The Eternal Champion-Persons, Places and Things

tarkhan bey

Mongoose
I have seen these sort of posts for several of the other games and thought it would be a good idea for the MRQ Eternal Champion system. So go ahead folks, just enter any weird and wonderful things that you can come up with. I'll start you off.

Person: Diavon Tarlesh-Half Melnibonean Scholar and collector of antiquities.

Tarlesh is the son of an Ilmioran slave girl and a Melnibonean noble warrior named Darlu Derinas. His father, as well as being a warrior of some influence at court was also a potent sorceror.
He was fortunate in that he possessed looks that favoured his Melnibonean ancestry as well as sharing their rather "inhuman" outlook on life. Thus it was that he rose to the rank of Diavon(Slavemaster) in his fathers household and, finally, gained his attention.
With the Bright Empire in retreat and the remaining garrisons being withdrawn from these upstart "Young Kingdoms", Darlu Derinas realised that the Ruby Throne would need to make use of spies to ensure its security.
Tarlesh was inducted into the "Cult of the Silent Watchers" and trained in the arts of espionage and subterfuge. He was then ordered to accompany his father to Cadsandria to oversea the departure of the Imperial Garrison from the new Kingdom of Argimiliar.
His mission was to remain behind and to adopt the disguise of an escaped slave. He was to ingratiate himself into Argimiliaran society and find others whom he could use in the service of the Dragon Isle.
In the intervening time he has created a small business empire in the collecting, buying and selling of antiques and objets d'art.
He dwells in a purple walled villa, located several miles west of Cadsandria. It is built from purple stones, imported from Menii and is fully staffed with servants and guards. He possesses his own personal ship, a sleek Ilmioran schooner called "The Seeker after Truths" which drops anchor in his own private cove.
Tarlesh is loved by all in Cadsandria. He gives generously to the poor and is a shining example of how anyone, even a slave, can find a new and better niche in life.
He is popular with the burgeoning merchant classes of the city due to his knowledge of the needs and wants of his former masters on the Dragon Isle.This has brought them much wealth.
He has also found favour at the court of King Jiku, who dresses like a dandy and is one of the leading lights in the new neo Melnibonean fashion. This along with the rather exotic feel that he lends to the King's court means that he is always welcome there.

He is tall and slender with honey blonde hair kept back from his face by a circlet of gold. His face is handsome in an angular sort of way due to his Melnibonean heritage and he has a single almond shaped blue eye(the other was plucked from his head during the making of his pact with the Lord Maluk). He wears a velvet eyepatch of dusky pink and cream coloured diamond checks to cover this.
He dresses fashionably and is regarded as exhibiting wonderful taste to complement his wit and charm. His attire typically consists of suede trews of a dusky pink hue and a velvet doublet of the same pattern as his eyepatch. A fine pair of cream suede riding boots completes his ensemble.
He is rarely seen to carry a weapon but is accompanied everywhere by his manservant(and some say lover), Persimmion Lantor and a mute bodyguard from some land in the unknown east.

Str)11 Con)10 Dex)16 Siz)14 Int)17 Pow)19/17* Cha)15
* Diavon has a 2 pt pact with the Maluk the Silent Watcher.

CA) 3 Dam Mod)N/A Move)4 SR)16 Hero Points)2

Dagger 66% D4+1 AP/HP 2/4

Athletics-39%, Dodge-67%, Evaluate-71%, Influence-77%, Lore(World)-53%,Perception-46%, Persistence-77%, Resilience-50%, Ride-35%, Stealth-27%, Sleight-29%.

Courtesy-68%, Seduction-52%, Pact (Maluk)-58%, Lore(Chaos)-23%, Lore (Poisons)-18%,Lore(Alchemy)-19%, Lore-Regional(Immryr)-38%, Lang(Low Speech)-80%, Lang(High Speech)-35%, Lang(Common)-80%,

Command-35%, Witchsight-29%,Summon(Demon of Knowledge)-33%

Legendary Ability-Devilish Charm

For his pact with Maluk, Diavon has recieved two gifts. The first is the ability to summon demons of knowledge. The second is eternal life. It is this eternal life which has allowed him to remain in the courts of Cadsandria for several hundred years. Anyone who questions this longevity is answered with the "fact" that it is a by product of his Melnibonean ancestry.

He has had two compulsions forced upon him by this pact. The first was the loss of his left eye(Stats are already altered to account for this). The second is his overwhelming desire to consume brains, convinced that he can absorb knowledge this way. He regularly invites guests to his home who are never seen again.(Of course, these are always from amongst the lower orders and are not missed :twisted: )

If played using the rules for better quality equipment, Diavon's dagger is exquisite and has the Keen2 qualities.
Likewise his clothes are of exquisite cut and add a further 5% each to his Influence and Seduction skills.
 
I look forward to you input Boss. Is there no-one else interested in contributing? :(
I have edited the previous post now to include the crunchy bits for Diavon Tarlesh. Have to go now, but hope to post Persimmion Lantor later today.
 
