Characters

Page 10

Moorum - First Eternal of Evermore
Chaos Symbol 2

And Moorum bespoke to Mor,
"What shalt I undo?"
And Mor replied unto Moorum,
"Nothing less than Creation"

Law, Chaos and the Balance

In the year 690 a young man called Moorden of Evermore was due to marry his beloved Jeline when disaster struck. Jeline and her father were attacked en route to the wedding by two drunken youths traveling back from a riotous religious gathering. The youths beat Jeline's father to death, raped her and killed her, just a few thousand feet from Moorden's home.

When Moorden found her a fury entered his soul. He traced the youth's back to their nearby commune and calmly walked in. Then without any restraint, he wielded his father's scythe and set about dismembering everyone who got in his way.

When he was finished, he set the commune alight and sat down ready to die in the flames. But Moorden was not destined to die that day. An apparition appeared, shielding him from the flames. It called itself Mor and whispered words to refuel the young man's anger.

So it was that Moorden turned to serve Chaos, having experienced the power of random acts first hand. Chaos had taken his beloved's life; now Moorden wanted to punish himself and be utterly consumed by this power.

Moorum
Appearance
Moorden appears as a pale haired old man with red light shifting and moving under his flesh, seeming to emanate from his very skeleton.

He has also been known to appear as white haired young warrior wielding the Red Sword of Chaos. This warrior makes himself out to be a hero but soon begins destroying everything in his path.

Abilities granted by Chaos

Regeneration 20 hit points / round
Heal rate vs Law x 0.2
Flight 100 mph
Naturual skin armor 14 ap.
Chaos Light Manifest 
Consummation
Summon Demon / Command Demon
Demonic Emanations
Eolithic Warp (20th level intensity)

The Red sword of Chaos
+15% +3/+3 (+30% +6/+6 vs Law)
+100% Magic resistance vs elemental / alteration magic.
+50% Magic resist vs all else.
Strikes a second time after every one of the wielder's attacks.
Negate any elemental attack up to 25th level directed at sword or wielder.
The Chaos Devise
Moorden wields the Chaos Devise / Doe (not a device but a devise).  This shifting mass of pure chaos continually changes inducing mind loss at 18th level upon any who view it. It also acts as a x 5 power point enhancer, a +1000 PP store for precast rituals / spells and can absorb spells directed at it or Moorden at 22nd level.
The Ring of Souls
This potent objects is Moorden's prize possession - A ring bestowed directly from the Chaos Lord Mor's hand itself. Directly linked to the Chaos Lord's power it adds +100 to anything and everything. i.e. +100 to all strikes, +100 to all saves, +100 to all physical stats (not mental), x100 to lifespan, +100 lives, +100 to all stat checks and skill ranks ! the list goes on. This is the true power of Chaos...

 
Grisz the BarbarianStorming straight out of the Chronicles of Kryll, Grisz followed in the footsteps of all barbarians before him... starting off big, mentally challenged and muscle bound but ending up intelligent (well almost), well educated and happy to have a thousand men to charge into battle with.

Grisz began his life in a mountain village, living with his mother, father, three sisters and nine brothers. His land of Koranande was at war with the neighboring country of Arymir and had been for about twenty years, so by the time he reach ten years old, four of his nine brothers had already died in skirmishes and raids.

Living in war time made learning how to fight an absolute necessity, so Grisz didn't waste time picking up an axe and swinging it like a lunatic. But his father forbade him from going to war, saying "You're the youngest - you go last," swiftly following that with a kick in the rear and clout round the ear.

So Grisz remained village bound for another seven years, whiling away the time in boredom and brawls with the other local lads. Eventually though news came back of more deaths in the war and to his family's horror, another two of his brothers had charged the enemy and been slaughtered.

The enemy was advancing. Within days a force stood poised to descend on all the local villages, burning and killing as it went. Grisz's village was but one of a dozen in the area and lacked the man power to defend itself. So gathering their things, the entire village moved, converging on the Koranande fort of Heirshweil.

The Arymirian attacked the fort in overwhelming numbers and Grisz had his first chance to wield an axe in battle. It proved to be the defining moment of his life.

