COMMON BACKGROUND DATA

Common Backstory

For the past season, your dreams have been troubled. Whenever you sleep, your mind fills with strange sounds, smells and sight. You are being called to Carastinian's isle. Carastinian, bearer of the Rune of Magic, Grandmaster of the Balance, immortal, and the foil of the Creator, calls to you to seek him out and accomplish some purpose of great import.

You will answer this call …

Your name will be recorded as the greatest hero of this Age … your praises will be sung for ten thousand generations …

Legends say that The four demon lords of Credia formed the Rune of True Power and gave evil its magics and form in Zhalindor. Legends hold that these four demon lords created many spawn that ruled Zhalindor unchecked for an age. It is spoken of in some ancient manuscripts that Saint Acheron drove the demons to the outer planes. The Four were either too powerful to be driven away or Acheron walked his own mysterious path. Legend states that when Credia was founded Saint Acheron bound four demon lords into the star at the center of the city. What the Four accomplished in that Age is buried in the sands of Time.

Like all things buried though … the sands shift, and what was unknown becomes rediscovered … the Book of Greater Seals, penned by Saint Acheron has recently come to the possession of Carastinian. The Book speaks of the False Runes created by the Four, used to create and rule their spawn.

For Ages the False Runes have worked their magics independently and without dire effect. But, the Book foretells the time when the False will be called to gather and wreak their havoc again. Carastinian reads the sign and knows the portents … you are called to shift Fate and prevent a return to the dark days …

*Session Starting Point*

In the last week, you have felt a compulsion to get to the city of Ishmon. You have seen yourself walking to the Inn of the Bitten Camel. You are not alone. There are others to your left and right walking with you in your dream toward the same goal.

What does the future hold? Only the Invisible God knows for sure!

*Geography and Sociology*

The first session will take place on the Isle of Ishmon. You can see a sketch of the Island at WWW address

http://www.geocities.com/dr games/images/august.jpg

The Isle of Ishmon likes in Magasta’s pool within the Thousand Isle group. The island has been settled for as long as anyone can remember. There are several racial groups on the island.

The elves are the first group. They live primarily in the Greylock Forest. The elves have a greenish complexion an average height of around 5’3". They are a fun loving lot, and more than one humna has rued the day that he was the butt of some elvish joke. The elves worship Aldrya and all of the holy mother’s festivals are observed most strictly. The elves are most at home in nature and in woods in particular. No elf has ever been in want of food or drink in a woods.

The second group is made up of the Beijabar; they inhabit the north side of island. The group has an average height of around 5’7". They have fair complexions with a reddish tinge to their hair. They are rumored to have been the first settlers of the Troll Lands.

The third group reigns supreme on the southern half of the island. These swarthy, warlike humans have dark complexions with short, powerful builds. The average Ishmolin stands about 5’4". More on their culture a bit later.

There are a number of places of note on the Island. The Kyglon mountains bisect the Island nearly in two. The range is currently a haven for orcs, ogres, giants, and unsavory wildlife. Only the truly brave or foolish enter the mountains with anything less than an army.

There are two major routes through the mountains. The first is Cut-throat pass. Many a foppish merchant has been known to give up his wealth and ife on this causeway. It is the haven of countless bandits and highwaymen. Yet, every year in the Earth season merchants travel the long path from Ishmon to Kimlov to sell their wares. The gathering of mercenaries and adventurers in the last weeks of Earth season in Ishmon is well known; the merchants are always in need of good, reliable protection. The second way past the mountains is more treacherous than the first. The western end of the mountain range ends some five miles from the sea. The way is sure and the footing is firm, but the Beijabar inhabiting this piece of Ishmon are not interested in making their home into a throughway for travelers. The natives of the western channel care neither for gold or cattle. They seek only the ceaseless flow of enemy blood down the haft of their tribal weapons.

There are four major rives on the Island. The Ishmolin River is the life blood of the southern half of the Island. All along its course, channels and ditches carry water into the well tended fields of the farmers and herdsmen of the region. The Nissar and Mindow rivers flow cold and foreboding from the mountains into Kimlov. At certain times of the year, the water carries strange maladies. The Beijabar are not fond of these rivers. The Zippon river is generally known only to the few trappers that frequent its shores at its headwaters. Only the gods know the remainder of its slow and windy course.

The Bistivjon and Tyl wastes flank the Ishmolin River. These wastes range from simply hot and dry in Storm season to inhumanly hot at the height of Fire season. A few solitary nomad tribes pick a meager existence from the flats, and little is known of these tribes. They come to town only to trade their herbs and livestock for the baubles and goods they can carry on their backs. The Zin highlands are home to several tribes of orcs. The area is viewed as more of an annoyance than a real danger. There are several species of healing herbs and exotic spices found only in this region; that helps the local populace tolerate the occasional half hearted orcish raid into the surrounding farms.

The Agmostin swamp is a dank and dismal locale. Only the desperate and the chaotic tainted live the swamp. Visitors of a more wholesome variety come to the swamp to obtain powerful herbs and exotic creatures. Visitors that come at night often do not return.

The Greylock forest is a stately growth untainted by the spoiling hands of man. The militant elves within its boundaries have seen to this. The elves of this Wood often play funny tricks on the humans that violate its sacred bounds. Humans tell tales of games like "catch the arrows, no hands."

