
See Spirits of Cairis Gort was born in the year 2590 to Radrik and Alexis in the village of Domar, Aegis. His twin brother Exantin died in the womb but Eldahar being the peculiar and magical place it is, Exantin's spirit remained connected to Gort's for many years afterwards. By the age of 11, Gort showed great skill with the bow, longsword and dagger, excelling at hunting and stalking. As no one else could perceive his "dead" brother's spirit, Gort quickly learned that telling people Exantin spoke to him made them think he was mad. Exantin became his secret friend and ally, only appearing when Gort was alone or needed him; a being of pure spirit, Exantin's mind matured alongside Gort's but he always appeared as a still-born baby. When he was 14 Gort impressed the local Lord of Bandrim, Lord Keater. Keater took the young swordsman under his wing, allowing him to train as a soldier (just like his father before him because Radrik had been a guard for many years). Gort's macabre and melancholy personality kept him distanced from the other soldiers. Because of this, Keater chose him for a very special secret mission. Keater wanted Gort to assassinate a sorcerer called Sacaster the Dragon Hawk, for the good of the people. Not particularly bothered about the "people" or Lord Keater, Gort only became interested when Keater offered him anything he wanted if he succeeded. Thinking of a lot of things he'd be happy having, Gort managed to track Sacaster to a nearby keep. Under cover of darkness and with a little assistance from Exantin, Gort crept in with uncanny stealth and slit Sacaster’s throat. But even dead, Sacaster proved dangerous. Barely escaping alive when Sacaster’s demonic soul-guard cleansed the entire keep in corridors of fire, dragging the sorcerer's soul back to the Pit and its Black Cross, Gort returned to Keater to claim his reward. On the way back to Bandrim Gort was attacked by three warriors. He managed to slay all three and recognize one of them as a soldier of Bandrim. Suddenly suspicious of Lord Keater's motives, Gort warily returned to the citadel. His suspicion's were realized when he found out that Keater had outlawed him as a murderer and traitor of Orin. Forced to flee Gort wandered for two years, avoiding men of Bandrim and keeping a low profile. Eventually he was hired by the Lord of Thendry of Merthyr in Daydark. Demonstrating a ruthless loyalty and cold, almost heartless desire to succeed, Gort managed to quickly impress Lord Thendry and become Merthyr's Champion. But despised and hated by the General of Merthyr (as it had become known Gort was a traitor to Bandrim, even if Thendry didn't care), Gort soon ended up receiving one too many dangerous missions. One mission took the young Champion into a skirmish against several trolls. On General Bartholomew's orders, Gort's soldiers ran off, leaving the Champion trapped inside the troll lair, facing almost certain death. But again Gort's single-mindedness won through the betrayal. Wounded and exhausted from a two day battle with the trolls, he dragged himself clear of the lair and spent several weeks healing. When he returned to Merthyr, the soldiers stared in astonishment as Lord Thendry had been told of his Champion's death and already chosen a replacement. Wasting no time, Gort walked in on the Lord, his General and new Champion, Castrafar, helping himself to some of their wine. Things didn't go well; Gort accused the Lord of betrayal (even though Thendry didn't have a clue it had actually been his General's fault) and accepted a challenge put forward by the new Champion Castrafar. Stabbing Castrafar to death with his dagger, Gort then slit the throat of General Bartholomew and threatened Lord Thendry with death as well, saying "If you send men after me I will come back, stalk passed your guards, into your room and remove a part of your body every night until there's nothing left of you!" Believing Gort to be sincere
(and probably able to do it too), Thendry let Gort leave.
Champion
of Shawn
Then in 2616, on Koris' urging, Gort joined the party of Ragnek the Wise. By doing so, Gort's existence would undergo a dramatic change. At this time, the spirit Midnight, (whose name was once Elinda), sensed the time had come to act. She visited Ragnek with a proposition, aware that her actions would have serious repercussions on all the Spirit's of Cairis. In order to make Ragnek's journey safer, she offered to bestow the aid of the spirit Midnight. Not something to be taken lightly, as it was well known to the Wise that Midnight was perhaps the most potent and elusive spirit of the bunch, Ragnek listened intently. Midnight wanted to return her “house” back to the lands of its origin, the lands of Anu’taka, but couldn't do that as a spirit as she was barred by the Great barrier. Hence, she had to “pass on” her house. Unlike other spirits who trained and nurtured beings to worthiness, Midnight had decided to choose Gort as its living vessel. Lured out of the camp by Ragnek,
Gort found himself suddenly spiritually “raped”
by the spirit Midnight, who then promptly vanished out of existence, leaving
Ragnek
tending to
So did Gort become the new Spirit of Midnight. Preferred
fighting style
A sudden
change of appearance
As all of the original House of Midnight were Dark elves, their latent spiritual imprints still resided in Gort's structure. The Midnight Sun just unlocked them. Gort now appears as a 6' glossy black skinned elf with fine features, pointed ears and long slender fingers. Stats this color below are for Gort as the Spirit Midnight |
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20.65 |
22.56 |
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15.45 |
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26.56 |
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Black and white |
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| Combat Skill | DMG | Slash | Puncture | Impact | Skill
rank
(1-100) SR |
Db / Ob | Other | Total | A/R | Initiative |
| Dodge | 60 | +23 /+33 | +10 | +83/+103 | ||||||
| Comp Long Bow | 1d8+1 | 56 | +23/+32 | +5 | +84/+93 | |||||
| Longsword | 1d10 | 67 | +23/+32 | +8 | +96/+107 | |||||
| Shortsword | 1d8 | 54 | +23/+32 | +5 | ||||||
| Unarmed | 1d3+ | 32 | +23/+32 |
![]() Tyrant's life began in the
small village of
Opalax in western Aegis,
DOB 11/3/2584.
