22 April 2022

Dungeons and Dragons news: Dark Tower, Honour Among Thieves, Spelljammer, and some other thing

There were a number of announcements today concerning the near future of Dungeons and Dragons (5th edition).

 

Among them: the title of the forthcoming D&D film. It’s Dungeons & Dragons: Honor Among Thieves. I actually like that title (despite the infelicitous removal of the “u” from “Honour”). I think a film focusing on thieves (and their associates) could be a lot of fun. Of course, as we all know, the first D&D film was a disaster (worryingly, I note that Courtney Solomon is one of the producers). And I don’t know anything about the other films. But perhaps this one will be decent? We’ll see. (Here is a recent brief description from the star Chris Pine.)

 

The Spelljammer setting is being “rebooted.” I’m happy for fans of the setting but I never got into it back in the day. That’s not a criticism – I wasn’t really engaged with AD&D during the 1990s. Later I got into Planescape a little bit (primarily thanks to the CRPG) but that’s about it for the 2nd edition settings. Perhaps it was, and will be, great. I might check it out once it’s available. Anyhow, here’s the ENworld page with three “preview videos.”

 

Also being resurrected is Dragonlance. Again, I’m happy for the fans. But I’ll be passing on this, as Krynn is my least favourite D&D setting.

 

Of greater interest to me is Goodman Games’ plans for Dark Tower (announced a few days ago). I don’t know whether I’ll take part in the kickstarter but I expect that, barring personal financial collapse, I’ll get this once it’s available in gaming stores.

 

[New "Dark Tower" cover from Sanjulian]

18 April 2022

Mythras News: Supes and Polynesia

There’s a new member of the Mythras RPG family: the superhero role-playing game Destined. It’s available now at the Design Mechanism’s new home store, and will become available at Lulu and DrivethruRPG on the 23rd of April.
 

Also, another Mythic Earth setting book is in production: Mythic Polynesia. I don’t know when it’ll be available, but the cover looks rather cool:

 

 

I’ve probably played more Mythras (including its predecessors RQ6 and MRQII) than any other role-playing game over the past eleven years. (By coincidence, I vaguely recall meeting Loz in early spring 2011…) I’ve played in the Young Kingdoms (Elric’s world), Mythic Britain, the Luther Arkwright multiverse, and (currently) Mythic Babylon. Soon I’ll be taking part in a Mountains of Madness campaign (converted to Mythras). I can’t recommend the game highly enough!


17 April 2022

No new Greyhawk setting book? Phew!

Every so often on the inter-tubes I encounter laments about the dearth of 5th edition (D&D) material for settings other than the Forgotten Realms.

Fair enough, I guess. But personally, I’m fine with the limited amount of material that’s been produced for the World of Greyhawk. There’s Ghosts of Saltmarsh, which includes some helpful material on southern Keoland, but not much information on the larger world. And there are some converted 1st edition (AD&D) adventures in the Tales from the Yawning Portal adventure collection. (The core “Saltmarsh” components, U1 – U3, of course, also are converted 1st edition adventures set in the world of Greyhawk.) 

Overall, I'm kind of grateful for the lack of “official” Greyhawk material. It means that WotC can't wreck the setting (a la 4e FR) or smother it with too much "official" detail (a la FR – all editions).

I prefer Gary Gygax's version of Greyhawk to later versions. (The original Darlene map alone is inspiring.) So, I am relying on the 1983 box set as my “setting bible” for my current campaign, adding things from later editions to taste. And I’m filling in the “gaps” and modifying things as I see fit (e.g., my “Mage of the Vale” is loosely inspired by the version found in Gygax’s “Gord” novels, and hence is entirely different from the "official" version). 

The 5th edition Greyhawk material that has been published has been quite easy to "plug in" directly, as are the 5th edition updates and expansions from Goodman Games, namely, Expedition to the Barrier Peaks and the Temple of Elemental Evil (the latter of which I’m using right now for my campaign). Of course, since most of that material was designed for 1st AD&D, much of it by Gygax himself, it’s not surprising that it all meshes readily with classic Greyhawk.

With PDFs (and in many cases print-on-demand books) available for pretty much all the older material, as well as the Greyhawk Wiki (and this resource that draws upon Gygax’s “Gord” stories), I frankly have more Greyhawk material than I know what to do with. 

By Boccob, when it comes to the Oerth, I’m laughing with good old Zagyg.