The Island has three major settlements. Zin is the home of the vicious Tsankth pirates. The pirates routinely raid any ship within sight of the shore, but even the pirates will not stray from the shallow waters. Little else is known of the city to outsiders. Kimlov is the home of Beijabar. The Beijabar are a clannish people, and their city is no exception. Even when the merchants bring their goods from Ishmon, the natives insist on following a complex ritual. Merchants too callused to follow the ritual are ignored at best, and at worst many of these unbelievers disappear by the dark of night.

Ishmon is the center of commerce on the island. Nearly any product can be found here from the skins brought by the Beijabar to the trinkets and weapons brought by the Tsankth. The City streets are filled from sunrise to sunset with the turbanned heads of the merchants making a sale or merely bickering for its own untold pleasure. All the major regigions are represented here as well. Ishmon has his own temple of course. Dendara has a shrine as well as Gorgorma, Lumavox, Salilgor, and Nikel. There are rumored to be cults to the Blackfang and Trickster as well. Almost every trade imaginable is practiced somewhere in Ishmon from gold smelting to rug weaving.

First Session Summary

Just wanted to say thanks for a great first session!

Quick Summary: (Joe and Helga, would you be willing to look over my random ramblings to see if they make sense.) :-)

The quick summary is that the party was framed for murder while reveling at the Bitten Camel. Turein, advisor to the sultan, bribed the party into participating in the annual camel race. The party was very successful in not harming any camels (intentionally and permanently) and not killing any of the contestants while still eliminating five of the eight racers. ;-) The party was able to: defeat the were-bird, destroy/release an ancient ghost, and outwit the would be ambushers.

When the party reached the oasis that was the half-way point and rest-and-recover location, the party did some investigation and discovered the remains of an ancient shrine/watering hole, left over from when the southern half of Ishmon was a lush grasslands. (The only remains of this is the desert oats fed to racing camels in Ishmon.) :-)

Inside the shrine, the party found a divination device and contraband loot that Turein was smuggling into Ishmon. The party also was able to rescue two of the Sultan's children.

The session ended with the party returning to Ishmon, riding through the night.

The party would like to work on obtaining a vessel and sailing to the Isle of Yanis.

We will begin next session role-playing the meeting with the Sultan and then doing skill/characteristic improvements, etc. -- it is like "leveling up" in D&D. (Any skill that you successfully used is eligible for a skill improvement try, and several of you used magic that had to overcome enemy resistance. That makes you eligible for a POW improvement try.)

Quick run down on the session ...

The session began with the party entering Ishmon as the sun rose across the Tyl waste.

On the way to the palace of the Sultan, the party noted a band of thugs hotly pursued by a black robed individual, who apparently had a trained camel. The party ignored this event. :-) (The party members did her some muffled explosions and far away screams from the general direction of the event, but these sounds probably meant nothing.) ;-)

Upon arriving at the palace, the party announced that they had discovered the Sultan's missing children by "tripping over them in the desert" and wanted to see the Sultan personally at once. Maybe it was the strange story, perhaps it was the fact that the party was such a random mix of armed-to-the-teeth people, or maybe it was just that the guard did not like the group, but he signaled an alert. The party responded by drawing weapons and casting spells on the poor, unfortunate guard. In a few minutes, the nine party members were able to subdue the guard, and they stashed his body around the corner and wedged the gate in-place.

The party members hurried to the opposite side of the Palace and was able to fast-talk their way in. The guard was nervous and put the party in a room with his superiors. The party decided to dispense with the bureaucracy and subdued them too.

The party had the children lead the way to the Sultan's bedchamber.

The party rushed past the guards to find the Sultan speaking to Turein, the traitorous sheik that had kidnapped the children.

Turein tried to kill the Sultan's son by hurling a poisoned throwing star at the boy, but Drew dove in front of the boy, saving his life. Turein dropped his guise and assumed his true form as Pepe', the evil baboon! Pepe' disappeared in a puff of smoke.

The Sultan was very happy and promised to provide the party with a ship and crew. He did ask a small favor though. The Sultan had been told that the second oasis in the Tyl desert was infested with evil. He asked the party to please clear the oasis of evil. The party agreed.

The party spent the next week resting and recovering and training. A week later the party took off toward the oasis.

Enroute, the party met and defeated three giant scorpions. The fight was touch and go, but the party prevailed in the end.

The party arrived at the second shrine around dusk. They found the footprints of a baboon!!! It had to be Pepe'!!! Drew agreed to scout the area, but came back prematurely when he was fried by a protective fireball, and the party met a determined kobold defense.

The party camped for the night. Before dawn, the party was attacked by a group of werewolves. The party defeated them, but Drew was wounded and appears to have gotten some fleas or something from the creatures.

The next AM the party found a secret door into the shrine. Drew ran on ahead of the group while Aziz tried to disable the tripwire the party found on the stairs. Unfortunately, Aziz brought several tons of rock down in the passageway, sealing off Drew from the rest of the party. Drew surrendered to the kobolds.

