseis where Raikos was stationed. During the violent battle, Raikos’ most trusted ally and friend since childhood, Brevis, betrayed the Fervid Eye at a crucial moment and managed to frame Raikos for the ruin of Harseis. Raikos managed to escape Zendankht by gaining passage to the neighboring Archipelago of the Coipor Alliance with a Halfling merchant.
Even though he is unknown within the Coipor Alliance, Raikos still holds an unnatural distrust of his fellow Tieflings due to past events. He keeps his symbolic name of Poetry to himself, only willing to share with those he can absolutely trust, if anyone. He has kept a dedication to the path of the warlord and keeps his glaive as a symbol of strength and retribution against anyone who wrongs him. Raikos has come to accept Brevis’ betrayal without question for his motives and is now striving for a new path. This is not to imply that he wouldn’t kill the bastard on sight.
Raikos was last seen leaving port out of Beta Island. His ship never returned.
Notable Acts: [blank]
Heroes of the Northern Strife, Part 1
Petru MakhovenShadar-Kai Wizard
Biography: Born TH 10033. Thriving off of peak experiences, Petru is a normal specimen of a Shadar-kai. At a young age, he was found to have magical talent and began training as a wizard. Even though he still studied hard at training his arcane prowess (of which honing great skill was quite an ambition for him), he found most of the times cloistered up in the library pouring over spell books ended up being quite dull. Foregoing much sleep after his studies he began stealing small trinkets from shops here and there. The rush of almost being caught a few times made it certain that he was hooked on thievery. Soon he was picking pockets on the street, and he would venture out of the Shadowfell to Aleen-gha. Petru soon found himself in the city of Sjobo. He then got caught while trying to thieve the some of the richest places. He succeed taking some trinkets from some wealthy manors before being caught, not putting up a fight, and sent to Roanac.
His body has many marks and scarifications are placed artistically all over his body, usually carved with some metallic implement marking certain achievements, blunders and experiences.
He is cautious, at least for a Shadar-kai: he knows when he is beat. He disrespects the given authority, but respects the power that they command and hold; he will try to topple authority and put himself in it's place.
Heroes of the Northern Strife, Part 2
Behati Huntington-SwanepoelHuman Ranger/Bard
Biography: Born TH 10038, Mesnin 21. Behati was born and raised in the circus. From a young age, the burgeoning Behati was taught the tricks of the trade becoming a skilled acrobat and entertainer from his dedicated parents and jovial circus folk. With time, he soon found a new love, not just for tumbling and flying through the air; but with song and archery. He came to focus his prowess on improving his shot, aim, and composition. By the time he was in his teens he found himself performing music and dance to attract crowds to the circus, and pulling double duty amazing his captured audiences with his feats of eagle-eye precision hitting targets next to his friends’ precariously positioned appendages.
Upon his 18th birthday Behati’s parents died in a tragic trapeze accident that left his mother decapitated and his father bifurcated. It was an unforeseen event and completely without reason, just a pure freak accident involving faulty rope lines and misplaced swallowing swords. Devastated by his loss, Behati woefully fled his familiar circus life and pursued a life far too different in his upbringing. He wandered the cold world he was sheltered from in the warm circus tent and left his successful career behind. Another member of the travelling circus, Dill, joined him for his own reasons.
Now two years later he finds himself and Dill living in the wilderness, hunting and living off the land not knowing a path to follow. Aside from playing his music to the woodland creatures, he keeps his art and passion in his heart and rarely shares it with others.
On a normal wintry day in the mountains, Behati finds himself tracking down dire voles for food. He and Dill come across a recent battle and looks upon a band of wearied and saddened adventurers, with a pair of unfortunate lost souls lying in the freshly fallen snow…
B.I.G. (Bulwark Infused Guerrilla) UnitWarforged Swordmage (Formerly a Knight)
Biography: BIG was commissioned by the Draernic Dwarves to serve in the battle against Sjobia. During a small scouting mission west of Sjobo, BIG and his team were overcome by an avalanche. Buried in the snow, BIG went into standby mode waiting for someone to find him. As it so happens a group of adventurers happened to stumble upon the Iron Giant. When they revived BIG he had forgotten everything before he was frozen. With no other option he joined the band with a new directive, protect his saviors from harm. Who knows if he will ever remember his original directive for the Draernic Dwarves, to kill all humans.
Biography: Born TH 10036, Mesnin 20.
Biography: Born TH 10013. The roving female orcish clan called the Jemoritial Plague (named after the group's founder, Jemorit, now worshiped as a goddess) was a loathsome, brutish group: raping and pillaging all across the frozen wastes. Needless to say, many of the rapings resulted in children: females were trained as marauders and males were abandoned to perish in the cold.
Dill was, like many other unfortunate male births, left to the cold to die. But fortunately for him, there was a merry band of knights tracking the clan across the tundra that stumbled up on the newborn Dill and took him for their own. They raised him as a servant, to cook the meals, and clean the waste of their noble steeds. When Dill was coming of age, one knight by the name of Hiroshi Catan decided to take on Dill as a squire and to train in the arts of combat. Eventually Dill rose to the rank of knighthood, an expert in the art of sword-and-board combat.