30 March 2022

Mythras and Against the Darkmaster News

I thought that I would pass along some news concerning two of my favourite role-playing games and the companies that produce them.

 

First, The Design Mechanism – publisher of the Mythras game and many excellent settings for it, including the delightful Lyonesse (which actually includes all of the necessary rules as well as the setting) – has a new online store. 

If you bought any PDFs at the old DM store it may be a good idea to download them before the end of April. 

 

The second bit of news concerns Against the Darkmaster, published by Open Ended Games.



There are a number of Against the Darkmaster things in the works, as outlined here. Of special note: a reprint of the core rules and a Player’s Handbook version of the rules. Given the overwhelming length (and weight!) of the core book, a volume with only the rules needed by players should be very helpful. Thankfully, the “VsD PHB” will be available in both PDF and print at DrivethruRPG.

Cheers!

23 March 2022

Fort Endurance and the Dim Forest (Greyhawk Classics Campaign)

I thought that I would share the summaries of the adventures in my "Greyhawk Classics" campaign. The characters are described in this earlier post. I'll set up an index for the campaign in the near future (similar to what I did for my "Spider Cult of Mirkwood" campaign).


 

PART 1: DIM FOREST ADVENTURES (Coldeven 578 CY)

1.1        Cracks beneath Fort Endurance (Coldeven 1st – 3rd) 

  •  In late Readying (the month the elves call “Yellowillow”) the adventures—Erik (a mountain dwarf fighter from the Lortmils), Althaea (a high elf wizard from the city of Tringlee, capital of the Duchy of Ulek), Godric (a human rogue from the Barony of Shiboleth, the southeastern part of the Gran March), and Godric’s twin brother Cedric (a human cleric of St. Cuthbert)—arrive at Fort Endurance within the Dim Forest. The fort helps protect the trade route connecting Hookhill (the capital of the Gran March) and Hochoch (a city on the boundary of the Gran March and the Grand Duchy of Geoff). For different reasons, the neophyte adventurers all seek the ruined Shrine of Istus, which is rumoured to be hidden somewhere in the southeastern portion of the Dim Forest. 
  • During the evening of the first day of Coldeven (the month the elves call “Snowflowers”), the adventurers break the ice in the fort’s tavern, The Hideous Hydra. They introduce themselves to each other and learn of their shared interest in finding the shrine (a remarkable coincidence—obviously fate brought them together!). Unfortunately, a brawl breaks out and the adventurers become involved—Erik enthusiastically, the others less so. They subsequently all are thrown in the “drunk tank” by the guards.  
  • The next morning the party is released from their cell by Rolf Ironfist, the clerk and advisor to the fort’s castellan, Sir Feric Vanick. (Rolf is a dwarf with a vivid red, carefully braided beard. He also is Erik’s cousin.) Rolf asks the party to investigate the merchant Garan’s shop, which apparently had been broken into a few hours earlier. The shop remains locked and there is no sign of Garan. 
  • The party investigates Garan’s shop and apartment. They find Garan’s body, a wing-clipped cockatrice that escaped from its cage, a hidden cache, and a secret trap door. The cockatrice (amazingly) is recaptured. After consulting with Rolf, the party opens the trap door and descends into a network of tunnels that permeate the rocky hill beneath the fort.
  • Over the course of their explorations, the party avoids some traps, fights some rats, discovers some secret rooms, and so forth. The rats, alas, infect Cedric and Godric with disease before they are destroyed. The party infers that the tunnels were used to run a secret gambling den during an earlier era. 
  • Delving deeper into the hidden warrens, the party discovers a Temple to Syrul (the Suel goddess of Lies, Deceit, Treachery, and False Promises). In the temple the party finds and fights Illyana Tatranova, a follower of Syrul. She seems to be unaffected by the party’s weapons! During the struggle, Illyana releases a mephit. Fortunately, the fiery creature is defeated by Cedric. Also released from a hidden trapdoor is a swarm of skeletal rats. The tiny creatures swarm Erik, rendering the dwarf bloody and unconscious. Godric also is knocked out. By means of magic, Althaea manages to overcome Illyana. Cedric returns to the surface while Althaea guards Godric and Erik.