The party found another passage into the shrine and began to clear the complex chamber by chamber. The party discovered Pepe' just as he stepped through a teleportation circle. Heedless of the danger, Aziz began to run toward the circle, when the party members remembered that Drew was still a prisoner in the complex. The party rescued Drew and ran through the teleportation circle before it expired.

After the fact ... they realized they may never see the Sultan again.

The party currently finds itself in an underground chamber containing a permanently inscribed magical circle and barred from the outside.

The 18 NOV 01 session will begin from this point.

 

Questions and Answers

 

My understanding from the last session is that the party's desire is to start the search for the False beginning this coming session. Joe is reading the Book of Greater Seals and will relay the basic content to the rest of the party and/or pass it along to others (e.g., Ken during one of Joe's sessions) for consumption.

[HUGE, MACK TRUCK SIZED GM HINT: *honk* *honk* That Book has a whole lot of very useful information packed into it.]

Open items include (just a few):

-- Pepe' and Jhillian are still at-large (although the party apparently beat them to the Book)

-- What happened to Hamdu? He helped the party at-sea, but where is he now? What secrets does he have? Ultimately, is he friend or foe?

-- How to get off of the Isles of Carastinian and back to the commonly traveled areas?

-- Exploration of the rest of the features on the islands (if the party so desires) such as: the remainder of Hestrin's complex; the cave on the last island with the large glassy crater in the middle; the tower on the island the party is on, and the entire contents of the last island.

-- The Seekers seem interested in the False. What is their interest, and what is the party's reaction to that interest?

-- What is the story with the Bards?

-- Was that really Carastinian that the party met?

Just food for thought ...

> Well, Bert would have quite a few questions, but mostly for his own > quest of gathering knowladge. (my memories of the last session are > alread vanishing into the haze, so please excuse any > inconsistancies.......)

Not to worry. It was likely all the swath and hamasin consumed that is dulling your memory. ;-)

> > What was the mural about?

It showed the exploits of the Balance Cult (followers of the Invisible God/Creator) against the dread Chaos foes.

> > Who were Tien and Hrothmir?

They were famous heroes (of mythic proportions) that first appear in the history of the second age of man. They had many exploits. One of the most famous was the discovery (creation ?) of the three Orbs of Power. Hrothmir had the green. The Tien (often called the Wandering Tien) had the crystal, and Carastinian had the red. Hrothmir was the archetypical warrior. The Tien represented the powers of the mind, and Carastinian was the archetype for sorcerers. The three of them were credited with destroying the wicked Northern Empire that worshipped demons and devils -- sometimes called the empire of Lei Po.

Note: you know that there were earlier mages in history than Carastinian. The first mortal sorcerer was called Malachi, and his greatest student was Saint Acheron. Legend has it that they were originally from the first age of man and fought against the Seven Slith Lords at the base of the world.

> > Anything else you can tell me about Karestinian?

His name appears in documents from the second age to the present (more than 10,000 years). It is hinted that he helps out groups fighting for noble causes, but you believe that no man could live for more than a couple of hundred years even with magical augmentation; so, it is probably a situation like Zorro or "the Dread Pirate Roberts" where the name is perpetuated when the folks are not. :-)

There is more data on these guys at ...

http://www.geocities.com/TimesSquare/9329/struct.htm

www.geocities.com/TimesSquare/9329/cryptic.html

www.geocities.com/TimesSquare/9329/main7iia.html

> > How about the silver, green, and red orbs they were carrying?

The three (Tien, Hrothmir, and Carastinian) each had one of these artifacts. The orbs allowed the wielder to perform feats normally far beyond mortal capabilities.

Hrothmir had the green. The Tien had the crystal, and Carastinian had the Red.

> > How did Devil's Island get its name?

Many went exploring. Few came back. Those few that came back spoke of many winged devils on the island. The party saw some of these when the bell rang in the tower. Some of the more capable and brave spoke of a large winged demon in the cauldera in the center of the isle.

> > Know anything about rude French apes? >

What else could a French ape be? :) He doesn't know anything about such a thing.

> > That's about all I can think of right now. > >> >

Let me know if there are more.

We left some items as between session, e-mail catch-up.

So, I am at your disposal in these regards. Send me your thoughts, comments, druthers and concerns, and I will address them. (Might take a while given the current work, etc. environment; so, it would be best to get your requests in early and pester me about them fairly often.)

My understanding from the last session is that the party's desire is to start the search for the False beginning this coming session. Joe is reading the Book of Greater Seals and will relay the basic content to the rest of the party and/or pass it along to others (e.g., Ken during one of Joe's sessions) for consumption.

[HUGE, MACK TRUCK SIZED GM HINT: *honk* *honk* That Book has a whole lot of very useful information packed into it.]

Open items include (just a few):

-- Pepe' and Jhillian are still at-large (although the party apparently beat them to the Book)

-- What happened to Hamdu? He helped the party at-sea, but where is he now? What secrets does he have? Ultimately, is he friend or foe?

-- How to get off of the Isles of Carastinian and back to the commonly traveled areas?

-- Exploration of the rest of the features on the islands (if the party so desires) such as: the remainder of Hestrin's complex; the cave on the last island with the large glassy crater in the middle; the tower on the island the party is on, and the entire contents of the last island.

-- The Seekers seem interested in the False. What is their interest, and what is the party's reaction to that interest?