Person: Persimmion Lantor-Argimiliaran Bodyservant and Head of Household.

Persimmion is a slightly built man of average height. His head is shaven completely bald and his scalp oiled. He has rouged cheeks and lips which are pursed and give the impression of a continuous pout. His eyes are strikingly bright blue, emphasized more by the kohl that he lines them with.
His movements and mannerisms are languid and somewhat effeminate. He does however give off the aura of an important man(possibly self important?). He is, after all, the head of the household(and sometime lover)of the scholar Diavon Tarlesh.
He wears floor length robes of a dusky pink hue tied at the waist by a sash of cream coloured silk. He carries no weapons save for a long walking staff surmounted by a rams head, carved from ivory.
He is entirely loyal to his master and lives only to please him. He is complicit in many of the heinous crimes that Diavon Tarlesh has commited in the cellar of his purple walled villa. He too, is inducted into the cult of the Silent watchers although he is not yet pacted.
It is Persimmion Lantor who finds those of low birth who brains are destined to feed his masters inhuman appetites.

Str)9 Con)9 Dex)12 Siz)12 Int)16 Pow)15 Cha)15
CA-2, DM-N/A, Move-4M, SR-14,Hero Points-1

Quarterstaff 31% D8 AP/HP 3/8

Dodge 58%, Evaluate 52%, Influence 69%, Lore(World) 47%, Persistence 62%, Resilience 45%

Courtesy 65%, Seduction 51%, Lang(Common) 81%, Lang(Mong) 27%, Lang(Low Speech) 25%, Lore(Erotica) 66%, Lore-regional(Argimiliar) 37%, Lore-Regional(Cadsandria) 71%.

If using the rules for better quality equipment then Persimmion's clothing is of exquisite cut and adds a further +5% to both his seduction and influence skills.
His staff is of exquisite quality and adds a further +10% to his influence skill.
 
tarkhan bey said:
I look forward to you input Boss. Is there no-one else interested in contributing? :(
I have edited the previous post now to include the crunchy bits for Diavon Tarlesh. Have to go now, but hope to post Persimmion Lantor later today.

I'd love to post some of the bizarre, crazy and downright cool characters and NPCs that have populated my Elric games from over the years, but I simply haven't the time to get it all together.

But this is a great thread, and if I get a moment, I'll try paste in a few character backgrounds, if not the crunchy bits.
 
Its good to see that you are still around Loz. I had only just remarked earlier that I have not seen much of your presence lately.

I think that this sort of thread is really useful. It would be great if you could post a few ideas on here. 8)

Its not just for Elric though, Hawkmoon bits n' bobs are equally welcome as are persons places and things straight from the heads of the posters.

From my Hawkmoon campaign, I hope to soon post Captain Jeremy Cornell of the 17/21st Lancers. He disappeared at the battle of Balaclava and was presumed dead.He was rescued at the last moment by persons unknown from the blast of a Russian cannon. He now travels the moonbeam roads in the company of his pet cat-Mephistopheles. He may, or may not, be a previously undisclosed variant of the eternal companion. Certainly, his name and choice of travelling companion suggest so.
 
Person- Mongat Jang-Changtse bodyguard and Swordbrother of the Cult of Mabelode

Mongat is a small, stocky man with a thick bull neck. His head is shaved bald across the front of the scalp but hangs in a long, single,black braided plait at the back. Despite his stockiness, Mongat is preternaturally quick and moves with the grace of a panther.
He is not(despite what rumours say)mute. He speaks rarely and then only in the private company of his employer, Diavon Tarlesh.
His attire is simple and functional. He wears sandals and a pair of loose cotton breeks that reach to his knees. He wears a robe of white cotton, belted at the waist with a sash of dusky pink silk and a wide brimmed straw hat.
A pair of Eshmirian falchions hang in crossed scabbards upon his back and a wide leather belt, concealed by the sash holds a half dozen throwing stars.
He hails from a land, far to the east, known as Changshai. With his home embroiled in a seemingly unending civil war, he left to seek adventure and a better life.
Unfortunately his journey took him close to the nborders of the nearby land of Phum. It had always been regarded as a place best avoded yet somehow Mongat Jang knew that his destiny lay there. He attempted to save a child from a group of masked riders in a tumbledown hamlet and was captured for his trouble. The riders were members of "the enclave of Tumbru" and it seemed that his fate was sealed.
However, instead of dying on the altar of some dark god he was welcomed as a brother and initiated into the secrets of the enclave.
After gruelling trials and hideous rituals he attained the rank of swordbrother in the cult of the sword rulers. Mabelode was his patron and he was sent forth into the world upon the path to his true destint as a Knight of Tumbru.
His mission was to locate the whereabouts of a mysterious artefact known as the "Heart of Arkyn". What exactly his master desired this, clearly Lawful, artefact he neither knew nor cared.
His only concern was to find it and gain further prestige and power amongst his fellow warrior priests of Phum.
After several years of fruitless searching he has come to Cadsandria and taken a position as bodyguard to Diavon Tarlesh. This appears to be the best way of learning of the whereabouts of the mysterious artefact.