[Symbol of Syrul]

  • Cedric informs Rolf of the party’s discoveries. Guards are sent below to recover the other party members and the malevolent Syrulite. Illyana, still unconscious, is imprisoned. The party claims her equipment, including a magical dagger. (The dagger releases a blade of radiant energy when activated.) 
  • Father Cormac, a priest of Fharlanghn, removes the disease from Cedric and Godric. (Father Cormac is a friendly human cleric of Flan descent, with wavy dark brown hair and a ruddy complexion. His holy symbol is a wooden disc with a curving line.)  
  • The exhausted adventurers then crash for the night at the fort’s inn, The Slumbering Serpent. 
  • The next morning the party learns that Illyana Tatranova has escaped from her cell! Father Cormac believes that she is a were-rat and escaped by changing herself into a rat during the night. 
  • Over the course of the day the party learns that Illyana frequently stayed at The Slumbering Serpent and would talk with merchants at The Hideous Hydra. They speculate that she would collect intelligence on travellers in order to decide which groups to rob later.  
  • The party also learns the location of the Shrine of Istus from Father Cormac. (He tells them that he prefers to keep the location a secret, given the power of its altar, but finds the party to be trustworthy, and is grateful for their help in discovering Garan’s murderer and in alerting the fort to the danger posed by Illyana.)

[Illyana Tatranova]

 

1.2.1     The Lost Shrine of Istus (Coldeven 4th – 7th)

  • Father Cormac tells the party some of the history of the Shrine of Istus. It was established by followers of the goddess of fate from Bissel and Ket almost three hundred years ago. About a century ago, it was overrun by orcs. Its location was not known by many, and knowledge of it was lost after its clerics were slain. As a wanderer, Cormac came across it several years ago, but was frightened away by the orcs and ogres that inhabited it.  
  • The fourth of Coldeven is a grey drizzly day. Undaunted by the dreary weather, though, the party travels southeast from Fort Endurance to the ruins of the Shrine of Istus. It is early evening when they reach the ruins. By moonlight they spot some humanoids lurching about. Deciding that it would be more prudent to investigate during the day, the party retreats into the forest and sets up camp for the night. 
  • The next day the party explores the ruins. Vile orcs and ogres are discovered! Unnoticed, Godric sneaks around to collect information. However, the other adventurers are spotted, and an alarm is raised. Althaea takes out some of the evil humanoids with a sleep spell. Eventually the party kills eight orcs. One orc manages to flee, as do two ogres. Cedric heals himself and Godric.  
  • The party decides to rest for the night before exploring further. They climb up the remaining intact tower located at the northeast corner of the grounds. Althaea casts “Alarm” at the base of the tower and sets caltrops at the top of the ladder. 
  • The next day the party further explores the ruins. Eventually they find the legendary altar of Istus. Behind the altar is a grey tapestry depicting the goddess Istus (a beautiful yet aloof woman of middle years who holds a golden spindle with three strands). According to legend, the holy altar will answer one (and only one) question for each person who touches it.    
  • Althaea has long been intrigued by the mysteries surrounding the Valley of the Mage. So her question is: “Why do the Valley Elves follow the human wizard who claims dominion over the Vale?” The altar’s answer appears in her mind as a kind of new memory: “The Wizard of the Vale is neither human, elf, nor half-elf, and the elves of the Vale follow him because he gave them succour in their exile.” 
  • Overly fond of strong drink—but at all not fond of hangovers—Erik seeks a Dwarven Helm of Sobriety. These great artefacts, creations of the legendary dwarf smith Laga Vulin, are said to cure one of any ill effects from poisons, toxins, or liquor upon being donned. So Erik’s question is: “Where is a Dwarven Helm of Sobriety?” The altar’s answer: “An unclaimed Helm of Laga Vulin lies magically hidden and locked within the Tomb of Serten, champion of St. Cuthbert, who fell in the battle of Emridy Meadows.”  
  • Cedric has been having dreams of a dark force, an ancient enemy of St. Cuthbert, rising again. These dreams have been tormenting him for almost a year. This was his reason for travelling to Fort Endurance and seeking the Shrine of Istus. So naturally he asks: “Where should I seek the rising dark force of Chaos and Evil that plagues my dreams?” The altar of Istus implants the following information in his mind: “Travel to Hommlet, near the city of Verbobonc; those who follow St. Cuthbert there will aid you in your efforts.” 
  • Godric has long been entranced by stories of the half-elven roguish mage Quesse the Quick (who travelled throughout the lands centuries ago). Quesse was related to Godric’s family through her human father. The mage eventually retired two centuries ago to a hidden manse. Although he did not choose to try to find the Shrine of Istus (that was his brother Cedric’s idea), Godric decides to take advantage of the opportunity to ask: “Where is the Manse of Quesse?” The altar’s answer: “Quesse’s home lies within the Gnarley Forest; the woodsy elves there know the way.” 
  • Happy with their newly acquired knowledge, the party explores further. They discover some things, including a magical key. Alas, they are attacked by a band of orcs and ogres (no doubt alerted by those that fled their earlier battle). Althaea creates an illusion of a berserker dwarf. The illusion pathetically fails to cause the humanoids to flee, although it does distract them. She also casts a sleep spell on an orc. Despite these arcane efforts, though, a terrible mêlée ensues. The ogres manage to batter Erik and Althaea into unconsciousness. Godric and Cedric, however, succeed in slaying the ogres. Godric notices another damnable orc fleeing into the forest.  
  • After providing some divine healing to Erik and Althaea, Cedric helps Godric set up camp in the main shrine, near the altar. They rest for the remainder of the day and throughout the night. 
  • Early the following morning the party explores a bit more but is attacked by a swarm of stirges. While the stirges ultimately are defeated, Althaea and Cedric are gravely wounded and fall unconscious due to blood loss. The adventurers rest again and then depart from the shrine.

