Mystara NPC Catalogue

Post/Author/DateTimePost
#1

spellweaver

Oct 13, 2004 11:15:35
Well, Hugin's comments about the taverns thread and Chimpman's idea about posting the libraries we invent for our campaigns as well as the Treasure Chest of Mystara Ideas I posted a while back got me thinking that we should have a thread with ready-to-insert NPCs that can add spice to our campaigns. Why not share each other's toils and sweat to create believable, interesting NPCs?

Of course, don't give away the stats and secrets of your campaign's main bad guy if your players are also in here reading stuff, but hopefully you will have a lot of "minor NPCs" to share with the rest of us.

I suggest the following format:








The last entry could include the character's history and relations on Mystara, uses in a campaign, special abilities, feats or equipment, quirks and roleplaying tips.

As we go along perhaps Shawn will put these NPC on the Vault?

I hope you will support this initiative and share some memorable NPCs with the rest of us!

:-) Jesper
#2

spellweaver

Oct 13, 2004 12:14:14
SUMARLIDI HERIJARSON
Male chaotic good human Warrior/Expert (trader) (2/3)

Sumarlidi is the captain of the longship Fjordvall based out of the capital city of Soderfjord in the Jarldoms. His main business is trading with the clans along the coast of Vestland and the Jarldoms though he sometimes goes as far south as Thyatis or east to Ostland.
Sumarlidi meets a lot of people on his travels and is a good source of information on the current tension in the north where Queen Yrsa of Ostland is trying to bring reform and Ragnar, the War Leader of Soderfjord, is desperately trying to keep his warmongering jarls on the Vestland border in line. He carries a necklace with a piece of whaletooth that has been enchanted by a godar to act as a permanent bless spell.

HELGI HARD-SAILOR
Male chaotic neutral human Fighter (4)

Helgi is a tough whaler from the cold island of Osterlo in Ostland. When he is not out hunting whales and sea serpents he roams far and wide with his crew in the longship Valkyrie. They are not above a little piracy when they visit Ierendi or the Minrothad Guilds but are not so stupid as to attract the attention of either nation's navy.
The people of Osterlo are a courageous lot and some of the finest sailors in the world. They don't like outsiders though even blood feuds among their own kin and clan are common. Helgi's heart might warm to a fellow Ostlander if he encounters one far from home and take him aboard the Valkyie for a price. He doesn't like wizards though and is very mistrustful of arcane magic.

LEIF THE LONG
Male neutral good human Bard (?, probably 10+)

Leif the Long is a tall, slim man almost seven feet high. His long fingers have an expert's grasp of the harpe he plays and his deep melodious voice is equally fascinating whether he sings or tells the sagas of his people. He is from Ostland and most of the time he wanders around Noslo Island, the main island in Ostland.
Leif is welcome almost everywhere he goes. Jarl and thrall alike enjoy his tales and songs and treat him as an honoured guest in their halls. He is always dressed in simple travelling clothes; a tunic, pants, boots and a hooded grey cloak and keeps his long hair unbraided. Unlike most northern men, he does not have a beard.
From time to time, Leif has been known to show up unexpectedly when a loyal follower of the Northlands' immortals is in dire straits and offer some advice that can resolve the situation. Most of the time though, the advice comes in the form of parables or allegories for the listener to interpret. Some commoners believe this advice is inspired by Odin, who originally drank the Mead of Poety and later gave the Gift of Poety to the skjalds.

SNORRI SMOOTH-TONGUE
Male lawful evil human Priest of Loki (8)

Snorri is an agent of the immortal Loki working outside the established cult in Ostland. His primary goal is the destabilisation of the rule of Ostland for the glory of his master and his own amusement. His current lair is in the hills north of Zeafort where he is hatching a plan to spread chaos amongst the king's troops in the fort. He has a special Mirror of Opposition which creates duplicates of the mirrored individuals that he can control. He intends to make copies of kidnapped heroes and force the copies into committing murders in the fort. Then he will destroy the duplicates and release the heroes to a fate as outlaws.
Snorri has a number of men-at-arms and acolytes with him lead by the berserker Hengist Hasteinsson (F4, battleaxe+1,+3 vs. Lawful). Snorri carries a Ring of Blinking, a Wand of Charm Person, a Cloak of Charisma+4, a longsword+1 and a Ring of Protection+2.
#3

spellweaver

Oct 22, 2004 8:44:31
Thorok the Brave
Male neutral dwarven fighter (8)

Thorok the Brave a.k.a. Thorok, son of Tharok a.k.a. Thorok Tharokwarf a.k.a Thorok of the Torkrest Clan is a veteran of many years of subterranean war against the goblinoids that continue to threaten the existence of Rockhome. When he lost his eye in battle he decided to leave the army and pursue the life of an adventurer. He banded together with a human called Ayldiir and a somewhat reluctant little gnome wizard named Tido and went off on dangerous quests for treasure and fame.
Thorok is an expert on all kinds of slimes, jellies, oozes and puddings living in dark and dangerous places underground and sometimes he sells his knowledge to other expeditions.
Thorok is incredibly strong (str. 20) and wears a heavy coat of mail and fights with a double-bladed axe.

Ayldiir
Male human chaotic good fighter (7)

Ayldiir (pronounced 'A-el-deer') is a warrior from the wilds of northern Darokin. Ever since he was a kid he has wanted to be a hero and an adventurer. He desperately wants to rise above the peasant social class he was born into and prove his worth. Right now he adventures with a dwarf named Thorok and a timid little gnome wizard named Tido. They are good companions and Ayldiir enjoys their company. Together they have explored many dangerous dungeons in search of treasures and magic.

Tido
Male gnome lawful good wizard (6)

Tido grew up in the comforts of a city and didn't spend a night sleeping outside until his 73rd year - and even then he found it most displeasing. He is a sage by profession and a scholar by nature. He enjoys sitting for hours with an interesting book and a cup of tea. Unfortunately, some of the best books and most interesting little magical trinkets are guarded by traps and slimy, hungry monsters. In order to get past those, he has teamed up with a dwarven warrior named Thorok and a human swordsman named Ayldiir.
Tido is cautious by nature and will often suggest to turn back, if danger seems imminent. Thorok and Ayldiir, however, mostly ignore his suggestions.

