Vanished Lands
Melchior Merryman
Byron V.O.'s male Saganim/Hifalendorin human Cleric of Ulandt, using "BFRPG"
Description:
Player Character: “Melchior Merryman”
Role-Player: Byron V.O.
Campaign: “Vanished Lands” heroic fantasy
- Game Master: Gene D.
- Adventuring parties: “Mystical Harmony/the Seekers of Lore/Lore Wardens” (Boston-area Party Yb-3c), “Vistel’s Expedition” (39, Boston area)
- Rules systems: Dungeons & Dragons 3.0, D20 Basic Fantasy Role-Playing Game_, and Fantastic Adventures in Tabletop Entertainment (FATE) 3e Legends of Anglerre
- Date revised: 26 June 2014/“14 March 1227 B.C.E.”
Aspects (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; start with 5, gain one aspect or +1 to one attribute every 10 sessions or 2 levels):
- Origin (species/race): Saganim/Hifalendorin (proto-Celtic/Western European) human
-
Occupation (class/subclass): Cleric/Defender of the Night (custom prestige class)
- Level (no. of sessions divided by 5): 8/3
- Trouble/foibles: Often disguised as a fop
- Guest Stars (not a fellow party member or follower): wife Morgaine (handmaiden to Saganim Queen Margaret), sons Esteban and ?
- Alignment: Neutral Good, with Chaotic tendencies
- Motivation/allegiances: Hates vampires and intelligent Undead
- Name level (ties into campaign): On her majesty’s secret service
- Adventuring/reputation:
Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin):
- Strength: 13 (bonus: + 1; x5 = max. carry, x10 = max. lift, to melee damage)
- Dexterity: 16 (+ 2; x2 = ft. per round; to Acrobatics/Reflex, initiative)
- Constitution: 16 (+ 2; to Hit Points, Endurance/Fortitude)
- Intelligence: 18 (+ 3 ; see skills)
- Wisdom: 20 (+ 4; to Resolve/Will)
- Charisma: 15 (+ 2; to Leadership)
(See Aspects for advancement; Bonuses: 1-3: – 3, 4-5: – 2, 6-8: – 1, 9-11: 0, 12-14: + 1, 15-17: + 2, 18-20: + 3, 21-23: + 4)
Combat statistics:
- Armor Class: 17 (studded leather 14, + 2 Dex bonus, + 1 Leaf Weave armor)
- Hit Points: 67 (Clr d8; start at max., plus Con bonus; +1 hit die every 5 sessions or level)
- Base Attack Bonus: +5 (on 1d20 to hit; by class/lvl., see also Brawl, Melee, Shooting; no_ Dex bonus; +1 every 10 sessions or 2 lvls.)
-
Weapons (ranged and melee, by reach/range, total damage, ammo, qualities):
- Crossbow, light, 1d8, range 10, with silvered, tumbling, and +1 bolts
- Dagger, throwing, 1d4+1, range 10
- Quarterstaff, masterwork, silvered, Sizing, Undead Bane 1d6+2
- Rapier, 1d6
- Sap, 1d6+1 subdual
- Sword, short, 1d6+1 (in false quiver)
Skills (on 1d20; by Attribute bonus, ranks, total; 10 points to start, +1 point per session or +5 points per level; ranks limited to level): 55 ranks total
Combat-related (see also BAB):
- Brawl: 2 (1 ranks + 1 Str; unarmed combat, see Martial Arts stunt for Dex)
- Melee: 4 (3 + 1 Str; hand-to-hand weapons)
- Shooting: 4 (2 + 2 Dex; ranged weapons)
Saving throws:
- Acrobatics: 4 (2 ranks + 2 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
- Endurance: 4 (2 + 2 Con; Fortitude, run, stamina, swim)
- Resolve: 6 (4 + 4 Wis; Will)
Other proficiencies:
- Animal Handling: 4 (0 ranks + 4 Wis; ride)
- Area Knowledge: 4 (1 + 3 Int; by region — Saganim; geography, history, law/politics)
- Athletics: 2 (1 + 1 Str; climb, jump, lift)
- Craft: 2 (0 + 2 Dex/+ 3 Int; by creation, e.g. alchemy, armory, cooking, herbalism, magic items, poisons, weapon smith)
