Tuesday, January 2, 1990

Tékumel Timeline


(All dates are approximate)
60,000 A.D. -- Tékumel terraformed and colonized.

61,000 A.D. / 30,000 B.S. (before Second Imperium) --  Something happens! The Time of Darkness. Tékumel is thrown into a pocket dimension, civilization falls. The Latter Times begins. Those that survived cataclysm hoard everything, even toiletries. Some new devices manufactured for awhile. Mental techniques for drawing power from other dimensions (i.e. magic) developed. 

25,000 B.S. -- Empire of Llyán of Tsamra, first known historical empire, arises and conquers what is now Livyánu and Mu'ugalavyá. 

24,000 B.S. -- City States of the Triangle founded in area of modern Tsolyánu. 

23,000 B.S. -- First of the Gods contacted: Vimúhla - Lord of Fire. The Dragon Warriors, Vimúhla-worshipping barbarian tribesman from Nlüssa invade from the north and wipe out Llyáni empire and the Triangle. Whether the 'Dragons' of their name are actual beasts (probably Sró - see Bestiary) or ancient flying machines is subject of historical speculation. 


21,000 B.S. -- Empire of the Fisher Kings founded in modern Salarvyá, destroyed warring remnants of Dragon Lords empire. Ksárul, God of Sorcery and Secrets, is contacted.  


18,000 B.S. -- A desert clan-girl advances by intrigue, sex and assassination to be the first empress of the First Imperium (or the Bednálljan Dynasties), Nayári of the Silken Thighs. It covers what is now Tsolyánu and Yán Kór. Her reign is bloody and ruthless. Her dynasty lasts 3,000 years. Hrü'ü, God of Darkness, Sárku, God of the Undead and Worms, and Dlamélish, Goddess of Perversion and Orgies, are contacted. 

15,000 B.S. - The priest Pavár on the island of Engsvan hla Gánga contacts the Gods of Stability: Hnálla, God of Light, Kárakan, God of War, Thúmis, God of Wisdom, Belkhánu, God of Protection, and Avánthe, Goddess of Family and Agriculture. His successors found a theocracy that encompasses all of the known world, the Engsvanyáli Empire. This is a golden age of art, scholarship and civilization that lasts 10,000 years. 

5,000 B.S. - A massive earthquake sinks the part of the island of Engsvan hla Gánga into the sea. The Engsvanyáli empire falls, starting the Time of No Kings, when petty rulers squabble over tiny pieces of the once-great empire. Also the time of legendary heroes and sorcerers, such as Hagárr of Paránta and Subadím the Sorcerer. 


0 A.S. (After Second Imperium) - Second Imperium of Tsolyánu founded out of the chaos by a man known only as "The Tlakotáni", the name of the current Imperial clan.


2,364 A.S. - Emperor Hirkáne died and Prince Dhich'uné took the throne in a questionable manner, ending the war with Yán Kór. Civil war broke out between him and two other princes, Eselné and Mirusíya. 


2,385 A.S. -- Last year in Barker's campaign.

Monday, January 1, 1990

Caron Evenstone

Caron Evenstone, Necromancer

History

Caron was born to the family of a landed knight in the kingdom of Karista. The stars were wrong at his birth, which was confirmed when he was born with the caul over his face (the caul is part of the amniotic sac, a sign of bad luck and magical ability). At a young age, an itinerant mage noticed his gift of Magery, but a divination revealed that Caron's future was surrounded by death. The mage informed his family and quickly left the vicinity. His parents and three sisters feared him, but since he was the only son, they didn't disown him. Instead, when the time came for his fosterage, he was sent to a distant cousin far away. 
  Caron adjusted well to his new surroundings, and often ventured into the enchanted woods alone, against the advice of his foster family. One day, he came upon a severely injured traveler, whom he brought home to mend. While recuperating, the man confided in Caron that he was a great sorcerer, and that he would teach him, if he dared. Thus began his magical instruction. The mage turned out to be a necromancer, which intrigued Caron, and he applied himself strenuously to his studies. After a few years, and with his fosterage over, Caron moved to the necromancer's home to continue his education.

