Osmund-Davizid writes "There
are many great names that populate the world of Greyhawk. Luminaries that have careers and adventures
that span many lifetimes. Here is a
group of personages who are on the cusp of greatness. These folk are rising stars, increasing in
influence and power and may be the movers and shakers of the future.
The Good:
Alleren, the Mage. Alleren is your typical illusionist, in that
she will never admit to being an illusionist.
When she adopts a wizardly identity, she calls herself a generalist mage
with a simple title, and has a collection of magical and mundane devices that
can successfully imitate a number of effects that support this ruse. She adopts this persona when adventuring,
otherwise she regularly disguises herself with one of literally dozens of
identities she has cultivated over the years.
She maintains a couple rooms in various inns in the City of Greyhawk, using
a separate identity for each. On top of
that, she often travels invisibly, uses secret means to enter and leave each of
her dwellings, and always takes care to always pay the innkeep and neighbors not
to ask questions. These techniques make
her identity exceptionally secure. Her
actual appearance is that of a perfectly average human female in all respects.
Thus
Alleren has her multiple bases of operations and established identities that
allow her unequaled freedom of action throughout the city. She is involved in a number of activities, to
include mercantile interests, exploring the local ruins, and joining
adventuring parties for the opportunity to expand her knowledge and
opportunities. She even takes a hand in
entertaining, as she is a talented actress and singer as well as a
spellcaster. She has contacts throughout
the local gnomish community, as she has done many adventures for the gnomes at
Sourload and has traded notes with gnomish master illusionists as a matter of
professional courtesy. Finally, she
undertakes some espionage activity for an unknown foreign power (most likely
Keoland).
Sir Euard of Tehn. This paladin is convert to Pholtus, having
long lived in Atherstone, near the border with the Pale. As a youth, he was affected with wanderlust,
always moving about Oerth, seeking to bring the light of Pholtus to the
unbelievers. While Euard grew up near
the Palish church, he adheres to the more goodly aligned aspect of Pholtus,
seeing the Pale as worthy people but just a little extreme. After the invasion of Tehn during the
Greyhawk Wars, Euard was instrumental in providing the exiled court of Tehn
with money gained from his adventures and by sponsoring treasure seeking
expeditions to lost ruins. He was
awarded his title by the exiled Duke himself in recognition for his efforts. He is currently still seeking to gain more
access to any lore that can lead him to finding more funds to support his
exiled people and is searching for lost caches of treasures near the Flinty
Hills and Nyrond.
His
appearance is typical for a paladin - wearing shiny armor and impeccable
bearing. He radiates charisma, but still
has a common touch when dealing with people.
He always has time to administer to the faithful and provide a good
example of Pholtean ideals as he travels.
He is also notable for having a kobold valet that always accompanies
him. This kobold, named Grackle, was
caught in a trap in some ruined dungeon when Euard came across him. Moved to pity for the lost humanoid, Euard
freed the little guy, and has never been able to get rid of him since! Grackle is useful as a low level rogue in
trap disarming skills and is incredibly loyal to his "savior".
The Bad:
The Archer of Iuz. This individual is a loner, a half-elf in the
service of Iuz who goes by no other title or name. He is an expert assassin and woodtracker who
distinguished himself in the Vesve Forest campaigns. He currently operates out of Izlen and is
armed with a minor artifact, the Black
Arrow of Iuz (See Note below), which he uses to full effect against the
elves and men of the forest. He is
motivated by hatred for his elvish mother, a flightly elf maid who abandoned his
father when he was just young. His
father never recovered from the loss of his love and died soon thereafter. The Archer has made it his personal quest to
drive deep into the elf lands in the center of Vesve. He will wreck as much havoc in the lands of
the Timeless Tree as he can, hunting for his mother that he is sure lives in
that area, and have a reckoning with her.
He
keeps the knowledge of his elven heritage a secret, lest he run afoul of Iuz's orc
soldiery. To facilitate this, he keeps
scalps and ears of elves he has slain tied to his person. This increases his standing in the eyes of
Iuz's troops as well as disguising the scent of elf blood in his veins. His only associate is the Boneheart priest
Panshazek, as they share the same pathological hatred for elves and have
similar ideas as far as tactics in the Vesve campaign go. Panshazek does not control the Archer,
however. The Archer of Iuz hunts as he
sees fit but will sometimes cooperate with the conventional troops of Iuz to
support some important mission.