- Deception: 3 (1 + 2 Cha; bluff, disguise)
- Diplomacy: 3 (1 + 2 Cha; bargaining, persuasion, taunt)
- Devices: 3 (1 + 2 Dex; locks, traps, constructs, mechanic)
- Engineering: 3 (0 + 3 Int; architecture, dungeoneering, siege engines, power systems)
- Gaming: 3 (0 + 3 Int; incl. gambling)
- Intimidation: 1 (0 + 1 Str; interrogation)
- Leadership: 13 (11 + 2 Cha; followers)
- Linguistics: 6 (3 + 3 Int; decipher, forgery; knows Alvari, Bamoric, Draconic, Goblinish, Hifalendorin, Orgul, Saganim (native), see also description, below)
- Medicine: 7 (3 + 4 Wis; healing)
- Mysteries: 15 (11 + 4 Wis; spells/psi/powers)
- Perception: 5 (1 + 4 Wis; empathy/sense motive, notice)
- Perform: 5 (2 + 2 Cha/+; by medium, incl. acting, dance, painting, sculpture, music, poetry)
- Profession: 5 (1 + 4 Wis; priest, non-adventuring, e.g. appraisal)
- Science/technology: 3 (0 + 3 Int; lore, by type, e.g. biology, computers)
- Sleight of Hand: 3 (1 + 2 Dex; holdout, pick pockets)
- Stealth: 5 (3 + 2 Dex; follow/shadowing, hide, move silently)
- Streetwise: 2 (0 + 2 Cha; contacts/gather info, rapport)
- Survival: 4 (0 + 4 Wis; by terrain, incl. tracking)
- Vehicles: 2 (0 + 2 Dex; by type/medium)
- Warfare: 3 (0 + 3 Int; tactics, strategy, weaponry)
Skill notes:
- Racial abilities: Human — + 2 to any one stat (Wis) at creation, plus adaptability, minus corruptibility
Stunts (race/class abilities, skill specializations/feats and attribute swaps, spells, signature items, superpowers, etc.; by type, source, notes):
- Blind Fighting (Defender of the Night/Grim)
- Darkvision (Grim)
- Detect Undead (Grim; at will)
- Positive Energy Burst (Cleric): 1d6 x Lvl. x day to heal allies or harm Undead (vs. within 30 ft.,
- Spellcasting (Cleric, three slots — can cast up to Lvl. 6 divine spells)
- To get? Divination, Extra Turning, Hide in Plain Sight, Shadow Stride, Summon Shadow Mastiff
Refresh: 4 remaining of 11 total (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)
Spells (by level, source, effect; 1 stunt slot per 2 levels of castable spells; 24 spell levels per day = 15 total Mysteries ranks + 3 spellcasting stunt slots squared (9); save DC = 10 + spell level + 1/2 character level):
- Previously: Can cast three 1st, three 2nd, two 3rd, two 4th, and one 5th; chance of spell failure: 20%
- Domains: Dreams (immune to fear) and Trickery (gain Bluff, Disguise, Hide as class skills)
-
Lvl. 0 (Orisons)
- Clean (D20 OGL)
- Create Water (D20)
- Cure Minor Wounds (D20)
- Detect Curse (D20)
- Detect Disease (D20)
- Detect Poison (D20)
- Disrupt Undead (D&D3.5 Player’s Handbook)
- Guidance (D20)
- Inflict Minor Wounds (D20)
- Lengthen Shadows (D20 Book of Roguish Luck)
- Mending (D20)
- Prestidigitation (D&D3.5 PHB)
- Quick Sober (D20, Rogue)
- Read Magic (D20)
- Shadow Blindness (Roguish Luck)
- Shockwave (D20 Spells and Spellcraft)
- Silent Portal (D&D3.x Magic of Faerun/Spell Compendium)
- Silhouette (_Roguish Luck)
- Smuggler’s Veil (Roguish Luck)
- Styptic (Defender of the Night prestige class, stops bleeding, vs. Will)
- Tongue of Heaven (Celestial, D20 SS)
- Virtue (D20)
-
Lvl. 1
- Alarm (D&D3.5 PHB)
- Bane (D20)
- Burial Blessing (D20 SS)
- Cause Fear (D20)
- Cheat (D&D3.5 Spell Compendium)
- Climb Walls (D&D3.5 SC)
- Cloak of Dark Power (D&D3.5 SC)
- Cloak of Shade (D&D3.5 Sandstorm)
- Command (D20)
- Community Protection (Test?)