-- What is the story with the Bards?

-- Was that really Carastinian that the party met?

Just food for thought ...

LET THE GAMES BEGIN!

 

First Year Finale Write-Up II

 

Greetings Fellow Gamers!

Just wanted to pass along my thanks to you all for the great gaming season we had!

Congratulations up-front to the whole group. Special recognition went to Joe (Schmepples for best role-player and best at advancing the plot), to Erin (Schmepple for best team player), and to Ken (Schmepple for most humorous player).

The party was spectacularly successful in the season finale! Let me highlight a few of your exploits:

* Met and befriended the last of the Priests of Ishmon, Chuk'la, who was horribly mutated by Alchon; * Passed the Test of Kings by working together as a party {every party member used special abilities to aid the entire group in completing the tests} (the chambers in the secret tunnel into Ishmon); * Discovered that Acheron was trapped in a far portion of the Nexus by Alchon -- Alchon used the Circle of Stones to send Acheron there (Chuk'la informs the party that there is a portal to the Circle of Stones in the ruins beneath the Isle of Humbar); * Had Togar raised up as the Chosen One and gained twelve followers; * Defeated the demon Nick and his minions (that is three of the Ten that the party has defeated -- Raziel, Nick and Hamdu); * Defeated the Sultan and recovered the False (Felix) -- that makes two that the party has recovered, Felix and Validus; and, * Liberated the City of Ishmon, capital and jewel of the Isle of Ishmon.

In addition to the above, the party also acquired some new items and abilities:

* The Shaman has awakened his Fetch, * Atma's sword revealed its power to HEAL once per day, * Togar received a one-use teleportation based on the defeat of Nick, * The party found: ever-full water jug, Chalice for creating potions of healing, Zikower's Tokens of Giant Crab and of Giant Wolf (the shell colored figurines), device of sparks (for starting fires), a set of Fire Armor (magically enchanted platemail that flames once/day), a shadow pup, and a spell-book with the spells {Unlock(5), Read Languages(12), Lightning Bolt(10), and Whisper(3)}.

Chuk'la also mentions to Lothar that his sword (the Blade of Ibn Gazi) has the ability to dispel magic once/day.

(I will send a separate e-mail on the huge volumes of traditional treasure, e.g., gold wheels, silver lunars, jewelry, that the party recovered in the Sultan's treasure room.)

Chuk'la has agreed to stay-on for a time in an advisory role.

The party now controls the armed forces and city of Ishmon. Chuk'la has declared the party to be the ruling "family," chosen of Ishmon, because they completed the Test of Kings, and Chuk'la forced the commanders and troops of Ishmon to swear allegiance to the party members. The citizens of Ishmon have acclaimed the party as the saviors of Ishmon!

Yeah!

Just to keep the creative juices flowing in the background over the summer. The following plot-threads are open:

* Return the remaining seven of the Ten back to the foul hell that spawned them! * Recover the remaining False runes! * Find and eliminate the High Assassin! * Find Acheron! * Explore the dark places in Ishmon and make them safe! * Eliminate the pirate threat on Ishmon! * Make a lasting peace between the elves of the Greylock Forest and Ishmon! * Make a last peace between the Beijabar and Ishmon! * Create a thriving social order in Ishmon!

Again my thanks to you all!

We'll look at picking up the dicing bags again sometime in the early fall!

Have a wonderful summer and, if you have ideas for activities, drop a line to the group.

 

 

 

 

 

 

 

Tentatively pencil in the following dates:

20 OCT, 10 NOV (farewell party for Erin), 24 NOV, 8 DEC, 22 DEC (Holiday party)

 

 

Hi Ken,

Please find the attached, suggested character background. If you like it then I will generate character stats that match it.

In service,

Rich

BACKGROUND:

You were born in the Corsairs' fortress on the Isle of Tallibar. You never knew your mother or your father; they were killed in a raid shortly after you were born. You were raised by your maternal grandmother, Ester, but she never loved you. In fact, she told you continuously growing-up that you were a burden. As you grew up, you became mistrustful and disrespectful of people in general.

The other children in the fortress took their lead from your grandmother and shunned you. There was no love lost there. You didn't really care anyway. You were too busy exploring the island. Whenever you finally got home, your grandmother would sign. It seemed like she would rather have had you dead.

One day while out in the woods exploring, you came across a small child -- a really small child. He said that his name was Sugarplum. You found out that he was a halfling. He smelled like rotten cabbage and liked to smoke swath ("halfling weed"), but you liked Sugarplum anyway. You and he discovered a small cave by the channel that the pirates used to bring their ships in from the south part of the island to the fortress in the swamp. You even saw the trained, giant octopus thing that they used to protect the area a couple of times.

Eventually you ran away when you were about seven years old with Sugarplum and lived in his village for the next year. That was like heaven for you. The great Markovian Chain of Being was just spreading through the halfling culture at that time. You all got together, shared the halfling weed, laid down around the communal fire and pondered the meaninglessness of life. Unfortunately, this too came to an end. The Corsairs came one night and plundered the village.