This must be the place.... - Thorok and companions on adventures

IMAGE(http://home.flash.net/~brenfrow/dd/dd-ac9.jpg)
#4

spellweaver

Oct 22, 2004 9:14:33
Agatear Morningdew - 'The Silver Traveller'
Male half-elf neutral (good) fighter/sorcerer (?(17+)/?(5+))

Agatear Morningdew is probably one of the greatest heroes alive on Mystara today. He has lived for more than 150 years and often passes out of history for years at a time before surfacing again in yet another epic adventure. He answers to no-one and to most people, even those who know him the best, he continues to be an enigma. Apparently, he does not crave wealth or even fame. Many years ago, he performed a service to the emperor of Thyatis, who wanted to shower him with wealth and titles as a reward. Agatear politely declined the emperor's offer. When the baffled emperor asked how he would take his reward instead, Agatear asked for a single bottle of rare wine from the emperor's private wine cellar - and got it.
Some of the stories about Agatear is that the blood of ancient royal Wendar runs in his veins, mixed with his human heritage of blond Norwoldian stock. He is known to go from being gentle and passionate at the sight of great natural beauty to summoning such a fearsome rage in battle against evil that his enemies have no option but to retreat.
Agatear Morningdew is surrounded by myth and folklore but most bards agree that he wears a silver Cloak of Displacement and carries a magical Dancing Blade named Vardkiss - the Antalian word for 'Shield of Tears'.
#5

spellweaver

Oct 23, 2004 11:00:04
Jeremiah Whistlepot
Male chaotic good halfling rogue (4)

Jeremiah Whistlepot is an adventuring Hin rogue from Fishtickle Bridge in Heartshire. His wanderlust has brought him to the far reaches of the Known World, including Denagoth and the Isle of Dawn. Jeremiah belongs to the Cindertoes clan and is a famous cook. He has won the Fishtickle Bridge cookout six seasons in a row, much to the irritation of the Gullybucks and the Illingals.
Jeremiah is never without his trusted iron cauldron and a pack full of ingredients, ready to make practically anything into a feast. When he stops by inns and taverns he enjoys to play cards - another thing he is quite good at.

IMAGE(http://img95.echo.cx/img95/81/halflingfrombasicset4yw.jpg)
#6

Hugin

Oct 23, 2004 11:33:08
Good NPCs there Spellweaver. Threads like these really should be "sticky"ed at the top of the board as Mystara Resourses. (Don't have time to add right now; about to start our game!)
#7

spellweaver

Nov 06, 2004 9:35:01
Sushumo
Female lawful good human paladin of Tarastia (8)

Sushumo is a dark-skinned warrioress from the Pearl Islands. Her father was a captain in the Thyatian army stationed there who met her native mother and fell in love. Sushumo grew up to become an officer herself but eventually left the army in favour of high adventure. She travelled to mainland Thyatis and came into contact with the priesthood of Tarastia and became one of its agents against evil and injustice.
Sushumo quickly rised to prominence within the order and received the blessing of the church in 994 when she became a paladin of Tarastia. Since then she has been continually questing for the church, seeking out criminals and others fleeing from justice and battling monsters preying on the isolated farms in the northern parts of Thyatis.
Whereever she goes, Sushumo usually stands out in the populace with her dark brown skin and dark hair. She has had a few unpleasant encounters with members of the Hattian Storm Soldiers when she was in the army and she would like nothing more than a chance to strike back at that organization...

Lord Isac
Male lawful good human paladin of Koryis (16)

Lord Isac is an old paladin close to retirement and looking for someone to train as his replacement in the thin ranks of devout paladins of Koryis. Once, Lord Isac was a brash youth who had just been knighted and made a paladin. His most trusted friend was another young knight named Sir Damon and they were always competing to be the best. When Sir Damon's sister - the fair maiden Imelda, whom Isac was in love with - was kidnapped by the evil wizard Skade both Isac and Damon vowed to be the one to rescue her. Individually they set out from the castle of Sir Damon's father and travelled north to Skade's tower in the south of Denagoth.
As Lord Isac approached the tower, he was met by a fearsome knight clad all in black armour. The evil knight saluted him and charged. Lord Isac raised is own lance in salute and charged as well. A mighty battle ensued in which Lord Isac killed the black knight only to realise that he had killed his friend Damon. Isac realized that he had fallen victim to Skade's spell because of his own sin of pride and he immediately fell from grace loosing all of his paladin powers.
Unable to rescue his love, Isac departed and Skade offered the young Imelda in a dark bargain with a power of entropy. She was never seen again.
For years Isac quested to attone for his failure and eventually he regained his status as a paladin of Koryis. Then he started his hunt for Skade. For 30 years he hounded the evil wizard's steps, never giving him a moment's peace. Several times he upset the wizard's evil schemes but the mage always eluded him. They battled across several planes of existence and gave rise to legends of the hunter and the hunted.
Eventually, Isac tracked down Skade in a remote mountain lair and caught the wizard by surprise and alone. Standing above his hated enemy, sword raised, poised to strike, tears ran down the old paladin's cheeks. He looked at the pathetic creature screaming for mercy, and then lowered his sword. Right then and there he prayed to Koryis to strip Skade of all his magical powers, forever rendering him unable to harm another soul again. And then he let him go - for mercy and forgiveness is greater than the power to take life.
In the years since the end of his epic quest Lord Isac has felt the power of his body vaning and is currently staying at the temple tutoring the young initiates.
#8

Hugin

Nov 06, 2004 19:01:05
Hey Spellweaver, thanks for posting these. I'm placing them in a folder awaiting the time of their emergence onto the stage of my Mystara. ;)
#9

spellweaver

Nov 07, 2004 16:37:52
Hey Spellweaver, thanks for posting these. I'm placing them in a folder awaiting the time of their emergence onto the stage of my Mystara. ;)

Thanks Hugin! Glad you like them. I hope you'll find time to post some of your own?