- Comprehend Languages (D20)
- Cure Light Wounds (domain, BFRPG)
- Deadend (D&D3.5 SC)
- Detect Alignment (BFRPG)
- Detect Magic (BFRPG)
- Disappear (D20 Relics & Rituals)
- Disguise Self (D20, domain)
- Divine Favor (D20)
- Doom (D20)
- Endure Elements (D20)
- Entropic Shield (D20)
- Gambler’s Luck (D20, Rogue)
- Grave Strike (D20 Complete Adventurer, can sneak attack Undead)
- Hide from Undead (D20)
- Inflict Pain (Test? 1d8+1 subdual damage)
- Light (BFRPG)
- Locate Water (Sandstorm)
- Magic Stone (D20)
- Magic Weapon (D20, +1)
- Minor Symbol of Divinity (Spellcraft)
- Moonscript (Roguish Luck)
- Net of Shadows (Magic of Faerun)
- Nimbus of Light (D20 Complete Divine)
- Obscuring Mist (D20)
- Obscure Shadow (R&R)
- Omen of Peril (Spellcraft)
- Phantom Threat (D&D3.5 SC)
- Protection From Evil (BFRPG)
- Purify Food and Drink (BFRPG)
- Rattling Chant (Roguish Luck)
- Remove Fear (D20)
- Remove Scent (D&D3.5 SC)
- Reshape Shadow (D20, domain)
- Resist Fire (BFRPG)
- Resurgence (D20, Rogue)
- Sanctuary (D20)
- Shade’s Sight (R&R)
- Shield of Faith (D20)
- Shockwave Strike (D20)
- Skilled Craftsman (Test? followers of Ulandt)
- Sleep (domain)
- Smite (D20)
- Summon Monster I (D20)
- Tanil’s Touch (D20, touch of luck 1x per week)
- Vigor, Lessor (Spellcraft)
-
Lvl. 2
- Aid (D20)
- Align Weapon (D20)
- Augury (D20, domain)
- Bear’s Endurance (D20)
- Bless (BFRPG)
- Bull’s Strength (D20)
- Calm Emotions (D20)
- Claws of Darkness (D&D3.5 SC)
- Cloak of Darkness (Roguish Luck)
- Commanding Presence (Spellcraft)
- Consecrate (D20)
- Cure Moderate Wounds (D20, domain)
- Curse of Ill Fortune (Spellcraft)
- Darkbolt (D&D3.5 Book of Vile Darkness, but minus cold damage)
- Darklight (D20)
- Darkness 20-ft. radius (D20)
- Darkvision (D&D3.5 PHB, class)
- Dead Man’s Eyes (D20, Rogue)
- Death Armor (D&D3.5 SC)
- Deific Vengeance (Spellcraft terms of Ulandt)
- Delay Poison (D20)
- Desecrate (D20)
- Dessicate (Sandstorm)
- Divine Wisdom (Spellcraft)
- Divine Insight (Complete Adventurer +5 on next skill check)
- Eagle’s Splendor (D20, Cha)
- Enliki’s Luck (Spellcraft reroll crit fumble)
- Enthrall (D20)
- Ethereal Bolt (R&R)
- Find Traps (BFRPG)
- Freedom of Breath (Sandstorm)
- Gentle Repose (D20)
- Gloom (Spellcraft)
- Healing Lorecall (Complete Adventurer)
- Hold Person (BFRPG)
- Iron Silence (D20, Rogue)
- Inflict Moderate Wounds (D20)
- Make Whole (D20)
- Nightmare Lullaby (Magic of Faerun)
- Owl’s Wisdom (D20)
- Peerless Camouflage (Roguish Luck)
- Phantasmal Assailant (D&D3.5 SC)
- Reflective Disguise (D&D3.5 SC)
- Remove Paralysis (D20)
- Resist Energy (D20)
- Restoration, Lesser (D20)
- Rune of Darkness (R&R)
- Shadow Jump (Roguish Luck)
- Shadow Mask (D&D3.x Forgotten Realms Campaign Setting)
- Shadow Spray (D&D3.5 SC)
- Shatter (D20)
- Shield Other (D20)
- Silence 15-ft. radius (BFRPG)
- Silent Combat (Roguish Luck)
- Silent as Rats (Roguish Luck)
- Sound Burst (D20)
- Spiritual Weapon (BFRPG)
- Status (D20)
- Step Under My Shadow (Roguish Luck)
- Summon Monster II (D20)
- Undetectable Alignment (D20)
- Wave of Grief (SS)
- Zone of Truth (D20)
-
Lvl. 3
- Bestow Curse (D20, -6 to ability score, -4 on all other rolls)
- Cone of Dimness (D&D3.5 SC)
- Blindness/Deafness (D20)
- Confusion (D20, domain)
- Contagion (D20)
- Continual Light (BFRPG)
- Cure Disease (BFRPG)
- Dar Tan’s Shadow Bolt (R&R)
- Daylight, 60-ft. radius (D20)
- Deeper Darkness, 60-ft. radius (D20)
- Deeper Darkvision (D&D3.5 SC)
- Enter Shadow (Roguish Luck)
- Glyph of Warding (D20)
- Helping Hands (D20)
- Inflict Serious Wounds (D20)
- Invisibility (BFRPG domain)