Str)16 Con)15 Dex)19 Siz)10 Int)13 Pow)14/13* Cha) 9

Mongat Jang has a 1pt pact with Mabelode the Sword King

CA-4, Dam Mod-+D2, Move-4M, SR-16, Hero Points-2

Falchion(RH) 107% D6+1+D2 AP/HP 6/8
Falchion(LH) 87% D6+1+D2 AP/HP 6/8
Throwing Star 59% D4+D2 Rnge-15m

Acrobatics 93%,Athletics 85%,Dodge 59%,Lore(world) 65%,Perception 45%,Persistence 52%,Resilience 62%, Ride 51%, Sleight 45%, Stealth 42%.

Lang(Pande) 63%, Lang(Common) 53%, Mechanisms 32%, Streetwise 32%, Pact(Mabelode) 45%

The gift granted to Mongat for his pact with the Sword King is Divine Training with his Eshmirian Falchion.
His compulsion is that he may never use a shield.

Legendary Ability- Wall Leaping
If using the better quality equipment rules, his falchions are both greater quality and have the Keen edge for an extra point of damage.

* on a final note, Mongat Jang and Diavon Tarlesh are both well aware of the others pact. However, neither know that the other also knows.(if you know what I mean?)
 
tarkhan bey said:
Its good to see that you are still around Loz. I had only just remarked earlier that I have not seen much of your presence lately.

I think that this sort of thread is really useful. It would be great if you could post a few ideas on here. 8)

Its not just for Elric though, Hawkmoon bits n' bobs are equally welcome as are persons places and things straight from the heads of the posters.

I have a ton of Elric, Hawkmoon, Corum and Erekose characters cluttering up various corners of my several hard-drives... :D

And I noticed your enquiry after me on the Conan thread. Very much here, just damned busy...!
 
Person-Kolgar Therin-Pan Tangian renegade and Captain of "The Seeker of Truths"

Kolgar Therin is a tall thin man whose rangy appearance belies his prodigious strength. His grey hair hangs around his face in lank greasy dreadlocks. Combined with his dark deepset eyes, his skin the colour of weathered parchment and a vicious scar that runs from his lip across his chin, he resembles nothing less than a sneering death's head.
He wears a leather hauberk that is heavily studded with bronze coins and a kilt of grey linen. A waist sash of dusky pink silk and a broad leather belt with a bronze horned skull for a buckle, complete his attire.
He goes barefoot, leaving both his arms and legs bare in order to reveal the multitude of whorls and spiral tatoos that cover his limbs.
From his belt hangs a scabbarded Pan Tangian sabre with a serrated blade as well as a wickedly curved dagger of eastern origin.
If Kolgars countenance is one of evil, then his disposition is much worse. He is vicious and a sadistic bully who runs a tight ship due to the fear that he has instlled in the crew. He is dour and ill tempered and has little to say beyond giving commands to his men. When he does speak it is in a hoarse voice that barely raises above a whisper, yet all seem to hear it. A close inspection reveals that he has a jagged scar across his throat. It is unknown how this Pan Tangian came to be in the employ of Diavon Tarlesh or how he came to be a renegade from his own land. He is, for the moment anyway, completely loyal to his master.

Str)17 Con)14 Dex)15 Siz)15 Int)13 Pow)16 Cha)7

CA-3, Dam Bonus-+D4, Move-4M, SR-14, Hero Points-1

Pan Tangian Sabre 68% D8+1+D4 AP/HP 4/12
Dagger 58% D4+1+D4 AP/HP 4/6

Athletics 48%, Boating 59%, Dodge 63%, Influence 41%, Lore(animal) 29%, Lore(world) 59%, Perception 49%, Persistence 56%, Resilience 70%.
Language(Common) 63%, Lang(Mabden) 78%, Lore(seas of the YK) 47%, Shiphandling 73%

If using the rules for better quality items then.
Kolgar's sabre is of greater craftsmanship with the Keen quality. His armour is also of greater craftsmanship with the Bulwark quality.
In his cabin are several sea charts and encyclopaediae Geographica. These are of exquisie quality and add a further +10% to both his world lore and to his Lore(Seas of the YK).
The "Seeker of Truths" herself is an exquisitely built vessel and adds a further +10% to his shiphandling skill.
 
Person-Angromar Drenik-Dharijoran Captain of the Guard at The Villa Tarlesh.

Tall broad shouldered and powerful, he is coldly handsome with piercing blue eyes and black hair that is worn shoulder length in oiled ringlets. He was previously an officer in the Dharijorian Legions who had been sent to Pikarayd to aid in propping up the regime of King Marvos. He was betrayed by his Pikaraydian allies during a failed raid over the border into Argimiliar, captured and sold into slavery.He was bought in the slave market of Cadsandria by Diavon Tarlesh and soon was freed and elevated to the rank of Captain of the household guard.
There are many jealous and unkind tongues who suggest that Angromar also has been a lover of his master and that this was what gained his freedom and rapid rise of fortune. There are few who would have the nerve to suggest it to his face.
Angromar is both proud and brave, his one fault being that he is a little too sure of himself and his abilities.
His orders are simple. He and his men are to kill anyone who enters the villa grounds without the express authority of his master.
He wears a sleeved mail shirt and an open faced helm with a black horsehair plume. He also wears heavy leather greaves that are reinforced with bronze strips. He carries a battleaxe and a target shield.

