Characters

Page 12

 
Gort - Spirit of Midnight
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.
Gort journeyed back into Aegis, rethinking what he wanted in life. He decided that what really interested him was magic and spirits, so with Exantin's help, he began adventuring for objects or talisman's that would allow him to become a mage. 

Champion of Shawn
In 2615 he became Champion of Aegis' Citadel Shawn, a riotous and dirty Citadel with a bloody minded Lord hell-bent on slaughter and stealing treasures from neighboring lands. Lord Koris embraced Gort's skills, supplying the new Champion with armor and weapons to do whatever he wanted (just so long it went along with Koris' plans).

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 
him, saying “You are destined to join the elite”, “You will know Time.”

So did Gort become the new Spirit of Midnight.

Preferred fighting style
Gort prefers fighting with the bow from a distance or using a longsword / shortsword combination, making use of his acute balance and hand eye coordination. He is merciless in combat, killing without remorse or fear of self injury / death.

A sudden change of appearance
When Gort stepped into the strangely magical Midnight Sun - its rays triggered a transformation of the latent magical energies surrounding him after crossing the Great Barrier. His appearance underwent a drastic change ;- from human to dark elf in a matter of moments.

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

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
SEN
POW
MHP
16.65
17.78
14.45
15.65
20.65
15.56
22.56
16.76
12.12
12.45
15.45
12
15.45*
10.56
26.56
37
1 Hand
2 Hand
D.O.B
Race
Sex
Hand
Hair
Eyes
Build
Height
Weight
Stuns
1d4
1d6+1
2590
Human
Male
Left
Black
Dark grey
Black and white
Medium
6'3
175lbs
6
Off Hand
Hearing
Smell
Touch
Taste
Sight
Father
Mother
Offensive
Bonus
Defensive
Bonus
Encumb
NAP
-0
+1
+2
+3
+1
+4
Tyris of Belgrand
Riana of Belgrand
+23/+32
+23/+33
   
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 - Champion of Norgrond

Tyrant's life began in the small village of Opalax in western Aegis, DOB 11/3/2584.
He appears as an immense brutal barbarian of staggering proportions and behaves as such. Having spent his youth earning a reputation as a womanizer and drunkard as well as a fearsome and unstoppable killing machine, Tyrant now plays the part out of habit. Looking for more purpose in his life he now desires to be the one giving orders, rather than receiving them. The idea of being a Lord appeals to him.

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
When Tyrant arrived in the Lands of the Midnight Sun he underwent a magical transformation. His skin became the Skin of Mandragora and suddenly turned a rich golden color. The Skin of Mandragora (meaning Mandragon skin) made him impervious to up to 50 HP of impact damage in any strike and sped up his natural tissue healing by a factor of 5!

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
MHP
21.09
12.12
13.56
12.89
14.45
18.90
14.65
11.40
20.90
51
POW
SEN
DBON
DefBon
AtBon
Hair
Eyes
Height
Weight
Stuns
6
8.76
1d8+1/2d8
+21
+20
Black
Brown
6'11"
290lbs
7
Skill Skill ranks Totals
Dodge 55 +21 - 5
Bastard sword (2d8) 62 +20 +5
Battle Axe (2d6+2) 71 +20 +10
Unarmed 67 +20

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.


 
Arun the Witch King

Arun face

See Ashar for more info

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.


 
Solomon
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 ;-
 

Elven Lore 92 SR
History 75 SR
Titan Lore 67 SR
Short sword 66 SR
Smithcraft 94 SR
Titan Will magic 55 SR
Runaic 101 SR
Magic Lore 96 SR
Enchanting 89 SR

Solomon's innate powers ;-

When Solomon incarnated on Eldahar he brought with him some innate abilities that proved extremely useful;-
 

  • Instant recall - Solomon has a perfect memory of places, events, sights and sounds. He can memorize any spell in one tenth of the standard time.
  • Problem solving - Solomon is a master at solving problems and working with formulae. He can tune his mind into any situation and resolve it.
  • Denial of Reality - Solomon has a huge magic resistance due to his Denial of Reality. Because he has a unique understanding of how the Universe works and how it's laws effect him, he can use his will to turn aside potential problems like illusions or magic spells. This effectively gives him a standard +75% to his magic resistance ! This mastery of his own Will serves him in good stead, allowing him to use the Titan Will system on Eldahar - one of only a few people to do so.
  • Inner Light - Solomon can innately look into a being's soul learning their alignment, diseases, soon to be fate, destiny and heritage. Once he has seen someone, he never loses them again, always finding them with uncanny accuracy - even if they're magically hidden from him. This applies to magical objects as well.


Stats below are for Solomon at the height of his powers.

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
SEN
POW
MHP
14.65
21.90
18.78
15.56
12.13
14.45
20.90
14.50
12.1
19.90
24.50
34
1 Hand
2 Hand
D.O.B
Race
Sex
Hand
Hair
Eyes
Build
Height
Weight
Stuns
-
-
* ? *
Dream Lord
Male
Right
Blonde / white
Blue
Medium
6'4"
na
3
Off Hand
Hearing
Smell
Touch
Taste
Sight
Father
Mother
Offensive
Bonus
Defensive
Bonus
Encum
NAP
-
-
-
-
-
-
Hythorn of Dulon
Esperida of Dulon
na
na
na
na

 
Jansen Sorr
The Beastslayer of Ansarum

For Jansen's friends see;-
Torr of Mordark
Caugal Hacksplinter
Jase Brose
The Druidess Plead
Darcy Halinger the Bard
Sorrel Mires (Jansen's lover)

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
Jansen gets bored very quickly and is seldom as happy as when in danger and about to lose his life. A thrill seeker, he will often attempt things that other people would regard as insane, just to see if it can be done. He is modest to the point of being seen as arrogant and prone to threatening people when drunk (which is often). Always retaining a clear sense of right and wrong he is however wayward, a good man. Bending the law in pursuit of a goal isn't a problem - the goal is everything !

Famous Deeds
Jansen slew a bear on the 14/3/2592 in front of a dozen helpless travelers. They were so impressed by his deed that they began spreading his name like wildfire across Yarili.
17/7/2595 - He killed the High Priest of Lurg (God of rot and decay).

Jansen's demise
Traveling with Jase Brose, Torr of Mordark and Darcy Halinger, on the 24/11/2596, Jansen met his match and died fighting a war-troll in the Catacombs called Crook.

Items
Beastslayer
Ripper - short dagger +10% +2/+0 damage. Magically sharp.
A few of Plead's potions, like Healing and Protection vs Evil.

STR
INT
WIS
DEX
AGI
CON
CHA
COM
SIZ
SEN
POW
MHP
16.94
13.10
13.14
15.42
15.67
17.82
18.72
14.98
13.59
17.45
8
39
1 Hand
2 Hand
D.O.B
Race
Sex
Hand
Hair
Eyes
Build
Height
Weight
Stuns
1d4
1d6+1
15/7/2566
Human
Male
Right
Shaggy
blonde
Green
blue
Heavy
6'3"
191 lbs
6
Off Hand
Hearing
Smell
Touch
Taste
Sight
Father
Mother
Offensive
Bonus
Defensive
Bonus
Encum
NAP
-12
+2
-
-
-
-
Janne Sorr
Kate Svenlock
+23
+23
na
na
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

 
Waylind of Wrothmor

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.
 

STR
INT
WIS
DEX
CON
AGI
CHA
COM
SEN
MHP
POW
14.10
15.45
13.13
12.18
14.56
16.56
11.13
14.78
13.56
35
9.34
SIZ
DBON
Dfbon
Atbon
Parants
Hair
Height
Eyes
Weight
DOB
Stuns
13
-
-
-
Torquil
Yasmin
Dark brown
5'11"
Dk Brn
170lbs
13/01/2601
3

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 2616 Waylind joins up with Ragnek the Wise and goes on an adventure into the long lost and forgotton Lands of the Midnight Sun. He meets Rosalind - daughter of the Tree Lord Shyloom and other heroes as Gort of Midnight and Tyrant of Norgrond. His adventures in the north are many and varied.

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.

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