- Invisibility Purge (D20)
- Locate Object (BFRPG)
- Magic Vestment (D20, +1 per four levels of spellcaster)
- Meld into Stone (D20)
- Murder of Crows (Defender of the Night, summons 1d4 crows, vs. Reflex)
- Obscure Object (D20)
- Prayer (D20, +1 to allies’ rolls)
- Protection From Energy (D20, absorb d12 damage)
- Protection From Evil, 10-ft. radius (BFRPG)
- Remove Blindness/Deafness (D20, magical effects)
- Remove Curse (BFRPG)
- Remove Disease (D20)
- Rune of Sleep (R&R)
- Searing Light (D20, 1d8)
- Secret Page (D&D3.5 PHB)
- Shadow Bridge (Roguish Luck)
- Shadow Conjuration (D&D3.5 PHB)
- Shadow Strike (R&R)
- Speak With Dead (BFRPG, one question per 2 levels)
- Spectral Weapon (D&D3.5 SC)
- Stone Shape (D20)
- Summon Monster III (D20)
- Water Breathing (D20)
- Water Walk (D20)
- Wind Wall (D20)
-
Lvl. 4
- Animate Dead (BFRPG)
- Create Water (BFRPG)
- Cure Serious Wounds (domain, BFRPG)
- Darkvision, Mass (D&D3.5 SC)
- Dispel Magic (BFRPG)
- Shadow Conjuration (D&D3.5 PHB)
- Shadow Form (D&D3.5 SC)
- Shadow Shield (R&R)
- Shadow Step (D20 Hamunaptra)
- Shadow Well (Magic of Faerun)
- Translocation Trick (D&D3.5 SC)
-
Lvl. 5
- Create Food (BFRPG)
- Curtain of Darkness (R&R)
- Dream (D&D3.5 PHB)
- Healing Circle (D20, domain)
- Nightmare (D&D3.5 PHB)
- Permanent Image (D20, domain)
- Phantasmal Thief (D&D3.5 SC)
- Reflective Disguise, Mass (D&D3.5 SC)
- Shadow Evocation (D&D3.5 PHB)
- Symbol of Sleep (D&D3.5 PHB, domain)
- Lvl. 6: Animate Objects, Blade Barrier, Find the Path, Heal, Part Water, Pass Tree, Reincarnation, Speak With Monsters, Weather Summoning, Word of Recall (BFRPG, D20)
- Lvl. 7: Faerie Ring, Regenerate, Restoration
- Lvl. 8:
- Lvl. 9:
Bio:
Description:
- Gender: Male
-
Date of birth/age: 40 (born 1267 B.C.E.)
- Date created:
- Eyes: Hazel; Hair: Dark auburn hair (with beard) with several strands of silver
- Complexion: Fair to tanned (often disguised)
- Height: 5 ft., 8 in.; Weight: 175 lbs.
-
Languages: Native, plus 6 ranks in linguistics, plus 1 from class and 1 from a spell
- Alvari (Sylvan Elven)
- Bamoric (eastern humanoids — Bakemono, Minotaurs, Oni — and Nannuattan — eastern Dark Elves — of the Bamor Mountains and the kingdom of Gokuri)
- Celestial (from spell Tongue of Heaven, see below)
- Draconic (and Reptile-kin)
- Zuromm (Undercommon/Goblinish)
- Hifalendorin (western human common)
- Orgul (Orcish, Ogres)
- Saganim (native)
- Thieves’ Cant (bonus from class)
Equipment
-
Magic/empowered items (nonweapon):
- Armor, +1, Leaf Weave , blackish-green, from Blackhorse Grugach
- Bag of Holding
- Boots of Striding and Springing, +10 to move
- Cloak of Arachnidia: +2 on Fort saves vs. spider poisons, Web 2x per day, Spider Climb at half speed
- Ring of Mind Shielding
- Ring of Obscure Alignment
- Scroll of Distort Shadow (Lvl. 1 arcane)
- Sun rods: 3
- Wand of Daylight: 6 charges
-
Clothing:
- Belt, leather, wide
- Boots, smuggler’s (holds dagger, garrote)
- Clerical vestments
- Courtier’s outfit
- Hat, floppy
- Peddler’s outfit
- Studded leather armor, blackened
-
Occupational tools:
- Disguise kit
- Healer’s kit
- Holy symbol of Ulandt, silver and jet, masterwork
- Thieves’ tools, masterwork
-
Rations:
- Dried fruit and meat, 5 days’ worth
- Bread/rice, 5 days’ worth
- Water/wineskins, 2 pints
-
Other gear:
- Backpack and pouches, leather, full
- Blankets, bedroll
- Caltrops, jack type
- Climber’s kit — crampons, pitons
- Duck caller
- Flash pellets, smoke bombs
- Grappling hook, Gnomish collapsible
- Letter of introduction from “Ol’ Pete” [Dan A.] to Thadenis thieves’ guild
- Mandolin, masterwork
- Rope, silk, 100 ft.