At the age of 22, Caron learned of his father's death in a war against a neighboring country, so he packed his belongings and moved home to claim his rightful title. Within a year, his mother had died of a broken heart, and Caron worked diligently to find suitable marriages for his two remaining unmarried sisters. These matches proved to be particularly astute, and he formed alliances with his new brothers-in-law. With his lands and future secure, he sent for his teacher and moved him into the manor.

Five years of hard secretive study later, his mentor was killed by angry villagers while ransacking a graveyard for the grisly requirements of a necromancer. Caron mourned him greatly, but he was well instructed and continued his research alone, with his only Spirit-Guide to lead him on. During this period, he found an ancient ruin deep in the forest on his lands, and began investigating it. In its depths, he found a temple to a dark insectoid god called Siith-Haz. Caron pledged himself to Siith-Haz, and resurrected the worship of this long-forgotten and forbidden deity. Within these ruins, he also found several books of ancient spell lore, many of which were necromantic in nature. Learning these spells took several years, and Caron still hasn't learned all of them.

Caron began another of his projects in the following years: bringing a dead body back to life, not the unlife of the zombie. Painstaking experimentation starting with small animals and working up to a dog and a warhorse took many years. Caron then spent five more years creating Dourmar. He is very proud of Dourmar, and protects him like his own child. On his first 'birthday', Caron gave Dourmar the horse and the dog he had brought to life. These are the only animals that will get near Dourmar.
Caron's relationship with Siith-Haz has provided several benefits. The demonic warriors in his army are insectoid demons from Siith-Haz. Caron was also led to a remote colony of an intelligent insect race thought to be long extinct. He made an alliance with them and they provided him with 5000 elite warriors. He turned six of these fearsome fighters into wraiths, who, along with six human wraiths, help command his army.

Again secure in his strength, Caron embarked on a Machiavellian political gambit. Through magic and intimidation, he assassinated rivals, made one-sided alliances, and did anything else necessary in order to increase his power base. At first he was very discrete, but as successes mounted, he became bolder and more open. Everyone in the kingdom feared him, but few could do much about it.

At the current time, Hardrick II, the king of Karista, can no longer stand for this slow whittling away of his power, and has gathered his loyal vassals to fight this foul sorcerer's minions. A full-scale civil war has begun. King Hardrick has an uphill battle ahead of him, but his ranks have recently been boosted by 2000 High Elves from the island of Branthar, the Elvish homeland. The Elves say that one of their elders, who had 'gone across the sea' (the Elvish equivalent of 'gone to heaven'), had returned from the Summerland (Elvish Heaven) with an urgent request. The elder had a vision of terrible evil in Karista that the elves were needed to combat. The elder elf gathered a force of warriors and ships to sail the 1000 miles to Tumera, the capital of Karista. Heartened by this unexpected arrival, Hardrick plans an offensive against Caron next spring.

Caron Evenstone

550 points
Human necromancer, 5'8", 130 lbs., age: 58, appears to be about 40

Appearance: brown hair, blue eyes, pale complexion.
ST: 10
DX: 13
IQ: 15
HT: 13

Speed: 6.5
Move: 6
Dodge: 6
Parry: 3
Block: --
Thrust: 1d-1
Swing: 1d
Will: 17
Fatigue: 16

Skills:

Appreciate Beauty/13
Archaeology/14
Axe/Mace/12
Broadsword/13
Chess/14
Demon Lore/15
Detect Lies/14
Diagnosis/13
Disguise/13
Gardening/14
Hypnotism/13
Interrogation/14
Knife/12
Occultism (undead)/16
Physician/15
Physiology/14
Poetry/14
Poisons/14
Politics/14
Research/15
Riding (horse)/12
Savoir-Faire/17
Shield/12
Spirit Lore
Staff/12
Strategy/15
Surgery/14
Swimming/12
Tactics/13
Thanatology/14
Theology/13
Writing/14.