  • Too weak to make good progress, the party camps in a shallow cave within the Dim Forest. The next day they complete their return trek to Fort Endurance. There they recover from their travails and make plans for a future journey.

01 March 2022

More on The Rings of Power series

The Vanity Fair article, “10 Burning Questions About Amazon’s The Rings of Power,” actually came out a couple of weeks ago but it slipped by my notice until now. As its title indicates, it provides answers to 10 questions (including: “Should Fans Be Worried?”; correct answer: “Yes!”). While none of the answers makes me more pessimistic about the series, none of them make me more optimistic either.

I mentioned in my previous post on the series that there are two main periods of dynamic, violent change in the Second Age:

  1. The forging of the rings of power by Celebrimbor and Annatar (the disguised Sauron), followed by the War of Elves and Sauron (SA 1500-1700). 
  2. The struggle for power in Númenor following the reign of Tar-Palantir (with the ascension of Ar-Pharazôn), the capture of Sauron by Ar-Pharazôn, the subsequent downfall of Númenor, and (a century later) the War of the Last Alliance against Sauron (SA 3261-3441).

We already knew that the series would be “compressing” these events into a single period (so “mashing” almost 2000 years of history into maybe a decade or two?). Much more than anything else this is what bothers me the most about the series (so far). But that’s what will be happening. 

The article confirms that the main story-lines will be:

  • (a) The forging of the rings of power (featuring Celebrimbor of course, but with a closely connected story-line involving Elrond and Durin IV); 
  • (b) The rise of Sauron (although it’s not clear whether he will appear in the form of “Annatar”); 
  • (c) The fall of Númenor (apparently with a focus on the stories of Elendil and Isildur); and 
  • (d) The Last Alliance of Elves and Men.

Of course, those are the right stories to focus on – but there are 1500+ years between (b) and (c). Among other things, the slow corruptive work of the nine rings given to “mortal men” almost certainly will be portrayed too hastily (I really hope that the nine don’t instantly become Nazgûl once they pop on their shiny gifts). Dwarven history will also be “compressed,” as Durin III and Durin IV will be father and son in the series (which of course makes no sense, given that every later “Durin” is, according to the Dwarves, a reincarnation of the original).

Another worry of mine concerns “meteorite man” (referred to as “Mystery Man” in the article). It’s hinted in the article that he may be one of the Istari (most plausibly a Blue Wizard, although that does not mesh well with the official lore that the series is allowed to use, namely, that found in The Lord of the Rings, including the appendices, and The Hobbit). Apparently, he’s found and befriended by the proto-hobbit “Nori Brandyfoot” (*sigh*). My own guess is that meteorite man will turn out to be Sauron (perhaps in the guise of “Annatar”?). Whoever he turns out to be, though, I think having a significant character appear via meteorite is decidedly not “Tolkien-esque.”

On a more positive note, I expect that the series at least will be beautiful, given the involvement of John Howe. 