Str)16 Con)15 Dex)13 Siz)15 Int)12 Pow)12 Cha)13

CA-3, Dam Mod +D4, Move-4M, SR-13, Hero Points-1

Battleaxe 65% D6+1+ D4 AP/HP 3/8
Target Shield 67% D6+D4 AP/HP 8/12
2H Battleaxe 49% D6+2+D4 AP/HP 3/8

Athletics 20%, Influence 37%, Lore(world) 39%, Perception 64%, Persistence 62%, Resilience 63%.

Command 38%, Language(Common) 62%, Lang(Mabden) 37%, Lore(Tactics) 31%, Streetwise 24%

Angromar's skills have been adjusted for his armour(-29%). If playing with the rules for better equipment all of his armour and weapons are of greater quality. The armour pieces have Bulwark 1, the battleaxe has Keen 1 and the shield has Crushing 1 for off-hand attacks.
 
A few characters for you to enjoy hopefully) - they are have images etc but harder to post them here (I usually start with images when working out NPCs) - the system I use is similar to the RQ one - should be ok to translate? However it may be a little high powered for some tastes

I also made up a whol slew of PC's/NPCS around the character of Mariad from the Dragon Isle supplement - Dream of Cities adventure - incuding fleshing out her family (and several others)

Valoria, Warrior and Scout, Age 34, Allegiance: Chaos: 8, Balance: 17, Law: 4

Born amongst the mountain heights of the western continent, Valoria is one of the few Myrrhyn to leave their isolated home. Bred from savage winged apes or Clakers, by the sorcery of the Doomed Folk, Myrrhyn are a pre-human, but man-like race. Renowned for their inhuman beauty as much as their winged flight, Myrrhyn woman are extremely rare among the humans of the Young Kingdom, and Valoria is not above taking full advantage of all her natural gifts.
Serving as a “personal” guard for several jaded Jharkorian noblemen, she delights in the comforts of civilised life, but has often found herself a pawn in their twisted plots. Accustomed to the alpine cold of her mountainous home and unable to fly while encumbered with much armour or clothing, Valoria shuns boots and depends mostly upon her shield for defence. A skilled, and cunning warrior, she favours a unique Myrrhyn tactic of diving feet first upon a target, driving her long spear with both her hands and feet.

Like many of her race she reveres the Goddess Lassa above all others and was outraged by the Pan Tangian strike on the temple to the goddess. More used to human company than many of her race she still has a short attention span and often reverts to short fragmented sentences. She has served aboard ships before and enjoys the freedom and relatively small number of “smelly” humans – she was recruited by the new 2nd mate, Kevi – who she gets on well with……….

Strength: 15,
Constitution: 14,
Size: 23,
Intelligence: 15,
Power: 19,
Dexterity:18,
Appearance: 18,
Hit Points: 16 /
Damage Modifier: +1D6 (melee), +1D4 (missile),
Agility(0): Aerial Acrobatics 78% Climbing 43%, Dance 66%, Dodge 46% (in flight 77%), Swimming 35%,
Communication (+16): Sing 32%, (but believes is higher!)
Knowledge (+3): Courtly Intrigue (Jharkor) 44%, Etiquette 55%, Healing 56%, Million Spheres 20%, Sea and Ships 45%, Young Kingdoms 60%
Manipulation (+18
Perception(+10): Listen 46%, Search 60%, Spot 95%, Track 45%,
Stealth(-2): Hide 15%, Move Quietly 56%, Fly Quietly 76%
Speak: Common tongue, Low Melnibonean 45%, ‘ pande (language of the Unknown East)
Weapon.............................Damage............Attack+18 Parry(+0)AP notes
Myyrrhn Pouncing Spear(*) 1D10+2+1D6(x2) 76%(no parry)......16
flying dive attack,
Myyrrhn Pouncing Spear(2H) 1d10+2+1d6.....68%........46%........12
Myyrrhn Pouncing Spear(1H) 1d8+1+1D6......80%........30%.........12
Decorated Shield..................2D6.................30%.........90%........25
Ornate Dagger (x4)... ...........1D4+2+1D6.....78%........40%.........6
Thrown Dagger.....................2D4+2.............86%.......................
Punch..................................1D4+1D6.........75%........................
Kick....................................2D6..................68%
(*) She may attempt a risky dive attack, if hits – double damage (critical is triple damage!) – the spear must then be retrieved. After such an attack make an Aerial Acrobatics roll – if made, make a controlled landing, if critically succeeds swoop back into the air. Failure means a crash landing and take 1d6 damage. Fumble (98+) mean double damage and stunned for next round.