A character I always wanted to play:

ROGANN
Male chaotic good human fighter (15)

Rogann grew up in a small village in the backwaters of Darokin. He learned his father's trade, the craft of a weaponsmith and armourer, but longed for the road and high adventure. Eventually, he left the village and travelled far and wide. He soon became an experienced fighter and a well-known hero among the rural folk, battling humanoids and delving deep into mountainous caves in search of gold and magic.
His most epic achievement until this day is the slaying of the beast Temonest, a red dragon living high in the Altan Tepe mountains.
Rogann has clear blue eyes and a firm handshake. He is incredibly strong and afraid of nothing. He is reserved around strangers but in the midst of friends his deep, hearty laughter can always be heard. In the face of battle and overwhelming danger he is always calm and analyzing.
More than once has he been offered his own dominion and the title of baron but Rogann prefers the open road.
He fights with a Sun Blade and carries a magical shield+4, which grants a +5 to saves vs. all breath weapons and fear.

Rogann fighting Temonest

IMAGE(http://www.larryelmore.com/images/art/color/lg_co_157.jpg)
#10

spellweaver

Nov 07, 2004 17:20:33
Haeralm Ghostdancer
Male neutral evil human shaman (14+)

Haeralm is the shaman of one of the tribes of the Atruaghin Elk Clan. He has been influenced by an immortal of entropy and has taken over control of the tribe, which he has reshaped into a powerful war-party.
With his warriors Haeralm has masacred a delegation of Darokin traders from the great house of Toney in Akorros, leaving behind evidence such as false footprints and broken weapons pointing to the Horse Clan tribes. Haeralm hopes the Toney house will ask the forces at Fort Anselbury for help, which could instigate a war between the Horse Clan and the republic of Darokin, leaving behind a power vacuum that his tribe and the other tribes he intends to take over can then fill out. With the Horse Clan out of the way, Haeralm would have access to sacred caverns near the Angry Waters, which his new immortal master has promised him holds even more power...

IMAGE(http://www.larryelmore.com/images/art/color/lg_co_122.jpg)
#11

spellweaver

Nov 09, 2004 18:11:04
The Power and the Protector

The Power and the Protector are the Guardians of the Altar of Zartax. In ancient times, Zartax was a mad wizard who used the altar to summon a force of demons in an effort to conquer the land. He was defeated by the first Power and Protector and they and their descendants have since guarded the altar. Nobody is entirely sure how the line of succession works but every generation a new Power and Protector appears to take over the duties of their ancestors.

The Power
Female lawful good human wizard/cleric (8/6)

The Power (she is known by no other name) is the Keeper of the Altar of Zartax. Like her ancestor, she possesses the key to unleash the altar's powers and release abyssal destruction upon the world once more.
Although powerful, the Power is a pure soul, uncorrupted and innocent, bordering on naive. She is joyous and playful like an animal on a spring day and radiates love and harmony. She wields a Staff of Life that can also cast Healing Circle and Holy Word once per day and wears a Cloak of Resistance +3.

The Protector
Female chaotic good human fighter (14)

The Protector (she is known by no other name) is the bodyguard of the Keeper of the Altar of Zartax. She is also her half-sister. While it is a necessity that the Keeper remains pure and innocent in order to resist the lure of the Altar, the same is not true for the Protector. She is the embodyment of lust, desire and passion. Her dark eyes and melodious voice has caused many a male sleepless nights. But she is fiercely devoted to her half-sister and the cause and would never abandon her duties.
The Protector wears a half-plate +3 and fights with a vorpal longsword +4 and a dagger +2. Her red cloak grants her a spell resistance of 17.

IMAGE(http://www.larryelmore.com/images/art/color/lg_co_104.jpg)
#12

spellweaver

Nov 27, 2004 13:38:52
Characters from the "Heroes of Mystara" campaign, living in or around Winter Dale in the domain of Aland in Ostland:

At the end of the post is a family tree of Wulfgar's family.

Wulfgar's kin and friends:

BJORN NJALSSON (dead)
45 years old (at least, he would have been), Warrior/expert (4/5), alignment LN, Proud 16, Honest 16, Dogmatic 13, Reverent 13, Vengeful 13
Str 15, Con 12, Dex 11, Int 14, Wis 12, Cha 14

Bjorn Njalsson was a stern man who taught his sons discipline rather than love. In his youth he went raiding all over the North and later he returned to Winter Dale where he founded a prosperous shipbuilding industry. For years everything was good and his family lived well. Then, in 996 AC, his son Wulfgar was left for dead on a raid on the coast of Ylaruam. Bjorn grieved but did not show it - not even to his own family. They year after his eldest son departed for the colonies on the Isle of Dawn. In 999 AC his daughter Ursula - the joy of his life - was abducted by raiders from the Oberbeck clan of the Soderfjord Jarldoms. Since Thorgal had left for the Isle of Dawn and Leif was a cripple it fell to the third son, Ogir, to ty and rescue her. Ogir left with a group of loyal clansmen in Bjorn's three longships to extract revenge on the Oberbecks and rescue Ursula. So far, not one has returned and the Varmgarders believe they are all dead or thralls themselves.
With all of his sons scattered and his loyal housekarls away in the Jarldoms, his evil brother Heindal and his sons sprung into action. One or more of them infected Bjorn with Brown Plague (and a number of other villagers as well) and when Bjorn died in the early winter of 999 AC, Heindal claimed all of his possions for himself. Usually, Bjorn's possessions would go to his eldest son, but Leif did not dare to claim them and Njal was still too young. Because of the way he died, Bjorn's soul is likely to recide in the Underworld ruled by the evil immortal Hel. There, he is tormented every day until Ragnarok.