Magical Skills:

Body Sense/12
Magic Jet/14
Spell Throwing (Curse-Missile)/13
Spell Throwing (Fireball)/14
Thaumatology/16

Spells:

Age/15
Ancient History/16
Apportation/16
Awaken/16
Banish/16
Beast Summoning/16
Beast-Soother/16
Bind Spirit (Shadow)/15
Bind Spirit (Spectre)/15
Bravery/16
Charm/16
Clumsiness/16
Cold/16
Command Spirit/16
Command Spirit (Ghost)/16
Command Spirit (Shade)/16
Command Spirit (Shadow)/16
Command Spirit (Spectre)/16
Complex Illusion/16
Continual Light/16
Control Air Elemental/16
Control Illusion/16
Control Person/16
Control Zombie/20
Counterspell/16
Create Air/16
Create Fire/16
Create Water/16
Cure Disease/16
Curse/16
Curse-Missile/16
Dark Vision/16
Darkness/16
Daze/16
Death Vision/16
Decay/16
Dehydrate/16
Destroy Air/16
Destroy Water/16
Detect Magic/16
Disintegrate/20
Dispel Illusion/16
Dispel Magic/16
Earth to Air/16
Earth to Stone/16
Enchant/17
Enslave/15
Explosive Fireball/16
Extinguish Fire/16
Fatigue/16
Fear/16
Find Direction/16
Find Weakness/16
Fireball/16
Flame Jet/16
Foolishness/16
Force Dome/16
Forgetfulness/16
Halt Aging/15
Hawk Vision/16
Heat/16
Hinder/16
History/16
Ignite Fire/16
Infravision/16
Itch/16
Know Illusion/16
Lend Health/16
Lend Strength/16
Light/16
Lockmaster/16
Locksmith/16
Loyalty/16
Madness/16
Magelock/16
Magic Resistance/16
Major Healing/15
Mass Zombie/17
Master/16
Measurement/16
Mind-Reading/16
Mind-Sending/16
Minor Healing/16
Night Vision/16
Nightmare/16
Panic/16
Pentagram/18
Perfect Illusion/16
Persuasion/16
Pestilence/16
Phantom/15
Poison Food/16
Predict Weather/16
Projection/16
Purify Air/16
Purify Food/16
Purify Water/16
Recover Strength/16
Repel Spirits/16
Resist Fire/16
Restoration/15
Ruin/16
Scryguard/16
Seek Earth/16
Seek Water/16
Seeker/16
Sense Emotion/16
Sense Foes/16
Sense Life/16
Sense Spirit/16
Shape Darkness/16
Shape Earth/16
Shape Fire/16
Shapeshifting/15
Shatter/15
Sickness/16
Simple Illusion/16
Skull-Spirit/16
Sleep/20
Soul Jar/15
Soul Rider/16
Sound/16
Spasm/16
Spell Shield/16
Steal Health/16
Steal Strength/16
Steal Youth/17
Sterilize/16
Summon Air Elemental/16
Summon Demon/17
Summon Earth Elemental/16
Summon Fire Elemental/16
Summon Minor Demons/17
Summon Shade/15
Summon Spirit/18
Summon Water Elemental/16
Telepathy/15
Teleport/15
Teleport Other/15
Terror/16
Test Food/16
Trace/16
Truthsayer/16
Turn Spirit/16
Turn Zombie/16
Utter Dome/20
Ward/16
Weaken/16
Weather Dome/16
Wraith/15
Youth/15
Zombie/16
Zombie Summoning/18

Advantages:

Ally Group (10,000+ undead)
Extra Fatigue/6
Language Talent/+4
Literacy
Magery/3
Status/5 (1 free)
Strong Will/+2
Wealth: Filthy Rich

Disadvantages:

Enemy (all High Elves on 6 or less)
Megalomania
Overconfident
Paranoia

Quirks:

Taciturn and gloomy
Enjoys smoking a pipe
Always wears black
Worships Siith-Haz - a dark Insectoid god
Goal: conquer the continent.