Armour and Items of note: – normally no armour save shield to allow flying – may wear normal light armour but will not normally be able to take to the air. The Shield contains a Sylph or minor air elemental – she usually stays within the shield but can be manifested. Whilst in the shields, arrows and similar missile weapons are blown of course and can not hit Valora. She (the elemental) is chatty and fun when outside the shield but has little concept of time. Due to her affinity with the air elementals they are very unlikely to attack her and indeed will often seek her out to talk and play in the sky.
 
Halia, Half Melnibonean Agent for the Imperial Court, Artist and wandering Soul
Allegiance: Chaos: 26, Balance: 17, Law: 4

Strength: 15,
Constitution: 12,
Size: 11,
Intelligence: 17,
Power: 12,
Dexterity:21,
Appearance:17,
Hit Points: 25 /
Damage Modifier: +1D6(melee), +1D4 (missile),

Agility(+12): Acrobatics 50% Climbing 63%, Dance 56%, Dodge 66%, Pose with Sword 77%, Swimming 76%,
Communication (+10): Sing 12%,
Knowledge(+10): Assess Opponent 80%, Courtly Intrigue (Melnibone) 14%, Etiquette (Court of Melnibone) 45%, Etiquette (human) 37%, Million Spheres 20%, Play Chess 76% Young Kingdoms 50%
Manipulation (+17): Craft - bone sculpting 86%, Drawing 96%(Mastery), Quick Draw – Sword 85%, Painting 87%,
Perception(+5): Listen 56%, Search 60%, Spot 85%,
Stealth(+8 Hide 45%, Move Quietly 56%,
Speak Melnibonean 100% Mabden (Human - Common) 100%
Tsulla (her Fathers tongue) 60%, High Speech 100%,
Halia is unable to learn how to read and write, like her father, the entire concept is alien and unnatural.

Weapon........................Damage........Attack.....Parry......AP
Long Sword...................1D8+3+1D6....83%......75%.......10
finely crafted and will not break against mere human weapons
Long Sword 2HD...........1D8+5+1D6.....65%......44%.......10
Defensive....................1D8+2.............35%......90%.......18
Writing Blade(thrown)..1d6+1d3(Poison)...87%...............
Writing Blade...............1d3+1d8(Poison)..47%....25%.......2
ink is poisonous(*)
Blood Worm Silk whip....1D8+ Entangle....86%....25% 40(HP) 20
May be used as rope/grapple

Armour – Beautifully crafted, comfortable and concealable suit of light scale armour, with minor enchantments to resist wear and tear. It provides her with D6pts of armour and is festooned with delicate bone craftings of those people she has met and valued (her father’s way of remembering).

Items of note: A chess set hand crafted from her father’s bones.

Drawing blades set – a gift from her mother (the only one she ever received, other than the body of her father), (15) each with a different nib and intricate engraving on them. They contain an unknown poison which is deadly to humans, harmless to Halia and which acts as intoxicant to Melniboneans if drunk.

A blood worm silk whip – from her home plane of existence, blood worms are delicate creatures in appearance, crystalline and thin, except when engorged with the blood for which they hunger, when they shift form to that of a silk like substance.. Suitably fed they can then be woven into a living rope or in this case, whip, which as long as it is fed each day will provide the bearer with an incredibly strong and flexible artefact. (This requires 1HP worth of blood each and every day or it shifts back to crystalline form and unravels and/or shatters)

Born exactly 400 years ago to Lady Solari D’Kern and the Demon Urath, a warrior artist from the Chaos plane of Tsualla-Krea. Summoned by Lady D’Kren from his home plane, he provided amusement, lessons in the inventiveness of love, inspiration for her novels and teaching in the arts – the two were a devoted couple, especially given the absence of Solaris consort. So enamoured was she that she allowed herself to fall pregnant and bore a daughter to please her lover.
On his home plane, Urath was part of a wandering clan of warriors and artists, skilled in blade and pen………the world is ever changing and hence a constant source of inspiration and conflict. Raising Halia fell to the House slaves and Urath, her mother having little interest in the child once born. Urath taught the girl skill with a blade and pen but was surprised by her bursts of temper, which were also fuelled by her mother’s lack of interest. At the age of 14, Urath was taken from the two females in his life, a slave contracted a minor illness after trading in the great harbour and this cold struck him down in a matter of hours. Bereft and shattered, Solari retreated from the world and she died only 2 days later. For almost a year Halia was in charge of the Tower before Solari’s brother realised his sister was dead and reluctantly took control. He, like the majority of his family, was a scholar and disinterested in the half demon child who managed to forge a place in the complicated hierarchy of the household and was content for several years.
Soon however she found herself haunting the palaces and towers of the Dreaming City – moving from tower to palace to abandoned ruin and to the island beyond. She took ship with a trading ship from Argimiliar and travelled the Young Kingdoms, fighting, loving and exploring her arts. She returned at regular intervals to what she still regards as her home – Imrryr – the Dreaming City. Despite their arrogance and disinterest, she is simply treated as a citizen of the city and not with the fear and loathing that she has found she generates in so many of those from the Young Kingdoms. Whilst she can pass for human her eyes glow in the darkness (allowing clarity of vision) and once accompanying a bored noble to another plane of existence she found that her skin darkened and became almost iridescent over a period of a week. The transformation quite intrigued the young noble and led to brief period of intimacy and she rose to the attention of others in the swirling intrigues at Court.
Recently she has been in the service of Prince Soran Colim, who seems unusually interested in the affairs of the world outside the Dragon Isle. Several trips back into the young Kingdoms have been undertaken but the latest mission has been the strangest. A man appeared in the streets of Irrmyr – at first he was thought to be a Melnibonean but he claims to be from another race akin to the inhabitants of the Dragon Isle. Prince Lauash Karas Tersi of the Vadhagh, who has come seeking aid for his people against the mabden of his world. He has gained very little attention, never mind aid and is close to despair. Halia has been instructed to safeguard and escort the foreign Prince and ensure he does not bother those of importance. Today is a day of importance and prestige for the Colim family, Soran’s elder brother Magum has been granted the honour of becoming Grand Admiral of the Imrryrian fleet.