THORA
43 years old, Commoner (3), alignment LG
Cautious 17, Courageous 3, Reverent 4, Trusting 3, no exceptional stats

Thora was the wife of Bjorn and ruled his household like a queen. When Heindal took over, she soon realised that at some point her youngest son, Njal, would become a threat to his rule and so she has done everything in her power to protect him - including taking Heindal to bed. She fears the Immortals have abandoned her in her time of need - stripping her of husband and children so rapidly. At present, she has given up praying entirely. The only thing that matters to her is Njal. She does not care about Leif, feeling that he has deserted her and the rest of the family.

THORGAL BJORNSSON
27 years old, fighter (3), alignment Chaotic Good
Courageous 17, Honest 16, Loyal 17

Thorgal is the oldest son of Bjorn and the oldest brother of Wulfgar. He currently lives in the settlements on the Isle of Dawn with his wife Gertrud and his son Bjorn.

LEIF BJORNSSON
26 years old, Warrior/Commoner (1/4), alignment Neutral
Cautious 18, Courageous 4, Forgiving 4, Reverent 3
Str 12, Con 12, Dex 6, Int 12, Wis 9, Cha 7

Leif is the second oldest son of Bjorn. He tried to be a warrior like his brothers but on a raid into the Heldannic Territories in 997 AC he was struck in the leg with a battleaxe and nearly died. Today, he is a cripple and lives as a petty farmer with his wife Inger and his children Ulf and Sigrid. Leif is bitter at how life turned out and detests his livelihood as a farmer. He is, however, very protective of his family and so has not contested Heindal's claim to Bjorn's great hall fearing repraisals from his cousins against his family.

OGIR BJORNSSON
23 years old, Warrior/Expert (shipwright) (3/2), alignment Chaotic Good
Loyal 18, Courageous 17, Honest 16, Energetic 15
Str 17, Con 16, Dex 13, Int 12, Wis 9, Cha 12

Ogir has been gone the past few years searching for his sister in the Soderfjord Jarldoms.

NJAL BJORNSSON
13 years old, Commoner (1), alignment Lawful good
Fearful 18, Modest 15, Cautious 16, no exceptional stats

Njal is named after his grandfather but has inherited none of his courage or strength. His mother has told him that Heindal may try to kill him, when he is old enough to inherit the great hall of his father, so he is very careful not to pose any threat to his uncle. In a few years, however, he will either have to flee of face Heindal and his cousins.

URSULA THORASDOTTIR
12 years old, Commoner (1), alignment Lawful good
Courageous 17, Energetic 17, Reverent 13, Generous 18
Str 7, Con 12, Dex 14, Int 16, Wis 13, Cha 14

Ursula is currently a prisoner and thrall of the Oberbeck clan in the Soderfjord Jarldoms.

GRANDFATHER NJAL
65 years old, Fighter/Bear Warrior (7/5), alignment Chaotic good
Loyal 17, Courageous 16, Cautious 13
Str 6 (15), Con 11, Dex 4 (13), Int 12, Wis 5 (14), Cha 14

Njal is Wulfgar's grandfather and the father of Bjorn, Erik and Heindal. Somebody is poisoning him slowly, attacking both his body and mind. These days the old warrior sleeps most of the time and is spoon-fed porridge by a thrall.

ERIK NJALSSON
47 years old, Warrior/expert (smith) (3/5), alignment Lawful Neutral
Modest 15, Energetic 16, Honest 16, Cautious 14
Str 17, Con 13, Dex 14, Int 12, Wis 9, Cha 10

Erik has retired as a warrior and now lives in Winter Dale with his wife. He is a skilled weaponsmith and creates lots of the swords for the clansmen going to the Isle of Dawn. Erik does not suspect that anything but ordinary Brown Plague killed his younger brother. He will demand evidence of treason before accepting any accusations.

MARTHA
44 years old, Commoner (2), alignment Neutral
Peaceful 15, Generous 14, no exceptional stats
Martha is Erik's loving wife. She strives to make a comfortable home for him and is always busy directing the thralls, cooking, cleaning and weaving. She keeps the longhouse pleasantly smelling with herbs.

SVEN ERIKSSON
22 years old, Warrior (3), alignment Chaotic good
Loyal 18, Courageous 17, Reverent 15, Proud 15, Trusting 16
Str 16, Con 14, Dex 12, Int 10, Wis 8, Cha 12

Sven is first son of Erik Njalsson and Wulfgar's cousin. He has been on five raids so far and is very proud of his reputation as a courageous warrior. Unfortunately, Sven is not very bright and he does not see through the machinations of his deceitful cousins. Remthar has told him that he is favoured by Odin and now Sven protects his godi cousin. He will not listen to anyone saying anything bad about Remthar.

MATHILDE
17 years old, Commoner (1), alignment Lawful good
Trusting 14, Peaceful 16, Courageous 3, no exceptional stats

Mathilde is just a girl really, who considers herself very fortunate to be married to Sven, whom she believes is a great warrior blessed by Odin. She is very pretty and if Sven survives the raids in the future they will probably be very happy together. They have been married for a year.

EINER ERIKSSON
22 years old, Expert (arhcer) (4), alignment Chaotic Neutral
Reverent 5, Generous 14, Energetic 4, Dogmatic 3
Str 12, Con 13, Dex 18, Int 16, Wis 13, Cha 14

Einer is the black sheep of Erik's family. He is a prankster and a drifter. Raiding never appealed to him, instead he went hunting with his bow in the forest for days and weeks. He is capable of defending himself, however, so the bullies of Winter Dale leave him alone. His father ignores him because he is lazy, his mother loves him secret not to spite her husband, his brother Sven shuns him because he openly jokes about the Immortals. Sven would never hurt him however. Unlike most Northmen, Einer is beardless. He has red hair and freckles and dresses in the garb of a ranger. He is one of the best archers in all of Aland. Einer has developed a fondness for wine, forsaking the traditional Northman mead.


HEINDAL NJALSSON
42 years old, Fighter (5), alignment neutral evil
Cautious 16, Generous 4, Forgiving 5, Honest 3, Trusting 4
Str 17, Con 14, Dex 14, Int 12, Wis 9, Cha 6
Equipment: chain shirt +1

Heindal is Wulfgar's uncle and the brother of Erik and Bjorn. As a child, Heindal was always jealous of his two brothers Bjorn and Erik. He envied them their courage, their ability to make friends and that they had their father's attention and love. Heindal was no coward but he was cautious and quickly became a bitter loner in the village. As the years passed, Heindal's resentment of his brothers' good fortune became an all-consuming hatred. In secret, he coveted Bjorn's hall and fortune - even his wife. When Bjorn's sons were scattered and his loyal housekarls away fighting in Soderfjord, Heindal and his son Jorhal struck. They poisoned old Njal and infected Bjorn with Brown Plague. To cover their tracks, several other people in the village were infected as well. Bjorn died and Heindal and his family took possession of his great hall. It should have passed to Leif, Bjorn's eldest son still home in Ostland but he decided to remain a farmer rather than face his uncle and cousins. In another four years, when Wulfgar's youngest brother Njal has his Heyday, he will inherit the great hall. Before then, Heindal plans to have Njal meet with an accident of some sort. Heindal did not care for building ships so he sold Bjorn's shipyard to a clansman named Kolbein Erlingsson. The 35.000 Eyrir he gained he has buried or spent on mead and feasts. When Wulfgar returns, Heindal and his sons will quickly estimate that he constitutes a threat to their position and they will try to kill him somehow.

IRMDAL
39 years, Commoner (2), alignment Neutral
Cautious 17, Modest 19, Courageous 2, no exceptional stats.

Irmdal is married to Heindal. She has born him three sons and been a loyal wife but he has completely lost interest in her and treats her little better than one of his thralls. Most of the time she is cowering in a corner and she speaks only when spoken to.

REMTHAR
24 years old, Godi (priest) of Odin (6), alignment Lawful Neutral
Cautious 14, Reverent 18, Trusting 4, Loyal 16, Dogmatic 19
Str 13, Con 12, Dex 14, Int 17, Wis 17, Cha 16
Equipment: Shortspear +3, cast bless once a day (godi use only)

Remthar is the eldest son of Heindal and probably the least corrupted by his father's evil. He grew up with the teachings that all northmen should be proud and strong and scorn merchants and other weak members of the civilized world. That is why, according to Remthar, Bjorn died of disease - he was betraying the northman ways and was punished by the Immortals. Remthar knows nothing of his brother Jorhal's affiliation with the cult of Hel or the fact that his grandfather is being poisoned. Remthar always seeks to further the cause of Odin. He is one of the highest-ranking godi in all of Aland and as such a man of great power in the community. Remthar walks around town in a broadbrimmed hat, a ceremonial eye-patch and a long cloak with a collar of raven's feathers. He has convinced his cousin Sven Eriksson that he is favoured by Odin and now Sven follows him everywhere and protects him.

ERIK
22 years old, Barbarian (5), alignment Chaotic Evil
Cautious 3, Modest 2, Peaceful 4, Courageous 18, Forgiving 3, Energetic 4
Str 19, Con 17, Dex 13, Int 10, Wis 8, Cha 13
Equipment: Masterwork battleaxe, masterwork large shield

Erik Heindalsson is Wulfgar's cousin, the second son of Heindal, and a brutish loudmouth. He and his small band of berserkers roam Winter Dale scaring women and children, getting into drunken fights and bragging about their raids on the Isle of Dawn against the Alphatians. Erik is not very bright but he is loyal to his father and dislikes anyone trying to take their newly acquired wealth away from them. He is quick to challenge anyone to a Holmgang or wrestling match. Recently, he has taken a liking to Yrsa, the younger sister of his brother Jorhal's bride-to-be Mara. Yrsa is afraid of him and avoids him whenever she can.

JORHAL
21 years old, Rogue/Warrior (3/2), alignment Neutral Evil
Cautious 17, Courageous 4, Forgiving 2, Honest 4, Trusting 3
Str 13, Con 14, Dex 16, Int 16, Wis 14, Cha 8
Equipment: Poison for Njal, dust of disappearance, unholy dagger +4

Jorhal is truly his father's son. He grew up feeling inferior and a coward but he tried to hide it. When Mara fell in love with Wulfgar, she secretly told it to Jorhal, believing he was her friend. A few months later, Jorhal stabbed Wulfgar in the back and left him for dead in Ylaruam during a raid. Jorhal returned to Ostland and tried to win the love of the grieving Mara but she was shocked at his cold heart and turned him away. Full of bitterness, he concentrated on helping his father win the great hall and shipyard of his uncle Bjorn. Only Heindal knows that Jorhal struck some sort of deal with Hel and got Bjorn infected with Brown Plague. Jorhal met a godi of Hel named Gerloc. She told him how to make poisons and gave him an unholy dagger blessed by Hel. It was Gerloc who spread the Brown Plague.
Jorhal has a limited knowledge of herbs and regularly brews a mild poison, which he feeds into porridge served to his grandfather Njal. It keeps Njal nearly sedated and will eventually kill him. The herbs Jorhal collects on moonless nights near the steep cliffs north of Winter Dale.
Recently, Mara's father Nim has been unable to repay a loan to Heindal and has instead promised Mara's hand in marriage to Jorhal.


Family tree
Grandfather Njal has three sons: Erik, Bjorn and Heindal

Erik Njalsson is Wulfgar's first uncle. He is married to Martha and they have the sons Sven and Einer. Sven Eriksson is married to Mathilde. Einer is not married.

Bjorn Njalsson was Wulfgar's father and was married to Thora before he died. Together they had the son Thorgal, Leif, Ogir, Wulfgar and Njal and the daughter Ursula. Thorgal Bjornsson lives with his wife Gertrud and his son Bjorn on the Isle of Dawn. Leif Bjornsson lives on a farm with his wife Inger and their children Ulf and Sigrid. Ogir, Wulfgar, Njal and Ursula are not yet married.

Heindal Njalsson is Wulfgar's second uncle. He is married to Irmdal and together they have three sons: Remthar, Erik and Jorhal, none of whom are married yet.

more to follow...
#13

spellweaver

Nov 27, 2004 13:44:10
NPC's from the "Heroes of Mystara" campaign, living in or around the village of Winter Dale (Vinterdal) in the domain of Aland in Ostland:

Commoners:













#14

spellweaver

Dec 09, 2004 16:47:14
I have updated the two previous posts with all of Wulfgar's family members. Soon I will post some of his childhood friends and some of his evil cousins' croonies. :D

But this should be sufficient for everyone to keep up with the campaign summaries I will post over the next few days.

:-) Jesper
#15

spellweaver

Jan 16, 2005 12:37:17
ANDURA

Female neutral human fighter (11)

Andura used to be one of Thyatis' most wanted criminals. She and her band of bandits robbed several gold transports from the northern baronies meant for the imperial treasury and vanished without a trace. Recently, Andura and her gang earned a pardon for all past crimes when they exposed an Alphatian spy-ring working in said northern baronies. A few Alphatians escaped but most were caught and gagged and bound introduced to the monsters in the Colloseum.

Andura decided it was time to settle down and opened a tavern called the Snake in Hillfork where most of her old associates now work. Agents from the Imperial Treasury do not believe that they squandered away all the gold and are watching the place, as are the Alphatians and members of the Shadow Hand thieves' guild. So far, none of them have dared to break into the tavern's upper rooms to find evidence of where the gold is hidden...

Andura is cool and calm. She is extremely intelligent and a master of deception and ambush. She is also a very beautiful woman, something she has used to escape the law more than once. While Andura is not really evil, she can seem cruel to strangers - simply because she cares very little about anyone other than herself and her men. She is a mercenary and an opportunist and if this thing with the gold doesn't force her to become an outlaw again she could easily become one of the Thyatian Empire's most valuable assets in the field of their covert operations.

IMAGE(http://www.larryelmore.com/images/art/color/lg_co_067.jpg)
#16

spellweaver

Jan 16, 2005 17:45:08
GERHARD GROSSMAUL

Male lawful (evil?) human wizard / fighter (15 / 4)

Gerhard Grossmaul is somewhat of a mystery to most people in Glantri. He was virtually unknown in the finer circles of society until the autumn of 999 AC when he and a band of dragon hunters killed three red dragons out of the Wendar Range.
Suddenly Gerhard was the talk of the town but little was established about him except that he has graduated from the Great School of Magic a few years back and that he is distantly related to the Ritterburg family of Aalban.
Although he is clearly a very powerful mage he has so far not made any moves indicating that he might be interesting in entering the Awards Festival in pursuit of a dominion of his own. Gerhard seems content to hunt dragons and sell the carcasses as spell components and reaping the rewards for felling the beasts.
#17

spellweaver

May 03, 2005 17:27:01
The Black Rose

Female Neutral Good elven rogue/sorceror (7/3)

The Black Rose is the nickname of one of Darokin's most infamous catburglars. No one knows whether the Black Rose is male of female, but the burglar's trademark signature is a single black rose left on the scene of a crime.
The Black Rose has a history of committing near impossible break-ins, which has attributed to his or her almost legendary reputation amongs law enforcers and the underworld. The Black Rose has a knack for avoiding traps, lightning reflexes and a suspiciously great deal of luck.
Unknown to all, the Black Rose is actually an elven lady named Shalissa, who lives in Darokin City and serves as a captain of the city guard in one of the finer districts. The last few years she has been closely involved in the constabulary's efforts to capture The Black Rose and other troublesome burglars in the city. Her anonymity, even when dealing with her fence, has so far kept her safe from both the law and vengeful attacks from the local thieves' guild who want her "rubbed out" as the phrase is.
Recently, however, Shalissa has fallen in love with a handsome new lieutenant in the city guard - a man who is determined to bring the Black Rose to justice. Shalissa is considering retiring from her nighttime activities but has so far not reached a decision.

IMAGE(http://img185.echo.cx/img185/7525/elventhief2oc.jpg)
#18

Hugin

May 03, 2005 18:16:25
Fun stuff! You could build a whole series of adventures around this one! I doubt the characters in my campaign would ever be able to catch her though, they'd be slipping and sliding on their own drool :D
#19

zombiegleemax

May 05, 2005 14:34:19
I'm slipping and sliding on my own drool.

Huh, Aside from the ears, she looks like my wife did when I met her in high school. Pretty close.
#20

spellweaver

May 12, 2005 10:02:06
THE HEROES OF DUNCAN'S KEEP

The party of adventurers known as "the heroes of Duncan's Keep" hail from all over the Known World. They have been adventuring together for almost 10 years now and have travelled from Wendar to Karameikos and from Sind to the Isle of Dawn.
The heroes are well-known members of the international Adventurers' Guild based in Darokin City and frequently visit the Shady Dragon Inn between quests.
Their nick-name is the result of having saved the tiny settlement Duncan's Keep in Wendar from a very young green dragon back in 998 AC.

Dratan
Male human Lawful Neutral cleric (7)

Dratan is a devout priest of Diamond - Ruler of the Lawful Dragons. He is fairly private about his faith but always takes a special interest in tales of evil or 'rogue' dragons spreading terror and death. Dratan has been to the legendary City of the Dragons far to the north once, but he does not speak of what he saw there. He was born in Darokin on the banks of the Streel River in 972 AC. He fights with a magical warhammer+2 and wears a magical belt that grants him +3 on all saving throws.

Emrode
Male human Chaotic Good fighter (8)

Emrode is a fighter from the Soderfjord Jarldoms, and usually acts as the party leader. He is a giant of a man - almost 7 feet tall - and his strength is legendary (str 19). Unlike many of his clansmen, Emrode is not a thickheaded brute but a cunning tactician and a skilled leader. His guile has saved the party more than once. Emrode was born in 973 AC in the village of Whiteheart. Before leaving the Northern Reaches in search of adventure, he lead many warparties against gnoll invaders and has a special hatred for these kinds of humanoids. He fights with a broad masterwork blade enchanted by priests of Odin to have an extra +2 to hit and do +4 damage to evil creatures.

Rayemina
Female human Neutral Good fighter (7)

Rayemina grew up as an orphan in a convent in Penhaligon, but the nuns of the Holy Church of Karameikos could not control the wild child. She was always climbing trees and challenging boys to fights with sticks - and winning. Her knees were always bloody and bruished, but she didn't care. Finally, when she was 15, the nuns allowed her to become the servant of an aging knight of the realm named Sir Royce. When he died two winters later, Rayemina sold whatever of his equipment she couldn't use and headed out into the world to seek adventure.
She quickly found Dratan and Emrode and they became the family she never had. Today, she is a beautiful 27-year old woman with a cheerful laugh and dressed in a battered armour. She fights with a bastard sword +1, +3 versus Shapechangers and carries Potion of Treasure Finding - a gift from the dwarf Rinndug Grandglaive, Master Smith of Penhaligon.

Rubelest
Male human Lawful Good wizard (7)

Almost 36 years old, Rubelest is the oldest of the humans in the group and also its newest member. He joined the party during an adventure in the Altan Tepe mountains six years ago.
Rubelst graduated as a pupil of Teldon himself from the Magicians' Guild of Specularum in 992 AC and since then travelled most of the Grand Duchy. After teaming up with Dratan, Emrode, Rayemina and Dulaneh he has seen most of the Known World and he spends most of his spare time writing the chronicles of these journeys and doing magic research.
Rubelest is a shy fellow, likeable and quiet and always very polite. It used to be that his only interst was magic but about a year ago he realized that he had fallen in love with Rayemina. Unfortunately, he is too shy to tell her and has accepted loving her from a distance. Rubelest wears an Amulet of Protection+4, a powerful gift from his old master, Teldon, and severals scrolls with magical spells. He has an affinity for earth magic.

Dulaneh
Female elven Chaotic Good rogue (6)

The only non-human in the party, Dulaneh left her ancestral Alfheim in 991 AC at the age of 48. She wandered round Darokin when she met the rest of the party and has been with them ever since.
Short and nimble, Dulaneh functions as a burglar and scout to the party. Her elven sight and ears are far more keen than the humans' senses. She is also deadly with a bow and carries an elven shortbow+3 taken from a treasure hoard in the Mengul Mountains three years back.

IMAGE(http://img510.imageshack.us/img510/4171/dragonslayersandproudofit9jt.jpg)
The Heroes of Duncan's Keep
#21

spellweaver

Jun 04, 2005 16:55:37
SHU LINN

Female human chaotic neutral (good) fighter/rogue (6/11)

Shu Linn is the true name of a vigilante known to the public only as 'The Reaper'. She has spread terror and fear in criminal circles in Darokin for nearly five years. Only a handful of close and loyal friends knows Shu Linn's true story.

In AC 996, her husband, who was an officer in the city guard in Darokin City, lead an operation that really hurt the Thieves' Guild. In retaliation they had him captured, tortured and killed and they also torched his home - with his wife and newborn baby inside. Shu Linn survived but the baby didn't.

From that moment on, she swore revenge on the guild. She was a former scout in the army and Shu Linn moved to another part of the country, letting everyone think that she died in the fire. She looked up old friends and began training with weapons again. Four months later, she returned to the city in disguise and started her campaign of terror against criminals of all sorts.

As The Reaper she is a cold and merciless vigilante, not above slaying pickpockets and petty thieves. Usually she extracts information from them first, however, and if she gets wind of a guild operation, whether a gambling den, a training facility, a warehouse with illegal goods or a house of prostitution run by thieves... she burns it down.

After a few months of taking revenge, people were talking in the streets. Half the city guard admire her and want to help her. The other half curses her for breaking a number of laws and making them look bad. Although the general population might find her methods a bit bloody and extreme, they appreciate that crime is down and the streets are safer.

The Thieves Guild are furious and have put a large price on her head. Already, bounty hunters from all over the Known World are converging on Darokin City and the streets will surely run red again soon...

The courts have put forth an order for her arrest but realise that half their own force would probably let her go, if they ever did catch her. In fact, The Reaper's reputation for 'cleaning up the city' has made some of the powerful merchants wonder if she might be the medicine needed to take on the powerful thieves' guild in Akorros, who has been getting out of hand (see gaz 11, page 32-33).

Shu Linn has not yet tired of her bloody profession. A fire of vengeance burns in her cold heart and she has actually become more brutal than she was to begin with. A few close friends hope that her thirst for justice is soon quenched with the blood of so many dead, but also fear that she has taken a liking to slaying and might not be able to stop again.

IMAGE(http://img79.echo.cx/img79/8977/mavrachang20wm.jpg)

IMAGE(http://img28.echo.cx/img28/2120/mavrachang7sc.jpg)
#22

zombiegleemax

Jun 05, 2005 10:08:31
I really like this "Reaper". She is scary. I will have to certainly have my players cross paths when they travel in this region. Which they will, I'll make them. Maybe they will hunt her for the bounty her join her in bringing down the thieves guild.
#23

spellweaver

Jun 05, 2005 13:33:18
I really like this "Reaper". She is scary.

Thanks! :D

I wanted a grim, gothic Marvel-kind-of-hero and was inspired by the character called The Punisher, who is a cop gone vigilante after the mafia killed his family.

I think she does the trick. :evillaugh

:-) Jesper
#24

Hugin

Jun 05, 2005 21:48:16
I wanted a grim, gothic Marvel-kind-of-hero and was inspired by the character called The Punisher, who is a cop gone vigilante after the mafia killed his family.