The "vision pipe" had not made it around to you yet, and so you were able to muster and escape. But, the rest of the village was not so successful; they were either slain or taken into slavery. You sat crying over Sugarplum's body for hours. You blame the swath use on the defeat of the village. You swore that you would not be a user again; although every time you smell the sweat, inviting fragrance of swath, you must resist the urge to acquire some and dream the visions of your youth. You also determined that you would help remove this scourge from the halfling community.

You had nowhere to go and nothing to do. You set out across the island seeing if you could find a way to contact a non-pirate vessel to get you out of here. While you were resting near the volcano, you felt a strange prickling sensation in your head. It felt like fingers going through your brain. You heard a voice from behind you say, "do not fear. I am Yonas of Waedon. I give you a new life this day, but you must repay that debt by undertaking a heroic quest. Do you agree to this purpose in your life?"

You thought for a moment and then nodded your approval.

Yonas came forward and touched your head. A soft light surrounded your body, and you found that you had the abilities of ...

Psionics:

Your character has the following psychic abilities:

PsP (Psionic points): 67

Psionic Dominance: 13

Mental Dexterity: 27% (chance to miss target for ranged effect, e.g., empathy, aura reading)

Psionic Abilities:

Suppression (Range: 3m radius, PsP: 3 pts/min) Effect: negates up to 11 PsP of psionic energy

Aura Reading (Range: must be in Line of Sight, PsP: 3 pts/discovery & special) Effect: ability to read aura of objects and determine state, condition, and general nature.

Paralyze (Range: touch, PsP: 10 pts/min/creature held, Save: POW) Effect: paralyzes target

You fell into a deep sleep, and when you awoke you found yourself in a campsite with Yonas. Yonas explained that you had been asleep for several days.

Yonas said that there were objects of great power that had existed in the Thousand Isles, the archipelago containing both this island and Yonas' home island of Yandis, since before the dawn of the Second Age of Man. These items were the False Runes.

There are twenty-five of them. Their powers are varied. Some brought rain and life while others brought death and cold. Some increased the power of the walking dead while others aided in fertility for the living. All are evil and subtle. Possessing any of them will prolong the holder's life. There was a great temptation in holding these collectively called the False. For most men would be tempted to use the False for good, but any actions with the False ultimately turns to evil.

The False were created by the four great demon lords (the Four) that were released from their interdimensional prison by Grandfather Mortal. The False are keyed to the life energies of the mortal races.

Your heroic task is to collect the False and to ensure they are destroyed.

Yonas warned you that some of the people possessing the False would appear to be prospering, and all would oppose the removal of the False from them. There were several groups that thought they were acting from motives of good, but they secretly served the False. These groups included the Bards and the Seekers.

Yonas did not know how to destroy the False. He said that he served one older, wiser, and greater than himself named Carastinian. You should take the False to Carastinian once they were collected.

Yonas also indicated that a new master awaited you at the base of the mountain. The next morning Yonas left. You went to the place he had described and met your new master, a shaman named Rota.

Rota was misshapen. His village had been involved in a struggle with a nearby halfling village. The halflings had captured him and tortured Rota, leaving him broken and nearly dead -- castrated, cut throat, and left eye put out. Rota still could not speak, but he trained you in a sign language (you later learned was thieve's cant).

You learned much from Rota including much about healing and herbs and the basics of shamanism -- all that remains is that you perform the ceremony at the right time and challenge the Horned Man, but, on the very night when Rota was going to summon the Black Man and make you a full shaman, the Corsair's caught up with you again. They attacked your hovel one evening. Rota and his Fetch fought well, but in the end there were too many. In his dying breath, Rota cursed the Corsairs. You ran as fast and as far as you could.

You dare not summon the Horned Man without a shaman to protect you.

A week later, you found yourself back at the cave that you and Sugarplum had found.

You ducked as a Corsair ship came up the channel. The ship stopped just inside the swamp though and discharged a large number of dead into the water. You heard mutterings about "cursed potion! Bah! If we catch that old sorcerer, we'll keelhaul him!" You knew there was a sorcerer that lived in the swamp that aided the Corsairs with magic. Could Rota's curse have affected him in some way?

You ran away to the eastern side of the island.

Your dreams were troubled. Whenever you slept, your mind filled with strange sounds, smells and sight. You are being called to Carastinian's isle. Carastinian, bearer of the Rune of Magic, Grandmaster of the Balance, immortal, and the foil of the Creator, calls to you to seek him out and accomplish your mission.

You will answer this call …

Your name will be recorded as the greatest hero of this Age … your praises will be sung for ten thousand generations …

The Book of Greater Seals, penned by Saint Acheron has recently come to the possession of Carastinian. The Book speaks of the False Runes created by the Four, used to create and rule their spawn.

For Ages the False Runes have worked their magics independently and without dire effect. But, the Book foretells the time when the False will be called to gather and wreak their havoc again. Carastinian reads the sign and knows the portents … you are called to shift Fate and prevent a return to the dark days …

*Session Starting Point*

You were able to contact a fishing vessel and make your way to Waedon where you linked up with Yonas. He said that there was a group trying to accomplish your same mission and that you should go with them and help ensure their success.

Yonas expected them back in town tomorrow.

What does the future hold? Only the Invisible God knows for sure!

 

Background for Drew in "the True Shall Set You Free"

You are a bobbit, but people often confuse you with a hobbit!