Seeing another of his brothers cut ruthlessly down, Grisz leapt from the walls to land among the enemy, axe glinting coldly in the morning light. He then proceeded to wreak havoc, without a care for his own life or who he slew.

By chance he encountered the Arymirian High Priest, but not recognizing the man, took his head clean off. Now the Arymirian's saw this and for a moment were in total shock. Their religious leader dead, they retreated to consult their Gods for a blessing or sign. In the meantime Grisz was a hero... if the Arymirian's had continued their attack, everyone would have died.

When the Arymirian's returned they sent a herald to the fort saying "Turn over the Barbarian who killed our Priest and we swear by all our Gods that you will be spared. We will leave."

Grisz laughed, but seeing the faces of those around him, made a quick exit over the wall. On the run from the Arymirian's and branded a coward by his own people, Grisz traveled for many weeks before catching a ship westward to the continent of Sûl and land of Bandai.

Once there he took up the life of an adventurer and after leading several parties to the slaughter, teamed up with someone who actually had brains - Gortte Lionsmane. His drinking partner, a dwarf called Merrick tagged along and together all three began a meteoric rise to power.

Grisz became obsessed with enchanted weapons, eventually collecting over a hundred lesser items and several greater. He eventually gave these weapons to his followers, after collecting enough gold to commission the building of his own castle.


 
Faith O'Beau
Faith O'Beau
Born on the
World of Urth
Also see
Urth Timeline
Kaine Orgath

As the only daughter of the mage Gaflin, Faith was destined from the very beginning to lead a strange life.
Growing up in Urth's land of Veil, she tried leading a normal childhood but was always picked on and despised by the other local children who often called her "The Mage's cat."
When she reached 13, she decided to leave Veil and explore the World. This wanderlust had always been with her, pulling at the strings of her heart from a very young age. So Gaflin, rather than stand in her way, gave her his blessing and a sword in his keeping... "To protect you when I am not near."

The sword was called Misery, an intelligent blade of quite sarcastic and bitchy temperament. Together they became firm friends and companions on the long journey ahead, saving lives, freeing Princesses (as Faith could never find a Prince in trouble) and stepping from Urth to other realms of existence.

On one of these other realms Faith encountered Kaine Orgath of Urth and fell in love. It was a love he shared but had to forsake in favor of his Kingly duty. Heart broken Faith continued her adventures for many years after, with Misery as her only comfort.

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
SEN
POW
MHP
12.36
13.82
12.92
16.69
14.50
13.48
16.79
14.73
11.70
11.89
11
31
1 Hand
2 Hand
D.O.B
Race
Sex
Hand
Hair
Eyes
Build
Height
Weight
Stuns
1d2
1d4
 
Human 
Female 
Left 
Brown
green
Light
5'10"
158lbs 
3
Off Hand
Hearing
Smell
Touch
Taste
Sight
Father
Mother
Offensive
Bonus
Defensive
Bonus
Encum
NAP
na
+1
 
 
 
+1
Gaflin
Mirium
+24
+23
na
na

 
Von Gruber - Chaos Ritualist
Herald of Kûtal
Travelor between Worlds
Bringer of the Blood Dawn

Von Gruber was born on the World of Trinity. He led a normal life up to the age of 32 when one day, his entire World faced sudden extinction. The Cosmic forces of Law and Chaos had chosen Trinity to host one of their battles; a battle that would mean sacrificing the entire World and everyone in it.

At this time Gruber was one of the World's most learned and respected men. He sat on various councils and at the head of several organizations bent on progress through peace and cooperation. Even more important than his diplomatic skills, Gruber was a master of mathematical formulae, a skill which would eventually save his World.

Using his gift for calculations, Gruber managed to gain insight into the workings of those Cosmic beings threatening his World. He knew that their power stemmed from the Universe and that the Universe followed set Laws.

Using the knowledge of these Laws as his defense he confronted the powers cosmic and bargained for his World's survival. Amused by the audacity of it, Lord Blane of Law and Lord Kûtal (for then he was only a Lord) listened to him and what he had discovered.