The Punisher is a great Marvel character, and is excellent to base an NPC off of, especially if you wanted one who the PCs are just not sure if it's a villain or hero!
#25

zombiegleemax

Jun 07, 2005 6:46:45
In the Marvel Universe, sometimes the heroes try to catch Punisher as often as they help him. I always found him to be one of the top characters of the Marvel comics. He is the most resourceful character ever. I guess you have to be when you don't have superpowers, and you seem to be the only one. I'll keep him in mind when using this NPC. Could make it very difficult for the PC's. :D
#26

spellweaver

Dec 08, 2005 19:34:50
Glorin Ironhand - Master Inquisitor of Darokin

Male dwarven cleric of Ixion (14), alignment Lawful Neutral

Glorin Ironhand is the Master Inquisitor of the Church of Ixion in Darokin, meaning that he is ultimately in charge of a large division of witch-hunters, inquisitors, demon slayers and others in charge of religious persecution of so-called evil beings.

The purpose of the Inquisition is a noble one: to seek out and destroy evil wherever it may be - especially witches, demonologists and others who traffic with fiends and evil planar beings. However, under the leadership of Glorin Ironhand (who has held the position since 991 AC) the "Flaming Fist of Ixion" has become a bit extreme.

Glorin is determined to "root out" evil in the Heartlands of Darokin and establish a paradise on earth for all free and good dwarves and men (he couldn't care less about halflings and elves he nutures a great dislike of). His policies are to force evil away by constantly confronting it. However, his long struggle has rendered him a bit paranoid, making him search for enemies to destroy even amongst the most innocent and helpless peasants. More than one wise old woman has been burned as a witch due to the overzealousness of Glorin and his men.

Glorin spends most of his time in Darokin City, where he oversees the religious court of the Church of Ixion that pursecutes offenders for witchcraft and demonology. Sometimes he meets with adventurers and sends them off on religious missions for the church to confront an evil that his own men are not suitably equipped to deal with. He dislikes having to deal with wizards and rogues but recognizes their value and justifies using them by saying that it will help them get closer to salvation - which also means he cares nothing if some of them should get killed "for the cause".

Glorin's own history is a dark one, kept secret from most. When he was a young dwarf, his father and uncles told him of the persecutions they had suffered from during the gold rush and plague in Glantri in 802-828 AC. Glorin grew up believing that all other than divine magic was inherently evil and should be met with force in kind. When he adventured in the Known World he therefore quickly established a reputation as a strong and devout warrior and an enemy of all mages - especially Glantrians.

At one point, he was captured by a group of Glantrian wizards - students from the Great School of Magic - who wanted revenge for some friends of theirs that Glorin had killed. They took him to a dungeon and experimented horribly upon him for almost three years before he managed to slay one of them and escape. Since then, Glorin has had a burning hatred of Glantrians and only his devotion to the Law keeps him from openly attacking wizards of that nation in the streets of Darokin City.

Glorin Ironhand has two important projects right now (besides ridding the Heartlands of all evil :D ): He wants to confront the evil on Itheldown Island, which he believes correctly to be some kind of demonic force, and he seeks an alliance with the church of Tubak (Ixion) in Ethengar to form a united front against Glantri. Since Darokin and Glantri formally are allies against the Broken Lands, Glorin cannot stage a crusade against the northern magocracy, but he intends to pledge the assistance of his Inquisition as well as his many dwarven allies in Rockhome to the Ethengarian cause, should they go to war.

IMAGE(http://img525.imageshack.us/img525/1289/dwarfinquisitor5ao.jpg)
Glorin Ironhand - Master Inquisitor
#27

zombiegleemax

Dec 08, 2005 22:09:56
This guy is perfect in using to assist my players in dealing with a powerful Glantri Necromancer who has also studied as a mystic and a cleric. This makes him real tough to deal with as you never know what he is capable of. (I'm writing up a description of this guy for the baddy list). My players have become paranoid as he chases them down. They can't handle him or any of his henchmen at this point and I want an encounter of some kind. With Glorin involved, he can rescue the player characters and I can let the Mage flex his muscles a bit.
#28

spellweaver

Feb 21, 2006 17:33:22
MALCOLM GREY - Misunderstood artist :D

Male human chaotic good Commoner / Bard (2/6)

Malcolm grew up in a small village in Darokin as the son of the local miller. Ever since he was a child he wanted to be a "bad boy minstrel" and entertain with his music and songs. Alas, Malcolm is born ahead of his time and most people simply aren't ready for his type of music yet...

When Malcolm was in his early teens his father bought him a lyre and Malcolm practiced with it every day for hours when his chores were done. But he found the usual style of music boring and uninspirational, so he started experimenting. He played wild new tunes and sang songs that made the maidens in the village gasp and blush.

Pretty soon he had a small "congregation" of girls who slipped down to the stream every afternoon to hear him play. Malcolm was popular, he was a rebel and he loved it. But soon the village elders found out about it and Malcolm was forbidden to play his "inappropriate" music. It was said that it encouraged young boys and girls to "immoral" behaviour. When Malcolm insisted on his right to play, he was banished from the village.

Since then Malcolm has walked the roads in search of an audience that "digs him". Most new places he is welcomed in, only to be thrown out again the minute he starts playing his strange music.

He has a small flock of fans following him including two mushroom-eating, headbanging brownies named Mitch and Smiley and an old priest of Faunus, father O'Kirrian, who hasn't been sober since AC 996...

Malcolm Grey spends most of his money on new lyres because he tends to smash them during concerts when he gets excited. He wears a calf-skin jacket, trousers and boots and his arms feature various tatooes. His hair is shoulderlong and in need of a comb.

[DMing notes] PCs could meet Malcolm at a time when he is about to give another concert and perhaps prevent him from being chased off the stage for which he would be very grateful. Or they could come across one of his rehearsals in the forest and mistake the crying and yelling for someone in distress and come charging to the rescue. It is doubtful that that Malcolm will ever find a larger audience that will accept him but perhaps the PCs can take him along on one of their journeys to faraway places where such a strange culture could exist?