On one fateful evening, a few of the band were on a mission at night, tracking down what they believed to be thralls to a powerful Alhoon. They were ambushed by a group of evil cultists. One of the clerics of that cult cast a Cause Fear spell on Dill and he ran away from the scene. Disgraced at his cowardice, Dill joined a circus as a cook and stablehand (not using his combat abilities). At this circus, he befriends Behati. When Behati fled the circus, Dill revealed that he was a capable fighter and fled with him. Over the past few years Dill was traveling with Behati through the wilderness and on to his next great adventure...
Biography: Born TH 10040. As a young bug I was always fascinated by the outside world. I grew up in a close nit society of Thri-kreen (the Krichenflowa Tribe) and only saw outsiders when they were captured by our warriors. Due to my fascination with these other creatures, I snuck into the POW section of our camp whenever I had the chance. I got away with doing this for years and became very good at maneuvering around without the notice of my fellow Thri-kreen. I found ingenious ways to run, jump, flip, and bound my way into spying on these different creatures.
I would have never been caught except for my curiosity with a certain prisoner. He was a shifter that called himself Red Wolf. He was only in our camp for a week and randomly disappeared without a trace. He told me that there were other ways to live than what I’ve always known. This intrigued me and whenever I got a chance I would beg him to tell me more about these different ways of living.
I was already an outcast in my society. I could not relate to any of my people. No one understood my fascination with learning about different cultures, so when Red Wolf randomly disappeared I went out looking for him. I ended up in the woods; in the Barrage at a cabin. I noticed several different creatures inside and made myself noticed. It was a group of creatures around my age and they told me that Red Wolf had asked them to go on a “quest” of sorts for him. Intrigued and dying to know more about Red Wolf I decided to join them. Being a natural outcast I had no inclination to whether these other creatures were pleased or displeased with my company.
Fortuno LaiyeShade Invoker/Shaman
Biography: Born TH 10039. Born in a band of wondering gypsies Fortuno was known as a miracle baby. Born a month premature, everyone assumed that he would be dead within the first week. His widowed mother named him, aptly, Fortuno and continually told him that he was a child of Lafoz, the God of Luck.
One week before his 8th birthday Fortuno saw an eagle eating a crow while a mouse covered in ink escaped into the forrest. He knew this was a bad omen and tried to convince his fellow gypsies of this fact. They disregarded his warnings as the imaginative pandering of an overly creative youth.
On his birthday the gypsies encountered a roving band of shades, humans who have sold a piece of themselves to the Shadowfell in order to take on a number of dark qualities. He was fascinated with these strange people and the night of his birthday he snuck out of his camp to go perform the ritual to become a shade. At first the shades refused because of the intense dangers involved in the ritual, but at his persistence and after hearing about Fortuno’s obsession with omens and fate they relented.
The ritual took all night and in the wee hours of the morning Fortuno emerged a shade. He returned to his camp to await punishment from his mother for his rash actions. But when he reached the camp it was in shambles. The omen of the eagle, crow, and mouse had indeed become true. That night a roving band of slavers ransacked the camp killing most and kidnapping the rest.
Using his newfound art of the shadow, Fortuno followed the slavers around for 6 years waiting for the omens to give him a chance to rescue his mother. During the long years Fortuno developed his skills any way he could. Not far from the main camp that his mother was being held at as a slave Fortuno found a Shaman and Invoker, both masters of their art and married. They allowed Fortuno to stay with them and they even instructed him in their methods of battle. Over the 6 years Fortuno brought his mother food every day without her ever knowing whom it was bestowing this kindness.
Exactly 6 years from the day Fortuno saw the omen of the eagle, crow, and mouse he was making his way towards the slavers camp. Along the way he saw the corpse of an eagle on the ground being scavenged by a lone mouse. He knew that his time had come. Each day following he found something as he was bringing food to his mother: some silk rope, a climbers kit, a strange magical bottle, a magic rod, an odd magical necklace, and finally some magical armor. On the night of the 7th day, his 14th birthday, he snuck into the slavers camp just as he had every day for years, but this time his intention was quite different. Using the tools which fate has proffered up to him he infiltrated the camp and rescued his mother.
Reunited with his mother, he disbanded his training in the magic arts. He decided to move to the major city of Sjobo in order to live a normal life with his mother. For years he lived in Sjobo with relative happiness. He cared for his mother and made a living doing anything that Lafoz and fate had in store for him, from fortune telling, to cleaning houses, to small local adventuring. Because he obviously wasn’t human and since shades were very sparse in Sjobo, he wasn’t readily accepted, but he made it by.
When he was 19 years old and unemployed, he was walking the streets of Sjobo looking for work. For no real reason he ventured into an alley which he had never been in before. The small alley was mostly empty except for a small cage in which he found a mouse covered in ink. He released the mouse from his cage. As the mouse scurried off he noticed that there was a note on the inside of the cage. It read simply, “Find your fate well at the lucky star.” He saw this as an omen, he asked around and found that there was a bar called the lucky star on the other side of the city. He went there and stayed until nightfall. For three days he went to the lucky star from morning until night without any omens. But on the third day he got was he had waited for… He found the white minotaur, Valonia and immediately knew that she was destined for great things, among them having a part in ending the eternal winter that plagues the whole of Bottenhavet.
Notable Acts: [blank]
Biography: Born TH 10042.
Biography: Kossiss was hatched TH 10037 into a small clan of Ice Kobolds who reside not-too-far to the East of Sjobo. This clan, known as the Cult of Shirotatsu, are worshipers of the great white dragoness of the same name.