Hobbits are lazy, smell of cabbage, and they are all thieves. While Bobbits are clever, agile and noble creatures.

You were trained in the magical arts by Omarhadrin in Ishmon. He gave you some of Omar's magical pigments when you left your apprenticeship. They have enough contained in them to paint two large 20 ft x 20 ft items. Once you paint it, these items become real.

You hate halflings, and you have to hold yourself in check not to attack them on-sight.

For the past season, your dreams have been troubled. Whenever you sleep,

your mind fills with strange sounds, smells and sight. You are being called to Carastinian's isle. Carastinian, bearer of the Rune of Magic, Grandmaster of the Balance, immortal, and the foil of the Creator, calls to you to seek him out and accomplish some purpose of great import.

You will answer this call …

Your name will be recorded as the greatest hero of this Age … your praises will be sung for ten thousand generations …

Legends say that The four demon lords of Credia formed the Rune of True Power and gave evil its magics and form in Zhalindor. Legends hold that these four demon lords created many spawn that ruled Zhalindor unchecked for an age. It is spoken of in some ancient manuscripts that Saint Acheron drove the demons to the outer planes. The

Four were either too powerful to be driven away or Acheron walked his own mysterious path. Legend states that when Credia was founded Saint Acheron bound four demon lords into the star at the center of the city. What the Four accomplished in that Age is buried in the sands of Time.

Like all things buried though … the sands shift, and what was unknown becomes rediscovered … the Book of Greater Seals, penned by Saint Acheron has recently come to the possession of Carastinian. The Book speaks of the False Runes created by the Four, used to create and rule their spawn.

For Ages the False Runes have worked their magics independently and without dire effect. But, the Book foretells the time when the False will be called to gather and wreak their havoc again. Carastinian reads the sign and knows the portents … you are called to shift Fate and prevent a return to the dark days …

You felt a compulsion to get to the city of Ishmon. You went to the Inn of the Bitten Camel.

You met the rest of the party there. You know your adventures since then.

What does the future hold? Only the Invisible God knows for sure!

 

 

 

Background for Hansel in "the True Shall Set You Free"

Life has always been a struggle for you, but you have adapted and overcome.

You were born in Ishmon in the poor quarter. You never knew your dad, and your mother drank heavily. You ran away as soon as you could support yourself.

Hansel managed to eek out a meager existence using certain "feats of dexterity."

One day that all changed. A figure dressed in black leather approached you. You panicked and tried to attack him, but he was faster than any creature you have ever met!

Finally, when you were exhausted you dropped your weapon. You expected a quick death, but he just laughed, and he said, "you're quicker than I thought! Not bad for a girl!"

He revealed to you that his name was Shadow. Shadow said that he came from another "parallel world" called Ocham. He said that he and his companions, Grantile, Styles, and Kaliban Keen-Eye had passed through the Circle of Stones to get to Zhalindor.

Shadow gave you the gift of the Shadow Stone. When holding this stone, you are able to blend with normal shadows (+25% to hide/sneak), climb nearly sheer surfaces (+50% to climb), and understand strange languages (+25% to read any human language). In return, Shadow would like you to aid him in returning to Ocham through the Circle of Stones. When you reach the circle and the way is clear, you are instructed to contact Shadow.

For the past season, your dreams have been troubled. Whenever you sleep,

your mind fills with strange sounds, smells and sight. You are being called to Carastinian's isle. Carastinian, bearer of the Rune of Magic, Grandmaster of the Balance, immortal, and the foil of the Creator, calls to you to seek him out and accomplish some purpose of great import.

You will answer this call …

Your name will be recorded as the greatest hero of this Age … your praises will be sung for ten thousand generations …

Legends say that The four demon lords of Credia formed the Rune of True Power and gave evil its magics and form in Zhalindor. Legends hold that these four demon lords created many spawn that ruled Zhalindor unchecked for an age. It is spoken of in some ancient manuscripts that Saint Acheron drove the demons to the outer planes. The

Four were either too powerful to be driven away or Acheron walked his own mysterious path. Legend states that when Credia was founded Saint Acheron bound four demon lords into the star at the center of the city. What the Four accomplished in that Age is buried in the sands of Time.

Like all things buried though … the sands shift, and what was unknown becomes rediscovered … the Book of Greater Seals, penned by Saint Acheron has recently come to the possession of Carastinian. The Book speaks of the False Runes created by the Four, used to create and rule their spawn.

For Ages the False Runes have worked their magics independently and without dire effect. But, the Book foretells the time when the False will be called to gather and wreak their havoc again. Carastinian reads the sign and knows the portents … you are called to shift Fate and prevent a return to the dark days …

You felt a compulsion to get to the city of Ishmon. You went to the Inn of the Bitten Camel.

You met the rest of the party there. You know your adventures since then.

What does the future hold? Only the Invisible God knows for sure!

Background for Zoolaender in "the True Shall Set You Free"

You were born to poor, but married elvish parents in the Greylock forest. You were always a keen shot with the bow.

While growing up, you had two human friends, Hans and Heidi. They lived near the border of the Greylock forest. Your parents would not have approved had they known, but you have always gotten along well with creatures from other races.

