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.”