One day Kossiss decided to sneak into the chamber of elders in an attempt to steal an orb that they believe to be the Eye of Shirotatsu. This was an unsuccessful heist. Upon being caught, the cult elder Thizziht banished Kossiss to the harsh wastelands of the surface world.
Unable to survive on his own in the wintery wonderland, Kossiss was forced to join a group of adventurers travelling in the area. With their help, Kossiss hopes to one day master the form of the ancient dragon so that he can show Thizziht who's boss.
Biography: Born TH 10034. Neveah, a descendant of the Feywild and a chaser of storms, left her people as a wildflower. The Wilden look down on storm chasers as those who do not fully control their powers of the natural world. She is strongly pulled towards the dynamic and seeks to create equilibrium. Thus, she found herself among the adventurers before the Red Wolf to satisfy her desire for calming chaos.
Rarity Twilight Dash
Pixie Druid (Sentinel)
Biography: Born TH 10042.
Notable Acts: [blank]
Biography: I'm a travelling bard. I go around trying to help anyone who needs it, preferably (but not always) for good. You see, my family was not always on the... positive sides of certain situations, and we struggled a lot with just getting by. We could not get any help from others because of their actions and our family was forced to live a nomadic life. This was no difficult, considering my mother was a wizard and my father was a ranger, and myself taking the path of a bard. I always had a talent for musical instruments - some called me a virtuoso.
A few years ago, a few of the parties whom my parents had angered before we left found us. They didn't really fill me in on the situation, but they were taken and I assumed killed for a debt. From that moment, I vowed to try to help everyone that needs it and I believe that these deeds will come back to me in my favor. For my last duty, I was asked by some druids to come negotiate with the orcs regarding passage to the Feywild. Considering my eladrin background and connection to the Feywild myself, I thought this would be a great opportunity to hone my skills. Turns out one eladrin bard can't do anything against a whole hoard of orcs, as they don't seem to be quite as enchanted by my songs as everyone else. Thus, I was thrown into a cell and was unable to escape, until all of you cam along.
I am already indebted to you for your actions, so I will do my best to help you and pay you back. And monk, I can already tell that you don't have good intentions, so I will be keeping a close eye on you. If you try to harm any of this group and I catch you, you will pay.
Styrbjörn StarkeHuman Highlander
Biography: Born TH 10041, Boreaus 20. Son of Askold and Dir Starke - direct decedents of Vartrynka the Barbarian King. The Starkes are one of the few families who still train in the ways of the Highlander.
Styrbjörn has shown himself to be especially gifted in the ways of the swinging blade. At the age of 16 he is officially coming of age and is ready to embark on his passage to become one of the Highlander Elite. His first task is to climb the the nearby Hardrada mountain to pick a Thorfinn Flower which only grows at its peak.
Growing up he and his family enjoyed political seclusion while still maintaining their high social status. They live about 15 miles from the Kingdom of Sjobia. Shortly after Vartrynka the Barbarian King unified the tribes of Bottenhavet, they migrated to what is present day Sjobia. The Starke family remained next to Hardrada mountain in order to protect the tradition of the Highlander. Now that war has broken out the Starke family is pushing for the reinstatement of the Highlanders as a military force, as over the years the Martial practice has been pushed to the wayside.
Ulric ThorfinnMul Avenger
Biography: Born TH 10038, Ibek 13. He is the bastard child of Magnus Thorfinn the Bold (Human) and slave Mala Kravenfoot (Dwarf). He is Mul. Half-human and half-dwarf and accepted by neither. At the earliest convenience, he was sold for a high price (as Muls are valuable slaves). He passed hands between several slave traders until ending up in service to the garrison of Brakk Castle, in the farthest province of the Kingdom of Sjobia at the age of five.
His duties for the garrison included maintaining the facilities (shoveling **** out of the stables), repairing equipment (sharpening hundreds of spears, swords, and axes) and assisting with training (having the piss beaten out of him on a regular basis). He did this for over twelve years.
His only source of solace came from Yarrak the Biter, priest for the Order of Thunder (Kord) and retired berserker (called the Biter because he would gnaw on his wooden shield before battle). Yarrak saw a great potential warrior in Ulric and tutored him thoroughly. He taught him tactics, weapon-lore, and martial prowess. He also, surprisingly, taught him how to read and write.
From Yarrak, Ulric developed into a tough, resilient, and intelligent man with a degree of wisdom that far exceeded his age. He took to the teachings of Kord with all his soul, striving to live life through strength and power. Those who were weak were to be guided and protected. Those who were cowards were to be scorned and despised. Enemies were to be defeated, both on the field of battle and through other means. He began to see much cowardice in the soldiers that tormented him.
At the age of seventeen, he killed one of the garrison's soldiers. Garr Sobo was one of those cowards who continued to torment Ulric for years after other soldiers had accepted and even embraced Ulric growing martial skill. He could not accept that a slave could be anything but subject to his will. Yarrak, under cover of darkness, helped Ulric escape Brakk Castle to avoid being killed. Yarrak, almost seventy at the time, fought off twenty garrison guards to allow Ulric his freedom. He had a glorious death.
Ulric swore that he would live by Yarrak's teachings and the battle philosophy of Kord from then on. With newly found freedom, it is only a matter of time until Ulric Thorfinn develops into the warrior that the old berserker saw in him.