Despite his reputation Tyrant is a astute fellow. Being quick to learn and adapt under pressure are among the several character traits that serve him in good stead. However his constant complaining, quick fire temper and impatience often defeat him. Tyrant
in IceGard and the Lands of Midnight
Near the end of 2616, Tyrant and his companions helped free 500 prisoners from the slave pits of IceGard, the first step in fulfilling Tyrant's ambition to become a Lord. |
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| Arun is a Warlock; his exact
origins are unclear but sometime after the 12th century his name began
being used in spells and ritualistic summonings by witches and covens all
over Eldahar. Becoming a part of legends and pantheons in several different
countries, Arun remained mysteriously hidden. No one could say if he actually
existed or indeed where.
Witches captured and burned or beheaded would whisper his name on their dying lips but religions that conducted several searches for Arun did so to no avail. Eventually people gave up. But Arun did exist as the Brides of Arun knew well. Cloistered away in the far far north of the continent in the Graveyard of the Titans, known as the Land of Midnight, Arun spent the eternal night gazing out across the world from the legendary Tower of Babel. Wielding enormous power, Arun surrounds himself with a harem of witches (9 brides). Each witch draws her power directly from him and in return, he draws power from their souls. When they die, he devours their souls and experiences, increasing his knowledge of the world without ever having to leave the safety of his tower. He remains young through his witches, replacing them after enough years so that he remains a pseudo immortal. He also possesses the power to enter women's dreams and charm all females with the equivalent of a 25 COM and 25 CHA. A master of all witch spells and rituals (20th level complexity) as well as being able to possess any of his witches or channel his power directly through them. |
Joint Creator of Runaic Creator of Need - Sword of Kings Creator of the Towers of High Sorcery Founder of the Pentacle of Magic Savior of Alinor - Forest of the Elves The Dreamer between Worlds No one is quite sure of Solomon's origins, only that he arrived mysteriously and left just as mysteriously about 800 years later. There is no doubt in any historian's mind that Solomon was the greatest of Wizards; perhaps the greatest pure Wizard to ever walk Eldahar save the Father Eternal - Ischandi. Solomon
accumulated many skills during his stay on Eldahar. These are but a few
;-
Solomon's innate powers ;- When
Solomon incarnated on Eldahar he brought with him some innate abilities
that proved extremely useful;-
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The Beastslayer of Ansarum For Jansen's friends see;-
Jansen was born and raised in the Yarilian village of Ansarum. From a very young age he became fascinated with travel and yearned to see the World, walking its many roads on a life of adventure. So as soon as he turned 14, Jansen turned his back on his 2 brothers (Mickeli and Inern), his father's brewing business and an arranged marriage to Cody, daughter of Thran and disappeared into the night. At first his family were annoyed, hiring people to bring him back and sending his childhood friend Caugal hot on his heels. But as word of his heroism spread (and donations of money from his ventures came back) the people of Ansarum began to forgive him. Joining up with his childhood friend Caugal (a brute of a man with the ability to drink almost anyone under the table), Jansen set about adventuring across Esia and Yarili. He frequented many of the infamous inns and made a name for himself in even more bar fights. Then one day he met the Druidess Plead, a meeting that changed his life. Plead looked into Jansen's heart and saw a good man, if a little wayward. She entrusted to him a sword that she had long held in her keeping - The elven blade called Beast Slayer. Plead believed that Jansen could accomplish great good with the blade whilst at the same time curbing its abilities to slay animals. Jansen and Plead became steadfast friends with Plead pointing Jansen in the direction of adventure or people in trouble and Jansen bringing Plead back information about the country at large. Of course wielding a magical blade Jansen could not help but use it, securing himself a reputation across Esia and Yarili as "a beastslayer". This reputation sprang from his ability to slay bears and wolves with the sword, defending his friends during the night and day. Personality
Famous
Deeds
Jansen's
demise
Items
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blonde |
blue |
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| Combat Skill | DMG | Slash | Puncture | Impact | Skill
rank
(1-100) SR |
Db / Ob | Other | Total | A/R | Initiative |
| Beastslayer | 2d4 | 84 | +23 | +20 | +127 | 7/1 | ||||
| Dagger "Ripper" | 1d4 | 54 | +23 | +10 | +87 | 6/1 | ||||
| Dodge | na | 73 | +23 | +1 | +97 | 5/1 | ||||
| Unarmed brawling | 1d3+ | 52 | +23 | +75 | 6/1 |
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Parents
Torquil and Yasmin. Waylind stands 5’11” tall (lean),
is dark haired and dark eyed with a classic jaw line and mature features
for his young age. His hair is too uncontrollable for his liking. The son
of the great hero Torquil,
Waylind has had a strange upbringing. He knows a lot more about the world
than most, making him feel that he doesn't truly fit in. His desire for
adventure and to prove himself worthy of his father (and
as an equal) will lead him to almost any lengths.
He is intelligent, well spoken, but if uncontrolled, quick tempered and
young.
Dodge SR 59, Unarmed (basic) SR 55, Short Sword SR 29, Daasin Martial arts 72 SR, Throws 40 SR, Sweeps 35 SR. Waylind
in 2616
In 2617 he joins the Army of Ice Gard and becomes involved in its political intrigues. He brings hitherto unseen tactics to the Northland, teaching a group of 100 primitive volunteers Daasin martial arts. |