- Spyglass
- Torches, 10
-
Animals/transport: Tybalt and Yorrick, wagon mules
- Bit, blankets, bridle, harness, tack, saddle, stirrups
- Saddlebags, with 4 days’ grain
-
Money:
- Copper pieces: 20
- Silver pieces: 60
- Electrum pieces: 10
- Gold pieces: 200 (spending money for incidentals, maintenance)
- Platinum pieces: 10
- Gold pieces in gems: 100
Bio:
- Homeland/nationality: Saganim, with Hifalendorin blood
- Patron deity/philosophy: Ulandt, lady of rest (sleep, the night, and Rogues) — symbol: closed eyes
- Appearance, mannerisms:
- Family/mentors: Melchior is the youngest of four children born to Baxter Merryman and Fiona MacMurda Merryman. They have been married for 45 years.
His mother, Fiona (2nd Druid, age 57) is the 2nd Child of Aedan MacMurda (5th/5th Rogue/Ftr Age 78 (effected by 5 Longevity potions – appears 51), Laird of Clan MacMurda. Clan MacMurda is scattered along the Saganim side of the Aehonir River with various small land holdings but the largest is in and around the Thorp of Dunwater where the Clan Bailey stands in the Red Oak Vale.
Dunwater, about 25 miles south of Grayton, boasts 150 people (Mostly Mac Murda’s), three taverns, and a jail with the Laird usually appointing his eldest son (currently Cerwyn Mac Murda 7th level Ftr) as Sheriff of the Vale. Clan MacMurda is relatively poor today and exists primarily because of its excellent cattle that are shipped for slaughter to Hesolin or Nadwi (300 head a year).
Land Area of Clan MacMurda — 9 square miles. At one time (150 years ago), the Clan was one of the more important members of the Saganim Aristocracy. This was before the Battle of Grayton, when the Necromancer Bakalle Mac Murda and his forces were crushed at the hands of the Saganim Crown. Clan MacMurda lost 500 members that day.
Some say Clan MacMurda is now cursed and has fallen to its current state when Bakalle Mac Murda kidnapped a royal princess and then was forced to kill her in an attempt to revolt against the Saganim crown. Some say the Ghost of Princess Ardana can still be seen outside the Bailey of Clan Mac Murda looking for her lost heart. Others say it is just a malevolent Banshee.
Melchior’s father, Baxter Merryman (Ftr 4th, age 62) is a Barge Captain with his own “fleet” of 4 Barges for the transport of cattle or other good to Hesolin or Nadwi. The Merryman family is involved in the business of growing wheat, flax and barley for transport to major markets. Baxter’s arm of the family controls the barges that move the wheat. Baxter was born in Nadwi but moved as a young man to the riverside village of Edon Bywater, 50 miles north of Hesolin on the Aehonir River.
The village of 200 itself is a series houses supported above a broad river estuary by 30’ long poles. With the barges and other vessels tied up below. During his days as a young Riverman he met Fiona Mac Murda and fell for the red-headed beauty at first sight. Aedan MacMurda married off his oldest daughter to Edward Merryman, when Baxter got his father to pledge that henceforth the Merryman’s would forever ferry up to 500 head of Mac Murda cattle a year to market for free, provided the market was no farther away than Hesolin.
In the past few years, the Merryman family has lost 2 of its largest barges to river actions involving giant waterbugs ridden by tiny blue goblins. If it loses more it could lose its access to major markets. Recently the family farms have come under assault by a barrage of Volts that seem to re-appear every spring.