Biography: Born TH 10035, Valonia, a white Minotaur, was prophesized at birth by her tribe to be the one key element in ending the Winter. She grew up excelling in all manners of battle and was more courageous and cunning than her fellow male counterparts but always had an air of divinity in her mannerisms. On the dawn of the Winter Solstice at the age of 23, she was struck with the urge to pursue a path that tugged at her heart. Valonia did not quite know what it was for but the colors of the wind seemed to show her the way. So she packed up her essential belongings, bade farewell to her family and headed in the direction of the wastelands of Buriqara.
Heroes of the Haven Infiltration
Brokk DawnforgeDwarf Cleric, Radiant Servant
Biography: Born TH 1847. Brökk Dawnforge was born in the Clandeggin Mountains in northeast Larshün-Rovanda. At an early age, he noticed that he had an unnatural dislike for life in the dimly lit caves of the Dawnforge Clan. He eventually finished up his clan duties when he was a young adult and decided it would be best for him to find his path elsewhere, outside of the clan’s ties.
After leaving, he encountered all sorts of people and discovered vast new realms beyond anything he could have ever imagined. Within a few years, he had joined up at a monastery of Pelor that was located in the small town of Sharn. For several years, he was known simply as “the Dwarf monk of Sharn.” After nearly a decade of dedicated service to Pelor and his humble temple nestled in the eastern foothills of the Zauk Mountains, he was bestowed with divine powers through the hierarchy of the clergy. Afterwards, he has served as a devout missionary of Pelor, spreading his divine light to any commoner who would lend him an ear and conquering any evil abominations that cross his path.
While on his travels, Brökk came across an old Warforged ex-soldier who had long studied the ways of the arcane, utilizing his own body to hold many magical items and weapons to his advantage. In talking with the living construct over a the period of a few months, the Warforged, Cook, agreed to accompany him as an apprentice of sorts, despite the enormous age difference (Cook is several centuries older).
Now at the ripened age of 152, Brökk has come to know much about the world around him and has gained much insight into the true ways of things and in regards with Pelor. He still travels the regions, hoping to spread the word and power of Pelor to those in need with a gentle smile on his face.
Biography: Created approx. TH 1500. Cook was created as a part of the massive Warforged army forged during the Black Sun Crusade on the continent of Ro'thas.
He has no knowledge of this former life, however. After the events that transpired during the crusade, he along with the bulk of the army was decommissioned.
Several hundred years later, looters had reactivated a small number of Warforged in the area of Haven. Cook was sold as an indentured servant where is primary function was to serve food to a rich lord. In his spare time (while the Lord and his subjects were sleeping) Cook took many hobbies in the basement of the kitchen. One thing led to another, and eventually Cook became a master artificer, weaponsmith, and healer.
When an adventuring party containing Brokk Dawnforge came through his town, Cook decided to leave the Lord's Lordship and submit himself as an apprentice to Brokk. They have travelled together since.
Heroes of the Vale of Lost Memories
Ferrathyn ElvannonElf Avenger, Favored Soul, Chosen
Biography: Born ______. Ferrathyn hails from the great city of Thenedrin, capitol of Shenvelir far to the south. When he was born, Shenvelir was ruled by Shimrod of the Aldaran family. Shimrod was infertile and therefore the next leader of Shenvelir was going to be selected by a great tournament following his death. Each house of nobility was able to choose one fighter to participate with the hopes of becoming the King of Shenvelir.
From Ferrathyn's birth the noble Elvannon family knew of the eventuality of the tournament and thus they trained him to fight. As Ferrathyn grew close to the fighting age of 18 he was widely known as the best young solo fighter in Shenvelir. But only months before his 18th birthday King Shimrod died. The tournament was held and much to his chagrin Ferrathyn wasn’t allowed to participate. His spirit utterly broken, Ferrathyn left Shenvelir and headed north to seek adventure and a place where he could put his fighting skills to use.
Notable Acts: [blank]
Yirgauk DegginkinGoliath Warden, Goliath Juggernaut, Unyielding Sentinel
Biography: Born AB 2088. Yirgauk hails from the Degginking Clan, a group of nomadic goliaths who call the Grand Guard Mountains home. According to the rites of Degginkin, each and every clan member must face a series of competitors in what is called “Kargen.” During Kargen, initiates must face other members of the clan in hand-to-hand combat in succession of their clan rank, up to the current leader of Degginkin. The initiate does not have to win at each competition, but only challenge each one in immediate order, with no breaks in between. If the initiate manages to get through Kargen still standing, he or she becomes a “Hokken,” a member of the elite martial unit of Degginkin. Yirgauk never became a Hokken.
During his Kargen, he killed another Hokken named Gontor, which is absolutely forbidden according to the Degginkin rites and results in an immediate exile from the Grand Guard Mountains. While Yirgauk rarely speaks of this absolute dishonor, he maintains that his actions were in self-defense, and that Gontor would have killed him had he not defended himself. This was 18 years ago. Since then Yirgauk has traveled all over the continent of Gignes, honing his primal skills and perfecting his physical fitness. With a band of other heroes, he has seen many adventures and has defended his friends from harm. Recently, his adventures have led him to the Vale of Lost Memories, a humble valley surrounded by the very mountains from which he has been exiled for nearly two decades.