 


 

28 February 2022

Greyhawk Adventurers: The Quixotic Quartet

After a two-year hiatus, I finally restarted my “Greyhawk Classics” campaign earlier this month. There are only two players (“MK” and “JC”). Both are friends from my undergraduate days at the University of Toronto. Each is playing two characters. We started playing online in fall 2019 (I was in Milwaukee at the time, MK in Toronto, and JC in Montreal). After we completed a couple of adventures, the world fell apart thanks to the pandemic. I relocated and moved my work online. Because my workload exploded, I suspended the campaign. I thought we’d be back at it after few months, but alas it took much longer…

It feels good to get this game going again. It’s my first campaign running “proper” 5e D&D, and I’m curious to see how it plays over the long haul. (I’ve run a few “one shots” of 5e and completed an Adventures in Middle-earth campaign [AiME is based on 5e but replaces many core elements, e.g., the entire magic system]. But I haven't run a campaign using the “core” 5e rules yet.) I hope to run some classic adventures that have been converted to 5e by Goodman Games and WotC: The Temple of Elemental Evil, White Plume Mountain, and perhaps Expedition to the Barrier Peaks (maybe even more if we somehow manage to keep things going).

I think that the characters are all pretty interesting (yes, I’m biased). In case anyone might enjoy reading about them, I’ve posted their basic information and backgrounds below. (They all recently reached level 3.)



ALTHAEA

Female – High Elf – Wizard (Abjurer) – Level 3

Str 10 / Dex 14 / Con 15 / Int 18 / Wis 11 / Cha 11 

Background:    Sage

Alignment:      Chaotic Good

Faith:               Corellon Larethian

Personality Traits

    Althaea is obsessed with learning everything she can from others, and she loves to share her knowledge with anyone who might use it to promote freedom and protect life. 

Ideals

    Knowledge is the path to improving oneself—and the world.

Bonds

    When a good person dies, a priceless library is destroyed: hence the need to defend all good beings against harm. The wizard School of Abjuration aids one in this task of protection and preservation.

Flaws

    Althaea is inquisitive to the point of excessive nosiness. This trait can annoy and even anger others, especially those who distrust elves. Althaea enjoys using her magic to vex and embarrass the self-satisfied and the proud.

Backstory

    From her home in the city of Tringlee (capital of the Duchy of Ulek), Althaea spent the first century of her life obsessively learning everything she could. She was the assistant to the librarian of her high elven community, and pestered all the elven and human elders, and every traveller she encountered, with endless questions. She learned the basics of magic by becoming a first-level wizard. For an elf, Althaea took an unusual interest in the history, language, and lore of the dwarves. She cultivated good relations with the small number of dwarves who lived or passed through Tringlee, and she became proficient in the dwarvish tongue (she speaks it with a pronounced elvish accent that dwarves find hilariously odd, but her Dwarvish is nonetheless comprehensible and highly fluent). 

    Having exhausted most of the major sources of learning within her home city, Althaea has decided to acquire more knowledge by heading into the wider world. If she can also do some good and live through memorable adventures during her time abroad, so much the better!  

    Althaea's full name is Althaea Amastacia (her family name means "Starflower" in Elvish) 

Other information

    Althaea's great-grandfather is the legendary 'Sapphire Wizard' of Tringlee. Ancient even for an elf (800+ years old), the Sapphire Wizard has dwelt in his mysterious blue tower in the city for as long as anyone can remember. In living memory, the wizard has let no one enter the tower. He does venture out occasionally, however, mainly for rare family events or scholarly talks at the city's College of Arcane Arts. Althaea has met him a few times; the wizard was aloof but not unfriendly towards her. Much to her surprise, shortly before she left on her current journey, she received a package from the Sapphire Wizard. It contained a blank page of vellum. Attached to it was a small note with the following message in Elvish: "Please keep this page with you, dear granddaughter. Look at it on occasion. Someday it may contain an important message for you!"

    Althaea has a letter from a now-deceased human sage of Niole Dra named Urlik. The sage had visited Tringlee many times and had got along well with Althaea. Among Ulrik's areas of expertise was Elvish history and lore. But one branch of the Elves of Oerth remained a mystery to him: the Olvenfolk of the Valley of the Mage, the people known as the "Valley Elves." In his letter to Althaea, Urlik asks whether she knows anything about the folk of the Valley: are they High or Sylvan Elves (or perhaps Wild Elves)? Or are they an entirely separate branch of Elvenkind? Why do they dwell separate from the other Elves of the world—indeed, why are they hostile to all outsiders? And why do they follow the human wizard who claims dominion over the vale? Much to her surprise, none of the scholars or sages of Tringlee knew the answers to these questions. Since the letter has piqued her curiosity, Althaea has travelled west to learn more of the mysterious Valley Elves. However, the Valley of the Mage is famous for being a dangerous place, from which few if any have returned. So, Althaea is reluctant to journey there until she acquires much more magical lore and power. 