One last thing – in all travels, the men and women she has loved,she has found she still yearns for one thing – like her father before her – she wants a child. However she is not able to conceive – or so the scholars and sorcerers have told her – yet she still craves it and recently she dreamed that she would indeed be able to do so…whatever the learned men and women might say.
 
Kalas, Human companion and Favoured Slave to the Lady Tmoria H’Sarai, Age: 32, Chaos: 25, Balance 8, Law 1,

Strength: 15,
Constitution: 16,
Size: 17,
Intelligence: 12,
Power: 14,
Dexterity:17,
Appearance: 15,
Hit Points: 21 /
Damage Modifier: +1D6 (melee), +1D4 (missile),

Agility(+5): Climbing 73%, Courtly Dancing 65%, Dodge 56%, Strike a Pose 65%, Ride - Horse 72%, Swimming 53%,
Communication(+5): Command Slaves 45%, Fast Talk 70%, Seductive Whispers 70%, Recite Romantic Poetry 67%,
Knowledge(0): Courtly Intrigue (Melnibone) 44%, Etiquette (Court of Melnibone) 43%, Etiquette (Court of Argimilar) 37%, History of the Bright Empire 17%, History of the Young Kingdoms 60%,
Manipulation(+10): Healing 25%, Pick Lock 65%,
Perception(+2): Listen 88%, Search 60%, Spot 76%,
Stealth(0): Conceal Item 70%, Move Quietly 76%,
Speak / Read-Write: Human – Common, Low Melnibonean 75% / 50%,

Weapon........................Damage.......Attack(+10).....Parry(+5).....AP
Large Scimitar (2HD)....1D8+5+1D6.......70%.............55%...........10
(RHD)..........................1D8+1+1D6.......84%............88%............10
Defensive.....................1D8..................50%............105%...........12
Crystal stars (x4)..........2D6+1D4..........76%/Auto.....
If auto hits is then released
Melnibonean Bone Bow..2D6+1+1D4........65%

Armour – Well crafted and comfortable suit of leather armour. It provides him with D6pts of armour.

Kalas was once Lord Turmis from the exotic lands of Argimiliar, noble born, he found most pleasure in the seduction of women, young and not so young, especially those who were married………which also meant he developed a skill in defending himself. Part of his success was due to his natural charisma but just as much was thanks to a family heirloom that seemed only to work for him. A lost toy from a long dead noble of the Dragon Isle, it seems to know exactly what every woman wishes to hear from a potential lover.
Having cut a swath through the jaded noblewomen of his homeland he travelled further afield and gained a dubious reputation across the Young Kingdoms, escaping some of the less tolerant lands with only his life. Yet this was not enough – he gained passage to the fabled centre of the world – Melnibone. Upon this isle of fabulous wealth, deviance and decadence he found a new playground amongst stunning women bred for their beauty and style and half breed scions of their inhuman masters. However it took him a full year to insinuate himself into the bed of the noble Lady H’sarai, taking all his wiles and that of the demon that constantly whispers its advice to do so.
However, her husband was no fool, despite any appearance of being drug addled, he was as aware as he chose to be. Whilst some of his race would have been outraged that a human dared to seduce his wife, he found it amusing and could not consider him a threat. When the opportunity arose for his wife to teach the errant child of the Mistress of the Ghost Tower he saw a opportunity – the impudent human would accompany his wife and learn all he could about the young woman as she was considered a suitable match for his son………..He commanded that Kalas should discover her likes and dislikes, her flaws and virtues – and what better way to do so than to seduce her………….?