Notable Acts: [blank]
Heroes of the Swamp of Vutha Valignat
Biography: Born SH 1292. Archimonde was born in the forbidden city of Erad on the same day as two other children, Jade and Velen. The parents of all three children were bound to exile following their births. Before the umbilical cord was cut, an Eradar prophet gave each of them a prophecy. To Archimonde, he declared a life of victory and power from the gods; he will rise and his power will eventually lead to his fall.
From an early age he was very independent and took his prophecy so seriously it became his lifeblood. He became tenacious and somewhat ruthless in the search for power and advancement. He remained in Erad until at the age of 18 when the young champions of the Eradar, as the three had become known as, went off on their own journeys to find their place in the world and achieve greatness.
Velen and Jade had become like brothers and went off together leaving Archimonde to find his way. Archimonde quickly stumbled across Douven Stahl of whom he became apprentice to.
Velen's prophecy: Velen will become a leader and a prophet. He will be set apart from those closest to him and become an enemy of evil.
Jade's Prophecy: Jade will be servant to one and General of the masses. He is the greatest of the three and will know power rivaled only by the gods.
All three were destined to become leaders of the Eradar as the Divine Triumvirate following their journeys.
The Eradar are a highly religious race and they heavily emphasize the practice of magic. They consist primarily of Tieflings, Changelings, and Devas. According to their lore Archimonde, Velen, and Jade are princes sent by the gods to rule over them and bring the Eradar to its apogee of existence. No one knows what this culmination will entail or where it leads, but they simply have faith in their prophets and act accordingly.
Also the order of their births: Jade was born first, near the crack of dawn. About 30 minutes later Velen was born. Finally, just before sunset, Archimonde was born. This marked arguably the most influential day in the past, present, and future of the Eradar.
Archimonde was killed by a band of heroes in the Battle of Spearsdale.
Kalashtar Cleric, Compassionate Healer
Notable Acts: [blank]
Shifter (Longtooth) Cleric
Lendin/Ki-AmarEladrin Wizard --> Genasi Sorcerer
Biography: Born approx. SH 1200. Having been born in the forests of the Feywild, I do not know my origins. I believe myself to be of Eladrin decent but the magic that stirs in my veins causes me to doubt my entire being. I long to know from whom I belong… The only parent that I know is the magic. It calls to me, drawing me close that I feel more connected to it more than any other being. I have these strange markings on my arms and legs and once in a while I feel very far away as if the elements that surround me call me to a place I know but have never been.They say our ancestors call to us. The only ancestor I know is this simple scroll that tells of my humble beginnings. It gives a single word: Ki-amar. I am not sure what it means. I have spent the better part of my adult years and the magic I know to decipher this word but to no avail.
Also, among the writings that have survived the ages are the following:
Fire genasi are proud of their ancestry and consider themselves superior to normal Humans, although the smarter ones don't make an issue of it. Because the efreet-descended genasi have almost no chance of finding their original elemental ancestor (who have long since been slain, banished, or imprisoned when their empire was overthrown), they make no effort to do so and enjoy the gifts that the ancestor's blood has granted them. Fire genasi enjoy the company of their own kind and have been known to form elite groups of mages or fighters that hire themselves out on the basis of their skill and heritage. They have been known to adopt fire genasi children of Human parents as well.
I am not sure if this is a history lesson that I should know or some article left to me by my parents. I do know that I am something more than just pointed ears and clever drawings on my skin. And so the story unfolded one day…
After completing my training with Douven Stahl, I went in search for adventure never knowing where I would lay my head and study my spells. Everything I had just learned waited to be tested. Little did I know I would be tested beyond anything my training had prepared me to face…
It was on one specific journey that I was visiting with Douven Stahl when he handed me a gold scroll with flames inscribed on each side of the case. He stated, “I don’t know its origins—only that it was left with me after your years of training were over.” I was amazed that anyone had searched for me enough to know that I had trained here. More so, I was concerned that I was being followed, and if so, to what extent?
After spending some time and gold, I found no evidence of being followed any more. Thank the gods! So now my time is all focused on this very interesting scroll.
I spent some more time and gold taking it to the Tower of Mages. Sadly to no avail. No wizard, mage or scholar could tell me where it came from, its date of origin, nothing that would give me any idea towards deciding my next step.In the mean time, I hear that my instructor, Douven Stahl has gone missing. Joining my other graduated classmates; we have ventured to different sites and have now stumbled across a cult of some sort. The markings that are on my body are growing and are also starting to glow. I am growing very scared but also have a sense that there is more to come…
The time has come. While on my own time in trance and meditation, magic has shaped me to what I am now. The flare of light was so sudden and cosmic that it felt like I was torn into many parts and put back together. The magic rushed through me like the North wind leaving me shivering and aching. I hurt from head to toe and having all the room swirl around and around. I came to consciousness not evening knowing that I had passed out from the pain! I looked at my surroundings and was still in my room yet something was different… I was different and suddenly things were clearer.
The joining of human and efreet had created me along with the magic that is now trapped in my veins. I am a sorcerer and have powers that will enable me to become great. Few others are my brethren and I am not sure if any survived our time of enslavement.
I have a new sense of life. Feeling more complete, I am the rebirth. I am Ki-amar.
Notable Acts: [blank]
Biography: Born SH 1284. Born in Spearsdale, Moriancumer is the only child of the urban peasant couple Samuel and Soraya. His mother died giving birth to him, and Samuel raised him for 14 years. On Moriancumer’s 15th birthday, his father was injured while working on the site of a noble’s new mansion. Three days later Samuel died after his amputated arm became infected.
Moriancumer is generally good. When he is unable to find honest employment he turns to stealing from the wealthy to make ends meet. In his heart he struggles to rationalize his position in society. However, his attempts to rationalize his lot in life were compromised when he overheard a small conversation in a local pub. A man by the name of Henry Adams lamented that he had just been conned out of his entire life savings. The man who had done the conning was a well-known and well-to-do merchant. Moriancumer was so enraged by the tale of Mr. Adams that he snuck into the merchant’s home by night and carried off his most valuable possessions. Just before leaving the house one last time, Moriancumer went to the bed of the merchant and then roused him from his sleep. He warned the merchant that if he were to do such a thing again he would never sleep another night. Moriancumer then restored Mr. Adams’ previously lost fortune. Since then, Moriancumer has been quick to steal from the wealthy and give to the poor. He keeps little for himself, and thinks more on those who are in need. He considers his actions to be noble and just and he seeks out like-minded adventurers to help him in his quest to help the poor and desolate.
Even though he was raised in poverty, his father taught him good manners. He is polite, responds well to leadership, and has even been known to smile now and then. He’s eager to enjoy life, and he feels that poverty is no excuse not to have fun. He enjoys making others merry as well. He is, however, dedicated to the idea that the wealthy are generally the bad guys. While he believes in treating everyone on equal terms, he must grit through his teeth if forced to make conversation with someone of a higher social status.
Notable Acts: [blank]
Heroes of the Orbs of the Archeron
A.D. 6464Warforged Fighter, Knight ProtectorBiography: Date of birth unknown. A.D. 6464 (ay-dee) dutifully protects the halls and territory of the faraway magical university of Boar Herpes. As a guardian, he is charged with ensuring the safety of the students and the faculty from all outside harm.
During the excavation of what would become the school's foundation, workers found the scattered remnants of a battalion of warforged soldiers. The founding clerics and paladins assumed they were from an era long ago and had been casualties of an ancient war.
Unfortunately, generations of plate tectonics and the building of the school and damaged most of the remains beyond repair...except for only a handful. A.D. 6464 was inscribed upon the one of the last salvageable warforged, and so the founders took it upon themselves to try and revive it.
After many years of research and failed attempts, they were finally able to resurrect the warrior relics. As AD awoke and came to, he looked upon the strange, but wonder-eyed faces of his benefactors and knew nothing of himself. It seemed the ancient magic that had breathed life and knowledge into him before had long since decayed, but new magicks had infused him with new life and purpose.
It has been nearly 300 years since Boar Herpes opened its doors to whoever had the dedication and will to learn the ways of altruistic magic. And throughout the years, AD has stood by protecting the very school and legacy of those that saved him.
He comes to Spearsdale with a message for Celador from Io Kane, summoning Celador back to Boar Herpes for an important gathering. Io Kane, knowing the trouble's of the region, sends the dependable guardian to assist his old friends and companions.
Notable Acts: [blank]
Eladrin Artificer, Clockwork Engineer
AthenaEladrin Sorceress, Wild Magess
Biography: Born approx. SH 1250. Athena hails from the Silver Vale with her roots tracing back to Feywild. She grew up with two older brothers but frequently wandered off by herself. As a child, she played with the nymphs in the forests surrounding her home where her natural talents in the arcane were encouraged. Silver Vale was a booming merchant town that brought in dangerous goblins and savages that lurked in her magical forest so she learned early on how to dance with swords. Despite coming upon 75 or so encounters like this, she is hardly scarred by fear of adventuring. In fact, it was actually the catalyst for her childhood dream of being a superhero who champions big bad guys. Besides, somebody needed to protect her beloved nymph friends!
As soon as she was old enough to leave the nest, Athena bid her family farewell and traveled the world, making many friends along the way. Naturally, she picked up the languages of many races. For many years she made herself the disciple of various wizards and sorceresses. One by the name of Jesus taught her how to walk on water with the gift of magical boots. After she left the desert where Jesus resided, she came upon the savannah and lived among nomads who herded elephants. One of the nomads was an alchemist who mistakenly turned one of his elephants named Tantron into a figurine and tossed it aside to Athena. She keeps it with her as a reminder of her distaste for the selfish ways of alchemy.
Originally beginning her study of the arcane arts with eladrin wizards, Athena took off once more on her own to study independently because she didn’t like how controlled the magic was. To her, she felt magic and the arcane was to be a more natural and fluid experience of shifting nature, rather than controlling it like the stuffy scientific-minded wizards.
While wandering through an outdoor market, an unusually cute little book imp was informing Athena on where she could find a book of tomes while trying to convince her to sell her soul for the knowledge. Athena found this to be pathetically enduring and so took the imp along to try to teach him about the benefits of being good.
Always a free spirit, Athena always goes wherever the wind takes her.
Notable Acts: [blank]
Golram StormbearerHuman Sorcerer, Lightning Fury
Biography: Born SH 1256. Golram Smucklump has led a fairly unimpressive and meager life, the only thing that he can really take credit for is growing the largest pumpkin in his village of Dunkelberg one year, something attributed to his years of backbreaking labor on the pitiful plot of land he inherited from his deceased uncle. He hated his work but never really thought of leaving his seaside farming community because it is all he knew.
This all changed when one day in SH 1298 while chasing a rogue pig up to the local lighthouse, Golram noticed that the storms that were coming into the bay were more peculiar than usual. He became entranced with the swirling clouds, arcing lightning and crashing thunder that seemed almost more than he could comprehend, when suddenly the storm seemed to pause. The wind abated, the lightning ceased and the rain quieted. Golram felt as if the storm had become aware of his presence and took notice of him. He noticed that the massive cloud formation seemed to turn to face him and all of a sudden it struck him. It blew him down with a thunderous gale of wind and drenched him with an instant torrent of rain and struck him with the most intense bolt of lightning he had ever known, all before being thrown into the sea.
A few days later Golram awoke sputtering on the shore just a few hundred yards from the lighthouse. The day was clear and the sea calm and he had very little recollection of what had occurred. He went back to his farm and continued with his monotonous work as normal with no memory of the incident with the storm except for a recurring dream about a spark and a tingling feeling every so often in the tips of his fingers.
Later that week the local tax collector came to collect the due but Golram was a few silver short, the collector, a fat shortsighted man with a bulldoggish face, raised his hand as if to strike, Golram threw up his arms in defense and a great arc of lightning shot from each of his hands striking the ground in front of the collectors horse and lighting his own barn on fire. The startled horse ran all the way back to town, not that the collector was opposing the animals instincts, as shocked as he was. Later that day the collector returned with soldiers in tow and had Golram evicted on grounds of dangerous sorcery. Golram looks back on this day as the first day of his life, he left behind his small village and with it he left his name, he has taken to traveling the world to refine his newfound power and discover all of the secrets of the storm as the Stormbearer.
OgtherHalf-Orc Barbarian, Fearbringer Thane
Biography: Born SH 1286. As the illegitimate son of a tribal princess, Ogther seemed destined for obscurity. His mother was raped during a violent raid from a group of sword-wielding brigands. Some say she was impregnated by the infamous half-orc pirate king Ka-jorn. That is mere speculation. Regardless of the father, Ogther was born a bastard and thus, dishonor followed him readily through his childhood.
Kor Clan is palisade fort deep in the Mountains of Skyshelf. A modest kingdom at best, it is led by a chieftain of the same name. Kor, was the only reason Ogther wasn't killed at birth. Though his daughter was shamed by her attackers, he saw potential in the quarter-human babe.
At 13 Ogther was not nearly as strong as his contemporaries. On his first raid, it was predicted he would not make it through the first charge. Not only did Ogther fight bravely and kill honorably but he also exhibited a more tactical mind than the other Orcs.
At 17 Ogther himself led a raid thirty Orcs strong to a cave hideout of criminals and brigands. Instead of following the common tactic of charging into the darkness, Ogther ordered an avalanche be teased from the mountainside. The result left nearly fifty humanoids trying to dig themselves out. When they finally did (after five days) Ogther was ready. Ogther and his band chopped the heads off of all who crawled out of the rubble. Their sun-bleached skulls adorn the palisades of Kor Clan to this day.
At 22, Ogther was a respected member of the Clan. And then Kor died leaving a first son who was brutal as he was stupid. Gant was a cruel and wretched Orc. Cruelty is not necessarily a undesirable trait when it comes to Orcs, however, Gant was cruel to his own Clan which was generally frowned upon. That same year, Ogther organized a coup to replace Gant with himself as chief. When final one-on-one combat between Ogther and Gant commenced, the cheers for Ogther were deafening. It was not to be. Gant, full blood, was not about to let the quarter-human Ogther embarrass him. They raged together for one whole hour before Ogther found himself gut-cut and dying. Gant, in his cruelty, ordered Ogther be thrown in the nearest river. He refused to let the part-blood die with honor.
When Ogther awoke, he was in a carnival tent being nursed back to health by a woman who claimed to be a midget giant (though Ogther thought she was probably only a normal human). She had fished him out of the river far down stream from Skyshelf. He spent the next year as a circus performer and part time prize fighter.
Ogther, at 24, longed to go back to Kor Clan to face Gant once and for all.
But he found himself with a band of adventurers after a drinking contest in some city he cared not the name for. As an Orc without honor, he figured, it was the best he could do for now.
Ogther is currently retired from his adventuring career. He can be found in the camp of the former Bal-Sah Battler camp outside of Augusthaven.
Githyanki Swordmage, Sigil Carver
Ranzava BaatuHuman Bard, Karmic Shaper
Biography: Born SH 1286. Ranzava Orsini Baatu is son of Jahad III and Elsiin Baatu, wealthy nobles who have gained renowned throughout Spearsdale over the past four generations since their family emigrated there from the Isle of Delia. He has three older brothers, Jahad IV, Ishyoba, and Ysidoro Baatu, all of whom have lived up to their family name and have brought prosperity not only to their family but to Spearsdale as a whole through their mercantile exploits. Ranzava on the other hand chose the path of the theatre and has since made a name for himself throughout Spearsdale as one of the few truly talented performers of his generation.
Due to his moderate fame, Ranzava has become a bit conceited, but he usually means well. While his actions may not always prove to be the most ethical, he insists on the principle that the ends justify the means and fancies himself as an “eventual altruist.”
He is infamous for accidentally burning down the theatre of Spearsdale five years ago (SH 1305). However, through his talents and his charming words, he convinced his brothers as well as hundreds of other residents to rebuild the theatre and erect a memorial to honor the thespians who died during the fire. The play that was showing at the time of the fire, titled “The Fall of Nerath,” has since become a local favorite and is played at least thrice a year.
He is always on the lookout for adventure and for future stories and epics to tell. Where there is adventure to be had and good deeds to be done, Ranzava will do all in his power to be there, fighting amongst his comrades for an “eventual” righteous cause.
The Delians have developed a hatred for the Baatu family ever since they abandoned Delia in search of a new life over three generations ago. The only way they might consider forgiving their sins against the tribe is if Ransava could bring some new technology or philosophy to contribute to the Delian tribe's well being.
Shaded OneShardmind Rogue/Ranger, Verdant Stalker
Biography: Birth date unknown. Shaded One came into consciousness when Dwarven miners were excavating the mountains near Sjobo. He lived with the dwarves for several years picking up whatever skills he could. In the black of the mines he learned how to shift through the shadows and remain out of sight only to strike from a distance when you least expect it.
While visiting Sjobo for supplies, Shaded One heard about the Triumvirate of Bahamut and decided he wanted to join. Unable to find a way to do so, he decided to slay as many demons as he could until they would let him join. For several years he traveled around killing as many demons as he could while living off of money from bounty hunter contracts and the like.
Eventually his actions were recognized and he was enlisted by the Triumvirate to guard an unknown artifact in the Dao Salam Desert far to the south. He has lived in Krusjik for 12 years protecting the artifact and working for the Triumvirate.
During this time the Triumvirate has shown him very little attention. While he believes he deserves more honor and notoriety, Shaded One has tried to remain faithful and obedient. He is looking for his next opportunity to prove himself and set himself apart within the Triumvirate.
While traveling with a band of adventurers on a quest to save Aleen-gha from the Demi-god the Archeron, The Shaded One was slain by demonic forces. The Triumvirate of Bahamut worked for several weeks attempting to resurrect The Shaded one. Finally, they successfully implanted his withering spirit into the body of a human man. His new biological body made him feel closer to the other beings he had been around his entire life. Invigorated the shaded one adventured on exploring the many aspects of his new body. He even decided to take on a name to match his new self, Dicky Morrigan or DM for short.
Shifter (Longtooth) Seeker, Crimson Hunter
Shadar-Kai Wizard, Bonded Summoner
Heroes of the Illithid Empire of Thithnihl
Captain Christopher AventineHuman Paladin, Hospitaler
Biography: In the days during the siege of Spearsdale, Captain Aventine led numerous defenses of the city. During the siege he was promoted to Captain of the City Guards after the previous three captains were mauled by the demon hordes. For the rest of the battle, after nearly every Speardale soldier was either dead or injured, Aventine persevered by taking the last of the able bodied guards and forming choke-point in the narrow staircase of the south-west tower. After days of constant fighting each of the men around him fell, until he was left alone with the demon hordes. As basically the only military leader Spearsdale has left, he'll need a damn good reason to leave. But, like all men, he can be persuaded.
Notable Acts: [blank]
Dicky MorriganHuman Thief (Rogue), Master Thief
Biography: While traveling with a band of adventurers on a quest to save Aleen-gha from the Demi-god the Archeron The Shaded One was slain by demonic forces. The Triumvirate of Bahamut worked for several weeks attempting to resurrect The Shaded One. Finally, they successfully implanted his withering spirit into the body of a human man. His new biological body made him feel closer to the other beings he had been around his entire life. Invigorated the shaded one adventured on exploring the many aspects of his new body. He even decided to take on a name to match his new self, Dicky Morrigan or DM for short.
The triumvirate sent Dicky through the portal to Spearsdale after the demonic forces which were holding it closed were defeated in the epic battle on the mountain.
Flint the Mountainstrider
Goliath Monk, Mountain Devotee
Notable Acts: [blank]
Half Half-Elf Battlemind, Zephyr Blade
Notable Acts: [blank]
Thri-kreen Ranger, Battlefield Archer
Notable Acts: [blank]
Heroes of the Unearthing
Daiqula BorajinHuman Naval Bureaucrat
Biography: Daiqula Borajin was born and raised on the Dominion planet Baham of the Kazhi Subsector, heavily influenced by the federal politics and massive industrial production. Baham maintains a 3 to 1 export/import ratio, which is uncommon for a planet with that high of a population. His parents, Szo and Rjula, raised him in the culture of his home planet: Those not part of the Dominion Military (Navy or Marines) are considered outcasts and cowards. Thus, Daiqula’s entire adolescence was enveloped within the military, even though he was not officially a private until his eighteenth birthday. During his adolescence, though, he received schooling in Gravitics, Electronics, and Bureaucracy. While in the navy, he served as an administrative assistant and occasional gunner for various minor missions. However, he was dishonorably discharged from the Navy for an undisclosed reason. To this day, he refuses to tell anyone the reasons for his being discharged from the one thing that gave his life a sense of balance.
Now 26 years of age and with no certain future in mind, parents dead from the War of Dominion Secession, Daiqula has become an untouchable. An outcast among outcasts, whose only prospect in life is to be swept along by its entropic currents. He has since left his homeworld of Baham months ago, wishing to never again see it and experience his great dishonor in a culture of great discipline. Now as a ragged passenger of the merchant ship Karthederas, Daiqula is willing to do anything to keep his feeble mind distracted from the great dishonor of his secretive past.
Notable Acts: [blank]
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