Siblings:
- Cairell Merryman: 8th level Ranger—Hifalendorin military, assigned to the defense of Hesolin — swamps. Tour of Duty over in 3 months, then to retire to run the family business. (Age 43)
- Shamus Merryman: 2nd level Rogue; last known whereabouts, Sileran in the Kingdom of Saganim (Age 42)
- Sgt. Edward Merryman: 2nd level Fighter Killed by Zombies in an action in Hesolin when the city was sacked by the Ghost Fleet. (closest by far to Melchior, who still wears Edward’s confirmation medal — Temple of Otih). (Age 40)
Other notable relations:
- Brix Mac Murda: (female 1st Cousin) 7th level Sorcerer — last known whereabouts Tong Sheng. Known companions: the Pixies Clim and Blim. (Age 36)
- Brion of Black Elk: (3rd Cousin) 4th level Paladin of Otih — Posted in Tensar. (Age 30)
- Symbol of Clan Mac Murda: Silver Oakleaf Inside the Golden Torc of Silvanus
- Mac Murda Clan Tartan: Black base, silver & red
Backstory: Melchior’s father knew from an early age that Melchior would never be a good “Riverman.” Melchior was never a coward but he complained about rain, he complained about too much sun, he complained about being bored and he complained about transporting cattle (smelly). To fix this problem and to hopefully build up the spine of his youngest child he sent Melchior to the War College of Hifalendor.
The preparatory academy took young Melchior in when he was seven. Baxters’ favorite Cairell “the Golden Child” was on her way to graduating from the War College with honors at the same time and (thought Baxter) to keep an eye on Melchior. During his time at the Academy Melchior gained an appreciation for physical skills he had not previously had and was particularly attracted to stealth, acrobatics and night combat courses.
Shortly after entering the War College Proper (age 15) Melchior went with some young cadets to see a stage play in Hesolin. The pageantry and beauty of the play, the skill of the actors swept young Melchior away. From that day forward he forgot about the War College and only wanted to act, to perform. Soon he was expelled from the College for lack of discipline and lack of attendance. By this time young Lt. Cairell Merryman was with a Cavalry unit in the North and Melchior refused to return home even when his father demanded it.
Over the course of a year, Melchior became estranged from his family and took on a number of odd jobs in Hesolin as he sought to become one of the stage actors he so admired. During this time he left the faith of both Silvanus (Mac Murda clan) and Otih (Merryman’s) and went from “Light to Darkness” and joined the faith of the Lady of Healing. With the help of the church, he made a living as a scriptorium provisioner (buying paper, parchment and vellum and compounding inks out of natural ingredients). He also fell in with a rough crowd in the dingy regions of Hesolin.
By the age of 27, he began to realize that his dreams of a stage career would never be realized. He had had some small parts, but his ambitions were never realized. Thereafter he took up music as a way to make more money and supplement his church work with street performances on the mandolin. Typically with the old songs of the Saganim that his mother had taught him, he also did a fair bit of storytelling.
It was at a street performance that he met a runaway named Anissa. Anissa was 16 and Hifalendorin, she was so blond her hair was almost platinum. Her sparkling blue eyes made Melchior melt instantly. The beautiful Anissa was tired, hungry and leaving an abusive family behind. Partly out of charity, partially out of personal interest Melchior took Anissa in.
For her part, she loved his ambition, his performances and his over the top personality. It took some of the spotlight away from her. Anissa also began working for the Lady of Healing as a Nurse and medicine compounder. The two never married but were together always.
Eventually Melchior and Anissa (years ago) went on a visit to her mother 20 miles north of Hesolin to gain her blessing so they could wed. At this time they stopped at the River Breeze Inn. One of the other guests their, or perhaps someone who only came at night was Madelyn Thalos, or that is how she introduced herself. The trio quickly fell to talking with Madelyn paying particular attention to Anissa.
Early on Anissa was apparently unaware of the undue attention from Madelyn but before Melchior knew it the two were making plans to meet at a tavern in Hesolin. The next morning the innkeeper indicated that no “Madelyn” was a guest of the River Breeze Inn. Melchior and Anissa got her mother’s blessing and went back to Hesolin to prepare for a wedding, with Anissa acting strangely the entire time.
Some three weeks later (in late Fall) Melchior came home to discover Anissa gone. When he went looking for her he found his betrothed in a very bad part of town in a tavern with an evil reputation the—“Black Cat” Tavern. When Melchior approached Madelyn and Anissa and asked why they had not included him Madelyn (now carrying a longsword and wearing studded leather) picked him up with one hand and threw him out the door. Only Anissa’s pleading kept Madelyn -– now with very bloodshot eyes – from killing Melchior outright.
Anissa did not come back to their home that night. The next night Melchior was frightened off by the supernaturally strong Madelyn but took a mace and some leather armor from a friendly acolyte and went to the “Black Cat” alone. Melchior had learned to disguise himself and in so doing he found Anissa and Madelyn chatting two young sailors up. Just after midnight the group left the tavern for the alley way behind. Melchior followed some moments later.