They gave him a choice that would forever alter the future of his World. They let him decide who out of Law and Chaos would win and claim the World. Whoever he chose would have the world in its entirety whilst the other side would have Gruber - that was the price.

Faced with that or his world's absolute destruction, Gruber made a choice - choosing that Law should claim Trinity and that he should go as a sacrifice to Kûtal.

So Trinity became a World of perfect Law and Gruber stood before Kûtal, awaiting death. But death never came. Instead, Kûtal allowed Gruber to study the Universe and its flaws. From these flaws in logic, these missing links that Gruber hadn't noticed, flowed the Power of Chaos.

Armed with new insights into Chaos and its place in the Universe, Gruber's mind began to lose its grip on reality. Kûtal took full advantage of Gruber's lapses in sanity, sending him to other Worlds on various missions for Chaos.

So it was that Gruber became Gruber, Herald of Kûtal, preparing Worlds for the coming of Chaos. 

Chaos

 
1st Bride of Arûn
More details will follow
Sidhe - 1st Bride of ArunSidhe again
In brief, Sidhe remains one of the most powerful of Midnight's Witches. Directly responsible for the freezing of the entire Wolfen race, raising Hurin Havoc to be General of Ice Gard and various grizzly surgical and biological experiments throughout the Northlands, Sidhe has established herself as 1st Bride by also embracing the warrior spirit. Not afraid of a dirty fight or using her powers to aid her in confrontations she follows the Northern Rules of Engagement on a fine line.

Sidhe keeps her resources and contacts to a minimum, moving relatively unseen from land to land. No one knows when or where she will appear. No other Witch has been able to gauge the power she possesses.
Along the way she has managed to accumulate a small, select and highly skilled band of servants. Even though they don't travel with her she always calls upon their skills before her resorting to her own. That is not to say her own skills are any less, more that her servants are specialized and extremely good at what they do.

All of Sidhe's servants bear her identifying mark upon their body.

Sidhe stands 5'10" tall, appearing slender and pale blonde haired. She wears a fine tunic of chainmail, a chainmail hood and carries a twisted white wooden staff. Of pale complexion her eyes stand out as a midnight blue in hue above deep purple rouged lips.

Sidhe's magical items

The Horn of Leeros.
Summons a pack of 13 Shadow Hounds that remain under control of the person holding the horn. The Shadow Hounds are expert spiritual trackers, able to follow the scent of someone's life energy over hundreds of miles. Once summoned they remain someone sucks them back into the horn.

The Ruby of Arûn.
Allows Sidhe to turn completely invisible at will. However she is unable to pick up, move or effect objects whilst in this state; she can't even open doors.  Also once she turns back and becomes visible she cannot go invisible again for one hour. The Ruby is set into a circlet shrunk tightly around her head. Once activated the ruby allows her remain invisible for 6 hours before automatically powering down for at least an hour - Hence 4/day.

The Hood of Arûn.
Allows Sidhe to teleport to any previously seen, but new location (88% accuracy) once per 12 days and any seen and already visited location (meaning exact spot) twice per day. This only works on Sidhe; she cannot transport anyone with her.

The Staff of Cryses.
A potent magical staff made from a single piece of twisted God wood. This staff "slides" the wielder in different directions at incredible speed, so long as the staff remains touching the ground. Moving at 10 times normal running the wielder literally blurs to a new location within 1000', pulled along by the staff. During this time they cannot attack, cast spells or activate items. The staff can be used up to 10 times before needing a recharge. To recharge the staff it must be placed into the earth for 1 day per charge. *Note - This staff is crushed beneath Ischandi's rock fall by the Chasm of the Sun in 2617. Later remade and reconstituted by Arun into the Staff of Weakness.