Items of note: Besides his fine clothing, Kalas carries several items of note – the left hand gold earing is of plain design but bears intricate and delicate runes across its surface, almost too small to be seen. When worn by Kalas it whispers advice and tactics on how best to seduce any and all women that he encounters, its voice is unheard by all others and is neither male nor female but something in between. He also carries 4 crystal throwing stars, each with the symbol of Lassa, Elemental ruler of the Air upon them. They are binding objects for minor air elementals –should they be called upon they will automatically hit whatever the are called upon to strike but then shatter and be released – so they should only be used in extremis
 
Very nice there Da Boss. I really like the backgrounds and concepts for those characters. My lot have not encountered a Myrrhyn yet, which is strange as one of my players has gamed with me for many years. I may have to use Valoria. :)
Anyway, I have virtually all editions of the Stormbringer/Elric/Hawkmoon and even Corum. It looks like you are using a hybridised set of rules with the different damage bonuses for melee and missile,differing attack and parry skills and bonuses/minuses to skill groupings based on stats. These are from the early editions of Stormbringer up until "Elric"(Stormbringer 4) was released. They should be fairly easy to convert over to the new Mongoose system. In fact, I will probably average their combat skills into one and use them as they are. To the seven hells with this proper converting nonsense! :lol:
Looking forward to more stuff from you.
 
Ah interesting to see so cool stuff. I have next week the testing of an further vocational training. When this is done i will be back and put some NSC here in too.
Guyys very nice work! 8)
 
tarkhan bey said:
Very nice there Da Boss. I really like the backgrounds and concepts for those characters. My lot have not encountered a Myrrhyn yet, which is strange as one of my players has gamed with me for many years. I may have to use Valoria. :)
Anyway, I have virtually all editions of the Stormbringer/Elric/Hawkmoon and even Corum. It looks like you are using a hybridised set of rules with the different damage bonuses for melee and missile,differing attack and parry skills and bonuses/minuses to skill groupings based on stats. These are from the early editions of Stormbringer up until "Elric"(Stormbringer 4) was released. They should be fairly easy to convert over to the new Mongoose system. In fact, I will probably average their combat skills into one and use them as they are. To the seven hells with this proper converting nonsense! :lol:
Looking forward to more stuff from you.

thanks - your work was most inspirational

here is the background for a player who was joining into an ongoing campaign:

You were born the third son of a minor Lord in the fair lands of Shazar. Unlikely to inherit, you spent much of your formative years learning the arts of war and when you reached 16 years set of with a few like minded fellows to ply your trade as mercenaries.

Ten years have seen your fortunes rise and fall, you have seen much of the Young Kingdoms. Luck has always seemed to be on your side, but recently you have realised that often this is at the expense of others……..

Until recently you led a hardened band of warriors, earning a formidable reputation in the process. You had also formed a close friendship with one of them - Surisa, an exotic and deadly swordswoman. Different to your usual dalliances with bored noblewomen or whores…..

6 weeks ago you were in the service of a Merchant Prince from Argimiliar looking for riches in the barbaric lands of Oin. He had discovered a rival had found remnants of an ancient outpost of the Bright Empire and sought to relieve him of the burden of exploiting the find.

Unfortunately the other Merchant had taken his own precautions and had a Sorcerer from the Dark Ise of Pan Tang to ensure his security. The clash was short and violent, with many of your men falling victim to his foul summonings before you closed on him whilst Surisa finished his last guards. In desperation the Sorcerer called upon his last demon to “get rid of you”

The Demon manifested, dancing inside your guard to grasp you, ignoring your attempts to get free. She spoke in her own language to her master, who replied with a terse command before she dragged you elsewhere. As you prepared for annihilation or worse, it seemed, as ever that your luck held, for the capricious Demon fulfilled the letter rather than the intent of the Sorcerers words.

It amused her to take you first to her home realm – a place of beauty and madness and then onto another world entirely. A land of great floating islands and other strangeness you found your sword arm and ability to command was as useful here as in the Young Kingdoms.

Disconcertingly – she still appears now and again to you, claiming that part of your soul is hers until you find something worth trading to her for it. Strangely others can not often not perceive presence or hear her advice – for it seems she, for unknown reasons to wish you well……..? Recently she claims that you are shortly to meet those from your own world who can take you home.

In your travels you have acquired several interesting items:

Ghost is a finely crafted sword given to you by Surisa, with a glittering blade with silver runes running its length. In combat the blade vanishes to all but your eye, making it incredibly difficult to guard against and armour proves no defence against its edge.

The Golden Shield was taken from a warrior in a recent skirmish which despite its ability to parry your blows from Ghost, it did not save its last master.

more to come :)
 
Once again Boss, an interesting background concept. You definately seem to be playing a more high powered game than I am.
My characters are currently in Bakshaan where I am running them through the old Stormbringer 1st ed adventures, "Stealer of Souls" and "Black Sword".
Do you remember these?
Some of it is good, other bits are not so good. I am leaving parts of it out and altering parts of it to fit the new setting. Its going well and the players seem to be enjoying it.
"Priceless", the look on your players faces when they realise that they are going to be in a showdown with the "White Wolf" himself.
I will probably post the PC's soon but they are

Brogan Torval-Dharijorian mercenary and renegade. Hates Pan Tangian's with a passion.
Diavon Deracis-Escaped half Menibonean slave/thief. Toys with his prey like a cat with a mouse.
Varlon Drax-Argimiliaran Scholar with an interest in items arcane.
Dandrit Ventor-Ilmioran explorer and nephew by marriage to Nikorn of Bakshaan.
 