You fell in love with a bright, good-looking elf name Julian. Julian was following you one day when you met with Hans and Heidi. You thought that Julian might understand when you spied him in the clearing as you left Hans' and Heidi's house. But, when he began calling you all those horrible names, you could hardly believe your ears! He went back to your home village and organized a war party that killed Hans and Heidi and destroyed their home.

Your village took you back in iron chains that burned your skill. They put you in the stocks in the middle of the village until your trial.

You managed to escape from your bonds. You did not have any weapons, but you found the skeleton of an elk. You found and sharpened its jawbone and went back and slew Julian in his sleep. You took his jawbone. So, you have the jawbone of an ass, just not the donkey-horse kind. When you use the jawbone, you are filled with such rage that you are able to hit things that are normally only hit with magical weapons.

For the past season, your dreams have been troubled. Whenever you sleep,

your mind fills with strange sounds, smells and sight. You are being called to Carastinian's isle. Carastinian, bearer of the Rune of Magic, Grandmaster of the Balance, immortal, and the foil of the Creator, calls to you to seek him out and accomplish some purpose of great import.

You will answer this call …

Your name will be recorded as the greatest hero of this Age … your praises will be sung for ten thousand generations …

Legends say that The four demon lords of Credia formed the Rune of True Power and gave evil its magics and form in Zhalindor. Legends hold that these four demon lords created many spawn that ruled Zhalindor unchecked for an age. It is spoken of in some ancient manuscripts that Saint Acheron drove the demons to the outer planes. The

Four were either too powerful to be driven away or Acheron walked his own mysterious path. Legend states that when Credia was founded Saint Acheron bound four demon lords into the star at the center of the city. What the Four accomplished in that Age is buried in the sands of Time.

Like all things buried though … the sands shift, and what was unknown becomes rediscovered … the Book of Greater Seals, penned by Saint Acheron has recently come to the possession of Carastinian. The Book speaks of the False Runes created by the Four, used to create and rule their spawn.

For Ages the False Runes have worked their magics independently and without dire effect. But, the Book foretells the time when the False will be called to gather and wreak their havoc again. Carastinian reads the sign and knows the portents … you are called to shift Fate and prevent a return to the dark days …

You felt a compulsion to get to the city of Ishmon. You went to the Inn of the Bitten Camel.

You met the rest of the party there. You know your adventures since then.

What does the future hold? Only the Invisible God knows for sure!

Hi Erin,

Glad to hear SQL is going well!

Not to worry. A human warrioress is fine.

Here is the background ...

You lived your life as part of the Zin raiding community.

Your father, mother, brothers and sisters were all pirates too.

Life in the coastal seas could be exciting, but as time has gone on you have felt less and less contented with the empty life that the pirate life brought. You saw a lot of friends die, and there was no long term future in it. Plus, you would like to be able to leave the island. The traders from Ishmon have no problem finding a Dondaran priest to open the seas for them, but the Dondarans have sworn an oath against the Zin pirates. When the pirates try to sail away from the coast, they never return home.

The real turning point came when you were given this magic sword from a ship's booty. It was a very nice piece of work. You found out later that it could talk! Once it started to talk it was hard to get it to be quiet. The sword calls itself Monjego. He claims to be the remains of the great warrior Monjego. (No, you never have heard that name before the sword mentioned it.) Well, according to the sword, 'ol Monjego must have single-handedly saved the world fifty times over.

You thought about ditching the annoyance, but the sword is darn handy. It can burst into flame causing fear (and mondo extra damage) in your foes once per day. It also can speak some other languages including Trade and Fire tongues. It is also super sharp (+3 damage) and well balanced (+15% to hit and parry). It also gives you some good advice from time to time. Mostly though it used to nag you about moral things like, "are you really going to harm those unarmed women and children?" That would make you stop and think, but apparently Monjego never got bit by a mad four year old when he was "in the flesh." Most of the time you listened to what Monjego said, but on the occasions when you did not, the sword just hung limp in your hands, lifeless.

You realized that you like Monjego. Yeah sure, he is a blow-hard, and he is annoying to be sure, but Monjego has really become your best friend.

You were getting ready to leave the pirate band at Monjego's urging when the dreams started.

You are going to follow these dreams.

You will be the great warrioress of this age!

Goals: (not in order of time or priority necessarily) meet up with the rest of the party, find a ship and crew (with Dondaran priest) to get you off this island, find Carastinian, find/recover these false runes, bring them to Carastinian, do good things, and collect fame and fortune!

LET THE GAMES BEGIN!

In service,

Rich

Hi Charlie,

Here is your quickie background.

You are the Prophet. Yes, that is right, the Great Prophet. You are the greatest and last of the Prophets of the Invisible God!

You are originally from the coastal town of Kalabay. You were thirteen when you had the great vision. The Invisible God showed you the location of the secret tablets that showed the lost history of man in the Thousand Isles. That lost history is the Greater Book of Seals. In your vision, you held that book in your hands. You saw its red cover. You saw the crudely drawn green scaled dragon emblazoned on the book, but as you opened the book to look inside ... your mother shook you awake and told you to stop screaming in your sleep!

You had the same dream every night for a season, and always something woke you up before you looked inside.

As your dreams continued, you started to feel other powers and abilities developing too. Your Slayer powers started to manifest themselves.

You have exceptional strength and magical power. You can detect demons and demonic possession up to 120 feet away. You can drive demons away using your force of will and magics. If you fail to drive the demons away then you can fight and destroy demons using your skills.

In your dreams, Saint Acheron taught you: bladesharp, countermagic, dispel magic, disruption, demoralize, fireblade, fanaticism, and repair. There are other spells to learn, but he promised that you would have access to these as you progressed in your studies and ministry.

There was a woman who was possessed in town, and you drove out the demon and killed it. Immediately after you killed the demon, you were granted one use of the spell teleport. Unfortunately, the woman was the headman's wife, and you killed her during the combat. You had to use the teleport to escape with your life.

The visions continued and brought you to sneak on-board a ship. You thought that you would perish from the voyage. It lasted nearly a season, and it was hard to hide. The penalty for stowing away is generally death by being thrown overboard. Then, the ship anchored off of the coast of an island, Ishmon. You easily slipped past the skeleton crew left on-board the vessel, lowered yourself down the anchor rope, slipped quietly into the sea and swam to shore.

The visions began again and lead you to a burial cairn in the Tyl waste. Underneath it you found the remains of the great Slayer Quex. His spirit spoke to you, and said that his mighty sword and the armor of Roanvari lay at the Shrine of the Phoenix.

The visions began growing dimmer and dimmer. No one around you cared. They did not know what you had lost, because they never heard God speak to them! You are sure it is the work of a demon lord trying to dissuade you, the Great Prophet!

On the last night the Lord spoke to you, He said to you that ...

The four demon lords of Credia formed the Rune of True Power and gave evil its magics and form in Zhalindor. These four demon lords created many spawn that ruled Zhalindor unchecked for an age. Saint Acheron drove the demons to the outer planes. Saint Acheron walked his own mysterious path. When Credia was founded, Saint Acheron bound four demon lords into the star at the center of the city. The four used the False Runes to raise and control these lesser demonic beings. The Greater Book of Seals tells where the False are. The False must be gathered and destroyed. As you complete your quest, more powers will be added to you.

When the False are destroyed, then you shall come into the Age of Prophecy. The blind shall see. The lame shall walk. The dumb shall speak, and you will raise the dead.

You were excited and enflamed with religious zeal! You told all who you saw that you were the Great Prophet! They ignored you at best, and in the end you barely escaped with your life from Zin.

You have taken an oath not to openly boast of your status, but your desire to serve the Lord and destroy demons has not been extinguished. The righteous are the patient ones for they shall inherit this Earth!

Then these new visions started ... similar to your old ones, but they have a different quality ...

Goals: find the Greater Book of Seals, recover the False Runes, destroy them, kill demons and disrupt their fiendish plans, convert others to your cause, and have fun doing it all!

LET THE GAMES BEGIN!

In service,

Rich

 

Hi Christine,

Here is some background on your character for Sunday.

You were born to like poor, but totally married parents in Ishmon.

>From the time you were a little dudette, you heard tales of like pirates, treasures and well general daring-do on the high seas. Totally awesome!

You decided that like totally the adventuring life was for you!

You have tried to make your way in the world as an adventuress for the past five years, but it has not been as totally glamorous as you expected. Like get real on that score!

Your totally big break came two seasons ago. You were with your best buddy, Quequeg, out acting as caravan guards in the Tyl waste. That place is like soooo disgusting and hot, and there are these like stingy, bug-things, score pig-ons or some thing like that, oh, yeah, anyway ... these locals started to harass the caravan -- like they had a clue, and, being bored as much as anything else, you gave chase.

Crap!

You and Quequeg ended up lost in the desert. Total bummer dude!

You finally stumbled into this oasis three days later. Like heaven is on me!

The water in the oasis came out of this cat's head or something. Anyway, Quequeg goes up to this thing and does something to a little hole on it, and like the head opens up! Dude!

There are like this square cave thing inside. Well, you walked in and you found this like altar thing or something in the last room. Leaning against the altar thing is this coolio sword. Dude, it has fire on it, and ... oh, yeah, anyway ... Quequeg read something on the altar and this like spirit, mean dude appears like totally out of the air. Scary to the max! It asks for a soccer face or something like that. Quequeg gives this thing his mom's ring that she gave him when she died. Well, like she was almost dead, 'cause it would be too scary if she was dead and gave him something! Like totally gross! Oh, yeah, anyway ... the altar asks what we want to know "most truly" -- I liked that "most truly." So, like, Quequeg asks if there is anymore treasure like the sword, and this altar starts to talk about his tomb or shring of the Felix or something when these dudes barge in and attack us.

Well, we fought those dudes dead, but my bud -- he bit it too. Like dead as a rock. Well, really I feel a little bad 'cause, well it is hard to fight when you are, ..., well, I marched back to Ishmon myself.

Then these like strange dreams started.

You're gonna do what the dreams say.

You're gonna show the world that you are big, fast, and smart as anyone!

You're gonna do good!

Goals: find Carastinian, find this Greater Book of Seals, find the false runes, collect them and bring them back to Carastinian, do really super-looper good and show the world that you are a stud-muffet like totally!

LET THE GAMES BEGIN!

In service,

Rich