He got on the scene just as Anissa made her first kill as a Vampire with Madelyn cheering her on (she had already sucked hers dry). Melchior was frozen in fright. As Anissa saw him with blood streaming down her face her laughter turned to tears. Madelyn then went after Melchior, with Anissa pulling her back.
At that moment Madelyn told Melchior that if he came between them again she would kill him herself. Thereafter they flew away but not before Madelyn broke both of Melchior’s arms. Melchior does not know where they are now.
At the Houses of Healing the maimed Melchior swore three oaths to himself. He would destroy Madelyn himself for talking his Anissa, He would end Anissa’s suffering and her rampage; and he would fight undead wherever and with whatever tools he could. To this end he joined the priesthood of Ulandt.
Sometime after the “Liberators” raced Orcish warlords for the Axe of the Dwarvish Lords and the “Dragonslayers” conducted diplomacy and encountered the dreaded ghost fleet, a group of performers known as “Mystical Harmony” gathered on the western Plains of Sathendo. As the “Seekers of Lore,” they fought humanoids from Zuromm and sailed the Sea of Nagendwa (2005 to 2006, “1231 to 1230 B.C.E.”).
From the Barbari port of Gisar, the “Lore Wardens” journeyed 400 years into the future, where Melchior helped rescue a young boy named Esteban, whom he later adopted as his ward. Upon his eventual return to Thadenis, Melchior joined Her Majesty’s Secret Service and married Morgaine, a handmaiden to Queen Margaret.
While Melchior often poses as a wandering minstrel, he’s actually a Cleric of Ulandt and a Defender of the Night. Melchior helped King Edmund II when the capital of the Saganim was beseiged by forces from the Garku Nasit and Zuromm, and he later met members of “Holy Steel,” the “Broken Chains,” and the “Faith-Based Initiative.”
Among other things, Melchior helped “Sukhov” clear out a ninja clan from the House of Xia monastery. In March 1228, “Vistel’s Circus” first visited the city of Thadenis….
Followers :
- Esteban Merryman: male Hifalendorin (proto-Western European) human Rogue (Thief-Acrobat), ward of Melchior rescued from future Gisar; Lvl. 1
- Desmond Murdoch: male Saganim (proto-Celtic) human Cleric (Divine Oracle), administrative aide; Lvl. 5
- Fionn MacCool: male Saganim human Fighter (Hunter of the Dead), head of security; Lvl. 6
- Shaun ap Brodagh: male Saganim human Ranger (Vigilant), gardener; Lvl. 6
- Aileen Ceddris: female Saganim human Wizard (Elemental Savant), tutor; Lvl. 6
- Bridget McGowan: female Saganim human Druid (Mistress of Radiance), governess; Lvl. 7
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Vinstel Wormish: male Harfoot Halfling Rogue, from village devastated by Necromancer; cook; Lvl. 8
- Two 1st Lvl. Rogues, one 2nd Lvl. Rogues, followers of Vinstel
- Eight 1st Lvl. Clerics, one 2nd Lvl. Cleric of Ulandt, healers
Contacts:
- Ilnadu Magevictor: male Saganim human Rogue at the Royal Society for Exploration and Cartography in Thadenis, capital of the human kingdom of Saganim
- Shea Thrusharrow: male Sylvan Elf student at the Harandrim Academy (Magisterium at Thadenis, founded by Brian W.’s late Wizard “Heron”)
- Agatha, Ophelia, Nidra: female Saganim human priestesses of Ulandt at the Houses of Healing in the capital of Thadenis
- Anastasia: female Saganim human priestess of Brijitt, goddess of fire and poetry, at the Bardic College in Thadenis
More notes on the church of Ulandt, lady of rest
- Recognized orders:
- Order of the Healing Heart — nurses, physicians, some monks, hospice staff; Patron Saint: Aescalus of the Many Wounds
- Order of the Laughing Priests — itinerant priests, friars (think Franciscans), some Bards; Patron Saint: Sardonya Far-Wanderer
- Order of the Black Rose — temple-posted priests, academics; Patron Saint: Obexx the Teacher
- Order of Night Steel — military arm, guard Clerics, Fighters, Rogues; Patron Saint: Obscura of the Rapier
- Order of the Closed Eye — administrators, bureaucrats, special ops.; Patron Saint: Eteril the Protector
- Pillars of the Faith — the prophets Sardonus, Obexx, Felix
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Level-Dependent Titles:
- Lvl.|Title
- 0-1 Attendant Priest
- 2-3 Priest Healer
- 4-5 Grey Priest
- 6-7 Grey Healer/Abbott
- 8-9 Dark Vicar
- 10–above Black Bishop (usually high priests at major temples)
- 12–above Dark Herald of Ulandt (Cardinal)
- 14–above Transcendant Healer and Keeper of the Night =– Head of the Church
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Structure:
- 1 — Keeper
- 5 — Dark Heralds (1 for each order)
- 25 — Black Bishops
- 200 — Dark Vicars
- 400 — Grey Healers
- 600 — Other lower clergy
- 100 — Other (Defenders, Rogues, Wizards etc.)