I have only magaed to get hold of the first part of that tale - it seemed a good read and a very nasty fate for the PCs :)

my campaign is quite high powered - a short synopsis

PCs:
a former slave girl now Assassin
Pikraydian warrior and mercenary
Vilmirian Artificer

2 PCs are hired to travel to Vilmir and "liberate" a Artifcier from their great temple (the other PC) - I began the game in the bloody aftermath of a mission gone badly wrong.....
they fled the citiy (eventually) pursued by the Priesthood (who want a unknown and intelligent item that the artificer carries back) and encountered a shattered Pan Tangian galley before fleeing again before persuers (although a important artifat of Law is shattered in the process).
Travelled past Melnibone to the Sorcerers Isle where their patron revealed a strange giant machine (a Ornithopter from Granbritain) that had appeared in the YK.
He had seen the doom of the YK in a dream and wanted to use it escape.
Minor adventures occur on the island - inlcuding the Assassin pleging her sopul to a Chaos Lord to save her life when she strayed into the wrong enchanted wood.
The machine appears in a hidden complex, the occupants slaughtered by Wolves - a fight ensues and the machine is shifted again to escape the war torn world.
They arrive on a land of floating islands - which is where the above player joined them as they faced ancient mysteries, awoken Dragons and Winged men...............

look forward to your PCs 8)
 
Sounds good Boss.

Any of my players....read no further you dogs. This post contains some spoilers.










The Black Sword adventure can pan out in several different ways although, it is the one that I am having the most difficulty updating to the current interpretations of magic etc.
The characters follow Elric and Moonglum from Bakshaan to the vile city of Nadsokor and then to the Kingdom of Org and the forest of Troos. Some of the stuff in this adventure seems to have been added to pack it out and for pure weirdness sake. There's a Dharzi Lord as well before they reach Karlaak but he is gonna need a massive overhaul. The fight with Elric is not necessarily as fatal as it sounds, the Albino fights honourably and has set aside Stormbringer at the behest of Zarozinia. Depends on the honour of the characters and how far they want to take it.

I am thinking about what might happen in Nadsokor when Narjhan starts to poison Freyda Nikorn's mind, offering her vengeance where she seems destined to fail in her quest for revenge.
 
Thing-Carnishar the Shadow Haunter, Lurker in Dark Places- 12pt Demon of Protection.

This hideous monstrosity lurks in the tomb of the Melnibonean Prince, Taryn Karviel where it is eternally bound to the Crystal Prism of Entropic Stasis known as the "Heart of Arkyn". Its task is to protect the tomb and body of its master from defilers and grave robbers.
It can be freed in one of two ways from its servitude. It can be killed or it can be willingly set free from its bondage by a Sorceror who first attunes himself to the Crystal Prism.
Both would be difficult as Carnishar will not willingly meet his death. The Demon haunts the high vaulted halls of the outer tomb and must be defeated or somehow neutralized before tomb raiders would even reach the inner tomb and find the mummified corpse of the long dead prince and the artefact.

Str) 18 Con) 24 Dex) 20 Siz) 18 Int) 10 Pow) 17 Cha) 12

CA-4,Dam Modifier-+D6, SR +15, Movement-6m(flying)

Bite 60% D6+D6 RL 1-2 2/9
Claw 60% D6+D6 LL 3-4 2/9
Wing Buffet 60% D3+D6 AB 5-6 2/10
Unarmed 60% D3+D6 CH 7-8 2/11
or Grapple RW 9-11 2/9
LW 12-14 2/9
RA 15-16 2/8
LA 17-18 2/8
HE 19-20 2/9
Chaotic Features

Blind, Claws, Paralysing(claws), Stalker, Toothed, Wings

Skills

Athletics 38%, Dodge 60%, Perception 51%, Persistence 51%, Resilience 72%, Stealth 42%

When first encountered assume that carnishar has made a critical stealth roll of 04 to secrete himself high in the darkened halls. Even should your characters make a critical roll that is higher they will still not see him. They should probably just get a feeling that something is watching them.
This should be enough to prevent them from being surprised but prevent them from dealing with the guardian too easily. :evil:
Carnishar appears to be a tall cadaverous man with a bald head and blank expanses where the visual organs should be. What appears to be a tattered cloak of black leather wrapped tightly about him turns out to be great ragged batlike wings. He has long talon like finger nails which are black and secrete a paralysing toxin, a mouthful of needle like fangs and great clawed feet like those of a predatory bird.
Lightly armoured opponents are normally attacked using his fangs and paralysing claws. More heavily armoured foes are grappled and lifted high into the air before being dropped to their deaths.
This vile creature is the reason why the wild tribesmen of Dorel have never looted the tomb of Taryn Karviel.
 
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