Famous Persons
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Axumal (14th lvl. Syllian Orc Thief, Pirate) : One of the three most famous syllian orc pirates, Axumal has a great reputation
along the eastern coast of Stonebridge. The merchants and governors hate him and his slipery army of burglars. But many pirates seen
to like Axumal more than any other pirate leader, just because he seens to be more "human" dealing with his soldairs, including during the division
of the pillages. STR 15, DEX 18, CON 15, INT 14, WIS 13, CHA 8; Alignment CN (Good), HP 58, AC 0, Thaco 12, #ATT 2, DAM SM/L 1d4/1d3 (Throwing Daggers x20), Magical Items Studded Leather +3 (rare), Dagger of Throwing, +2 (just one), 4 Scrolls of Cure Serious Wounds. |
Captain Cyclops (15th lvl. Syllian Orc Fighter, Pirate) : Another of the hated pirate leaders that plague the eastern coast, Captain Cyclops acquired
his name while dueling with his former leader. He killed him, but lost one of his eyes. It`s not so dramatic if you know how ugly he were anyway. But what he doesn`t have on
appearance, he have on fighting skills and naval strategy. The Captain Cyclops is a very respected pirate, at least among the folks of the sea.
STR 17, DEX 17, CON 15, INT 15, WIS 9, CHA 4;
Alignment CE, HP 90, AC 2, Thaco 4 (2 w/Trident), #ATT 5/2, DAM SM/L 1d6+3/3d4+2 (Trident +2) Also +3 str&spc bonuses,
Magical Items Ring of Protection +2, Trident of Warning, +2 (5 charges left), 3 Potions of Extra-Healing.
The "Death Skull" (13th lvl. Torannian [Probably] Thief) : The governor of Zirmandia is known as the "death skull", nobody ever seen his face, covered by an human skull helm, but he`s
believed to be a famous torannian assassin who escaped from jail when he`s about to suffer his death sentence… So, you
better take distance from him. Tough Zirmandia was governed by various other death skulls before, this one is the one who stayed more time at the top: about 5 years, and counting...
STR 15, DEX 18, CON 16, INT 16, WIS 13, CHA 11;
Alignment NE, HP 69, AC 0, Thaco 14 (13 w/Short Sword), #ATT 1, DAM SM/L 1d6+1/1d8+1 (Short Sword +1),
Magical Items Bracers of Defense AC 4, Sword of Wounding, +1 (short, very rare), Cloak of Arachnida (deep black, rare), 9 Scrolls of Cure Serious Wounds.
Fillowpig (11th/13th lvl. Syllian Orc Fighter/Thief, Pirate) : The last of the famous pirates, but not less hated, is called Fillowpig.
He gained this peculiar name due to his appearance, which resembles a big fat pig. Tough he looks a little bit ridiculous, his fighting skills are suberb.
Also, he may have the greatest army of pirates and outlaws from all eastern coast, including many bases at the Syll islands.
STR 16, DEX 13, CON 13, INT 10, WIS 15, CHA 12;
Alignment CE, HP 65, AC 5, Thaco 9 (7 w/Sword), #ATT 2, DAM SM/L 1d8+2/1d12+2 (Long Sword +2) Also +3 str&spc bonuses,
Magical Items Studded Leather +2, Long Sword +2, 3 Potions of Extra-Healing.
Hia-Kunn-fu (16th lvl. Khitaian Thief, Nightblade) : The most vile of the assassins, the most skilled of the nightblades, the most feared of the khitaian rogues,
the murderer of the king Fyunna-Tutso-ju, the raider of the cold nights... Just avoid it...
STR 18, DEX 19, CON 15, INT 17, WIS 14, CHA 12;
Alignment LE, HP 62, AC -2, Thaco 12 (11 w/Katana), #ATT 1, DAM SM/L 1d10+1/1d12+1 (Katana +1) Also +2 str bonus,
Magical Items Cloak of Displacement (unique artifact, reverted to dark waves and then +3 AC, may cast a fog cloud spell 3 times per day), Kote +2 (khitaian), Katana of Sharpness, +1 (as Sword, very rare), Ring of Chameleon Power,
Ring of Free Action, Shurikens +2 (x5), 3 Potions of Extra-Healing;
Special Abilities See the Nightblade kit for details.
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Jerry Corwynn (3th lvl. Half Elf Ranger) : Borned from a forced relation between a torannian male and a elven female, Jerry was given out for the treats of the Corwynn family.
His father, Oswald, and his mother, Eldora, are both common farmers that lives near the city of Pravokia.
Jerry grew up with a deep interest in the nature and the mysteries of the mahuan woods. Now he`s with a bunch of adventurers at Bak, aiding Deldor Daryll against the demon surge at South Wood... But many more secrets are still waiting to be revealed about Corwynn, secrets that even his parents didn`t told them, secrets that only the Mahul Council have a clue about... Obs: Know more about Corwynn and his group at the Adventures. STR 13, DEX 15, CON 14, INT 10, WIS 14, CHA 10; Alignment CG, HP 20, AC 7, Thaco 18, #ATT 2 (two wps), DAM SM/L 1d10/1d12 | 1d8/1d8 (Long Sword | Scimitar), Magical Items Necklace of Adaptation; Special Abilities Corwynn posses mysterious magical powers that only the passing of time will uncover. |
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Lothar Redfield (18th lvl. Torannian Necromancer) : The leader of the Red Mantle clan, and residing at the Red Tower, to the distant
and diabolical continent of Dordread, Lothar is a very powerfull user of the black arts of magic. Not many people bother about him tough, since he never
leaves his tower. But, someday he may want to show his abilities at Torann too...