Languages:

Anglo Saxon/17
Arabic/17
English, native/19
Irish Gaelic/17
Italian/17
Latin/18
Norman French/17
Old French/17
Old German/17
Old Norse/17
Scotts Gaelic/17
Spanish/17
Welsh/17

Spirit Guide

Female necromancer, very evil
Original point total: 500

Employees

mechanician-artificer magician (female human weretiger, 300 points, salary: 2000 gold/year)
physician-alchemist (Tyllia, female human, 150 points, salary: 1000 gold/year)

Magical Servants

6 bug-wraiths
6 wraiths
3 balrogs
1 water elemental
15 gargoyles
1 dragon
12 clockwork automata (magically-animated robots)
1 zombie balrog
8 skeleton lieutenants (willful)
1 undead knight and charger
6 ghoul scouts

Army

1000 demonic cavalry (Elite/HC)
1000 demonic longbow (Elite/HI)
5000 demonic infantry pikemen (A/MI)
Undead (65% skeletons, 35% zombies):
250 undead heavy cavalry (Elite/HC)
500 undead heavy cavalry (Seasoned/HC)
500 undead medium cavalry (Seasoned /MC)
5000 uruk-hai (Seasoned /HI)
10000 orcs (Average/LI)
5000 orcs (Seasoned/MI)
300 trolls (Veteran/HI),
1500 gnolls (Average/HI)
5000 bug warriors (Elite/HI)
1000 mercenary cavalry (Seasoned/HC)
1000 mercenary crossbowmen (Seasoned/HI)
10000 mercenary men-at-arms (Seasoned/HI)
1000 human heavy cavalry (Elite/HAC)
5000 human heavy cavalry (Seasoned/HC)
3000 human medium cavalry (Seasoned/MC)
2000 human mounted archers (Seasoned/LC)
5000 human light cavalry (Average/LC)
100 human heavy cavalry (Elite/HC)
artillery:
50 trebuchets
100 onagers
300 ballistae
300 scorpions.

Mines

low grade gold, 450 oz./year, 4200 gold income
jade, 35,000 carats/year, 840 gold income
semiprecious stones, 128,000 carats/year, 1920 gold income.

Possessions:

black satin robes
black hooded wool cloak
sandals
lands and property equivalent to an Earldom
heavy warhorse
barding
balrog chariot
broadsword named "Blackhawke": (Souldrinker, +3 Accuracy, +3 Puissance, Loyal, Sword Spirit: IQ 21, Extremely Evil)
war axe (+2 Accuracy, +2 Puissance)
copper sacrificial dagger dedicated to Siith-Haz
half plate (Deflect 2, Fortify 2)
medium shield (Deflect 3)
padded undercoat
black leggings
helmet with detachable silver skull facemask
420 pounds of mithril

Magical equipment:

Elixir of Chiron (12 doses)
Amulet of Fire Resistance
Amulet of Moly against Mind Control
Bone staff: 60 pt. powerstone (100 ct.) held in a skeletal hand of silver, plus: Sleep, Fireball, Control Zombie, Disintegrate, and Utter dome
spell book (Stun, Strike Blind, Lightning, Strike Deaf, Geas)
ancient book of necromancy (Vile Spawn, Raise Ruins, Soul Bind)
spell book of ancient lost spells.

Flinders

Flinders, Apprentice Mage

50 points
Apprentice Mage, male, age: 19
 
Appearance:
Quote: ""
 
ST: 10
DX: 12
IQ: 13
HT: 10
 
Speed: 5.5
Move:
5
Dodge:
5
Parry: --
Block: --
Thrust:
1d-2
Swing:
1d

Advantages:

Magery 3

Disadvantages:

Appearance: Unattractive
Honesty
Lecherousness
Unluckiness

Quirks:

Likes to cook
Likes to fish
Naive
Tells bad jokes (it's cute, not Odious)
Won't drink

Skills:

Cooking/9
Fishing/9
Knife/8
Staff/7

Spells:

Apportation/14
Curse-Missile/14
Detect Magic/14
Haste/14
Ignite Fire/14
Itch/14
Lend Strength/14
Poltergeist/14
Simple Illusion/14
Ward/14

Equipment:

1 Gal Wineskin ($10)
Boots ($80 & 3 lbs)
Cloth armor
Dagger (1/4 lb)
Large Knife (1 lb)
Leather Jacket ($50 & 4 lbs)
Lower-Class clothing ($10 & 1 lb)
Staff
Small Pouch ($10) containing:
$111
2 gold coins
gold ring
Personal Basics ($5)

History and campaign notes:

Flinders is your typical, struggling mage's apprentice. He's also your typical nineteen-year old male on overactive hormones.

Lorimyr Characters

Lorimyr Campaign Characters

Belkar, Patron of Thieves and Assassins - Dark Elf / God -- Creator of Lorimyr



Magic Items

Lorimyr Magic Items

Magical Focus (Mental/Hard)

Enchant
 
This spell creates a device giving spell level and fatigue cost bonuses to spells of the mage's specialization cast through it. All other spells are unaffected. A Focus is personal to its creator, and it cannot be used by another mage. It must be in a form appropriate to the mage's magic specialization. 
 
Cost: 500 for a +1 spell level or -1 fatigue cost, 1000 for +1 spell level and -1 fatigue cost, 2000 for either +2 spell level and -1 fatigue or +1 spell level and -2 fatigue, 4000 for +2 spell level and -2 fatigue. No further improvement is possible. Energy may be added gradually as for weapon enchantments. This spell is adapted from Michael Cule's GURPS Harn article in RP26/23.

Talisman (Mental/Hard)

Enchant
 
Once a day, this magic item, usually in the shape of a necklace, makes one dose of a specific alchemical elixir when dipped in water. It makes two doses, if dipped in wine. This spell is only known to jewelsmith artificers.
 
Cost: $2,000 plus 10 times the cost of the desired elixir. Time required: 10 times the time required to make the desired potion.

Belkar, Dark Elf/God

Belkar, Dark Elf/God

The following is a translation of Belkar from a Chivalry and Sorcery campaign using my C&S to GURPS translation. As you may be able to discern, he came from a high-entropy, mega-power campaign. But, actually, he was mild compared to Ymir and some of the other PCs. But, keep in mind that his entire history was played out, though many parts were accelerated. What you see here is his final form. This was mostly an experiment in "beyond-Ultra power levels".

Belkar is what we called a Dark Elf, but this only vaguely similar to Yrth Dark Elves. They are essentially chaotic elves that have a dark complexion. They are mischievous, and often cruel. Kind of like the Unseelie Court, compared to the Seelie Court of Celtic mythology.

I tried to translate as much of his magical paraphernalia as possible. Though Flarecore, his rune sword and magical focus, seems outrageous, it was built using the straight C&S magic rules, with no GM "specials". I translated it as closely as possible. Most of the other magic items are only vaguely translated; I didn't want to take forever.

History

The story begins on a world called Chryga. Molkar was a normal, though lethal, Dark Elf mage/assassin with a continent-wide Reputation. After 150 years of "wet work", he went into retirement to continue his magical studies and do some enchanting.