The Djinn Pendant - Or Drynn Pendant.
Sidhe's most potent item is a Djinn pendant. The Djinn bound to the pendant is a powerful ANU of Illusion, capable of conjuring almost anything into being. Calling itself either Yonay Tremarko or "Lute" for short, it appears as a handsome, tall, black skinned man with long beaded dreadlocks.
Whoever possesses (i.e. hold to the skin) its pendant is able to disbelieve any of its illusions, rendering them incapable of any harm caused by them.
All the Djinn's illusions are 14th level to resist. The Djinn cannot effect things directly, either physically or spiritually, only by creating illusions around itself. Furthermore it can only create illusions if asked / commanded by the Pendant's wielder.
Limitations ;- The Djinn can only create 14 levels of illusion a night however all durations can be for the entire night or a maximum of 12 hours.

The D'Jar Bottle.
A strange artefact from the Homelands, this bottle appears to be blue and about 6" in height. It has an intricately engraved gold rim and identical, matching, but smaller, finger ring to go with it. If the finger ring is touched to the bottle, the wearer is instantly transported inside the indestructible bottle.

The bottle has 90 levels to it with the ring wearer arriving at the topmost (neck of the bottle) level. Access to the lower levels is slow work, travelling down various staricases and shafts. All light emanates from below and is tinged blue (hence the color of the bottle).

Various things have wound up dumped in the D'jar over the centuries. Food remains pure and the air remains fresh and clean. It is possible to house an entire army inside.

Anything touching or interlinked with the ring wearer when they will themselves to leave the bottle (from the top level and only the top) will exit too.

Sidhe has had it for 3 years.

Dust of Transformation.
Sidhe possesses an Urn of Transformation - a rare and quite unmagical piece of pottery containing the fabled Dust of Transformation. The Dust - formed from the ground bone of Mezzerethe's skull can with a single pinch, transform anything it touches into anything the most powerful POW in the area so wills. *Note - She has 32 pinches but can make more at a rate of 6 pinches a month.
 

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
POW
12.00
17.67
16.65
18.91
13.23
13.56
16,78
15.01
10
22
SEN
MHP
DBON
DfBon
AtBon
Height
Weight
Hair
Eyes
Stuns
9.89
30
-
-
-
5'10"
 
Pale
blonde
Midnight
Blue
3

 
The Witch Madisra
In brief, Madisra is the most evil and conniving of Arûn's Brides. She loves to be worshipped and for Arûn to be worshipped, being the only Witch of the North to actually maintain a wide variety of Temples. Craving constant adoration from her followers, playing with their lives from both near and afar, Madisra loves the concept of poetic justice. She has adopted judging people as her entertainment and enjoys nothing better than getting innocents to destroy or ruin their own lives.

Other details ;- Her guards are all well built women wearing blood red surcoats and blackened armor. Called "The Witch Guard" they have all sworn Fealty to Arûn but also (in private) sworn to follow Madisra above any other Bride or Witch. With over 300 Witch Guard at her beck and call, 7 of her own Temples scattered throughout the Northlands and spies placed in every Citadel, Madisra commands through a combination of secrecy, knowledge and military might.

Madisra's items ;-

The Thimble of Fallette.
Madisra is an expert in poisons, possessing over 17 different types in her toxic arsonal. She administers them in a variety of ways but her favourite in combat (something she rarely lowers herself to) is using a small pinned magical thimble. The thimble sits on the end of her left index finger and strikes as a +5% +2/+1 weapon. She can prick or scratch with the item doing a maximum of 3 HP damage. It's magic allows it to hit and effect spirits but that is all.

The Wand of Pain.
A low level item that inflicts 3d6 damage per strike if the target fails to save vs 3rd level. Otherwise it only does 1d4.

The Spirit Bones of Jisah.
Madisra possesses several bones belonging an old witch called Jisah who lived and died in the 24th century. When one of the bones is tossed on a fire, Jisah can be called up and asked for advice. Jisah was very knowledgable about herbs and potions.

Madisra's specilities ;-

Madisra knows Witch rituals up to 12th level.


 
Kishra
In brief - Kishra is the self proclaimed Witch of Love and Adoration. She believes she is the most beautiful of all women and as such, capable of winning the heart and soul of any man. Vain and totally self possessed, Kishra perceives herself as a Goddess. Because of this she insists everyone treat her as such and demands total devotion from those lucky enough to share her company.
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