STR 6, DEX 11, CON 5, INT 18, WIS 17, CHA 7;
Alignment NE, HP 29, AC 10, Thaco 16, #ATT 1, DAM SM/L 1d4/1d3 (Dagger),
Magical Items Ring of Fire Elemental Command (very rare), Ring of Wizardry (1st and 2nd lvls.), Rod of Terror (22 charges left, rare),
Amulet of Life Protection, Crystal Ball, Cube of Force (very rare).
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Maw-Tutso-ju (7th lvl. Khitaian Fighter) : During the eternal struggle between the monarchy and the criminal shadow clans of Khitai, Maw-Tutso-ju found
himself in the highest position of king at the tenre age of 15 years, after the murder of his father, the king Fyunna-Tutso-ju, by the master assassin Hia-Kunn-fu. During
9 years, he ruled the northern kingdom the better he could, and now he`s a young, but wise, king of Khitai. The common folks of Khitai loves him to the death, and the shadow clans
want a meet between him and death... STR 12, DEX 17, CON 16, INT 17, WIS 11, CHA 16; Alignment LN, HP 66, AC -5, Thaco 13 (10 w/Bo), #ATT 2, DAM SM/L 1d6(2d4)+3/1d4(2d4)+3 (Bo Stick +3) Also +2 spc bonus, Magical Items Chain Mail +4 (khitaian, very rare), Kote +2 (khitaian), Bo Stick-Spear, +3 (as Staff-Spear), Ring of Warmth, Ring of Sustenance (rare), Amulet vs. Undead, 8th lvl. (very rare), 7 Potions of Extra-Healing. |
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Noah (16th lvl. High Elf Mage, Channeler) : Noah probably is the most powerfull (and scary) channeler alive.
He got banned* from Mahul Maakh a long time ago, since the Mahul Council discovered his experiments with pure natural magic, learning to drain the
energy of the mahuan woods and channeling it to his own purpose. The high elves consider this a puny act, since the nature energy is sacred for them...
Now Noah lives hidden along the lands near these woods, and its not rare to see people sawing him passing by inside the high elven territory once again. *A banned high elf has the point of one ear cut with a silver knife (so it won`t regenerate ever) STR 6, DEX 15, CON 12, INT 19, WIS 15, CHA 15; Alignment CN, HP 37, AC 9, Thaco 16, #ATT 1, DAM SM/L 1d6/1d6 (Staff), Magical Items Ring of Invisibility (very rare), Murlynd`s Spoon (treat as Noah`s Spoon), Crystal Ball, 3 Potions of Extra Healing; Special Abilities See Channeler kit for details. His high Intelligence grants him immunity to certain spells, see PH. |
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Gmick Sallinarius (8th lvl. Gnome Illusionist) : This little gnome make all the way from his homeland to live just south of the Deathray
Hills, at Dordread! Tough you may call him insane, he`s very genial indeed: his house consists of carefully placed blocks of crystal that
reflects the beholder rays back to them, and so Gmick can avoid the obvious death. His house is called Prism House,
and its part of a gnomish project of studing the nature of the beholder rays.
STR 10, DEX 16, CON 13, INT 18, WIS 13, CHA 16;
Alignment NG, HP 24, AC 8, Thaco 18, #ATT 1, DAM SM/L 1d3/1d2 (Knife),
Magical Items Wings of Flying (rare), Robe of Scintillating Colors (very rare).
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Yaal Kin Futh (16th lvl. Uldra Druid) : Just about nothing is known about Yaal Kin Futh, the Grand Druid of the uldaric woods, and for sure one of the
most powefull beings of the lands. As the other uldaric druids, he rarely, very rarely, leaves his beloved home. Note that while being a Grand Druid, his maximum level is the 16th. STR 6, DEX 13, CON 10, INT 19, WIS 20, CHA 18; Alignment TN, HP 70, AC 10, Thaco 11, #ATT 1, DAM SM/L 1d2/1d2 (Punch... Tap!), Magical Items Staff of the Woodlands (The Ulmaal. Unique artifact. Consider it as +1, but with infinite charges. Only uldaric druids can hope to use it); Special Abilities Being a Grand Druid gives him various magical gifts. Her high Intelligence and Wisdom scores gives him immunity to various spells (see PH for details). |
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Zurtak (16th lvl. Barren Orc Fighter) : Having gained the position of Garlik as governor of Sur in an obscure exchange of an antique
sword found by his crew at the Barren Mountains deep underground, Zurtak now upsets the other races by demanding the recognizement of the orcs as a civilized race as well.
But he`s not doing that because he has a noble soul, the only thing Zurtak wants is to keep being the leader of all uncivilized races that are going to live at Sur, transforming it
into a "monstrous" urban territory. STR 18/33, DEX 11, CON 17, INT 11, WIS 7, CHA 9; Alignment NE, HP 115, AC 2, Thaco 3 (1 w/Halberd), #ATT 5/2, DAM SM/L 1d10+2/2d6+2 (Halberd +2) Also +5 str&spc bonuses, Magical Items Halberd +2, Plate Mail +1, 6 Potions of Extra-Healing. |
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