Kjallakr the Cursed. A Stonefist warrior who made an unfortunate
boast, that he "was more blood thirsty than Erythnul". As a consequence, the Lord of Malice cursed
him to taste nothing but blood in his mouth when eating or drinking. He is growing more and more insane with this
curse, desperate to break it. Kjallakr
discovered, through the Erythnul priesthood, that the only way he can break
this curse is to commit some act of atrocity that even the God of Slaughter
would be impressed. To this end, he has
gathered a small party of Stonefisters and is traveling in disguise to the
civilized southern lands. There, he
seeks to find some idyllic, peaceful village and slaughter it entirely as an
offering to Erythnul.
The
cursed warrior is guided by a prophetic priest of Erythnul and by several powerful
warriors. This group is exceptionally
dangerous, as they are on what they perceive as a divinely sanctioned quest and
are thus very disciplined to keep to their movement secret as the go through
the civilized lands. Kjallakr, however, is getting increasingly maniacal
with the taste of blood constantly in his mouth. His disguise is starting to slip and he now appears
like the crazed berserker he is - his eyes are bloodshot, his body twitches
uncontrollably, he rants gibberish periodically, and he constantly drools blood
from his mouth. He is about ready to explode in uncontrolled violence at any
moment, and has a force with him that can cause much terror to an unsuspecting
land.
The In Between
Voor and Lurda, Servants of
Wastri. This
is a married couple of Wastri pilgrims on a holy crusade in the Underdark. They have been guided by a quest from the
Hopping Prophet to rescue of a large group of humans that have been captured
and enslaved by an underground race of demihumans. Their problem is that they are not sure where
the captives are located, with the drow or the derro. Currently, the pair are conducting
opportunistic raids on drow merchant caravans in the attempt to get information
that can help them. In doing their work,
the pair have an unmatched knowledge of the comings and goings of the Underdark
races throughout their area of operations.
They would seek to ally themselves with an adventuring party of humans
to help them in their mission. An
adventuring party with demihumans presents more of a challenge.
Lurda
is a fire-breathing fanatic priestess of Wastri and is subject to having
visions of her deity directing their quest.
Voor is a hulking warrior and is actually the more reasonable of the two. That is, he would consider cooperation with a
surface party of demihumans in order to survive perils in the Underdark or else
further their quest, and may be able to convince his wife to ally with such a
group. Certainly, rescuing slaves from
their cruel captors is a good act, so that a temporarily alliance with these
two zealous bigots may be possible. The
composition of the captives may or may not be a group of Wastri worshippers
themselves. Certainly, Lurda would
attempt to convert them to the Wastri way of thinking once a rescue was
affected. A party may try to oppose
that, leading to some role playing opportunities.
Jeggred of House Aleval. This male drow was taken captive by an
adventuring party while travelling in the Underdark. Wanting to interrogate him, the party's
priest put a Helm of Opposite Alignment
on the drow and used him to get the local information they needed. During the course of adventuring through drow
occupied territory, the party was wiped out, but Jeggred managed to
escape. Now, he is wandering through the
Underdark, assisting those in need with food, information, and shelter from the
evil forces in the tunnels.
The
magical effects of his forced alignment change are causing long term mental
suffering to the drow. He knows subconsciously
that he is acting contrary to his nature, and that is causing distress to his
psychological well-being. A party
contacting should be faced with a moral quandary, should they accept the help
from a good-aligned drow, or seek to cure him of his goodness, making him evil
again? A party in desperate straits in the
Underdark would need the help that the good-cursed drow could offer and that
the evil drow would refuse, so in the short term keeping the situation as is
can benefit the party. Depending on the
religious persuasions of the party, that may not be an acceptable approach. Once a being operates under the aspects of a Helm of Opposite Alignment for long
enough time, the natural alignment of that being could start to shift as well. Perhaps
the best situation would involve releasing him from the cursed magic item and
then seek to convert Jeggred willingly, now that he has had a taste of being
good, an honest attempt at conversion may be more successful.
Note: See the Greyhawk Adventures Hardcover book
for details on this magic item.
Basically, this arrow can be called upon once a day to slay its target
(save versus death magic or die immediately, good creatures save at -2). The Archer typically uses it to snipe at elf
sentries as he moves throughout the Vesve Forest.
Further note: These character sketches are deliberately
kept "stats light" to allow for flexibility in adding to your
campaigns. They have possessions and
magic items appropriate to their levels, which should be tailored for your
existing campaigns. These are intended
to be mid-level NPCs, coming close to becoming high level contacts or
adversaries for your parties.
"