“Mystical Harmony/the Seekers of Lore” (“Lore Wardens”) Player Character roster for Boston-area Party Yb-3c in Gene D.’s “Vanished Lands” heroic fantasy campaign, as of late spring 2006:
- “Melchior Merryman” [Byron V.O.]-male Hifalendorin/Saganim human Cleric of Ulandt, lady of rest/Defender of the Night; NGl, Level 8/2
- “Sukhov Ichi Tonomo” [Beruk A.]-male Barbari human Monk/Fighter; LNg, Lvl. 8/1
- “Saerek Aesgeirr” [Greg D.C.]-male Skaevingol (Viking-style Barbari) human Fighter; LNg, Lvl. 10
- “Ahrad” [Thomas K.Y.]-male Sylvan Elf (Wood; “Sly Leaf”) Ranger; NGl, Lvl. 9
- “Rigas Lukot” [Brian W.]-male Grugach shaman (Wild Elf Sorcerer); TNg, Lvl. 7
- “Vülgar” [James B.]-male Wolfen Barbarian; NGc, Lvl. 7
Associates: - “Sai-yllen Taerilsyl” [Paul J.]-male Atlantean (Theran/Minoan Greek) human Sorcerer/Rogue; CGn, Lvl. 3/3
- “Daniel Taerilsyl” [Paul J.]-male Half-Elf Sorcerer/Rogue, descendant of “Sai” met in a future Hesolin; CGn, Lvl. 3/3
- “Milo Goodbottom” [Dan A.]-male Harfoot Halfling Paladin; LGn, Lvl. 1
- “Pita ‘Ol’ Pete’ Arborson” [Dan A.]-male Barbari human Ollave (Druid-like Sorcerer); TNl, Lvl. 4
- “Pralin Subran” [Brian W.]-male Hifalendorin (proto-Western European) human Rogue; NGc, Lvl. 1
- “Harandrim Ufodil-Asolis Runethfatheh-‘Heron Runefey’” [Brian W.]-male Sylvan (Wood) Elf Wizard/Fighter; CGn, Lvl. 4/4; killed in the ruins of the House of Xia in Gisar
- “Lornak Stonecrusher” [James B.]-male Hill Dwarf Fighter; CGn, Lvl. 1
- “Morthic Stonelayer” [James B.]-male Hill Dwarf Cleric of Clangodain Silverbeard, lord of battle; LNg, Lvl. 8; killed in the ruins of the House of Xia in Gisar
- “Brother Cathal Duartbell” [Atilla C.]-male Saganim (proto-Celtic) human Paladin of Edillon (Urda), lord of the sky; LGn, Lvl. 7
- “Miss Crevan” [Non-Player Character/Atilla C.]-female Half-Elf Bard and cohort of “Duartbell”; LGn, Lvl. 4
- “Desmond Griffith” [Tony Y.]-male Saganim human “tailor” (proto-Celtic Rogue) working aboard the “Gull’s Wing”; NGc, Lvl. 5
- “Verbigarnd” [Tito] -male Hill Dwarf Fighter; LNg, Lvl. 4, met at the Ironhooves Arena in Thadenis
- “Aoelia” [Alysia]-female Avariel (winged Elf) Druid; LNg, Lvl. 5
- “Eva” [Gabe C.]-female Quelanthi scout/Transmuter (High Elf Rogue/Wizard) from [Paul J.’s] the “Crossroads of Eternity”; helped with the ninja dojo and initial mission to the Temple of Elemental Evil; CGn, Lvl. 6/4?
“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of early summer 2014:
- “Giacomo ‘the Mysterious’ Du Vane” [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 9
- “Hamfast Hammerfist” [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 9
- “Scully Strongbow” [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 9
- “Corwin Windsong” [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 9
- “Elsa Fairbottom” [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 9
- “Tempestade” [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 9
- “Radius” [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 9
- “Sir Torrel” [Alex W./departed ]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7
- “Rhys Davies” [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer; Lvl. 9
Advancement:
- Every session: +1 skill point
- Every five sessions (D20 level): +1 hit die
- Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute
- Image links: