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		<id>https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1666</id>
		<title>Cyric</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1666"/>
		<updated>2006-11-20T06:17:51Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cyric is the Neutral Evil god of death, murder, the dead, strife, tyranny, deception, and illusion. His followers are working to secure his position as a new god, and are in conflict with many worshippers of other deities. They wear black or dark purple robes, with silver trimming, and wear silver bracelets. Cyric&#039;s symbol is a skull set in a [[Media:purple starburst]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&amp;lt;H1&amp;gt;&amp;lt;I&amp;gt;The History of Lord Cyric&amp;lt;/I&amp;gt;&amp;lt;/H1&amp;gt;&amp;lt;/CENTER&amp;gt;&lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;FONT size=-1&amp;gt;&amp;lt;B&amp;gt;Copyright notice:&amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;The following information &lt;br /&gt;
      was taken from a number of sources, all property of &amp;lt;B&amp;gt;TSR, Inc.&amp;lt;/B&amp;gt; &lt;br /&gt;
      Chiefly, his early life was taken from the &amp;lt;B&amp;gt;Hall of Heroes&amp;lt;/B&amp;gt; campaign &lt;br /&gt;
      source book. Information during the Avatar crisis comes from the &amp;lt;B&amp;gt;Avatar &lt;br /&gt;
      Trilogy&amp;lt;/B&amp;gt; by Richard Awlinson. Cyric&#039;s life as &amp;lt;I&amp;gt;God of Strife and &lt;br /&gt;
      Intrigue&amp;lt;/I&amp;gt; has been taken from the &amp;lt;B&amp;gt;Forgotten Realms Adventures&amp;lt;/B&amp;gt; &lt;br /&gt;
      campaign sourcebook (By Ed Greenwood and Jeff Grubb) and &amp;lt;B&amp;gt;Prince of &lt;br /&gt;
      Lies&amp;lt;/B&amp;gt; (by James Lowder). Further details have been gleaned from &lt;br /&gt;
      &amp;lt;B&amp;gt;Crucible&amp;lt;/B&amp;gt; (by Troy Denning) and the &amp;lt;B&amp;gt;Forgotten Realms 3rd &lt;br /&gt;
      Edition&amp;lt;/B&amp;gt; campaign sourcebook.&lt;br /&gt;
&amp;lt;BR&amp;gt;Born in the slums of Zhentil Keep, Cyric (&amp;lt;I&amp;gt;seer&amp;lt;/I&amp;gt;-ick) is the son of a Zhentarim officer and the &lt;br /&gt;
young woman who adored him. The officer openly denied the woman&#039;s charge of paternity and cast her into the streets. The homeless of Zhentil Keep cared for the woman, and helped her through delivery. After learning of his son&#039;s birth, the officer killed the young woman and sold Cyric into slavery.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;A short time later, Cyric was purchased by a rich Sembian family, who raised him as their own in a life of luxury. A highly intelligent child, Cyric always felt that he was different from the other children he grew up with. His suspicions were confirmed at age 10, while overhearing his parents arguing over him. Cyric immediately ran away from home, but was stopped and returned by a civil patrol. &lt;br /&gt;
Cyric&#039;s complaints at the patrol&#039;s actions caused his true origins to spread throughout the city, forcing his parents to become social outcasts. When he again left home at age 12, no one stopped him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Alone in an unfamiliar world, Cyric learned survival skills in the wild before moving on to life on city streets. Becoming adept at thievery, Cyric drew the attention of the &lt;br /&gt;
Thieves&#039; Guild. Earning their approval and support, Cyric remained with the guild for four years. At 16, Cyric left to spend the next eight years pursuing his love of travel, and learning that people were the same no matter where he went. At the end of his travels, Cyric secretly returned to Zhentil Keep to &lt;br /&gt;
further explore his origins. He may have met his father there, but the man was killed before Cyric could question him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Convinced that a life of thievery was wrong, Cyric became a fighter of little consequence. However, during a quest in the Jungles of Chult, he crossed paths with one Kelemvor Lyonsbane. It was Kelemvor who convinced Cyric to join the guard of Arabel, where he met Adon, &lt;br /&gt;
cleric of Sune Firehair. Together, the three worked for Myrmeen Lhal, protecting her lands, until confronted by Midnight. Thus began Cyric&#039;s path to greatness. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Cyric continued to follow the path of goodness until Lady Mystra&#039;s rescue. &lt;br /&gt;
Mystra offered the group anything they wished in appreciation for her freedom. &lt;br /&gt;
Kelemvor asked only for fresh horses and rations. Mystra found it strange that &lt;br /&gt;
they did not request god-hood. Upon hearing this, Cyric began to &lt;br /&gt;
think.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Following the battle against Lord Bane&#039;s forces at Shadowdale, &lt;br /&gt;
Cyric left the party and struck out on his own, leading a small group of Zhent &lt;br /&gt;
warriors on his yet unseen quest to become a god. During his travels, Cyric came &lt;br /&gt;
into the possession of a rose-hued, vampiric sword, which came to play a &lt;br /&gt;
significant role in Cyric&#039;s career. Crossing paths with his former companions &lt;br /&gt;
several times, Cyric was responsible for the death of Bhaal, Lord of Murder. &lt;br /&gt;
Having tasted the blood of a god, Cyric&#039;s new weapon hungered for more, thus &lt;br /&gt;
increasing Cyric&#039;s desire to destroy his one-time friends.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Concluding the &lt;br /&gt;
Avatar crisis, Cyric faced his final confrontation as a mortal atop Blackstaff &lt;br /&gt;
Tower in Waterdeep. There, he not only destroyed his second God, Lord Myrkul, he &lt;br /&gt;
also found his revenge against the hated Kelemvor Lyonsbane. (It has been &lt;br /&gt;
pointed out that &amp;lt;I&amp;gt;Midnight&amp;lt;/I&amp;gt; actually killed Myrkul; a fact which Cyric &lt;br /&gt;
denies.) The sword drank eagerly of its victim&#039;s blood, and Kelemvor was no &lt;br /&gt;
more, for now... With the original quest of recovering the Tablets of Fate, &lt;br /&gt;
Overlord Ao, creator of the Realms and of the gods themselves, descended upon &lt;br /&gt;
Toril and spoke to its inhabitants. Lord Ao declared that all gods become &lt;br /&gt;
servants to their followers, that Midnight take Mystra&#039;s place as Goddess of &lt;br /&gt;
Magic, and that Cyric shall take control of what was left undone by the deaths &lt;br /&gt;
of Myrkul, Bane, and Bhaal. And, while Cyric found this responsibility quite an &lt;br /&gt;
honor, Lord Ao was unsure he&#039;d continue with that reasoning. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Some time later, Lord Ao returned to resurrect the Lord of Murder in the &lt;br /&gt;
Moonshae Isles. Bhaal&#039;s second coming was short-lived, and Cyric became the &lt;br /&gt;
official caretaker of the Church of Assassins. Meanwhile, Cyric joined forces &lt;br /&gt;
with Mask (Lord of Shadows) to murder Leira, Lady of the Mists, giving Cyric the &lt;br /&gt;
powers of Deception and Illusion.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Ten years passed since the Time of &lt;br /&gt;
Troubles, and Cyric grew restless. His latest scheme involved a tome he called &lt;br /&gt;
&amp;lt;I&amp;gt;The Cyrinishad.&amp;lt;/I&amp;gt; Three hundred and ninety-seven versions were created &lt;br /&gt;
until Cyric was satisfied. The tome, dubbed &amp;quot;The Book of Lies&amp;quot; by other gods of &lt;br /&gt;
the pantheon, outlined the &amp;quot;true&amp;quot; history (in Cyric&#039;s mind) of the &amp;quot;One True &lt;br /&gt;
God.&amp;quot; But Cyric did not stop there. &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was a magical &lt;br /&gt;
creation, with the intention that anyone reading the tome would believe, without &lt;br /&gt;
question, that all other gods were false; &amp;lt;I&amp;gt;even the gods &lt;br /&gt;
themselves...&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Many gods could not abide by these actions. Midnight, &lt;br /&gt;
with the help of Oghma (The Binder) and Mask, &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt;&#039;s final &lt;br /&gt;
version was placed in protective custody, but not before it had been read by &lt;br /&gt;
Mask. Cyric had gained yet another follower.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In his final battle as Lord &lt;br /&gt;
of the Dead, with Bone Castle crumbling about him, Cyric&#039;s rose-hued sword (now &lt;br /&gt;
dubbed &amp;lt;I&amp;gt;Godsbane&amp;lt;/I&amp;gt;) revealed that there was a traitor in his castle. &lt;br /&gt;
Realizing that it was, in fact, the sword who had betrayed him, Cyric took the &lt;br /&gt;
sword above his head and snapped it in two. Chaos ensued, and the soul of &lt;br /&gt;
Kelemvor Lyonsbane, trapped those ten years within the accursed sword, escaped &lt;br /&gt;
to exact revenge against his one-time ally. Another form also emerged from the &lt;br /&gt;
sword: The spirit of the sword itself – Mask, &amp;lt;I&amp;gt;Lord of Shadows&amp;lt;/I&amp;gt;. Begging &lt;br /&gt;
for forgiveness as Cyric attempted to salvage what he could of the situation, &lt;br /&gt;
Mask followed his new master out of the castle. The City of Strife was no &lt;br /&gt;
more.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;As the aftermath was sorted out, the tormented souls of Cyric&#039;s &lt;br /&gt;
former kingdom looked to Kelemvor for new guidance. Lord Lyonsbane looked out &lt;br /&gt;
across his new lands, and declared a new era of Law and Justice in the Land of &lt;br /&gt;
the Dead. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
In the following years, Cyric became despondent, neglecting his godly duties. &lt;br /&gt;
Sadly, he was also driven mad by the powers of his own &amp;lt;I&amp;gt;Cyrinishad&amp;lt;/I&amp;gt;, &lt;br /&gt;
completely believing everything contained within, unable to distinguish lies &lt;br /&gt;
from truth. Several of the gods, led by Tyr, placed Cyric on trial, charged with &lt;br /&gt;
Innocence by reason of Insanity. Around the same time, Cyric&#039;s precious &lt;br /&gt;
chronicle &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was stolen. Upon hearing this, one of Cyric&#039;s &lt;br /&gt;
most devout followers, one Malik el Sami yn Nasser sought out the tome, in order &lt;br /&gt;
to return it to his god. For this service, Cyric bestowed upon Malik the status &lt;br /&gt;
of &amp;quot;Seraph of Lies.&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In a cruel twist of fate, Malik became the target of &lt;br /&gt;
a &amp;lt;I&amp;gt;truth&amp;lt;/I&amp;gt; spell cast by the goddess Mystra. As such, Malik is completely &lt;br /&gt;
unable to tell a lie. Using this curse as a tool, Mystra called upon Malik to &lt;br /&gt;
read &amp;lt;I&amp;gt;The True Life of Cyric&amp;lt;/I&amp;gt; as written by several good gods and set to &lt;br /&gt;
paper by Oghma. Naturally, Malik had no desire to do such a thing, so decided to &lt;br /&gt;
tell the tale of Cyric as all worshippers had heard it since childhood. &lt;br /&gt;
Unfortunately, this also counted as lies, and Malik was forced to read the book &lt;br /&gt;
as printed. Cover to cover. Upon completing the text, Cyric became calm, and his &lt;br /&gt;
sanity was once again restored. This, however, does not make him easier to deal &lt;br /&gt;
with.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Malik el Sami yn Nasser, Seraph of Lies, continues to travel the &lt;br /&gt;
world, spreading the influence of Cyric, within the confines of his curse. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
With the introduction of &amp;lt;B&amp;gt;Forgotten Realms 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition&amp;lt;/B&amp;gt; rules, &lt;br /&gt;
Cyric now has the following statistics:&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Portfolio:&amp;lt;/B&amp;gt; Murder, lies, &lt;br /&gt;
intrigue, deception, illusion, strife&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Domains:&amp;lt;/B&amp;gt; Chaos, Destruction, &lt;br /&gt;
Evil, Illusion, Trickery&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;(For a detailed look, visit &amp;lt;A &lt;br /&gt;
href=&amp;quot;http://www.wizards.com/dnd/article.asp?x=fr/fx20010620d&amp;quot;&amp;gt;this page at &lt;br /&gt;
TSR&amp;lt;/A&amp;gt;. They previewed the Cyric entry from the new 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition &lt;br /&gt;
book.)&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Of important note, in the continuing history of Cyric, is the &lt;br /&gt;
return of Lord Bane. Some 600 years before his death, Bane spawned a half-demon &lt;br /&gt;
child, Iyachtu Xvim. For many years, Xvim was trapped beneath the city of &lt;br /&gt;
Zhentil Keep. Cyric&#039;s destruction of the city freed Xvim, and a new church was &lt;br /&gt;
formed, led by Fzoul Chembryl. For the next three years, the church grew, as did &lt;br /&gt;
Xvim&#039;s power, even taking control away from Lord Cyric.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Then, on the &lt;br /&gt;
night of Midwinter, 1372 DR, all of Iyachtu Xvim&#039;s priests received a vision of &lt;br /&gt;
their god, torn apart from within, by an armored warrior surrounded in green &lt;br /&gt;
flame. It was then that Toril knew the return of Lord Bane. Bane has reclaimed &lt;br /&gt;
the portfolio of strife, hatred, tyranny, and fear. There now exists strong &lt;br /&gt;
tension between Cyric and Bane. It is yet unclear how the balance of power will &lt;br /&gt;
shift as a result. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;In a hope-forsaken tunnel at the heart of Pandemonium, Cyric awoke... There &lt;br /&gt;
was a new kingdom to build. After all, Cyric was still a deity -- God of Strife &lt;br /&gt;
and Intrigue, Patron of Murder. As such, he deserved a palace of suitable size &lt;br /&gt;
to accomodate his horde of worhipers, a mammoth treasure house to store the &lt;br /&gt;
spoils of his victorious war against Mystra and the Circle of Greater Powers... &lt;br /&gt;
As always, the pantheon had been puppets, playing the parts Cyric created for &lt;br /&gt;
them.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;For an instant, the Prince of Lies heard the babel of voices in his &lt;br /&gt;
head chime harmonious agreement. None of them could deny his absolute supremacy &lt;br /&gt;
over all the gods in Faerûn. The &amp;lt;/I&amp;gt;Cyrinishad&amp;lt;I&amp;gt; proved the truth of that, and &lt;br /&gt;
Cyric himself had read the tome very carefully.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;All across the mortal &lt;br /&gt;
realms, a disembodied smile appeared in the most squalid alleys and haunted, &lt;br /&gt;
shadow-draped woods. Broad and sharp, glinting like a straight razor in the &lt;br /&gt;
moonlight, it hinted at the mad god&#039;s pleasure with a world well-suited to &lt;br /&gt;
become his earthly kingdom. The true meaning of the apparitions eluded even the &lt;br /&gt;
most gifted oracles. They wove dire but vague prophecies around the chilling &lt;br /&gt;
visions, but, as was their wont, the men and women of Faerûn heeded them little &lt;br /&gt;
and went on with their chaotic, mundane lives.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In the hope-forsaken &lt;br /&gt;
tunnel at the heart of Pandemonium, Cyric began to laugh. The world was doomed, &lt;br /&gt;
but it kept running anyway.&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
-Epilogue, &amp;lt;B&amp;gt;&amp;lt;I&amp;gt;Prince of Lies,&amp;lt;/I&amp;gt;&amp;lt;/B&amp;gt; by James Lowder &lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Malan-Koe&amp;diff=1665</id>
		<title>Malan-Koe</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Malan-Koe&amp;diff=1665"/>
		<updated>2006-11-20T06:16:55Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[Malan Koe]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1664</id>
		<title>Kellias</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1664"/>
		<updated>2006-11-20T06:16:32Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elven Ranger Lvl 10 of the [[DarkWood]] who was investigating activity at [[Malan Koe]] ruins when he encountered the [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
Kellias is an elven ranger who watches the outskirts of the…woods and the ancient temple of [[Cyric]].  He has a Dire wolf companion, Vellin, that will come to his aid and take him away if in danger.  If convinced he will reluctantly give some info about [[Malan-Koe]].  He is also quite angry at the party for “treasure hunting” where they should never have tread, as well as killing the Felldrakes that guarded the ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Entangle&lt;br /&gt;
  Hold Animal&lt;br /&gt;
&lt;br /&gt;
  +1 ShortSword&lt;br /&gt;
  +1 Elven Handaxe (+2 vs. Goblin-kin)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Vellin&amp;lt;/b&amp;gt; is Kellias&#039; friend and mount.&lt;br /&gt;
&lt;br /&gt;
Dire Wolf (MMI 65)&lt;br /&gt;
&lt;br /&gt;
  HP - 50&lt;br /&gt;
  AC - 14/11/12&lt;br /&gt;
  Bite +11 melee (1d8+10)  - trip +11 vs. Reflex&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Malan_Koe&amp;diff=1663</id>
		<title>Malan Koe</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Malan_Koe&amp;diff=1663"/>
		<updated>2006-11-20T06:15:42Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Malan-Koe is believed to have once been a great temple to a powerful god now forgotten.  It is far out of the way of any present day trade or travel and therefore little is known about it.  The temple was a shrine to [[Cyric]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Malan_Koe&amp;diff=1662</id>
		<title>Malan Koe</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Malan_Koe&amp;diff=1662"/>
		<updated>2006-11-20T06:15:32Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Malan-Koe is believed to have once been a great temple to a powerful god now forgotten.  It is far out of the way of any present day trade or travel and therefore little is known about it.  The temple was a shrine to Cyric.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Malan_Koe&amp;diff=1661</id>
		<title>Malan Koe</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Malan_Koe&amp;diff=1661"/>
		<updated>2006-11-20T06:15:09Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Malan-Koe is believed to have once been a great temple to a powerful god now forgotten.  It is far out of the way of any present day trade or travel and therefore little is known about it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Rings_of_Thulion&amp;diff=1660</id>
		<title>Rings of Thulion</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Rings_of_Thulion&amp;diff=1660"/>
		<updated>2006-11-20T06:13:29Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  They each grant a +2 to charisma, as well as a +2 to each of the following skill checks:  &lt;br /&gt;
  Bluff&lt;br /&gt;
  Diplomacy&lt;br /&gt;
  Forgery&lt;br /&gt;
  Perform&lt;br /&gt;
  Sense Motive&lt;br /&gt;
  The wearer of the ring will resist removing it at all costs, and will never willingly give it away&lt;br /&gt;
  once it has been worn.  The ring also charms the wearer (no save) and influences them to behave &lt;br /&gt;
  benevolently to any follower or minion of Cyric.  Treat this as though the followers or minions of &lt;br /&gt;
  Cyric have successfully charmed the wearer.  The only thing that can remove the ring from an animated &lt;br /&gt;
  wearer is the power of a god or a wish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;One is currently possesed by [[Paco Trailian]].&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Thulion&amp;diff=1659</id>
		<title>Thulion</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Thulion&amp;diff=1659"/>
		<updated>2006-11-20T06:12:11Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a bit of Thulion&#039;s history see [[Ghale&#039;elle]].&lt;br /&gt;
&lt;br /&gt;
Thulion was once a great ruler, more charismatic and influential than any other man, similar to the Duke of….  However, some say that Thulion’s wisdom and public influence was not natural.  That it was a gift of a god, or some other power.  That is why they say he went mad.  He locked himself in his castle for three years; the only word from him was delivered by his conscripts and underlings.  Then on a day when the sun went dark, he rode out of his castle and away from his kingdom alone and armed in his finest.  He spoke to none, and slew any who tried to prevent his self-exile.  One of his conscripts, who helped armor Thulion was able to garnish that Thulion intended to go and “face his demons”.  He said he would no longer be a burden to his once glorious kingdom.  He was never seen again.  However, his rings did again surface, and one is now possessed by the Steward of Nottingham, [[Paco Trailian]], and the other by the lord of ?someplace?.&lt;br /&gt;
&lt;br /&gt;
The two [[Rings of Thulion]] are identical.&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Thulion&amp;diff=1658</id>
		<title>Thulion</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Thulion&amp;diff=1658"/>
		<updated>2006-11-20T06:11:42Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a bit of Thulion&#039;s history see [[Ghale&#039;elle]].&lt;br /&gt;
&lt;br /&gt;
Thulion was once a great ruler, more charismatic and influential than any other man, similar to the Duke of….  However, some say that Thulion’s wisdom and public influence was not natural.  That it was a gift of a god, or some other power.  That is why they say he went mad.  He locked himself in his castle for three years; the only word from him was delivered by his conscripts and underlings.  Then on a day when the sun went dark, he rode out of his castle and away from his kingdom alone and armed in his finest.  He spoke to none, and slew any who tried to prevent his self-exile.  One of his conscripts, who helped armor Thulion was able to garnish that Thulion intended to go and “face his demons”.  He said he would no longer be a burden to his once glorious kingdom.  He was never seen again.  However, his rings did again surface, and one is now possessed by the Steward of Nottingham, [[Paco Trailian]], and the other by the lord of ?someplace?.&lt;br /&gt;
&lt;br /&gt;
The two Rings of Thulion are identical.  &lt;br /&gt;
&lt;br /&gt;
  They each grant a +2 to charisma, as well as a +2 to each of the following skill checks:  &lt;br /&gt;
  Bluff&lt;br /&gt;
  Diplomacy&lt;br /&gt;
  Forgery&lt;br /&gt;
  Perform&lt;br /&gt;
  Sense Motive&lt;br /&gt;
  The wearer of the ring will resist removing it at all costs, and will never willingly give it away&lt;br /&gt;
  once it has been worn.  The ring also charms the wearer (no save) and influences them to behave &lt;br /&gt;
  benevolently to any follower or minion of Cyric.  Treat this as though the followers or minions of &lt;br /&gt;
  Cyric have successfully charmed the wearer.  The only thing that can remove the ring from an animated &lt;br /&gt;
  wearer is the power of a god or a wish.&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Thulion&amp;diff=1657</id>
		<title>Thulion</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Thulion&amp;diff=1657"/>
		<updated>2006-11-20T06:10:17Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a bit of Thulion&#039;s history see [[Ghale&#039;elle]].&lt;br /&gt;
&lt;br /&gt;
Thulion was once a great ruler, more charismatic and influential than any other man, similar to the Duke of….  However, some say that Thulion’s wisdom and public influence was not natural.  That it was a gift of a god, or some other power.  That is why they say he went mad.  He locked himself in his castle for three years; the only word from him was delivered by his conscripts and underlings.  Then on a day when the sun went dark, he rode out of his castle and away from his kingdom alone and armed in his finest.  He spoke to none, and slew any who tried to prevent his self-exile.  One of his conscripts, who helped armor Thulion was able to garnish that Thulion intended to go and “face his demons”.  He said he would no longer be a burden to his once glorious kingdom.  He was never seen again.  However, his rings did again surface, and one is now possessed by the Steward of Nottingham, [[Paco Trillian]], and the other by the lord of ?someplace?.&lt;br /&gt;
&lt;br /&gt;
The two Rings of Thulion are identical.  &lt;br /&gt;
&lt;br /&gt;
  They each grant a +2 to charisma, as well as a +2 to each of the following skill checks:  Bluff, Diplomacy, Forgery, Perform, and Sense Motive.  The wearer of the ring will resist removing it at all costs, and will never willingly give it away once it has been worn.  The ring also charms the wearer (no save) and influences them to behave benevolently to any follower or minion of Cyric.  Treat this as though the followers or minions of Cyric have successfully charmed the wearer.  The only thing that can remove the ring from an animated wearer is the power of a god or a wish.&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=St._Vincent&amp;diff=1656</id>
		<title>St. Vincent</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=St._Vincent&amp;diff=1656"/>
		<updated>2006-11-20T06:07:31Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Saint Vincent]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=St._Vincent&amp;diff=1655</id>
		<title>St. Vincent</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=St._Vincent&amp;diff=1655"/>
		<updated>2006-11-20T06:06:15Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REFERENCE: [[Saint Vincent]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Paco_Trailian&amp;diff=1654</id>
		<title>Paco Trailian</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Paco_Trailian&amp;diff=1654"/>
		<updated>2006-11-20T06:05:35Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paco Trailian is the twin brother of the duke of [[St. Vincent]], [[Porillo]].  Paco and Porillo were very close brothers and were raised to believe that they both would rule St. Vincent together, in an age of glory.  However, in mid-adolescence Paco was chosen to fill the regal vacancy in Nottingham in the king’s absence.  Porillo did not like this and was afraid that he would not be able to rule without his brother.  Paco, at first did not think he was a capable ruler, but quickly became assertive with the help of his uncanny charisma as a young man and his assigned bodyguards.  The inhabitants of Nottingham came to respect him for giving them work and goals when they were beginning to lose hope.  Nottingham was on the verge of disarray, with the king gone and most of the general populous turning to self-sustenance and greed, losing sight of any greater goals.  Paco has since done well in turning Nottingham’s morale and “cleaning the streets”.  &lt;br /&gt;
&lt;br /&gt;
Recently Paco has been ill.  &lt;br /&gt;
&lt;br /&gt;
He hasn’t spoken publicly for months.&lt;br /&gt;
-Some blame his brother, Porillo.  They believe that Porillo had his brother cursed or poisoned on his last visit in order to get him to come home.&lt;br /&gt;
-Others believe the local thieves guild trying to remove the local seat of power.&lt;br /&gt;
-Still others think it may be a curse on Nottingham itself&lt;br /&gt;
&lt;br /&gt;
If any sages in the immediate area are queried about the Paco’s recent malady, they believe it is due to a curse on the ring he wears.  A ring he acquired as a gift when he was young and new to Nottingham.  “That cursed ring of Thulion…I suppose the lord of…suffers the same plague.”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Nottingham&amp;diff=1653</id>
		<title>Nottingham</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Nottingham&amp;diff=1653"/>
		<updated>2006-11-20T06:03:14Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Cities]]&lt;br /&gt;
&lt;br /&gt;
Once the capital of Drannor, the past few generations have cared less about broad-reaching control, and more about building upon their vast and ancient castle complex. Construction is continuous, with new spires, towers, keeps, and other structures  being added year-round, despite the brutal winters. Of the population of just under 100,000, nearly half contribute in some way to the construction effort. &lt;br /&gt;
&lt;br /&gt;
Nottingham is the birthplace of [[Niko Arcanian]].&lt;br /&gt;
&lt;br /&gt;
The king of Nottingham, [[Thulion]], left on “urgent business” some 40 years ago, never to be seen again.  In his absence, the Dukes of Drannor, after 3 years decided to appoint one of the young but promising heirs to the Dukedom of St. Vincent.  Rumors exist that the king was bored and went adventuring to be killed by the first goblin he encountered.  Others say that he was running from the curse of Nottingham…what curse, you ask…that and ancient ruler of Nottingham was murdered and will never let another rule his kingdom.  No one really knows what the “urgent business” was, or where he was headed, but it seems to be mentioned in most stories.&lt;br /&gt;
 &lt;br /&gt;
In mid-adolescence [[Paco Trailian]] was chosen to fill the regal vacancy in Nottingham in the king’s absence.  Paco is the twin brother of the duke of St. Vincent, Porillo Trilian.&lt;br /&gt;
&lt;br /&gt;
Paco, at first did not think he was a capable ruler, but quickly became assertive with the help of his uncanny charisma as a young man and his assigned bodyguards.  The inhabitants of Nottingham came to respect him for giving them work and goals when they were beginning to lose hope.  Nottingham was on the verge of disarray, with the king gone and most of the general populous turning to self-sustenance and greed, losing sight of any greater goals.  Paco has since done well in turning Nottingham’s morale and “cleaning the streets”.  Recently, it is rumored that Paco has been ill.  He hasn’t spoken publicly for months. Some blame his brother, Porillo.  They believe that Porillo had his brother cursed or poisoned on his last visit to St. Vincent in order to get him to come home.  Still others think it may be a curse on Nottingham itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Location: [[Media:World-1.jpg | Map #1]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Darkwood&amp;diff=1652</id>
		<title>Darkwood</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Darkwood&amp;diff=1652"/>
		<updated>2006-11-20T06:01:07Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darkwood is a thick and misty conifer forest, filled with gullies and boulders, hanging mosses and gurgling creeks. It is home to all manner of evil forest creatures, from night hags and trolls to wraiths and wyverns. It is said that more than one green dragon resides deep in these woods, as well.&lt;br /&gt;
&lt;br /&gt;
Houses the ruins of [[Malan Koe]].&lt;br /&gt;
&lt;br /&gt;
Home of [[Kellias]] the elven ranger who rides a dire wolf, and [[Dorian]] the Lord of the DarkWook elves.&lt;br /&gt;
&lt;br /&gt;
Location: [[Media:World-1.jpg | Map 1]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1651</id>
		<title>DarkWood</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1651"/>
		<updated>2006-11-20T05:59:31Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Darkwood]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1650</id>
		<title>DarkWood</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1650"/>
		<updated>2006-11-20T05:58:42Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;REFERENCE:[[Darkwood]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1649</id>
		<title>DarkWood</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1649"/>
		<updated>2006-11-20T05:58:19Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REFERENCE:[[Darkwood]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1648</id>
		<title>DarkWood</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=DarkWood&amp;diff=1648"/>
		<updated>2006-11-20T05:57:59Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REFERENCE [[Darkwood]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1647</id>
		<title>Kellias</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1647"/>
		<updated>2006-11-20T05:57:28Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elven Ranger Lvl 10 of the [[DarkWood]] who was investigating activity at [[Malan Koe]] ruins when he encountered the [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
  Entangle&lt;br /&gt;
  Hold Animal&lt;br /&gt;
&lt;br /&gt;
  +1 ShortSword&lt;br /&gt;
  +1 Elven Handaxe (+2 vs. Goblin-kin)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Vellin&amp;lt;/b&amp;gt; is Kellias&#039; friend and mount.&lt;br /&gt;
&lt;br /&gt;
Dire Wolf (MMI 65)&lt;br /&gt;
&lt;br /&gt;
  HP - 50&lt;br /&gt;
  AC - 14/11/12&lt;br /&gt;
  Bite +11 melee (1d8+10)  - trip +11 vs. Reflex&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1646</id>
		<title>Kellias</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1646"/>
		<updated>2006-11-20T05:56:52Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elven Ranger Lvl 10 of the DarkWood who was investigating activity at [[Malan Koe]] ruins when he encountered the [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
  Entangle&lt;br /&gt;
  Hold Animal&lt;br /&gt;
&lt;br /&gt;
  +1 ShortSword&lt;br /&gt;
  +1 Elven Handaxe (+2 vs. Goblin-kin)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Vellin&amp;lt;/b&amp;gt; is Kellias&#039; friend and mount.&lt;br /&gt;
&lt;br /&gt;
Dire Wolf (MMI 65)&lt;br /&gt;
&lt;br /&gt;
  HP - 50&lt;br /&gt;
  AC - 14/11/12&lt;br /&gt;
  Bite +11 melee (1d8+10)  - trip +11 vs. Reflex&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1645</id>
		<title>Kellias</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Kellias&amp;diff=1645"/>
		<updated>2006-11-20T05:56:31Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elven Ranger Lvl 10 of the DarkWood who was investigating activity at [[Malan Koe]] ruins when he encountered the [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
  Entangle&lt;br /&gt;
  Hold Animal&lt;br /&gt;
&lt;br /&gt;
  +1 ShortSword&lt;br /&gt;
  +1 Elven Handaxe (+2 vs. Goblin-kin)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Vellin&amp;lt;/b&amp;gt; is Kellias&#039; fried and mount.&lt;br /&gt;
&lt;br /&gt;
Dire Wolf (MMI 65)&lt;br /&gt;
&lt;br /&gt;
  HP - 50&lt;br /&gt;
  AC - 14/11/12&lt;br /&gt;
  Bite +11 melee (1d8+10)  - trip +11 vs. Reflex&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Darkwood&amp;diff=1644</id>
		<title>Darkwood</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Darkwood&amp;diff=1644"/>
		<updated>2006-11-20T05:54:00Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darkwood is a thick and misty conifer forest, filled with gullies and boulders, hanging mosses and gurgling creeks. It is home to all manner of evil forest creatures, from night hags and trolls to wraiths and wyverns. It is said that more than one green dragon resides deep in these woods, as well.&lt;br /&gt;
&lt;br /&gt;
Houses the ruins of [[Malan Koe]].&lt;br /&gt;
&lt;br /&gt;
Home of [[Kellias]] the elven ranger who rides a dire wolf.&lt;br /&gt;
&lt;br /&gt;
Location: [[Media:World-1.jpg | Map 1]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Darkwood&amp;diff=1643</id>
		<title>Darkwood</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Darkwood&amp;diff=1643"/>
		<updated>2006-11-20T05:51:01Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darkwood is a thick and misty conifer forest, filled with gullies and boulders, hanging mosses and gurgling creeks. It is home to all manner of evil forest creatures, from night hags and trolls to wraiths and wyverns. It is said that more than one green dragon resides deep in these woods, as well.&lt;br /&gt;
&lt;br /&gt;
Houses the ruins of [[Malan Koe]].&lt;br /&gt;
&lt;br /&gt;
Location: [[Media:World-1.jpg | Map 1]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Borlak&amp;diff=1642</id>
		<title>Borlak</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Borlak&amp;diff=1642"/>
		<updated>2006-11-20T05:49:10Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Borlak is the heavy-set, grandfather-like, cheery, balding head priest of the temple of [[Django]]&#039;s god in [[Nottingham]].  Borlak had been convinced by [[Gorse]] and the steward’s illness, which he had been unable to cure with his magics, to try the elixir which seemingly transformed the old man [[Greebs]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Associations:  [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Gorse&amp;diff=1641</id>
		<title>Gorse</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Gorse&amp;diff=1641"/>
		<updated>2006-11-20T05:46:48Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gorse is the shady and generally un-trusted alter-boyish, although mid-twenties, apprentice to Borlak.  He is all-obedient to [[Borlak]].  He worships [[Cyric]] and has only minor priest spells and illusionist spells.&lt;br /&gt;
&lt;br /&gt;
  (5th level illusionist)&lt;br /&gt;
  HP:  20&lt;br /&gt;
  AC: 12/11/11&lt;br /&gt;
  Saves:  Fort+1, Ref+2, Will+7	&lt;br /&gt;
  Abilities: Str 10, Dex  12, Con 12, Int 14, Wis 16, Chr 10&lt;br /&gt;
  BAB/Grpl:  +2/+4	&lt;br /&gt;
  +1 lngswd of stun(+4tohit 1d8/19-20 + stun (WillDC 15) 1d4 rds&lt;br /&gt;
  Feats:  Weapon Finesse, quickened spell - shield&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;B&amp;gt;Spells&amp;lt;/b&amp;gt;&lt;br /&gt;
  Shield (+7AC +3 Ref on one side)&lt;br /&gt;
  Blur(20% miss)&lt;br /&gt;
  Major Image&lt;br /&gt;
  Ventriloquism	&lt;br /&gt;
  Mirror Image (1d4+2 img)&lt;br /&gt;
  Cause Fear (flee 1d4 rds)&lt;br /&gt;
  Invisibility&lt;br /&gt;
&lt;br /&gt;
Common clothes, Immovable Rod, above mentioned dagger, pouch with 4sp, symbol of Cyric&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Associations:  [[Greebs]], [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Gorse&amp;diff=1640</id>
		<title>Gorse</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Gorse&amp;diff=1640"/>
		<updated>2006-11-20T05:46:23Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gorse is the shady and generally un-trusted alter-boyish, although mid-twenties, apprentice to Borlak.  He is all-obedient to Borlak.  He worships Cyric and has only minor priest spells and illusionist spells.&lt;br /&gt;
&lt;br /&gt;
  (5th level illusionist)&lt;br /&gt;
  HP:  20&lt;br /&gt;
  AC: 12/11/11&lt;br /&gt;
  Saves:  Fort+1, Ref+2, Will+7	&lt;br /&gt;
  Abilities: Str 10, Dex  12, Con 12, Int 14, Wis 16, Chr 10&lt;br /&gt;
  BAB/Grpl:  +2/+4	&lt;br /&gt;
  +1 lngswd of stun(+4tohit 1d8/19-20 + stun (WillDC 15) 1d4 rds&lt;br /&gt;
  Feats:  Weapon Finesse, quickened spell - shield&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;B&amp;gt;Spells&amp;lt;/b&amp;gt;&lt;br /&gt;
  Shield (+7AC +3 Ref on one side)&lt;br /&gt;
  Blur(20% miss)&lt;br /&gt;
  Major Image&lt;br /&gt;
  Ventriloquism	&lt;br /&gt;
  Mirror Image (1d4+2 img)&lt;br /&gt;
  Cause Fear (flee 1d4 rds)&lt;br /&gt;
  Invisibility&lt;br /&gt;
&lt;br /&gt;
Common clothes, Immovable Rod, above mentioned dagger, pouch with 4sp, symbol of Cyric&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Associations:  [[Greebs]], [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Greebs&amp;diff=1639</id>
		<title>Greebs</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Greebs&amp;diff=1639"/>
		<updated>2006-11-20T05:43:50Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once an old man, now an Avatar of Cyric&lt;br /&gt;
&lt;br /&gt;
  HP:  lots&lt;br /&gt;
  AC: high&lt;br /&gt;
  Saves:  Fort+#, Ref+#, Will+#&lt;br /&gt;
  Abilities:  Str 14, Dex 14, Con 16, Int 18, Wis 16, Chr 14&lt;br /&gt;
&lt;br /&gt;
Has Curse Effect on infidels of Cyric w/in 60ft(-1 moral on to hit and fear based saves)&lt;br /&gt;
Has Bless Effect on followers of Cyric w/in 60ft(+1 moral on to hit and fear based saves)&lt;br /&gt;
Exudes Protection from Good 10ft radius at all times&lt;br /&gt;
&lt;br /&gt;
Can perform following spell-like abilities at will:  Improved Invisibility, Charm Person (DC 20) , Undead summoning (2 human zombies MMIpg266)&lt;br /&gt;
&lt;br /&gt;
Can perform the following spell-like abilities once per day:  Summon Greater Shadow minion, Mass Charm (DC 25 - 35HD affected), Fear (DC - 20), Feeblemind (DC20)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Associations:  [[Gorse]], [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Greebs&amp;diff=1638</id>
		<title>Greebs</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Greebs&amp;diff=1638"/>
		<updated>2006-11-20T05:42:41Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once an old man, now an Avatar of Cyric&lt;br /&gt;
&lt;br /&gt;
  HP:  lots&lt;br /&gt;
  AC: high&lt;br /&gt;
  Saves:  Fort+#, Ref+#, Will+#&lt;br /&gt;
  Abilities:  Str 14, Dex 14, Con 16, Int 18, Wis 16, Chr 14&lt;br /&gt;
&lt;br /&gt;
Has Curse Effect on infidels of Cyric w/in 60ft(-1 moral on to hit and fear based saves)&lt;br /&gt;
Has Bless Effect on followers of Cyric w/in 60ft(+1 moral on to hit and fear based saves)&lt;br /&gt;
Exudes Protection from Good 10ft radius at all times&lt;br /&gt;
&lt;br /&gt;
Can perform following spell-like abilities at will:  Improved Invisibility, Charm Person (DC 20) , Undead summoning (2 human zombies MMIpg266)&lt;br /&gt;
&lt;br /&gt;
Can perform the following spell-like abilities once per day:  Summon Greater Shadow minion, Mass Charm (DC 25 - 35HD affected), Fear (DC - 20), Feeblemind (DC20)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Associations:  [[Infiltrators]]&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Ghale%27elle%27s_Defender&amp;diff=1637</id>
		<title>Ghale&#039;elle&#039;s Defender</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Ghale%27elle%27s_Defender&amp;diff=1637"/>
		<updated>2006-11-20T05:41:07Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;+2 Holy Great Sword Defender&lt;br /&gt;
  D&amp;amp;D 2nd edition rules&lt;br /&gt;
  +2 enchantment&lt;br /&gt;
  Holy and Defending&lt;br /&gt;
  Also, wielder is immune to any magical fear effects&lt;br /&gt;
&lt;br /&gt;
After the battle [[Ghale&#039;elle]] left her blade as a symbol of our triumph, or a nail in the coffin, it was placed in a blackened stone in the center of the final battle at the base of Mt ???.  Ghale&#039;elle said her blade would remain until there was another threat as great.&lt;br /&gt;
&lt;br /&gt;
Her blade was retrieved by [[Niko Arcanian]], who still possesses it, of the [[Infiltrators]] when they were seeking a way to stop the avatar of [[Cyric]], the man formerly known as [[Greebs]] and his shape-changing mayhem.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Ghale%27elle%27s_Defender&amp;diff=1636</id>
		<title>Ghale&#039;elle&#039;s Defender</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Ghale%27elle%27s_Defender&amp;diff=1636"/>
		<updated>2006-11-20T05:40:41Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;+2 Holy Great Sword Defender&lt;br /&gt;
  D&amp;amp;D 2nd edition rules&lt;br /&gt;
  +2 enchantment&lt;br /&gt;
  Holy and Defending&lt;br /&gt;
  Also, wielder is immune to any magical fear effects&lt;br /&gt;
&lt;br /&gt;
After the battle [[Ghale&#039;elle]] left her blade as a symbol of our triumph, or a nail in the coffin, it was placed in a blackened stone in the center of the final battle at the base of Mt ???.  Ghale&#039;elle said her blade would remain until there was another threat as great.&lt;br /&gt;
&lt;br /&gt;
Her blade was retrieved by [[Niko Arcanian]], who still possesses it, of the [[Infiltrators]] when they were seeking a way to stop the avatar of [[Cyric]] and his shape-changing mayhem.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1635</id>
		<title>Cyric</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1635"/>
		<updated>2006-11-20T05:38:51Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&amp;lt;H1&amp;gt;&amp;lt;I&amp;gt;The History of Lord Cyric&amp;lt;/I&amp;gt;&amp;lt;/H1&amp;gt;&amp;lt;/CENTER&amp;gt;&lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;FONT size=-1&amp;gt;&amp;lt;B&amp;gt;Copyright notice:&amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;The following information &lt;br /&gt;
      was taken from a number of sources, all property of &amp;lt;B&amp;gt;TSR, Inc.&amp;lt;/B&amp;gt; &lt;br /&gt;
      Chiefly, his early life was taken from the &amp;lt;B&amp;gt;Hall of Heroes&amp;lt;/B&amp;gt; campaign &lt;br /&gt;
      source book. Information during the Avatar crisis comes from the &amp;lt;B&amp;gt;Avatar &lt;br /&gt;
      Trilogy&amp;lt;/B&amp;gt; by Richard Awlinson. Cyric&#039;s life as &amp;lt;I&amp;gt;God of Strife and &lt;br /&gt;
      Intrigue&amp;lt;/I&amp;gt; has been taken from the &amp;lt;B&amp;gt;Forgotten Realms Adventures&amp;lt;/B&amp;gt; &lt;br /&gt;
      campaign sourcebook (By Ed Greenwood and Jeff Grubb) and &amp;lt;B&amp;gt;Prince of &lt;br /&gt;
      Lies&amp;lt;/B&amp;gt; (by James Lowder). Further details have been gleaned from &lt;br /&gt;
      &amp;lt;B&amp;gt;Crucible&amp;lt;/B&amp;gt; (by Troy Denning) and the &amp;lt;B&amp;gt;Forgotten Realms 3rd &lt;br /&gt;
      Edition&amp;lt;/B&amp;gt; campaign sourcebook.&lt;br /&gt;
&amp;lt;BR&amp;gt;Born in the slums of Zhentil Keep, Cyric (&amp;lt;I&amp;gt;seer&amp;lt;/I&amp;gt;-ick) is the son of a Zhentarim officer and the &lt;br /&gt;
young woman who adored him. The officer openly denied the woman&#039;s charge of paternity and cast her into the streets. The homeless of Zhentil Keep cared for the woman, and helped her through delivery. After learning of his son&#039;s birth, the officer killed the young woman and sold Cyric into slavery.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;A short time later, Cyric was purchased by a rich Sembian family, who raised him as their own in a life of luxury. A highly intelligent child, Cyric always felt that he was different from the other children he grew up with. His suspicions were confirmed at age 10, while overhearing his parents arguing over him. Cyric immediately ran away from home, but was stopped and returned by a civil patrol. &lt;br /&gt;
Cyric&#039;s complaints at the patrol&#039;s actions caused his true origins to spread throughout the city, forcing his parents to become social outcasts. When he again left home at age 12, no one stopped him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Alone in an unfamiliar world, Cyric learned survival skills in the wild before moving on to life on city streets. Becoming adept at thievery, Cyric drew the attention of the &lt;br /&gt;
Thieves&#039; Guild. Earning their approval and support, Cyric remained with the guild for four years. At 16, Cyric left to spend the next eight years pursuing his love of travel, and learning that people were the same no matter where he went. At the end of his travels, Cyric secretly returned to Zhentil Keep to &lt;br /&gt;
further explore his origins. He may have met his father there, but the man was killed before Cyric could question him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Convinced that a life of thievery was wrong, Cyric became a fighter of little consequence. However, during a quest in the Jungles of Chult, he crossed paths with one Kelemvor Lyonsbane. It was Kelemvor who convinced Cyric to join the guard of Arabel, where he met Adon, &lt;br /&gt;
cleric of Sune Firehair. Together, the three worked for Myrmeen Lhal, protecting her lands, until confronted by Midnight. Thus began Cyric&#039;s path to greatness. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Cyric continued to follow the path of goodness until Lady Mystra&#039;s rescue. &lt;br /&gt;
Mystra offered the group anything they wished in appreciation for her freedom. &lt;br /&gt;
Kelemvor asked only for fresh horses and rations. Mystra found it strange that &lt;br /&gt;
they did not request god-hood. Upon hearing this, Cyric began to &lt;br /&gt;
think.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Following the battle against Lord Bane&#039;s forces at Shadowdale, &lt;br /&gt;
Cyric left the party and struck out on his own, leading a small group of Zhent &lt;br /&gt;
warriors on his yet unseen quest to become a god. During his travels, Cyric came &lt;br /&gt;
into the possession of a rose-hued, vampiric sword, which came to play a &lt;br /&gt;
significant role in Cyric&#039;s career. Crossing paths with his former companions &lt;br /&gt;
several times, Cyric was responsible for the death of Bhaal, Lord of Murder. &lt;br /&gt;
Having tasted the blood of a god, Cyric&#039;s new weapon hungered for more, thus &lt;br /&gt;
increasing Cyric&#039;s desire to destroy his one-time friends.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Concluding the &lt;br /&gt;
Avatar crisis, Cyric faced his final confrontation as a mortal atop Blackstaff &lt;br /&gt;
Tower in Waterdeep. There, he not only destroyed his second God, Lord Myrkul, he &lt;br /&gt;
also found his revenge against the hated Kelemvor Lyonsbane. (It has been &lt;br /&gt;
pointed out that &amp;lt;I&amp;gt;Midnight&amp;lt;/I&amp;gt; actually killed Myrkul; a fact which Cyric &lt;br /&gt;
denies.) The sword drank eagerly of its victim&#039;s blood, and Kelemvor was no &lt;br /&gt;
more, for now... With the original quest of recovering the Tablets of Fate, &lt;br /&gt;
Overlord Ao, creator of the Realms and of the gods themselves, descended upon &lt;br /&gt;
Toril and spoke to its inhabitants. Lord Ao declared that all gods become &lt;br /&gt;
servants to their followers, that Midnight take Mystra&#039;s place as Goddess of &lt;br /&gt;
Magic, and that Cyric shall take control of what was left undone by the deaths &lt;br /&gt;
of Myrkul, Bane, and Bhaal. And, while Cyric found this responsibility quite an &lt;br /&gt;
honor, Lord Ao was unsure he&#039;d continue with that reasoning. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Some time later, Lord Ao returned to resurrect the Lord of Murder in the &lt;br /&gt;
Moonshae Isles. Bhaal&#039;s second coming was short-lived, and Cyric became the &lt;br /&gt;
official caretaker of the Church of Assassins. Meanwhile, Cyric joined forces &lt;br /&gt;
with Mask (Lord of Shadows) to murder Leira, Lady of the Mists, giving Cyric the &lt;br /&gt;
powers of Deception and Illusion.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Ten years passed since the Time of &lt;br /&gt;
Troubles, and Cyric grew restless. His latest scheme involved a tome he called &lt;br /&gt;
&amp;lt;I&amp;gt;The Cyrinishad.&amp;lt;/I&amp;gt; Three hundred and ninety-seven versions were created &lt;br /&gt;
until Cyric was satisfied. The tome, dubbed &amp;quot;The Book of Lies&amp;quot; by other gods of &lt;br /&gt;
the pantheon, outlined the &amp;quot;true&amp;quot; history (in Cyric&#039;s mind) of the &amp;quot;One True &lt;br /&gt;
God.&amp;quot; But Cyric did not stop there. &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was a magical &lt;br /&gt;
creation, with the intention that anyone reading the tome would believe, without &lt;br /&gt;
question, that all other gods were false; &amp;lt;I&amp;gt;even the gods &lt;br /&gt;
themselves...&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Many gods could not abide by these actions. Midnight, &lt;br /&gt;
with the help of Oghma (The Binder) and Mask, &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt;&#039;s final &lt;br /&gt;
version was placed in protective custody, but not before it had been read by &lt;br /&gt;
Mask. Cyric had gained yet another follower.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In his final battle as Lord &lt;br /&gt;
of the Dead, with Bone Castle crumbling about him, Cyric&#039;s rose-hued sword (now &lt;br /&gt;
dubbed &amp;lt;I&amp;gt;Godsbane&amp;lt;/I&amp;gt;) revealed that there was a traitor in his castle. &lt;br /&gt;
Realizing that it was, in fact, the sword who had betrayed him, Cyric took the &lt;br /&gt;
sword above his head and snapped it in two. Chaos ensued, and the soul of &lt;br /&gt;
Kelemvor Lyonsbane, trapped those ten years within the accursed sword, escaped &lt;br /&gt;
to exact revenge against his one-time ally. Another form also emerged from the &lt;br /&gt;
sword: The spirit of the sword itself – Mask, &amp;lt;I&amp;gt;Lord of Shadows&amp;lt;/I&amp;gt;. Begging &lt;br /&gt;
for forgiveness as Cyric attempted to salvage what he could of the situation, &lt;br /&gt;
Mask followed his new master out of the castle. The City of Strife was no &lt;br /&gt;
more.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;As the aftermath was sorted out, the tormented souls of Cyric&#039;s &lt;br /&gt;
former kingdom looked to Kelemvor for new guidance. Lord Lyonsbane looked out &lt;br /&gt;
across his new lands, and declared a new era of Law and Justice in the Land of &lt;br /&gt;
the Dead. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
In the following years, Cyric became despondent, neglecting his godly duties. &lt;br /&gt;
Sadly, he was also driven mad by the powers of his own &amp;lt;I&amp;gt;Cyrinishad&amp;lt;/I&amp;gt;, &lt;br /&gt;
completely believing everything contained within, unable to distinguish lies &lt;br /&gt;
from truth. Several of the gods, led by Tyr, placed Cyric on trial, charged with &lt;br /&gt;
Innocence by reason of Insanity. Around the same time, Cyric&#039;s precious &lt;br /&gt;
chronicle &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was stolen. Upon hearing this, one of Cyric&#039;s &lt;br /&gt;
most devout followers, one Malik el Sami yn Nasser sought out the tome, in order &lt;br /&gt;
to return it to his god. For this service, Cyric bestowed upon Malik the status &lt;br /&gt;
of &amp;quot;Seraph of Lies.&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In a cruel twist of fate, Malik became the target of &lt;br /&gt;
a &amp;lt;I&amp;gt;truth&amp;lt;/I&amp;gt; spell cast by the goddess Mystra. As such, Malik is completely &lt;br /&gt;
unable to tell a lie. Using this curse as a tool, Mystra called upon Malik to &lt;br /&gt;
read &amp;lt;I&amp;gt;The True Life of Cyric&amp;lt;/I&amp;gt; as written by several good gods and set to &lt;br /&gt;
paper by Oghma. Naturally, Malik had no desire to do such a thing, so decided to &lt;br /&gt;
tell the tale of Cyric as all worshippers had heard it since childhood. &lt;br /&gt;
Unfortunately, this also counted as lies, and Malik was forced to read the book &lt;br /&gt;
as printed. Cover to cover. Upon completing the text, Cyric became calm, and his &lt;br /&gt;
sanity was once again restored. This, however, does not make him easier to deal &lt;br /&gt;
with.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Malik el Sami yn Nasser, Seraph of Lies, continues to travel the &lt;br /&gt;
world, spreading the influence of Cyric, within the confines of his curse. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
With the introduction of &amp;lt;B&amp;gt;Forgotten Realms 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition&amp;lt;/B&amp;gt; rules, &lt;br /&gt;
Cyric now has the following statistics:&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Portfolio:&amp;lt;/B&amp;gt; Murder, lies, &lt;br /&gt;
intrigue, deception, illusion, strife&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Domains:&amp;lt;/B&amp;gt; Chaos, Destruction, &lt;br /&gt;
Evil, Illusion, Trickery&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;(For a detailed look, visit &amp;lt;A &lt;br /&gt;
href=&amp;quot;http://www.wizards.com/dnd/article.asp?x=fr/fx20010620d&amp;quot;&amp;gt;this page at &lt;br /&gt;
TSR&amp;lt;/A&amp;gt;. They previewed the Cyric entry from the new 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition &lt;br /&gt;
book.)&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Of important note, in the continuing history of Cyric, is the &lt;br /&gt;
return of Lord Bane. Some 600 years before his death, Bane spawned a half-demon &lt;br /&gt;
child, Iyachtu Xvim. For many years, Xvim was trapped beneath the city of &lt;br /&gt;
Zhentil Keep. Cyric&#039;s destruction of the city freed Xvim, and a new church was &lt;br /&gt;
formed, led by Fzoul Chembryl. For the next three years, the church grew, as did &lt;br /&gt;
Xvim&#039;s power, even taking control away from Lord Cyric.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Then, on the &lt;br /&gt;
night of Midwinter, 1372 DR, all of Iyachtu Xvim&#039;s priests received a vision of &lt;br /&gt;
their god, torn apart from within, by an armored warrior surrounded in green &lt;br /&gt;
flame. It was then that Toril knew the return of Lord Bane. Bane has reclaimed &lt;br /&gt;
the portfolio of strife, hatred, tyranny, and fear. There now exists strong &lt;br /&gt;
tension between Cyric and Bane. It is yet unclear how the balance of power will &lt;br /&gt;
shift as a result. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;In a hope-forsaken tunnel at the heart of Pandemonium, Cyric awoke... There &lt;br /&gt;
was a new kingdom to build. After all, Cyric was still a deity -- God of Strife &lt;br /&gt;
and Intrigue, Patron of Murder. As such, he deserved a palace of suitable size &lt;br /&gt;
to accomodate his horde of worhipers, a mammoth treasure house to store the &lt;br /&gt;
spoils of his victorious war against Mystra and the Circle of Greater Powers... &lt;br /&gt;
As always, the pantheon had been puppets, playing the parts Cyric created for &lt;br /&gt;
them.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;For an instant, the Prince of Lies heard the babel of voices in his &lt;br /&gt;
head chime harmonious agreement. None of them could deny his absolute supremacy &lt;br /&gt;
over all the gods in Faerûn. The &amp;lt;/I&amp;gt;Cyrinishad&amp;lt;I&amp;gt; proved the truth of that, and &lt;br /&gt;
Cyric himself had read the tome very carefully.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;All across the mortal &lt;br /&gt;
realms, a disembodied smile appeared in the most squalid alleys and haunted, &lt;br /&gt;
shadow-draped woods. Broad and sharp, glinting like a straight razor in the &lt;br /&gt;
moonlight, it hinted at the mad god&#039;s pleasure with a world well-suited to &lt;br /&gt;
become his earthly kingdom. The true meaning of the apparitions eluded even the &lt;br /&gt;
most gifted oracles. They wove dire but vague prophecies around the chilling &lt;br /&gt;
visions, but, as was their wont, the men and women of Faerûn heeded them little &lt;br /&gt;
and went on with their chaotic, mundane lives.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In the hope-forsaken &lt;br /&gt;
tunnel at the heart of Pandemonium, Cyric began to laugh. The world was doomed, &lt;br /&gt;
but it kept running anyway.&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
-Epilogue, &amp;lt;B&amp;gt;&amp;lt;I&amp;gt;Prince of Lies,&amp;lt;/I&amp;gt;&amp;lt;/B&amp;gt; by James Lowder &lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1634</id>
		<title>Cyric</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1634"/>
		<updated>2006-11-20T05:38:12Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&amp;lt;H1&amp;gt;&amp;lt;I&amp;gt;The History of Lord Cyric&amp;lt;/I&amp;gt;&amp;lt;/H1&amp;gt;&amp;lt;/CENTER&amp;gt;&lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;TD&amp;gt;&amp;lt;FONT size=-1&amp;gt;&amp;lt;B&amp;gt;Copyright notice:&amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;The following information &lt;br /&gt;
      was taken from a number of sources, all property of &amp;lt;B&amp;gt;TSR, Inc.&amp;lt;/B&amp;gt; &lt;br /&gt;
      Chiefly, his early life was taken from the &amp;lt;B&amp;gt;Hall of Heroes&amp;lt;/B&amp;gt; campaign &lt;br /&gt;
      source book. Information during the Avatar crisis comes from the &amp;lt;B&amp;gt;Avatar &lt;br /&gt;
      Trilogy&amp;lt;/B&amp;gt; by Richard Awlinson. Cyric&#039;s life as &amp;lt;I&amp;gt;God of Strife and &lt;br /&gt;
      Intrigue&amp;lt;/I&amp;gt; has been taken from the &amp;lt;B&amp;gt;Forgotten Realms Adventures&amp;lt;/B&amp;gt; &lt;br /&gt;
      campaign sourcebook (By Ed Greenwood and Jeff Grubb) and &amp;lt;B&amp;gt;Prince of &lt;br /&gt;
      Lies&amp;lt;/B&amp;gt; (by James Lowder). Further details have been gleaned from &lt;br /&gt;
      &amp;lt;B&amp;gt;Crucible&amp;lt;/B&amp;gt; (by Troy Denning) and the &amp;lt;B&amp;gt;Forgotten Realms 3rd &lt;br /&gt;
      Edition&amp;lt;/B&amp;gt; campaign sourcebook.&lt;br /&gt;
&amp;lt;BR&amp;gt;Born in the slums of Zhentil Keep, Cyric (&amp;lt;I&amp;gt;seer&amp;lt;/I&amp;gt;-ick) is the son of a Zhentarim officer and the &lt;br /&gt;
young woman who adored him. The officer openly denied the woman&#039;s charge of paternity and cast her into the streets. The homeless of Zhentil Keep cared for the woman, and helped her through delivery. After learning of his son&#039;s birth, the officer killed the young woman and sold Cyric into slavery.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;A short time later, Cyric was purchased by a rich Sembian family, who raised him as their own in a life of luxury. A highly intelligent child, Cyric always felt that he was different from the other children he grew up with. His suspicions were confirmed at age 10, while overhearing his parents arguing over him. Cyric immediately ran away from home, but was stopped and returned by a civil patrol. &lt;br /&gt;
Cyric&#039;s complaints at the patrol&#039;s actions caused his true origins to spread throughout the city, forcing his parents to become social outcasts. When he again left home at age 12, no one stopped him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Alone in an unfamiliar world, Cyric learned survival skills in the wild before moving on to life on city streets. Becoming adept at thievery, Cyric drew the attention of the &lt;br /&gt;
Thieves&#039; Guild. Earning their approval and support, Cyric remained with the guild for four years. At 16, Cyric left to spend the next eight years pursuing his love of travel, and learning that people were the same no matter where he went. At the end of his travels, Cyric secretly returned to Zhentil Keep to &lt;br /&gt;
further explore his origins. He may have met his father there, but the man was killed before Cyric could question him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Convinced that a life of thievery was wrong, Cyric became a fighter of little consequence. However, during a quest in the Jungles of Chult, he crossed paths with one Kelemvor Lyonsbane. It was Kelemvor who convinced Cyric to join the guard of Arabel, where he met Adon, &lt;br /&gt;
cleric of Sune Firehair. Together, the three worked for Myrmeen Lhal, protecting her lands, until confronted by Midnight. Thus began Cyric&#039;s path to greatness. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Cyric continued to follow the path of goodness until Lady Mystra&#039;s rescue. &lt;br /&gt;
Mystra offered the group anything they wished in appreciation for her freedom. &lt;br /&gt;
Kelemvor asked only for fresh horses and rations. Mystra found it strange that &lt;br /&gt;
they did not request god-hood. Upon hearing this, Cyric began to &lt;br /&gt;
think.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Following the battle against Lord Bane&#039;s forces at Shadowdale, &lt;br /&gt;
Cyric left the party and struck out on his own, leading a small group of Zhent &lt;br /&gt;
warriors on his yet unseen quest to become a god. During his travels, Cyric came &lt;br /&gt;
into the possession of a rose-hued, vampiric sword, which came to play a &lt;br /&gt;
significant role in Cyric&#039;s career. Crossing paths with his former companions &lt;br /&gt;
several times, Cyric was responsible for the death of Bhaal, Lord of Murder. &lt;br /&gt;
Having tasted the blood of a god, Cyric&#039;s new weapon hungered for more, thus &lt;br /&gt;
increasing Cyric&#039;s desire to destroy his one-time friends.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Concluding the &lt;br /&gt;
Avatar crisis, Cyric faced his final confrontation as a mortal atop Blackstaff &lt;br /&gt;
Tower in Waterdeep. There, he not only destroyed his second God, Lord Myrkul, he &lt;br /&gt;
also found his revenge against the hated Kelemvor Lyonsbane. (It has been &lt;br /&gt;
pointed out that &amp;lt;I&amp;gt;Midnight&amp;lt;/I&amp;gt; actually killed Myrkul; a fact which Cyric &lt;br /&gt;
denies.) The sword drank eagerly of its victim&#039;s blood, and Kelemvor was no &lt;br /&gt;
more, for now... With the original quest of recovering the Tablets of Fate, &lt;br /&gt;
Overlord Ao, creator of the Realms and of the gods themselves, descended upon &lt;br /&gt;
Toril and spoke to its inhabitants. Lord Ao declared that all gods become &lt;br /&gt;
servants to their followers, that Midnight take Mystra&#039;s place as Goddess of &lt;br /&gt;
Magic, and that Cyric shall take control of what was left undone by the deaths &lt;br /&gt;
of Myrkul, Bane, and Bhaal. And, while Cyric found this responsibility quite an &lt;br /&gt;
honor, Lord Ao was unsure he&#039;d continue with that reasoning. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Some time later, Lord Ao returned to resurrect the Lord of Murder in the &lt;br /&gt;
Moonshae Isles. Bhaal&#039;s second coming was short-lived, and Cyric became the &lt;br /&gt;
official caretaker of the Church of Assassins. Meanwhile, Cyric joined forces &lt;br /&gt;
with Mask (Lord of Shadows) to murder Leira, Lady of the Mists, giving Cyric the &lt;br /&gt;
powers of Deception and Illusion.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Ten years passed since the Time of &lt;br /&gt;
Troubles, and Cyric grew restless. His latest scheme involved a tome he called &lt;br /&gt;
&amp;lt;I&amp;gt;The Cyrinishad.&amp;lt;/I&amp;gt; Three hundred and ninety-seven versions were created &lt;br /&gt;
until Cyric was satisfied. The tome, dubbed &amp;quot;The Book of Lies&amp;quot; by other gods of &lt;br /&gt;
the pantheon, outlined the &amp;quot;true&amp;quot; history (in Cyric&#039;s mind) of the &amp;quot;One True &lt;br /&gt;
God.&amp;quot; But Cyric did not stop there. &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was a magical &lt;br /&gt;
creation, with the intention that anyone reading the tome would believe, without &lt;br /&gt;
question, that all other gods were false; &amp;lt;I&amp;gt;even the gods &lt;br /&gt;
themselves...&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Many gods could not abide by these actions. Midnight, &lt;br /&gt;
with the help of Oghma (The Binder) and Mask, &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt;&#039;s final &lt;br /&gt;
version was placed in protective custody, but not before it had been read by &lt;br /&gt;
Mask. Cyric had gained yet another follower.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In his final battle as Lord &lt;br /&gt;
of the Dead, with Bone Castle crumbling about him, Cyric&#039;s rose-hued sword (now &lt;br /&gt;
dubbed &amp;lt;I&amp;gt;Godsbane&amp;lt;/I&amp;gt;) revealed that there was a traitor in his castle. &lt;br /&gt;
Realizing that it was, in fact, the sword who had betrayed him, Cyric took the &lt;br /&gt;
sword above his head and snapped it in two. Chaos ensued, and the soul of &lt;br /&gt;
Kelemvor Lyonsbane, trapped those ten years within the accursed sword, escaped &lt;br /&gt;
to exact revenge against his one-time ally. Another form also emerged from the &lt;br /&gt;
sword: The spirit of the sword itself – Mask, &amp;lt;I&amp;gt;Lord of Shadows&amp;lt;/I&amp;gt;. Begging &lt;br /&gt;
for forgiveness as Cyric attempted to salvage what he could of the situation, &lt;br /&gt;
Mask followed his new master out of the castle. The City of Strife was no &lt;br /&gt;
more.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;As the aftermath was sorted out, the tormented souls of Cyric&#039;s &lt;br /&gt;
former kingdom looked to Kelemvor for new guidance. Lord Lyonsbane looked out &lt;br /&gt;
across his new lands, and declared a new era of Law and Justice in the Land of &lt;br /&gt;
the Dead. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
In the following years, Cyric became despondent, neglecting his godly duties. &lt;br /&gt;
Sadly, he was also driven mad by the powers of his own &amp;lt;I&amp;gt;Cyrinishad&amp;lt;/I&amp;gt;, &lt;br /&gt;
completely believing everything contained within, unable to distinguish lies &lt;br /&gt;
from truth. Several of the gods, led by Tyr, placed Cyric on trial, charged with &lt;br /&gt;
Innocence by reason of Insanity. Around the same time, Cyric&#039;s precious &lt;br /&gt;
chronicle &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was stolen. Upon hearing this, one of Cyric&#039;s &lt;br /&gt;
most devout followers, one Malik el Sami yn Nasser sought out the tome, in order &lt;br /&gt;
to return it to his god. For this service, Cyric bestowed upon Malik the status &lt;br /&gt;
of &amp;quot;Seraph of Lies.&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In a cruel twist of fate, Malik became the target of &lt;br /&gt;
a &amp;lt;I&amp;gt;truth&amp;lt;/I&amp;gt; spell cast by the goddess Mystra. As such, Malik is completely &lt;br /&gt;
unable to tell a lie. Using this curse as a tool, Mystra called upon Malik to &lt;br /&gt;
read &amp;lt;I&amp;gt;The True Life of Cyric&amp;lt;/I&amp;gt; as written by several good gods and set to &lt;br /&gt;
paper by Oghma. Naturally, Malik had no desire to do such a thing, so decided to &lt;br /&gt;
tell the tale of Cyric as all worshippers had heard it since childhood. &lt;br /&gt;
Unfortunately, this also counted as lies, and Malik was forced to read the book &lt;br /&gt;
as printed. Cover to cover. Upon completing the text, Cyric became calm, and his &lt;br /&gt;
sanity was once again restored. This, however, does not make him easier to deal &lt;br /&gt;
with.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Malik el Sami yn Nasser, Seraph of Lies, continues to travel the &lt;br /&gt;
world, spreading the influence of Cyric, within the confines of his curse. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
With the introduction of &amp;lt;B&amp;gt;Forgotten Realms 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition&amp;lt;/B&amp;gt; rules, &lt;br /&gt;
Cyric now has the following statistics:&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Portfolio:&amp;lt;/B&amp;gt; Murder, lies, &lt;br /&gt;
intrigue, deception, illusion, strife&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Domains:&amp;lt;/B&amp;gt; Chaos, Destruction, &lt;br /&gt;
Evil, Illusion, Trickery&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;(For a detailed look, visit &amp;lt;A &lt;br /&gt;
href=&amp;quot;http://www.wizards.com/dnd/article.asp?x=fr/fx20010620d&amp;quot;&amp;gt;this page at &lt;br /&gt;
TSR&amp;lt;/A&amp;gt;. They previewed the Cyric entry from the new 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition &lt;br /&gt;
book.)&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Of important note, in the continuing history of Cyric, is the &lt;br /&gt;
return of Lord Bane. Some 600 years before his death, Bane spawned a half-demon &lt;br /&gt;
child, Iyachtu Xvim. For many years, Xvim was trapped beneath the city of &lt;br /&gt;
Zhentil Keep. Cyric&#039;s destruction of the city freed Xvim, and a new church was &lt;br /&gt;
formed, led by Fzoul Chembryl. For the next three years, the church grew, as did &lt;br /&gt;
Xvim&#039;s power, even taking control away from Lord Cyric.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Then, on the &lt;br /&gt;
night of Midwinter, 1372 DR, all of Iyachtu Xvim&#039;s priests received a vision of &lt;br /&gt;
their god, torn apart from within, by an armored warrior surrounded in green &lt;br /&gt;
flame. It was then that Toril knew the return of Lord Bane. Bane has reclaimed &lt;br /&gt;
the portfolio of strife, hatred, tyranny, and fear. There now exists strong &lt;br /&gt;
tension between Cyric and Bane. It is yet unclear how the balance of power will &lt;br /&gt;
shift as a result. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;In a hope-forsaken tunnel at the heart of Pandemonium, Cyric awoke... There &lt;br /&gt;
was a new kingdom to build. After all, Cyric was still a deity -- God of Strife &lt;br /&gt;
and Intrigue, Patron of Murder. As such, he deserved a palace of suitable size &lt;br /&gt;
to accomodate his horde of worhipers, a mammoth treasure house to store the &lt;br /&gt;
spoils of his victorious war against Mystra and the Circle of Greater Powers... &lt;br /&gt;
As always, the pantheon had been puppets, playing the parts Cyric created for &lt;br /&gt;
them.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;For an instant, the Prince of Lies heard the babel of voices in his &lt;br /&gt;
head chime harmonious agreement. None of them could deny his absolute supremacy &lt;br /&gt;
over all the gods in Faerûn. The &amp;lt;/I&amp;gt;Cyrinishad&amp;lt;I&amp;gt; proved the truth of that, and &lt;br /&gt;
Cyric himself had read the tome very carefully.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;All across the mortal &lt;br /&gt;
realms, a disembodied smile appeared in the most squalid alleys and haunted, &lt;br /&gt;
shadow-draped woods. Broad and sharp, glinting like a straight razor in the &lt;br /&gt;
moonlight, it hinted at the mad god&#039;s pleasure with a world well-suited to &lt;br /&gt;
become his earthly kingdom. The true meaning of the apparitions eluded even the &lt;br /&gt;
most gifted oracles. They wove dire but vague prophecies around the chilling &lt;br /&gt;
visions, but, as was their wont, the men and women of Faerûn heeded them little &lt;br /&gt;
and went on with their chaotic, mundane lives.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In the hope-forsaken &lt;br /&gt;
tunnel at the heart of Pandemonium, Cyric began to laugh. The world was doomed, &lt;br /&gt;
but it kept running anyway.&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;CENTER&amp;gt;-Epilogue, &amp;lt;B&amp;gt;&amp;lt;I&amp;gt;Prince of Lies,&amp;lt;/I&amp;gt;&amp;lt;/B&amp;gt; by James Lowder &lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1633</id>
		<title>Cyric</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Cyric&amp;diff=1633"/>
		<updated>2006-11-20T05:36:25Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&amp;lt;H1&amp;gt;&amp;lt;I&amp;gt;The History of Lord Cyric&amp;lt;/I&amp;gt;&amp;lt;/H1&amp;gt;&amp;lt;/CENTER&amp;gt;&lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&amp;lt;TABLE width=&amp;quot;85%&amp;quot; border=3&amp;gt;&lt;br /&gt;
  &amp;lt;TBODY&amp;gt;&lt;br /&gt;
  &amp;lt;TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;TD&amp;gt;&amp;lt;FONT size=-1&amp;gt;&amp;lt;B&amp;gt;Copyright notice:&amp;lt;/B&amp;gt;&amp;lt;BR&amp;gt;The following information &lt;br /&gt;
      was taken from a number of sources, all property of &amp;lt;B&amp;gt;TSR, Inc.&amp;lt;/B&amp;gt; &lt;br /&gt;
      Chiefly, his early life was taken from the &amp;lt;B&amp;gt;Hall of Heroes&amp;lt;/B&amp;gt; campaign &lt;br /&gt;
      source book. Information during the Avatar crisis comes from the &amp;lt;B&amp;gt;Avatar &lt;br /&gt;
      Trilogy&amp;lt;/B&amp;gt; by Richard Awlinson. Cyric&#039;s life as &amp;lt;I&amp;gt;God of Strife and &lt;br /&gt;
      Intrigue&amp;lt;/I&amp;gt; has been taken from the &amp;lt;B&amp;gt;Forgotten Realms Adventures&amp;lt;/B&amp;gt; &lt;br /&gt;
      campaign sourcebook (By Ed Greenwood and Jeff Grubb) and &amp;lt;B&amp;gt;Prince of &lt;br /&gt;
      Lies&amp;lt;/B&amp;gt; (by James Lowder). Further details have been gleaned from &lt;br /&gt;
      &amp;lt;B&amp;gt;Crucible&amp;lt;/B&amp;gt; (by Troy Denning) and the &amp;lt;B&amp;gt;Forgotten Realms 3rd &lt;br /&gt;
      Edition&amp;lt;/B&amp;gt; campaign &lt;br /&gt;
sourcebook.&amp;lt;/FONT&amp;gt;&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TBODY&amp;gt;&amp;lt;/TABLE&amp;gt;&amp;lt;/CENTER&amp;gt;&amp;lt;BR&amp;gt;Born in the slums of &lt;br /&gt;
Zhentil Keep, Cyric (&amp;lt;I&amp;gt;seer&amp;lt;/I&amp;gt;-ick) is the son of a Zhentarim officer and the &lt;br /&gt;
young woman who adored him. The officer openly denied the woman&#039;s charge of &lt;br /&gt;
paternity and cast her into the streets. The homeless of Zhentil Keep cared for &lt;br /&gt;
the woman, and helped her through delivery. After learning of his son&#039;s birth, &lt;br /&gt;
the officer killed the young woman and sold Cyric into slavery.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;A short &lt;br /&gt;
time later, Cyric was purchased by a rich Sembian family, who raised him as &lt;br /&gt;
their own in a life of luxury. A highly intelligent child, Cyric always felt &lt;br /&gt;
that he was different from the other children he grew up with. His suspicions &lt;br /&gt;
were confirmed at age 10, while overhearing his parents arguing over him. Cyric &lt;br /&gt;
immediately ran away from home, but was stopped and returned by a civil patrol. &lt;br /&gt;
Cyric&#039;s complaints at the patrol&#039;s actions caused his true origins to spread &lt;br /&gt;
throughout the city, forcing his parents to become social outcasts. When he &lt;br /&gt;
again left home at age 12, no one stopped him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Alone in an unfamiliar &lt;br /&gt;
world, Cyric learned survival skills in the wild before moving on to life on &lt;br /&gt;
city streets. Becoming adept at thievery, Cyric drew the attention of the &lt;br /&gt;
Thieves&#039; Guild. Earning their approval and support, Cyric remained with the &lt;br /&gt;
guild for four years. At 16, Cyric left to spend the next eight years pursuing &lt;br /&gt;
his love of travel, and learning that people were the same no matter where he &lt;br /&gt;
went. At the end of his travels, Cyric secretly returned to Zhentil Keep to &lt;br /&gt;
further explore his origins. He may have met his father there, but the man was &lt;br /&gt;
killed before Cyric could question him.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Convinced that a life of thievery &lt;br /&gt;
was wrong, Cyric became a fighter of little consequence. However, during a quest &lt;br /&gt;
in the Jungles of Chult, he crossed paths with one Kelemvor Lyonsbane. It was &lt;br /&gt;
Kelemvor who convinced Cyric to join the guard of Arabel, where he met Adon, &lt;br /&gt;
cleric of Sune Firehair. Together, the three worked for Myrmeen Lhal, protecting &lt;br /&gt;
her lands, until confronted by Midnight. Thus began Cyric&#039;s path to greatness. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Cyric continued to follow the path of goodness until Lady Mystra&#039;s rescue. &lt;br /&gt;
Mystra offered the group anything they wished in appreciation for her freedom. &lt;br /&gt;
Kelemvor asked only for fresh horses and rations. Mystra found it strange that &lt;br /&gt;
they did not request god-hood. Upon hearing this, Cyric began to &lt;br /&gt;
think.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Following the battle against Lord Bane&#039;s forces at Shadowdale, &lt;br /&gt;
Cyric left the party and struck out on his own, leading a small group of Zhent &lt;br /&gt;
warriors on his yet unseen quest to become a god. During his travels, Cyric came &lt;br /&gt;
into the possession of a rose-hued, vampiric sword, which came to play a &lt;br /&gt;
significant role in Cyric&#039;s career. Crossing paths with his former companions &lt;br /&gt;
several times, Cyric was responsible for the death of Bhaal, Lord of Murder. &lt;br /&gt;
Having tasted the blood of a god, Cyric&#039;s new weapon hungered for more, thus &lt;br /&gt;
increasing Cyric&#039;s desire to destroy his one-time friends.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Concluding the &lt;br /&gt;
Avatar crisis, Cyric faced his final confrontation as a mortal atop Blackstaff &lt;br /&gt;
Tower in Waterdeep. There, he not only destroyed his second God, Lord Myrkul, he &lt;br /&gt;
also found his revenge against the hated Kelemvor Lyonsbane. (It has been &lt;br /&gt;
pointed out that &amp;lt;I&amp;gt;Midnight&amp;lt;/I&amp;gt; actually killed Myrkul; a fact which Cyric &lt;br /&gt;
denies.) The sword drank eagerly of its victim&#039;s blood, and Kelemvor was no &lt;br /&gt;
more, for now... With the original quest of recovering the Tablets of Fate, &lt;br /&gt;
Overlord Ao, creator of the Realms and of the gods themselves, descended upon &lt;br /&gt;
Toril and spoke to its inhabitants. Lord Ao declared that all gods become &lt;br /&gt;
servants to their followers, that Midnight take Mystra&#039;s place as Goddess of &lt;br /&gt;
Magic, and that Cyric shall take control of what was left undone by the deaths &lt;br /&gt;
of Myrkul, Bane, and Bhaal. And, while Cyric found this responsibility quite an &lt;br /&gt;
honor, Lord Ao was unsure he&#039;d continue with that reasoning. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
Some time later, Lord Ao returned to resurrect the Lord of Murder in the &lt;br /&gt;
Moonshae Isles. Bhaal&#039;s second coming was short-lived, and Cyric became the &lt;br /&gt;
official caretaker of the Church of Assassins. Meanwhile, Cyric joined forces &lt;br /&gt;
with Mask (Lord of Shadows) to murder Leira, Lady of the Mists, giving Cyric the &lt;br /&gt;
powers of Deception and Illusion.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Ten years passed since the Time of &lt;br /&gt;
Troubles, and Cyric grew restless. His latest scheme involved a tome he called &lt;br /&gt;
&amp;lt;I&amp;gt;The Cyrinishad.&amp;lt;/I&amp;gt; Three hundred and ninety-seven versions were created &lt;br /&gt;
until Cyric was satisfied. The tome, dubbed &amp;quot;The Book of Lies&amp;quot; by other gods of &lt;br /&gt;
the pantheon, outlined the &amp;quot;true&amp;quot; history (in Cyric&#039;s mind) of the &amp;quot;One True &lt;br /&gt;
God.&amp;quot; But Cyric did not stop there. &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was a magical &lt;br /&gt;
creation, with the intention that anyone reading the tome would believe, without &lt;br /&gt;
question, that all other gods were false; &amp;lt;I&amp;gt;even the gods &lt;br /&gt;
themselves...&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Many gods could not abide by these actions. Midnight, &lt;br /&gt;
with the help of Oghma (The Binder) and Mask, &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt;&#039;s final &lt;br /&gt;
version was placed in protective custody, but not before it had been read by &lt;br /&gt;
Mask. Cyric had gained yet another follower.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In his final battle as Lord &lt;br /&gt;
of the Dead, with Bone Castle crumbling about him, Cyric&#039;s rose-hued sword (now &lt;br /&gt;
dubbed &amp;lt;I&amp;gt;Godsbane&amp;lt;/I&amp;gt;) revealed that there was a traitor in his castle. &lt;br /&gt;
Realizing that it was, in fact, the sword who had betrayed him, Cyric took the &lt;br /&gt;
sword above his head and snapped it in two. Chaos ensued, and the soul of &lt;br /&gt;
Kelemvor Lyonsbane, trapped those ten years within the accursed sword, escaped &lt;br /&gt;
to exact revenge against his one-time ally. Another form also emerged from the &lt;br /&gt;
sword: The spirit of the sword itself – Mask, &amp;lt;I&amp;gt;Lord of Shadows&amp;lt;/I&amp;gt;. Begging &lt;br /&gt;
for forgiveness as Cyric attempted to salvage what he could of the situation, &lt;br /&gt;
Mask followed his new master out of the castle. The City of Strife was no &lt;br /&gt;
more.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;As the aftermath was sorted out, the tormented souls of Cyric&#039;s &lt;br /&gt;
former kingdom looked to Kelemvor for new guidance. Lord Lyonsbane looked out &lt;br /&gt;
across his new lands, and declared a new era of Law and Justice in the Land of &lt;br /&gt;
the Dead. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
In the following years, Cyric became despondent, neglecting his godly duties. &lt;br /&gt;
Sadly, he was also driven mad by the powers of his own &amp;lt;I&amp;gt;Cyrinishad&amp;lt;/I&amp;gt;, &lt;br /&gt;
completely believing everything contained within, unable to distinguish lies &lt;br /&gt;
from truth. Several of the gods, led by Tyr, placed Cyric on trial, charged with &lt;br /&gt;
Innocence by reason of Insanity. Around the same time, Cyric&#039;s precious &lt;br /&gt;
chronicle &amp;lt;I&amp;gt;The Cyrinishad&amp;lt;/I&amp;gt; was stolen. Upon hearing this, one of Cyric&#039;s &lt;br /&gt;
most devout followers, one Malik el Sami yn Nasser sought out the tome, in order &lt;br /&gt;
to return it to his god. For this service, Cyric bestowed upon Malik the status &lt;br /&gt;
of &amp;quot;Seraph of Lies.&amp;quot;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In a cruel twist of fate, Malik became the target of &lt;br /&gt;
a &amp;lt;I&amp;gt;truth&amp;lt;/I&amp;gt; spell cast by the goddess Mystra. As such, Malik is completely &lt;br /&gt;
unable to tell a lie. Using this curse as a tool, Mystra called upon Malik to &lt;br /&gt;
read &amp;lt;I&amp;gt;The True Life of Cyric&amp;lt;/I&amp;gt; as written by several good gods and set to &lt;br /&gt;
paper by Oghma. Naturally, Malik had no desire to do such a thing, so decided to &lt;br /&gt;
tell the tale of Cyric as all worshippers had heard it since childhood. &lt;br /&gt;
Unfortunately, this also counted as lies, and Malik was forced to read the book &lt;br /&gt;
as printed. Cover to cover. Upon completing the text, Cyric became calm, and his &lt;br /&gt;
sanity was once again restored. This, however, does not make him easier to deal &lt;br /&gt;
with.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Malik el Sami yn Nasser, Seraph of Lies, continues to travel the &lt;br /&gt;
world, spreading the influence of Cyric, within the confines of his curse. &lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
With the introduction of &amp;lt;B&amp;gt;Forgotten Realms 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition&amp;lt;/B&amp;gt; rules, &lt;br /&gt;
Cyric now has the following statistics:&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Portfolio:&amp;lt;/B&amp;gt; Murder, lies, &lt;br /&gt;
intrigue, deception, illusion, strife&amp;lt;BR&amp;gt;&amp;lt;B&amp;gt;Domains:&amp;lt;/B&amp;gt; Chaos, Destruction, &lt;br /&gt;
Evil, Illusion, Trickery&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;(For a detailed look, visit &amp;lt;A &lt;br /&gt;
href=&amp;quot;http://www.wizards.com/dnd/article.asp?x=fr/fx20010620d&amp;quot;&amp;gt;this page at &lt;br /&gt;
TSR&amp;lt;/A&amp;gt;. They previewed the Cyric entry from the new 3&amp;lt;SUP&amp;gt;rd&amp;lt;/SUP&amp;gt; Edition &lt;br /&gt;
book.)&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Of important note, in the continuing history of Cyric, is the &lt;br /&gt;
return of Lord Bane. Some 600 years before his death, Bane spawned a half-demon &lt;br /&gt;
child, Iyachtu Xvim. For many years, Xvim was trapped beneath the city of &lt;br /&gt;
Zhentil Keep. Cyric&#039;s destruction of the city freed Xvim, and a new church was &lt;br /&gt;
formed, led by Fzoul Chembryl. For the next three years, the church grew, as did &lt;br /&gt;
Xvim&#039;s power, even taking control away from Lord Cyric.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;Then, on the &lt;br /&gt;
night of Midwinter, 1372 DR, all of Iyachtu Xvim&#039;s priests received a vision of &lt;br /&gt;
their god, torn apart from within, by an armored warrior surrounded in green &lt;br /&gt;
flame. It was then that Toril knew the return of Lord Bane. Bane has reclaimed &lt;br /&gt;
the portfolio of strife, hatred, tyranny, and fear. There now exists strong &lt;br /&gt;
tension between Cyric and Bane. It is yet unclear how the balance of power will &lt;br /&gt;
shift as a result. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;HR align=center width=&amp;quot;60%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;I&amp;gt;In a hope-forsaken tunnel at the heart of Pandemonium, Cyric awoke... There &lt;br /&gt;
was a new kingdom to build. After all, Cyric was still a deity -- God of Strife &lt;br /&gt;
and Intrigue, Patron of Murder. As such, he deserved a palace of suitable size &lt;br /&gt;
to accomodate his horde of worhipers, a mammoth treasure house to store the &lt;br /&gt;
spoils of his victorious war against Mystra and the Circle of Greater Powers... &lt;br /&gt;
As always, the pantheon had been puppets, playing the parts Cyric created for &lt;br /&gt;
them.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;For an instant, the Prince of Lies heard the babel of voices in his &lt;br /&gt;
head chime harmonious agreement. None of them could deny his absolute supremacy &lt;br /&gt;
over all the gods in Faerûn. The &amp;lt;/I&amp;gt;Cyrinishad&amp;lt;I&amp;gt; proved the truth of that, and &lt;br /&gt;
Cyric himself had read the tome very carefully.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;All across the mortal &lt;br /&gt;
realms, a disembodied smile appeared in the most squalid alleys and haunted, &lt;br /&gt;
shadow-draped woods. Broad and sharp, glinting like a straight razor in the &lt;br /&gt;
moonlight, it hinted at the mad god&#039;s pleasure with a world well-suited to &lt;br /&gt;
become his earthly kingdom. The true meaning of the apparitions eluded even the &lt;br /&gt;
most gifted oracles. They wove dire but vague prophecies around the chilling &lt;br /&gt;
visions, but, as was their wont, the men and women of Faerûn heeded them little &lt;br /&gt;
and went on with their chaotic, mundane lives.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;In the hope-forsaken &lt;br /&gt;
tunnel at the heart of Pandemonium, Cyric began to laugh. The world was doomed, &lt;br /&gt;
but it kept running anyway.&amp;lt;/I&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;CENTER&amp;gt;-Epilogue, &amp;lt;B&amp;gt;&amp;lt;I&amp;gt;Prince of Lies,&amp;lt;/I&amp;gt;&amp;lt;/B&amp;gt; by James Lowder &lt;br /&gt;
&amp;lt;HR&amp;gt;&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Ghale%27elle%27s_Defender&amp;diff=1632</id>
		<title>Ghale&#039;elle&#039;s Defender</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Ghale%27elle%27s_Defender&amp;diff=1632"/>
		<updated>2006-11-20T05:33:28Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;+2 Holy Great Sword Defender&lt;br /&gt;
  D&amp;amp;D 2nd edition rules&lt;br /&gt;
  +2 enchantment&lt;br /&gt;
  Holy and Defending&lt;br /&gt;
  Also, wielder is immune to any magical fear effects&lt;br /&gt;
&lt;br /&gt;
After the battle [[Ghale&#039;elle]] left her blade as a symbol of our triumph, or a nail in the coffin, it was placed in a blackened stone in the center of the final battle at the base of Mt ???.  Ghale&#039;elle said her blade would remain until there was another threat as great.&lt;br /&gt;
&lt;br /&gt;
Her blade was retrieved by [[Niko Arcanian]], who still possesses it, of the [[Infiltrators]] when they were seeking a way to stop the avatar of [[Cyric]] and his shape-changing mayhem.&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1579</id>
		<title>Talathees</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1579"/>
		<updated>2006-11-20T03:24:22Z</updated>

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&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talathese]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1577</id>
		<title>Talathees</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1577"/>
		<updated>2006-11-20T03:23:14Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT:[[Talathese]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1576</id>
		<title>Talathees</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1576"/>
		<updated>2006-11-20T03:22:41Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talathese]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Talathese&amp;diff=1574</id>
		<title>Talathese</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Talathese&amp;diff=1574"/>
		<updated>2006-11-20T03:21:40Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location: [[Media:World-10.jpg]]&lt;br /&gt;
&lt;br /&gt;
The former port city of Talathese lies at the edge of the easter foothills of the [[Spine]] mtn range.  The west-most side of Talathese is carved out of one the side of a large foothill.  It was the first quarry of Talathese and there is essentially a 35 foot wall from the lookout house at the top of the hill down to the cobblestone street below. Most buildings in Talathees are of stone construction made of stones carted in from quarries in the foothills of the Spine.  Only the small aristocracy that served as the local government, simply by owning the majority of the businesses, lived in primarily wooden houses with tall steep roofs. &lt;br /&gt;
&lt;br /&gt;
Talathees was a restocking point for ships sailing the [[Salton Sea]], rounding the southern tip of the Spine.  As a waypoint for various merchant vessels, the culture was fairly diverse in the small city, which had a local military consisting primarily of foot soldiers and a small cavalry to ward of the small tribal war parties of orcs that would occasionally attack from the plains of Ur as well as a small naval fleet to aid against pirate raids.  The navy and shore defense primarily uses small catupults as ranged weapons as lumber is scarce, leading to a scarcity of arrows and spears.  The navy uses primarily single sail narrow long ships with oar ports from the lower deck to aid them in quickly closing on and boarding attacking pirate ships to then attack with their superior swordsmen. &lt;br /&gt;
&lt;br /&gt;
Talathees currently lies largely a pile of rubble with bits and pieces being rebuilt by the few survivors of the Rage of [[Branok]] the warlord.  What seemed like hundreds of orcs and ogres attacked Talathees at night.  They struck in the wee hours past the moon&#039;s highest point when most citizens were soundly asleep.  The wooden buildings owned by the aristocracy were left but smoking charred sticks and piles of ash.  Most of the stone buildings have been gutted by fire and many toppled by Ogre-manned siege weapons (giant hanging battering rams and the cities own small catapults turned against them).  &lt;br /&gt;
&lt;br /&gt;
The playable races around Talathees are humans, goblins, gargoyles, orcs and ogres.  All of these races can be found in the Fantasy Folk source book. Although the army that has recently been pillaging the country-side consists of orcs and ogres, so it may be difficult, although never impossible to work one of these into the party.  Humans were the primary occupants of the city of Talathees as well as the primary travelers to and fro via the sea.  The goblins are mostly wandering merchants who take their ox-pulled wagon caravans throughout the plains of Ur far to the east and north bartering and trading with various beings along thier journeys.  The goblin caravans often supply common wares to many of the farms to the northeast of Talathees.  The gargoyles are from the very base of the Spine and are rumored to be utterly useless hecklers and thieves (when there is something attractive enough to get them off of their lazy backs).  It is rumored that gargoyle guides can be hired to take travelers through and/or over the Spine, although noone known has actually done so.  It is also likely that there were/are some resident goblins or gargoyles in Talathees, and possibly even an orc, ogre, or half-breed of some sort.&lt;br /&gt;
&lt;br /&gt;
Talathese &lt;br /&gt;
22000 original population&lt;br /&gt;
&amp;lt;200 initially remaining after Branok attacked&lt;br /&gt;
500 taken as live hostages&lt;br /&gt;
&lt;br /&gt;
Monistary to the West - origin of [[Saul]]&lt;br /&gt;
&lt;br /&gt;
[[Kojax]] was a Navy Captain for the city and was involved in a pivotal battle during the taking of the city. In said battle, Kojax lost one of his hands in a brash but needed charge that he led against a group of ogres so that a second unit could outflank them. Because of this, he has a reputation (+ for the good guys, - for the bad guys).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1573</id>
		<title>Talathees</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1573"/>
		<updated>2006-11-20T03:21:30Z</updated>

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&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Talathese]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1572</id>
		<title>Talathees</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Talathees&amp;diff=1572"/>
		<updated>2006-11-20T03:20:44Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location: [[Media:World-10.jpg]]&lt;br /&gt;
&lt;br /&gt;
The former port city of Talathese lies at the edge of the easter foothills of the [[Spine]] mtn range.  The west-most side of Talathese is carved out of one the side of a large foothill.  It was the first quarry of Talathese and there is essentially a 35 foot wall from the lookout house at the top of the hill down to the cobblestone street below. Most buildings in Talathees are of stone construction made of stones carted in from quarries in the foothills of the Spine.  Only the small aristocracy that served as the local government, simply by owning the majority of the businesses, lived in primarily wooden houses with tall steep roofs. &lt;br /&gt;
&lt;br /&gt;
Talathees was a restocking point for ships sailing the [[Salton Sea]], rounding the southern tip of the Spine.  As a waypoint for various merchant vessels, the culture was fairly diverse in the small city, which had a local military consisting primarily of foot soldiers and a small cavalry to ward of the small tribal war parties of orcs that would occasionally attack from the plains of Ur as well as a small naval fleet to aid against pirate raids.  The navy and shore defense primarily uses small catupults as ranged weapons as lumber is scarce, leading to a scarcity of arrows and spears.  The navy uses primarily single sail narrow long ships with oar ports from the lower deck to aid them in quickly closing on and boarding attacking pirate ships to then attack with their superior swordsmen. &lt;br /&gt;
&lt;br /&gt;
Talathees currently lies largely a pile of rubble with bits and pieces being rebuilt by the few survivors of the Rage of [[Branok]] the warlord.  What seemed like hundreds of orcs and ogres attacked Talathees at night.  They struck in the wee hours past the moon&#039;s highest point when most citizens were soundly asleep.  The wooden buildings owned by the aristocracy were left but smoking charred sticks and piles of ash.  Most of the stone buildings have been gutted by fire and many toppled by Ogre-manned siege weapons (giant hanging battering rams and the cities own small catapults turned against them).  &lt;br /&gt;
&lt;br /&gt;
The playable races around Talathees are humans, goblins, gargoyles, orcs and ogres.  All of these races can be found in the Fantasy Folk source book. Although the army that has recently been pillaging the country-side consists of orcs and ogres, so it may be difficult, although never impossible to work one of these into the party.  Humans were the primary occupants of the city of Talathees as well as the primary travelers to and fro via the sea.  The goblins are mostly wandering merchants who take their ox-pulled wagon caravans throughout the plains of Ur far to the east and north bartering and trading with various beings along thier journeys.  The goblin caravans often supply common wares to many of the farms to the northeast of Talathees.  The gargoyles are from the very base of the Spine and are rumored to be utterly useless hecklers and thieves (when there is something attractive enough to get them off of their lazy backs).  It is rumored that gargoyle guides can be hired to take travelers through and/or over the Spine, although noone known has actually done so.  It is also likely that there were/are some resident goblins or gargoyles in Talathees, and possibly even an orc, ogre, or half-breed of some sort.&lt;br /&gt;
&lt;br /&gt;
Talathese &lt;br /&gt;
22000 original population&lt;br /&gt;
&amp;lt;200 initially remaining after Branok attacked&lt;br /&gt;
500 taken as live hostages&lt;br /&gt;
&lt;br /&gt;
Monistary to the West - origin of [[Saul]]&lt;br /&gt;
&lt;br /&gt;
[[Kojax]] was a Navy Captain for the city and was involved in a pivotal battle during the taking of the city. In said battle, Kojax lost one of his hands in a brash but needed charge that he led against a group of ogres so that a second unit could outflank them. Because of this, he has a reputation (+ for the good guys, - for the bad guys).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Main_Page&amp;diff=1571</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Main_Page&amp;diff=1571"/>
		<updated>2006-11-20T03:17:16Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to GURTH&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Links: ==&lt;br /&gt;
* [[Special:Allpages | All Pages]] &lt;br /&gt;
* [[Special:Recentchanges | Recent Changes]]&lt;br /&gt;
* [[:Category:Artifacts | Artifacts ]]&lt;br /&gt;
* [[:Category:Cities | Cities ]]&lt;br /&gt;
* [[:Category:Characters | Characters ]]&lt;br /&gt;
* [[:Category:Campaigns | Campaigns ]]&lt;br /&gt;
* [[:Category:Places | Places ]]&lt;br /&gt;
* [[:Category:NPCs | NPCs ]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For our Fantasy campaigns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Known World consists of three large land masses, [[Icelund]], [[Toril]], and [[Kara-Tur]]. &#039;&#039;&#039;We have [[Maps]] of Kara-Tur.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Icelund is largely uninhabited by civilized folk, where vast glaciers and unknown expanses of icy wasteland are home only to the hardiest of arctic creatures.&lt;br /&gt;
&lt;br /&gt;
Separated from Toril and Kara-Tur by the five to nine hundred mile wide Frozen Sea, the southern shore of Icelund is peppered with deep and narrow fjords and rocky coastal islands. The hardy sea-going folk who sparsely populate the few dozen towns and villages along the sea subsist on a diet of fish and seaweed. The largest town in Icelund is Zurich, a community of around 50,000 humans, dwarves, and gnomes. Mining camps and timber operations outside Zurich produce the raw materials to be traded with the merchants of Pendathaway.&lt;br /&gt;
&lt;br /&gt;
Toril is an island continent south and west of Icelund some one thousand miles east-to-west and five hundred miles north-to-south. It is largely settled and six diverse kingdoms coexist relatively peacefully. The sprawling city of Pendathaway graces its eastern shore.&lt;br /&gt;
&lt;br /&gt;
Kara-Tur is larger, approximately four thousand miles square, southeast of Toril. The continent is divided by a great mountain range and vast interior desert basin, and civilizations of the West and East have only begun regular contact and trade in the last hundred years.  &lt;br /&gt;
&lt;br /&gt;
Two kingdoms control the civilized lands of the West, though the northern lands of [[Drannor]] are no more than feudal city-states, with regional aristocratic lords concerning themselves only with the hundred miles or so surrounding their walled cities. As such, roads between the city-states are generally in disrepair and plagued by bandits and perils of all varieties. To the south, the kingdom of [[Durkin]] is ruled by a benevolent king from the capital, [[Camlin]].&lt;br /&gt;
&lt;br /&gt;
South of Durkin is a secluded and idyllic forest surrounded by massive and jagged peaks called [[Silverdale]], ancient and sacred home to the several Elven clans.&lt;br /&gt;
&lt;br /&gt;
The East is a land of venerable domed and spired temples, mysticism, sorcery, and thousand-year dynasties. The southwestern region of the East is a sandy desert, save for a narrow verdant strip along the great River Ra, which flows south to the Salton Sea. To the southeast, jungles, swamps, and occasional volcanic mountains are home to a grand and ancient culture famous for the sprawling city-states of [[Srin]], [[Vishnu]], and [[Hazballah]].  The arid northeast is home to nomadic barbarian horseman who periodically attempt raids on the massive walled fortresses of regional warlords.&lt;br /&gt;
&lt;br /&gt;
The vast interior, or The Endless Waste, is a desert basin in the rain shadow of the immense [[Ozgarn Range]]. Portions of the [[Endless Waste]] are thousands of feet below sea-level, and swirl with choking dust year-round. What little rainfall the Waste experiences runs in seasonal creeks into the poisonous [[Sea of Death]], a toxic and shallow inland sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Camlin&amp;diff=1568</id>
		<title>Camlin</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Camlin&amp;diff=1568"/>
		<updated>2006-11-20T03:13:56Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Cities]]&lt;br /&gt;
&lt;br /&gt;
The vast city of Camlin is the capital of Durkin, and is home of the leader of the constitutional monarchy.  Regional dukes are responsible for the governance of their cities and surrounding lands, but all have a duty (and pay taxes to) the king.  The city of 80,000 souls is clean, well-organized, and well-defended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Location: [[Media:World-5.jpg | Map #5]]&lt;br /&gt;
&lt;br /&gt;
It is rumored that in an early [[Superheroes]] campaign Camlin may have been a victim of a mind-flayer siege beneath the city.&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Camlin&amp;diff=1567</id>
		<title>Camlin</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Camlin&amp;diff=1567"/>
		<updated>2006-11-20T03:13:31Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Cities]]&lt;br /&gt;
&lt;br /&gt;
The vast city of Camlin is the capital of Durkin, and is home of the leader of the constitutional monarchy.  Regional dukes are responsible for the governance of their cities and surrounding lands, but all have a duty (and pay taxes to) the king.  The city of 80,000 souls is clean, well-organized, and well-defended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Location: [[Media:World-5.jpg | Map #5]]&lt;br /&gt;
&lt;br /&gt;
It is rumored that in an early [[Super Heroes]] campaign Camlin may have been a victim of a mind-flayer siege beneath the city.&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1412</id>
		<title>Infiltrators</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1412"/>
		<updated>2006-11-19T23:56:16Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: /* The Characters: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A campaign from 2004. &lt;br /&gt;
&lt;br /&gt;
== The Characters: ==&lt;br /&gt;
[[Tracy Frost]] : Human Ranger&lt;br /&gt;
&lt;br /&gt;
[[Jack Truden]] : Human Assassin&lt;br /&gt;
&lt;br /&gt;
[[Niko Arcanian]] : Human Warrior&lt;br /&gt;
&lt;br /&gt;
[[Khazka]] : Orcish Warrior (warlord)&lt;br /&gt;
&lt;br /&gt;
[[Django Reijseger]] : Human Cleric&lt;br /&gt;
&lt;br /&gt;
[[Rellig]] : Human Mage&lt;br /&gt;
&lt;br /&gt;
== The Background: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dukes of [[Drannor]] came together recently to discuss what all their merchant guild leaders were saying: that in recent months, the loss-to-piracy rate of their exports to the south has increased, while the loss-to-piracy rate of imports from the south has decreased. Everyone knows that trade between the north and the south by either sea or land is hazardous, but the sudden shift is suspicious.&lt;br /&gt;
&lt;br /&gt;
Rumors fly:&lt;br /&gt;
&lt;br /&gt;
1) The mages of [[Sorcerors Isle]] are manipulating global commerce for their own unknown purposes. (totally false)&lt;br /&gt;
&lt;br /&gt;
2) The northern merchants are falsely reporting losses in order to convince the Seven Dukes to add tariffs or cut off trade with the south. (totally false)&lt;br /&gt;
&lt;br /&gt;
3) [[Durkin]] intends to build up its coffers (and diminish Drannor&#039;s) as part of preparations for full-scale invasion. They&#039;re coordinating payoffs to both the ocean pirates and the bandit hordes along Gamblers&#039; Reach. A variation on this rumor claims Durkin&#039;s sneaky alliances with pirates, or [[Icelund]], or [[Pendathoway]]. (totally false)&lt;br /&gt;
&lt;br /&gt;
4)A group of giants has descended from the mountains above [[Gambler&#039;s Reach]] and have an organized strategy to extort riches from Drannor. (partially true)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumor #3 is of particular concern to the Seven Dukes of course and they met at a little known keep  in the plains of [[Hilldebrandt]] several months ago to discuss it. Their confederacy is loose, but if the entire kingdom of Durkin is seeking to undermine trade relations and preparing for war, systems must be put in place to defend Drannor. First, they must confirm or rule out the rumors, and decide to put together a small team to ascertain the truth. A large force, or any direct confrontation or demands would be counterproductive – if the rumors of impending war are false, they don&#039;t want to damage relations with Durkin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The truth:&lt;br /&gt;
&lt;br /&gt;
[[The Org]] (of [[Lowenport]] and surrounding area)  has decided to increase its riches and therefore influence by manipulating the north-south trade routes. They have a multi-pronged strategy:&lt;br /&gt;
&lt;br /&gt;
1)By providing expensive &#039;insurance policies&#039; to the merchants of the south, and then ensuring that the goods arrive unharmed. This additionally curries favor with wealthy southern merchants, who consequently defend the interests of the Org.&lt;br /&gt;
2)By buying out regional merchants and producers of the highest-profit goods destined for the markets of Drannor.&lt;br /&gt;
3)By an alliance with the clans of sea pirates to buy Northern goods at a guaranteed price, which can subsequently be sold locally at great profit. As such the Org has become (through their whole-owned businesses) the sole source for some Northern goods. Additionally they&#039;ve provided various articles and equipment of sea warfare to the pirates to help them sink the occasional fortified foe, including devastating seige engine missiles developed in the forges of [[Zareph]] (“doom-iron”).&lt;br /&gt;
4)An Org missionary managed to convert a community of giants in the mountains above Gambler&#039;s Reach, who are organizing the bandit hordes to ignore more of the north-traveling caravans, and attack more of the south-traveling.&lt;br /&gt;
5)&lt;br /&gt;
&lt;br /&gt;
Aiding each prong of the strategy to great effect has been the unearthing of eyes of charming and rod of rulership which the leader of the Org, [[Grand Commodore Odwalla Nazarene]], possesses at all times. The magic items were discovered by an Org missionary exploring a submerged temple miles off the coast.&lt;br /&gt;
&lt;br /&gt;
The possession of these items are the key to the success of the Org&#039;s growth and manipulation of international commerce. In fact, the locals in Lowenport were beginning to grow weary of the Org&#039;s pretentious public ceremonies and administrators from [[Camlin]] were beginning to consider their forcible removal. &lt;br /&gt;
&lt;br /&gt;
Possible directions for the team:&lt;br /&gt;
&lt;br /&gt;
1)Gambler&#039;s Reach: Here they might witness raids by either land or sea. &lt;br /&gt;
2)Talk to and or travel with local merchants/caravan leaders: they&#039;ll be subjected to raids as above.&lt;br /&gt;
3)Open water – look for pirates&lt;br /&gt;
4)travel to Camlin and snoop around&lt;br /&gt;
&lt;br /&gt;
Land raids will come in the form of giants and orcs working together. It&#039;ll be too many to overcome, but if they manage to talk to any of them, an orc could let it slip that they&#039;re expecting the &#039;brown brothers&#039; (Org monks) to bring new slave girls soon, which they&#039;ll only receive if they&#039;ve seized enough goods from the north. (Subquest could be to save some slave girls.)&lt;br /&gt;
&lt;br /&gt;
Sea raids will involve catapults of burning pitch and rubble ahead at the party to throw everything into confusion and kill part of the caravan, followed by an onslaught of pirates in rowboats (with arrow shields). From the pirates they might learn that they&#039;re in a rush to meet their buyers to the south. They meet at an island 20 miles offshore.&lt;br /&gt;
&lt;br /&gt;
Products exported from North to South: pitch, wool, beer &amp;amp; spirits, furs, fish, cheese, pickled vegetables, cloth, salt, jewelry, grain.&lt;br /&gt;
&lt;br /&gt;
From South to North: spices, alloys, wine &amp;amp; rum, fine leather, dried fruits, nuts, honey, wax, jewelry, olive oil, weapons and armor, grains, art, fine items of wood, musical instruments, ceramics, Elven artisan creations, and all manner of expensive Eastern goods (carpets, glasswork, exotic spices, gems).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duke of Cuthbert]] is middle-aged, ragged, curious/inquisitive, antagonistically extroverted, morose, of dreaming intellect, unforgiving, greedy, prone to lying, a bit foolhardy, immoral, and yet pious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How it Played out: ==&lt;br /&gt;
&lt;br /&gt;
[[Big Bob]]&lt;br /&gt;
&lt;br /&gt;
[[Marauder]]&lt;br /&gt;
&lt;br /&gt;
[[Monteblaine]]&lt;br /&gt;
&lt;br /&gt;
[[Argyle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Brown Brothers]]&lt;br /&gt;
&lt;br /&gt;
Hamlet of [[Laufen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mirror Lake Monastery]]&lt;br /&gt;
&lt;br /&gt;
[[Slaka]] of the [[Handhackers]]&lt;br /&gt;
&lt;br /&gt;
Hamlet of [[Laufen]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1411</id>
		<title>Infiltrators</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1411"/>
		<updated>2006-11-19T23:53:46Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: /* The Characters: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A campaign from 2004. &lt;br /&gt;
&lt;br /&gt;
== The Characters: ==&lt;br /&gt;
[[Tracy Frost]] : Human Ranger&lt;br /&gt;
&lt;br /&gt;
[[Jack Truden]] : Human Assassin&lt;br /&gt;
&lt;br /&gt;
[[Niko Arcanian]] : Human Warrior&lt;br /&gt;
&lt;br /&gt;
[[Khazka]] : Orcish Warrior (warlord)&lt;br /&gt;
&lt;br /&gt;
[[Django Reijseger]] : Human Cleric&lt;br /&gt;
&lt;br /&gt;
== The Background: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dukes of [[Drannor]] came together recently to discuss what all their merchant guild leaders were saying: that in recent months, the loss-to-piracy rate of their exports to the south has increased, while the loss-to-piracy rate of imports from the south has decreased. Everyone knows that trade between the north and the south by either sea or land is hazardous, but the sudden shift is suspicious.&lt;br /&gt;
&lt;br /&gt;
Rumors fly:&lt;br /&gt;
&lt;br /&gt;
1) The mages of [[Sorcerors Isle]] are manipulating global commerce for their own unknown purposes. (totally false)&lt;br /&gt;
&lt;br /&gt;
2) The northern merchants are falsely reporting losses in order to convince the Seven Dukes to add tariffs or cut off trade with the south. (totally false)&lt;br /&gt;
&lt;br /&gt;
3) [[Durkin]] intends to build up its coffers (and diminish Drannor&#039;s) as part of preparations for full-scale invasion. They&#039;re coordinating payoffs to both the ocean pirates and the bandit hordes along Gamblers&#039; Reach. A variation on this rumor claims Durkin&#039;s sneaky alliances with pirates, or [[Icelund]], or [[Pendathoway]]. (totally false)&lt;br /&gt;
&lt;br /&gt;
4)A group of giants has descended from the mountains above [[Gambler&#039;s Reach]] and have an organized strategy to extort riches from Drannor. (partially true)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumor #3 is of particular concern to the Seven Dukes of course and they met at a little known keep  in the plains of [[Hilldebrandt]] several months ago to discuss it. Their confederacy is loose, but if the entire kingdom of Durkin is seeking to undermine trade relations and preparing for war, systems must be put in place to defend Drannor. First, they must confirm or rule out the rumors, and decide to put together a small team to ascertain the truth. A large force, or any direct confrontation or demands would be counterproductive – if the rumors of impending war are false, they don&#039;t want to damage relations with Durkin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The truth:&lt;br /&gt;
&lt;br /&gt;
[[The Org]] (of [[Lowenport]] and surrounding area)  has decided to increase its riches and therefore influence by manipulating the north-south trade routes. They have a multi-pronged strategy:&lt;br /&gt;
&lt;br /&gt;
1)By providing expensive &#039;insurance policies&#039; to the merchants of the south, and then ensuring that the goods arrive unharmed. This additionally curries favor with wealthy southern merchants, who consequently defend the interests of the Org.&lt;br /&gt;
2)By buying out regional merchants and producers of the highest-profit goods destined for the markets of Drannor.&lt;br /&gt;
3)By an alliance with the clans of sea pirates to buy Northern goods at a guaranteed price, which can subsequently be sold locally at great profit. As such the Org has become (through their whole-owned businesses) the sole source for some Northern goods. Additionally they&#039;ve provided various articles and equipment of sea warfare to the pirates to help them sink the occasional fortified foe, including devastating seige engine missiles developed in the forges of [[Zareph]] (“doom-iron”).&lt;br /&gt;
4)An Org missionary managed to convert a community of giants in the mountains above Gambler&#039;s Reach, who are organizing the bandit hordes to ignore more of the north-traveling caravans, and attack more of the south-traveling.&lt;br /&gt;
5)&lt;br /&gt;
&lt;br /&gt;
Aiding each prong of the strategy to great effect has been the unearthing of eyes of charming and rod of rulership which the leader of the Org, [[Grand Commodore Odwalla Nazarene]], possesses at all times. The magic items were discovered by an Org missionary exploring a submerged temple miles off the coast.&lt;br /&gt;
&lt;br /&gt;
The possession of these items are the key to the success of the Org&#039;s growth and manipulation of international commerce. In fact, the locals in Lowenport were beginning to grow weary of the Org&#039;s pretentious public ceremonies and administrators from [[Camlin]] were beginning to consider their forcible removal. &lt;br /&gt;
&lt;br /&gt;
Possible directions for the team:&lt;br /&gt;
&lt;br /&gt;
1)Gambler&#039;s Reach: Here they might witness raids by either land or sea. &lt;br /&gt;
2)Talk to and or travel with local merchants/caravan leaders: they&#039;ll be subjected to raids as above.&lt;br /&gt;
3)Open water – look for pirates&lt;br /&gt;
4)travel to Camlin and snoop around&lt;br /&gt;
&lt;br /&gt;
Land raids will come in the form of giants and orcs working together. It&#039;ll be too many to overcome, but if they manage to talk to any of them, an orc could let it slip that they&#039;re expecting the &#039;brown brothers&#039; (Org monks) to bring new slave girls soon, which they&#039;ll only receive if they&#039;ve seized enough goods from the north. (Subquest could be to save some slave girls.)&lt;br /&gt;
&lt;br /&gt;
Sea raids will involve catapults of burning pitch and rubble ahead at the party to throw everything into confusion and kill part of the caravan, followed by an onslaught of pirates in rowboats (with arrow shields). From the pirates they might learn that they&#039;re in a rush to meet their buyers to the south. They meet at an island 20 miles offshore.&lt;br /&gt;
&lt;br /&gt;
Products exported from North to South: pitch, wool, beer &amp;amp; spirits, furs, fish, cheese, pickled vegetables, cloth, salt, jewelry, grain.&lt;br /&gt;
&lt;br /&gt;
From South to North: spices, alloys, wine &amp;amp; rum, fine leather, dried fruits, nuts, honey, wax, jewelry, olive oil, weapons and armor, grains, art, fine items of wood, musical instruments, ceramics, Elven artisan creations, and all manner of expensive Eastern goods (carpets, glasswork, exotic spices, gems).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duke of Cuthbert]] is middle-aged, ragged, curious/inquisitive, antagonistically extroverted, morose, of dreaming intellect, unforgiving, greedy, prone to lying, a bit foolhardy, immoral, and yet pious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How it Played out: ==&lt;br /&gt;
&lt;br /&gt;
[[Big Bob]]&lt;br /&gt;
&lt;br /&gt;
[[Marauder]]&lt;br /&gt;
&lt;br /&gt;
[[Monteblaine]]&lt;br /&gt;
&lt;br /&gt;
[[Argyle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Brown Brothers]]&lt;br /&gt;
&lt;br /&gt;
Hamlet of [[Laufen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mirror Lake Monastery]]&lt;br /&gt;
&lt;br /&gt;
[[Slaka]] of the [[Handhackers]]&lt;br /&gt;
&lt;br /&gt;
Hamlet of [[Laufen]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1410</id>
		<title>Infiltrators</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1410"/>
		<updated>2006-11-19T23:48:13Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: /* The Characters: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A campaign from 2004. &lt;br /&gt;
&lt;br /&gt;
== The Characters: ==&lt;br /&gt;
[[Tracy Frost]] : Human Ranger&lt;br /&gt;
&lt;br /&gt;
[[Jack Truden]] : Human Assassin&lt;br /&gt;
&lt;br /&gt;
[[Niko Arcanian]] : Human Warrior&lt;br /&gt;
&lt;br /&gt;
[[Khazka]] : Orcish Warrior (warlord)&lt;br /&gt;
&lt;br /&gt;
== The Background: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dukes of [[Drannor]] came together recently to discuss what all their merchant guild leaders were saying: that in recent months, the loss-to-piracy rate of their exports to the south has increased, while the loss-to-piracy rate of imports from the south has decreased. Everyone knows that trade between the north and the south by either sea or land is hazardous, but the sudden shift is suspicious.&lt;br /&gt;
&lt;br /&gt;
Rumors fly:&lt;br /&gt;
&lt;br /&gt;
1) The mages of [[Sorcerors Isle]] are manipulating global commerce for their own unknown purposes. (totally false)&lt;br /&gt;
&lt;br /&gt;
2) The northern merchants are falsely reporting losses in order to convince the Seven Dukes to add tariffs or cut off trade with the south. (totally false)&lt;br /&gt;
&lt;br /&gt;
3) [[Durkin]] intends to build up its coffers (and diminish Drannor&#039;s) as part of preparations for full-scale invasion. They&#039;re coordinating payoffs to both the ocean pirates and the bandit hordes along Gamblers&#039; Reach. A variation on this rumor claims Durkin&#039;s sneaky alliances with pirates, or [[Icelund]], or [[Pendathoway]]. (totally false)&lt;br /&gt;
&lt;br /&gt;
4)A group of giants has descended from the mountains above [[Gambler&#039;s Reach]] and have an organized strategy to extort riches from Drannor. (partially true)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumor #3 is of particular concern to the Seven Dukes of course and they met at a little known keep  in the plains of [[Hilldebrandt]] several months ago to discuss it. Their confederacy is loose, but if the entire kingdom of Durkin is seeking to undermine trade relations and preparing for war, systems must be put in place to defend Drannor. First, they must confirm or rule out the rumors, and decide to put together a small team to ascertain the truth. A large force, or any direct confrontation or demands would be counterproductive – if the rumors of impending war are false, they don&#039;t want to damage relations with Durkin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The truth:&lt;br /&gt;
&lt;br /&gt;
[[The Org]] (of [[Lowenport]] and surrounding area)  has decided to increase its riches and therefore influence by manipulating the north-south trade routes. They have a multi-pronged strategy:&lt;br /&gt;
&lt;br /&gt;
1)By providing expensive &#039;insurance policies&#039; to the merchants of the south, and then ensuring that the goods arrive unharmed. This additionally curries favor with wealthy southern merchants, who consequently defend the interests of the Org.&lt;br /&gt;
2)By buying out regional merchants and producers of the highest-profit goods destined for the markets of Drannor.&lt;br /&gt;