    At the Shrine of Istus near Fort Endurance, Althaea asked the following question: “Why do the Valley Elves follow the human wizard who claims dominion over the Vale?” She received the following answer from the holy altar: “The Wizard of the Vale is neither human, elf, nor half-elf, and the elves of the Vale follow him because he gave them succour in their exile.”

 

ERIK

Male – Mountain Dwarf – Fighter (Battle Master) – Level 3

Str 17 / Dex 13 / Con 16 / Int 10 / Wis 06 / Cha 12 

Background:    Entertainer (gladiatorial wrestler)

Alignment:      Chaotic good

Faith:               Hanseath (dwarven god of war, booze, carousing, chaos, strength, and travel)

Personality Traits

    Erik enjoys showing off his strength and entertaining others through his fighting skills. When not wildly drunk, he is a pleasant companion, fond of merriment, friendship, tall tales, plentiful ale, and good cheer. 

Ideals

    We should always be loyal to friends, but in other respects it's best not to take life too seriously. The world needs more fun, laughter, rough-housing, and drink!

Bonds

    I'll lay down my life for my buddies.

Flaws

    My erratic nature, lack of wisdom, and intense passion for alcohol get me into frequent trouble. 

Backstory

    Because of his frequent drunken binges and his refusal to conform to the serious and disciplined norms of dwarven folk, Erik was recently sentenced to a twenty-year exile from his dwarven clan (the Ironfists) in the Lortmil Mountains. Some of the clan elders favoured stripping him of his clan name and sentencing him to perpetual exile, but Erik's rough charm, his popularity as a show fighter, and the influence of his father and grandfather saved him from this draconian penalty.

    Before his exile, Erik largely made his living as a showman/prizefighter. He also gained some experience in the craft of brewing (his father, grandfather, and uncle are respected brewers of fine-quality ales, whose fame has spread across the dwarven clans of the Lortmil Mountains). 

Other

    Given his difficulties with drink, Erik has sought information concerning the location of a legendary "Helm of Sobriety." These helms immediately clear minds of fogginess and dismiss all effects of alcohol and other poisons. A dozen such helms were said to have been created by the great mountain dwarf smith Laga Vulin in ages past. At the holy altar of the Shrine of Istus near Fort Endurance, Erik was told that "an unclaimed Helm of Laga Vulin lies magically hidden and locked within the Tomb of Serten, champion of St. Cuthbert, who fell in the battle of Emridy Meadows."

    When performing in front of dwarfs, Erik's show name is "The Inebriated Ironfist." When performing in front of non-dwarves, Erik likes to get cheap laughs by calling himself "The Drunken Dwarf." When entering a fighting pit or stage, Erik dons a flashy red cape with a symbol of a mailed fist smashing a tankard of ale into an enemy's face. When performing, Erik's fighting style includes numerous bombastic moves in which he feigns extreme drunkenness and keeps his foes off guard before he suddenly overwhelms them with his great strength and skillful grappling techniques. 

    When fighting, Erik will sing war chants and will hurl various colourful insults at his adversaries (in a chaotic mishmash of dwarvish and the common tongue).

 

CEDRIC

Male – Human – Cleric (War) – Level 3

Str 17 / Dex 13 / Con 15 / Int 13 / Wis 17 / Cha 14 

Background:    Acolyte

Alignment:      Lawful Good

Faith:               St. Cuthbert of the Cudgel

Personality Traits

    Cedric is determined to forge his own path in life, without trading upon his family name.

    He wants to follow in the footsteps of one of the great heroes of the Church of St. Cuthbert: Emrich Bogg, the Demonslayer. 

Ideals

    Charity. I always try to help those in need, no matter what the personal cost.

Bonds

    I would die to recover an ancient relic of my faith that was lost long ago. 

Flaws

    My piety sometimes leads me to blindly trust those that profess faith in my god.

Backstory

    Cedric is the minutes-older twin brother of Godric, respectively the 7th and 8th sons of the Knight Commander Exegius, loyal vassal of the Baron of Shiboleth. Their mother died in the process of giving birth to them, and their father always has been resentful towards them as a result. Without any possibility of inheriting their father’s land and position within the March’s military hierarchy (both of which will go to their oldest brother), and with military service within the March unattractive (as that was the path pursued by their other brothers), the twins decided to make their own fortune and—upon reaching adulthood—headed away from the barony towards the wilder borderlands. Cedric entered the service of St. Cuthbert of the Cudgel.

    The twins fondly recall visits from their uncle, Sir Gustaf ‘the Falcon’. A hunter and wanderer, the Falcon told many stories to the brothers when they were children.  It has been over five years since the Flacon last visited Knight Commander Exegius. Since then, he has kept to his famous hunting lodge in the Dim Forest, north of the city Hochoch. Travellers say that the Falcon earns decent coin from the rulers of Hochoch by helping to keep the woodland’s orc population down, as well as occasionally hosting nobles from that city and other regions of the Gran March and the Grand Duchy of Geoff.

    Cedric travelled to Fort Endurance in the Dim Forest because he read that the ruins of a shrine to Istus lay near it. According to legend, the shrine’s altar would answer correctly one question asked of it. Only one question could be asked of the altar in a person’s lifetime. Cedric had been having dreams of a dark force – an ancient enemy of St. Cuthbert – rising again. These dreams tormented him for almost a year. Learning more about this dark force was his reason for travelling to Fort Endurance and seeking the shrine of Istus.

    At the shrine Cedric asked: “Where should I seek the rising dark force of Chaos and Evil that plagues my dreams?” The altar of Istus answered: “Travel to Hommlet, near the city of Verbobonc; those who follow St. Cuthbert there will aid you in your efforts.” 

 

GODRIC

Male – Human – Rogue (Arcane Trickster) – Level 3

Str 13 / Dex 17 / Con 14 / Int 17 / Wis 13 / Cha 15 

Background:    Charlatan

Alignment:       Chaotic Good

Faith:                ?

Personality Traits

    The lesson Godric has learned from his childhood is to take what you can get, because you cannot rely upon others. That said, though he is selfish he is not malicious; he generally avoids causing any real harm.

Ideals

    Godric has a long-standing fascination with magic, including the stories of the roguish mage Quesse the Quick.

Bonds

    Godric is devotedly loyal to his minutes-older twin brother, even though he finds his devotion to Saint Cuthbert grating.

Flaws

    Godric is sure no one can be as clever as he is and may overestimate his own position.

Character Backstory

    Godric is the minutes-younger twin brother of Godric, respectively the 8th and 7th sons of the Knight Commander Exegius, loyal vassal of the Baron of Shiboleth. Their mother died in the process of giving birth to them, and their father always has been resentful towards them as a result. Without any possibility of inheriting their father’s land and position within the March’s military hierarchy (both of which will go to their oldest brother), and with military service within the March unattractive (as that was the path pursued by their other brothers), the twins decided to make their own fortune and—upon reaching adulthood—headed away from the barony towards the wilder borderlands. While Cedric entered the service of St. Cuthbert, Godric lived a seemingly idle life supported by gambling and vague "business" pursuits.

    The twins fondly recall visits from their uncle, Sir Gustaf ‘the Falcon’. A hunter and wanderer, the Falcon told many stories to the brothers when they were children. It has been over five years since the Flacon last visited Knight Commander Exegius. Since then, he has kept to his famous hunting lodge in the Dim Forest, north of the city Hochoch. Travellers say that the Falcon earns decent coin from the rulers of Hochoch by helping to keep the woodland’s orc population down, as well as occasionally hosting nobles from that city and other regions of the Gran March and the Grand Duchy of Geoff.

    Godric recalls the Falcon’s tales concerning a half-elven magic-using burglar named ‘Quesse the Quick’ in particular. (Apparently Quesse was related to Godric’s family through her human father.)  Quesse eventually retired two centuries ago to a hidden manse. Godric hopes to someday find Quesse’s hidden Manse, which he assumes is now abandoned, and perhaps recover some helpful magic items.

    Although Godric did not choose to try to find the Shrine of Istus (that was his brother Cedric’s idea), he decided to take advantage of the opportunity to ask about Quesse. So, unsurprisingly, he asked: “Where is the Manse of Quesse?” The answer: “Quesse’s home lies within the Gnarley Forest; the woodsy elves there know the way.”


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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).