3)By an alliance with the clans of sea pirates to buy Northern goods at a guaranteed price, which can subsequently be sold locally at great profit. As such the Org has become (through their whole-owned businesses) the sole source for some Northern goods. Additionally they&#039;ve provided various articles and equipment of sea warfare to the pirates to help them sink the occasional fortified foe, including devastating seige engine missiles developed in the forges of [[Zareph]] (“doom-iron”).&lt;br /&gt;
4)An Org missionary managed to convert a community of giants in the mountains above Gambler&#039;s Reach, who are organizing the bandit hordes to ignore more of the north-traveling caravans, and attack more of the south-traveling.&lt;br /&gt;
5)&lt;br /&gt;
&lt;br /&gt;
Aiding each prong of the strategy to great effect has been the unearthing of eyes of charming and rod of rulership which the leader of the Org, [[Grand Commodore Odwalla Nazarene]], possesses at all times. The magic items were discovered by an Org missionary exploring a submerged temple miles off the coast.&lt;br /&gt;
&lt;br /&gt;
The possession of these items are the key to the success of the Org&#039;s growth and manipulation of international commerce. In fact, the locals in Lowenport were beginning to grow weary of the Org&#039;s pretentious public ceremonies and administrators from [[Camlin]] were beginning to consider their forcible removal. &lt;br /&gt;
&lt;br /&gt;
Possible directions for the team:&lt;br /&gt;
&lt;br /&gt;
1)Gambler&#039;s Reach: Here they might witness raids by either land or sea. &lt;br /&gt;
2)Talk to and or travel with local merchants/caravan leaders: they&#039;ll be subjected to raids as above.&lt;br /&gt;
3)Open water – look for pirates&lt;br /&gt;
4)travel to Camlin and snoop around&lt;br /&gt;
&lt;br /&gt;
Land raids will come in the form of giants and orcs working together. It&#039;ll be too many to overcome, but if they manage to talk to any of them, an orc could let it slip that they&#039;re expecting the &#039;brown brothers&#039; (Org monks) to bring new slave girls soon, which they&#039;ll only receive if they&#039;ve seized enough goods from the north. (Subquest could be to save some slave girls.)&lt;br /&gt;
&lt;br /&gt;
Sea raids will involve catapults of burning pitch and rubble ahead at the party to throw everything into confusion and kill part of the caravan, followed by an onslaught of pirates in rowboats (with arrow shields). From the pirates they might learn that they&#039;re in a rush to meet their buyers to the south. They meet at an island 20 miles offshore.&lt;br /&gt;
&lt;br /&gt;
Products exported from North to South: pitch, wool, beer &amp;amp; spirits, furs, fish, cheese, pickled vegetables, cloth, salt, jewelry, grain.&lt;br /&gt;
&lt;br /&gt;
From South to North: spices, alloys, wine &amp;amp; rum, fine leather, dried fruits, nuts, honey, wax, jewelry, olive oil, weapons and armor, grains, art, fine items of wood, musical instruments, ceramics, Elven artisan creations, and all manner of expensive Eastern goods (carpets, glasswork, exotic spices, gems).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duke of Cuthbert]] is middle-aged, ragged, curious/inquisitive, antagonistically extroverted, morose, of dreaming intellect, unforgiving, greedy, prone to lying, a bit foolhardy, immoral, and yet pious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How it Played out: ==&lt;br /&gt;
&lt;br /&gt;
[[Big Bob]]&lt;br /&gt;
&lt;br /&gt;
[[Marauder]]&lt;br /&gt;
&lt;br /&gt;
[[Monteblaine]]&lt;br /&gt;
&lt;br /&gt;
[[Argyle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Brown Brothers]]&lt;br /&gt;
&lt;br /&gt;
Hamlet of [[Laufen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mirror Lake Monastery]]&lt;br /&gt;
&lt;br /&gt;
[[Slaka]] of the [[Handhackers]]&lt;br /&gt;
&lt;br /&gt;
Hamlet of [[Laufen]]&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Category:Characters&amp;diff=1409</id>
		<title>Category:Characters</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Category:Characters&amp;diff=1409"/>
		<updated>2006-11-19T23:47:14Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters that have adventured in the lands of Gurth.&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1407</id>
		<title>Infiltrators</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1407"/>
		<updated>2006-11-19T23:43:53Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: /* The Characters: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A campaign from 2004. &lt;br /&gt;
&lt;br /&gt;
== The Characters: ==&lt;br /&gt;
[[Tracy Frost]] : Ranger&lt;br /&gt;
&lt;br /&gt;
[[Jack Truden]] : Assassin&lt;br /&gt;
&lt;br /&gt;
[[Niko Arcanian]] : Warrior&lt;br /&gt;
&lt;br /&gt;
== The Background: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dukes of [[Drannor]] came together recently to discuss what all their merchant guild leaders were saying: that in recent months, the loss-to-piracy rate of their exports to the south has increased, while the loss-to-piracy rate of imports from the south has decreased. Everyone knows that trade between the north and the south by either sea or land is hazardous, but the sudden shift is suspicious.&lt;br /&gt;
&lt;br /&gt;
Rumors fly:&lt;br /&gt;
&lt;br /&gt;
1) The mages of [[Sorcerors Isle]] are manipulating global commerce for their own unknown purposes. (totally false)&lt;br /&gt;
&lt;br /&gt;
2) The northern merchants are falsely reporting losses in order to convince the Seven Dukes to add tariffs or cut off trade with the south. (totally false)&lt;br /&gt;
&lt;br /&gt;
3) [[Durkin]] intends to build up its coffers (and diminish Drannor&#039;s) as part of preparations for full-scale invasion. They&#039;re coordinating payoffs to both the ocean pirates and the bandit hordes along Gamblers&#039; Reach. A variation on this rumor claims Durkin&#039;s sneaky alliances with pirates, or [[Icelund]], or [[Pendathoway]]. (totally false)&lt;br /&gt;
&lt;br /&gt;
4)A group of giants has descended from the mountains above [[Gambler&#039;s Reach]] and have an organized strategy to extort riches from Drannor. (partially true)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumor #3 is of particular concern to the Seven Dukes of course and they met at a little known keep  in the plains of [[Hilldebrandt]] several months ago to discuss it. Their confederacy is loose, but if the entire kingdom of Durkin is seeking to undermine trade relations and preparing for war, systems must be put in place to defend Drannor. First, they must confirm or rule out the rumors, and decide to put together a small team to ascertain the truth. A large force, or any direct confrontation or demands would be counterproductive – if the rumors of impending war are false, they don&#039;t want to damage relations with Durkin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The truth:&lt;br /&gt;
&lt;br /&gt;
[[The Org]] (of [[Lowenport]] and surrounding area)  has decided to increase its riches and therefore influence by manipulating the north-south trade routes. They have a multi-pronged strategy:&lt;br /&gt;
&lt;br /&gt;
1)By providing expensive &#039;insurance policies&#039; to the merchants of the south, and then ensuring that the goods arrive unharmed. This additionally curries favor with wealthy southern merchants, who consequently defend the interests of the Org.&lt;br /&gt;
2)By buying out regional merchants and producers of the highest-profit goods destined for the markets of Drannor.&lt;br /&gt;
3)By an alliance with the clans of sea pirates to buy Northern goods at a guaranteed price, which can subsequently be sold locally at great profit. As such the Org has become (through their whole-owned businesses) the sole source for some Northern goods. Additionally they&#039;ve provided various articles and equipment of sea warfare to the pirates to help them sink the occasional fortified foe, including devastating seige engine missiles developed in the forges of [[Zareph]] (“doom-iron”).&lt;br /&gt;
4)An Org missionary managed to convert a community of giants in the mountains above Gambler&#039;s Reach, who are organizing the bandit hordes to ignore more of the north-traveling caravans, and attack more of the south-traveling.&lt;br /&gt;
5)&lt;br /&gt;
&lt;br /&gt;
Aiding each prong of the strategy to great effect has been the unearthing of eyes of charming and rod of rulership which the leader of the Org, [[Grand Commodore Odwalla Nazarene]], possesses at all times. The magic items were discovered by an Org missionary exploring a submerged temple miles off the coast.&lt;br /&gt;
&lt;br /&gt;
The possession of these items are the key to the success of the Org&#039;s growth and manipulation of international commerce. In fact, the locals in Lowenport were beginning to grow weary of the Org&#039;s pretentious public ceremonies and administrators from [[Camlin]] were beginning to consider their forcible removal. &lt;br /&gt;
&lt;br /&gt;
Possible directions for the team:&lt;br /&gt;
&lt;br /&gt;
1)Gambler&#039;s Reach: Here they might witness raids by either land or sea. &lt;br /&gt;
2)Talk to and or travel with local merchants/caravan leaders: they&#039;ll be subjected to raids as above.&lt;br /&gt;
3)Open water – look for pirates&lt;br /&gt;
4)travel to Camlin and snoop around&lt;br /&gt;
&lt;br /&gt;
Land raids will come in the form of giants and orcs working together. It&#039;ll be too many to overcome, but if they manage to talk to any of them, an orc could let it slip that they&#039;re expecting the &#039;brown brothers&#039; (Org monks) to bring new slave girls soon, which they&#039;ll only receive if they&#039;ve seized enough goods from the north. (Subquest could be to save some slave girls.)&lt;br /&gt;
&lt;br /&gt;
Sea raids will involve catapults of burning pitch and rubble ahead at the party to throw everything into confusion and kill part of the caravan, followed by an onslaught of pirates in rowboats (with arrow shields). From the pirates they might learn that they&#039;re in a rush to meet their buyers to the south. They meet at an island 20 miles offshore.&lt;br /&gt;
&lt;br /&gt;
Products exported from North to South: pitch, wool, beer &amp;amp; spirits, furs, fish, cheese, pickled vegetables, cloth, salt, jewelry, grain.&lt;br /&gt;
&lt;br /&gt;
From South to North: spices, alloys, wine &amp;amp; rum, fine leather, dried fruits, nuts, honey, wax, jewelry, olive oil, weapons and armor, grains, art, fine items of wood, musical instruments, ceramics, Elven artisan creations, and all manner of expensive Eastern goods (carpets, glasswork, exotic spices, gems).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duke of Cuthbert]] is middle-aged, ragged, curious/inquisitive, antagonistically extroverted, morose, of dreaming intellect, unforgiving, greedy, prone to lying, a bit foolhardy, immoral, and yet pious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How it Played out: ==&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1406</id>
		<title>Infiltrators</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Infiltrators&amp;diff=1406"/>
		<updated>2006-11-19T23:43:40Z</updated>

		<summary type="html">&lt;p&gt;69.146.24.30: /* The Characters: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A campaign from 2004. &lt;br /&gt;
&lt;br /&gt;
== The Characters: ==&lt;br /&gt;
[[Tracy Frost]] : Ranger&lt;br /&gt;
[[Jack Truden]] : Assassin&lt;br /&gt;
[[Niko Arcanian]] : Warrior&lt;br /&gt;
&lt;br /&gt;
== The Background: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dukes of [[Drannor]] came together recently to discuss what all their merchant guild leaders were saying: that in recent months, the loss-to-piracy rate of their exports to the south has increased, while the loss-to-piracy rate of imports from the south has decreased. Everyone knows that trade between the north and the south by either sea or land is hazardous, but the sudden shift is suspicious.&lt;br /&gt;
&lt;br /&gt;
Rumors fly:&lt;br /&gt;
&lt;br /&gt;
1) The mages of [[Sorcerors Isle]] are manipulating global commerce for their own unknown purposes. (totally false)&lt;br /&gt;
&lt;br /&gt;
2) The northern merchants are falsely reporting losses in order to convince the Seven Dukes to add tariffs or cut off trade with the south. (totally false)&lt;br /&gt;
&lt;br /&gt;
3) [[Durkin]] intends to build up its coffers (and diminish Drannor&#039;s) as part of preparations for full-scale invasion. They&#039;re coordinating payoffs to both the ocean pirates and the bandit hordes along Gamblers&#039; Reach. A variation on this rumor claims Durkin&#039;s sneaky alliances with pirates, or [[Icelund]], or [[Pendathoway]]. (totally false)&lt;br /&gt;
&lt;br /&gt;
4)A group of giants has descended from the mountains above [[Gambler&#039;s Reach]] and have an organized strategy to extort riches from Drannor. (partially true)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumor #3 is of particular concern to the Seven Dukes of course and they met at a little known keep  in the plains of [[Hilldebrandt]] several months ago to discuss it. Their confederacy is loose, but if the entire kingdom of Durkin is seeking to undermine trade relations and preparing for war, systems must be put in place to defend Drannor. First, they must confirm or rule out the rumors, and decide to put together a small team to ascertain the truth. A large force, or any direct confrontation or demands would be counterproductive – if the rumors of impending war are false, they don&#039;t want to damage relations with Durkin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The truth:&lt;br /&gt;
&lt;br /&gt;
[[The Org]] (of [[Lowenport]] and surrounding area)  has decided to increase its riches and therefore influence by manipulating the north-south trade routes. They have a multi-pronged strategy:&lt;br /&gt;
&lt;br /&gt;
1)By providing expensive &#039;insurance policies&#039; to the merchants of the south, and then ensuring that the goods arrive unharmed. This additionally curries favor with wealthy southern merchants, who consequently defend the interests of the Org.&lt;br /&gt;
2)By buying out regional merchants and producers of the highest-profit goods destined for the markets of Drannor.&lt;br /&gt;
3)By an alliance with the clans of sea pirates to buy Northern goods at a guaranteed price, which can subsequently be sold locally at great profit. As such the Org has become (through their whole-owned businesses) the sole source for some Northern goods. Additionally they&#039;ve provided various articles and equipment of sea warfare to the pirates to help them sink the occasional fortified foe, including devastating seige engine missiles developed in the forges of [[Zareph]] (“doom-iron”).&lt;br /&gt;
4)An Org missionary managed to convert a community of giants in the mountains above Gambler&#039;s Reach, who are organizing the bandit hordes to ignore more of the north-traveling caravans, and attack more of the south-traveling.&lt;br /&gt;
5)&lt;br /&gt;
&lt;br /&gt;
Aiding each prong of the strategy to great effect has been the unearthing of eyes of charming and rod of rulership which the leader of the Org, [[Grand Commodore Odwalla Nazarene]], possesses at all times. The magic items were discovered by an Org missionary exploring a submerged temple miles off the coast.&lt;br /&gt;
&lt;br /&gt;
The possession of these items are the key to the success of the Org&#039;s growth and manipulation of international commerce. In fact, the locals in Lowenport were beginning to grow weary of the Org&#039;s pretentious public ceremonies and administrators from [[Camlin]] were beginning to consider their forcible removal. &lt;br /&gt;
&lt;br /&gt;
Possible directions for the team:&lt;br /&gt;
&lt;br /&gt;
1)Gambler&#039;s Reach: Here they might witness raids by either land or sea. &lt;br /&gt;
2)Talk to and or travel with local merchants/caravan leaders: they&#039;ll be subjected to raids as above.&lt;br /&gt;
3)Open water – look for pirates&lt;br /&gt;
4)travel to Camlin and snoop around&lt;br /&gt;
&lt;br /&gt;
Land raids will come in the form of giants and orcs working together. It&#039;ll be too many to overcome, but if they manage to talk to any of them, an orc could let it slip that they&#039;re expecting the &#039;brown brothers&#039; (Org monks) to bring new slave girls soon, which they&#039;ll only receive if they&#039;ve seized enough goods from the north. (Subquest could be to save some slave girls.)&lt;br /&gt;
&lt;br /&gt;
Sea raids will involve catapults of burning pitch and rubble ahead at the party to throw everything into confusion and kill part of the caravan, followed by an onslaught of pirates in rowboats (with arrow shields). From the pirates they might learn that they&#039;re in a rush to meet their buyers to the south. They meet at an island 20 miles offshore.&lt;br /&gt;
&lt;br /&gt;
Products exported from North to South: pitch, wool, beer &amp;amp; spirits, furs, fish, cheese, pickled vegetables, cloth, salt, jewelry, grain.&lt;br /&gt;
&lt;br /&gt;
From South to North: spices, alloys, wine &amp;amp; rum, fine leather, dried fruits, nuts, honey, wax, jewelry, olive oil, weapons and armor, grains, art, fine items of wood, musical instruments, ceramics, Elven artisan creations, and all manner of expensive Eastern goods (carpets, glasswork, exotic spices, gems).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duke of Cuthbert]] is middle-aged, ragged, curious/inquisitive, antagonistically extroverted, morose, of dreaming intellect, unforgiving, greedy, prone to lying, a bit foolhardy, immoral, and yet pious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How it Played out: ==&lt;/div&gt;</summary>
		<author><name>69.146.24.30</name></author>
	</entry>
</feed>