Thirty years later, an evil god, Ymir, Lord of Death, approached him to assassinate one of Ymir's particularly troublesome demon lords. Apparently, this demon had been secretly plotting rebellion, and Ymir found out and wanted to make an example of him. Ymir didn't want to do the job himself for political reasons. A deal was struck, and Molkar set out to scout the opposition. Two years later, he succeeded in the hit, using a particularly nasty form of Bloodslaker blade (it steals the soul of the victim it kills). Part of the deal with Ymir was that Molkar would be raised to demon status in place of the victim. Molkar also got to keep the victim's black mithril armor and Orc-bane flail. The elevation to demonhood greatly enhanced his physical prowess. Molkar changed his name to Belkar.

During his time as a demon, he killed Utgardloki, the King of the Fire Giants, who was opposing Ymir. Belkar made a warhelm from the Giant's skull. (This now has been mounted into Belkar's throne at his mansion.)

Belkar was also sent to an alternate plane on one mission to bring back a weapon of mass destruction (small antimatter bomb) for Ymir. He also brought back a laser carbine for himself.

Planar travel intrigued Belkar and he spent some time investigating on his own. He discovered in the course of his studies a plane filled with Chaos - the raw, unformed stuff of all things. He experimented and researched until he could form Chaos into shapes of matter that he desired. He first built a small area of land in the midst of Chaos. On this plot, he built a haven where he could study undisturbed. From this refuge, a huge fortified mansion, he continued his experiments with Chaos. Eventually, a large area stretched out from his mansion. He began creating flora and fauna, and also transplanting them from the other planes. He realized that he had created a world, which he called "Lorimyr". He always kept his mansion at the edge of Chaos, and new lands were formed from there.

He also created a ring, which he keeps in his pocket when he is outside of Lorimyr's plane. When he places it on his finger, he is instantly transported to The Bridge of Chaos, a platform suspended in Chaos and attached to the cliff-face near his mansion by a bridge. It also has a variant of the Loyal Sword spell cast on it: if he falls unconscious from injury, the ring jumps to his finger, thus removing him from the scene.

At this point, he realized his vulnerability: most of his power was dependent upon Ymir. If Ymir should be destroyed, no matter how unlikely that may be, what would happen to Belkar? He began his search for the means to duplicate the powers that Ymir had bestowed on him. After several centuries, using the stuff of Chaos and all of his arcane lore, plus the knowledge and arts from many planes of existence, Belkar was able to make his power completely independent of Ymir, who did not realize what had happened.

At this point, Belkar began to withdraw from Chyrga, and spend most of his time in Lorimyr. When Belkar did meet with Ymir, Ymir always had someone else that needed killing. But Belkar was much more interested in Lorimyr, and he began to resent Ymir's demands as an imposition.

One time, Ymir asked Belkar to come help him in a war he was fighting, but Belkar refused. Ymir looked long and hard for him, but didn't know about Lorimyr. This proved to be Ymir's downfall, for because of Belkar's absence, Ymir was destroyed by his divine counterpart, a deity of extreme purity - Karamia, Goddess of Light.

Belkar remained at Lorimyr for some time, but returned to Chyrga more often, now that he no longer faced Ymir's assignments. He became more involved there than he had for many centuries. He did not neglect Lorimyr, but began letting it run itself for stretches.

Belkar realized that his independent power and his new creation signified that he had achieved Apotheosis: Godhood. In Chyrga, he cultivated a religion through visitations of appropriate individuals and groups. After a hundred years, he was a permanent part of the local pantheon as Belkar, Lord of Night, Patron of Thieves and Assassins. On Lorimyr, he was also Lord of Night, but was also viewed as a dark creator god.

Whether or not he is truly a god is uncertain, but his powers and knowledge are Godlike, and he is worshipped on two worlds.

Belkar

about 2500 points
Lord of Night, Patron of Thieves and Assassins
6'3", 200 lbs., about 2166 years old

Appearance: Long black hair in ponytail, bright blue eyes, dark complexion, left handed, pointed ears, smiling expression.

ST: 60
DX: 20
IQ: 17
HT: 18/200
Speed: 9.5
Move: 11 (unencumbered)
Dodge: 12
Parry: 13
Block: 12
Thrust: 7d-1
Swing: 9d

Advantages:

Alertness/+3
Charisma/+5
Combat Reflexes
DR 5
Eidetic Memory/2
Handsome Appearance
High Pain Threshold
Immunity to Disease
Immunity to Poison
Literacy
Magery/3
Multimillionaire/3 (x100000)
Musical Ability/+2
Night Vision
Regeneration
Social Status/10 (God)
Strong Will/+5
Unaging
Unusual Background: God (200)
Familiar: cat demon (99)
Ally: 500 pt. Exalted Horse "Snowdread" (45)

Disadvantages:

Bloodlust
Code of Honor (Elvish): elegant lifestyle
Code of Honor: keeps his word
Enemy: Fire Giants (very powerful group, 6- appearance) (-20)
Lecherousness
Sense of Duty to Nature

Quirks:

Likes playing practical jokes on his followers
Prefers trickery over battle
Travels incognito
Hates Orcs, Ogres and chaotic Giants (Fire)
Extremely patient

Skills:

Acting/17
Area Knowledge (Chryga)/22
Area Knowledge (Lorimyr)/24
Armorer/20
Bard/21
Blacksmith/20
Camouflage/18
Detect Lies/22
Disguise/21
Escape/20
Gambling/21
History (Chyrga)/20
History (Lorimyr)/24
Hypnotism/22
Interrogation/21
Jeweler/20
Leadership/21
Lockpicking/20
Merchant (Jewelry)/20
Naturalist/20
Pickpocket/20
Poison/22
Riding/20
Running/16
Savoir Faire/21
Sex Appeal/21
Shadowing/20
Sleight of Hand/20
Stealth/22
Strategy/16
Streetwise/20
Survival (woodlands)/20
Tactics/20
Theology/20
Tracking/25
Traps/19
Weather Sense/20
Beam Weapons (laser)/24
Bow/21
Brawling/22
Broadsword/25
Flail/19
Garrote/20
Knife/21
Shield/22
Staff/20
Throwing/23
Fast Draw (carbine)/22
Fast Draw (sword)/22

Languages:

Quenya/19
Sindarin/19
Black Speech/17
Dragon Tongue/20
Dwarvish/17
Giantish/17
Goblinish/17
Norwesson/17 (a common language on Lorimyr and Chyrga)
Orcish/17
4 more ancient languages/20
16 modern languages/20

Magical Skills:

Alchemy/22
Body Sense/20
Flight/20
Illusion Art/20
Magic Jet/22
Spell Throwing (Curse Missile)/22
Spell Throwing (Ball)/22
Spell Throwing (all other forms)/20
Thaumatology/22

Spells:

Belkar knows all spells (yes, the entire GURPS Magic and Grimoire books, except for Tech and Gate Colleges)/20
plus the following Gate and miscellaneous spells:
Create Door/20
Dwarvish Mail (p. MI25)/20
Hide Object/20
Phase/20
Phase Other/20
Plane Shift (Lorimyr)/20
Plane Shift (Chyrga)/20
Plane Shift Other (Lorimyr)/20
Plane Shift Other (Chyrga)/20
several other Plane Shift and Plane Shift Other/20
Sanctuary/20
Sword Spirit (p. MI87)/20
Trace Teleport/20
Special: Shape Chaos/20

Possessions:

Flarecore, a rune blade broadsword and magical Focus of intense power:

Weapon enchantments:

Accuracy +5
Equalizer (p. MI90)
Flaming Weapon
Loyal Sword
Puissance +5
Quick Draw
Shatterproof
Smiter variant (p. MI93; all hits are critical, roll 7 or less to cut limb or head off)
Sword Spirit (p. MI87):
IQ 14, Danger Sense, Strong Will/+2, Strategy/20, Control Person/16, can use telepathy with holder, can speak, Quirk: very loyal to Belkar. Contains the spirit of one of Belkar's most loyal generals. When he died, Belkar placed his spirit in the sword, because he missed his friend's advice

Protection enchantments:

enchanted as a Moly amulet (p. MI116) against the Communication and Empathy, Mind Control, Body Control, Movement, Illusion and Creation colleges

Runes inscribed:

(activate one at no cost with a successful hit that penetrates armor)
Fatigue (1d)
Hinder
Deathtouch (1d)

Wizard tool enchantments:

Power/5
Speed/3
Staff (metal variant)
Focus (Sorcerer)/+2/-2

Spells in Focus:

Scryguard
Ignite
Create Fire
Shape Fire
Extinguish
Resist Fire
Fireball
Explosive Fireball
Resist Cold
Flame Jet

Powerstone:

160 point Dedicated Powerstone in hilt with the following quirks:
Repellent to Dogs
Mages Within 50 Yards Acquire Paranoia for duration of the spell
Shrieks When Used

Scabbard

Enchanted with Powerstone Recharger (p. MI65; x4 recharge rate, in Normal Mana; 24x recharge rate in High Mana)  

Other Items:

Black Mithril half-plate (Fortify 4, Deflect 4, and Dwarvish Mail enchantment (p. MI25)), with 100 carat Fire Ruby in the breastplate.
Military Laser Carbine: TL16 equivalent, no power cell, uses extra-planar power - infinite shots, 3d damage, hot-shotted and auto-fire, built to last millennia.
War helm: made from the skull of Utgardloki, the King of the Fire Giants. It is reinforced with mithril and weighing over 500 lbs. with two 500-carat dwarf-cut fire rubies in eye sockets. Now built into his throne in the mansion.

Miscellaneous weapons and armor:
Main Gauche (Accuracy +3, Deflect 2, and Shatterproof),
Small Shield (Deflect 2),
Orc-bane Flail (+5 Accuracy, +5 Puissance, Terror spell limited to Orcs, Smiter variant (p. MI93; any critical cuts off head or limb on a roll of 7-) limited to Orcs),
Elvish Composite Bow (+3 Puissance), \
Cornucopia of +3 Accuracy arrows,
20 +2 Accuracy arrows.

Ring of Plane Shift (Lorimyr): plus Loyal Sword enchantment (variant, see History above), and 7 point Exclusive Powerstone.

Powerstone (100 point) pendant with the following quirks: Makes User Hungry (must eat 100 calories per point drawn to satisfy hunger), Recharges in Fresh Blood.

Alchemy Research Lab: $100,000
Diviner's Rod (Focus (Diviner), Seeker, History, Ancient History, Trace, Power 3)

Miscellaneous magic items:
Flying Broom (Power 3),
Hide Ring (Power 2),
Ring of Shapeshifting (any animal),
Staff of Illusion/Creation spells,
Wand of Mind Control spells,
Necklace of Water spells,
Talisman of Summon Animals,
Talisman of Stone Missiles,
Talisman of Gaseous Form,
Scrolls (Summon Demon (Gargoyle), Stone Missile, Fog, Create Gate (Teleport only - Item c), Hinder).

Large Palace/Fortress at the edge of Chaos in Lorimyr (High Mana area). Throne is Very High Mana area (2-hex radius).
Untranslated items: (the following items have no GURPS equivalent) Moly amulet against Black Magic, Wand of Black Magic spells, Scroll of Smite the Holy, Scroll of Great Command.
Great Ring of Power (Focus (Jewelsmith), 200 spells, 21 recharge rate) with magical emerald, ruby, sapphire and diamonds and 7 alchemical metals.
Ring of Power (44 spells, mostly Fire, 20 point Dedicated Powerstone ruby, 7 recharge rate)
Wand (Focus (Necromancy), 20 Necromantic spells, 7 recharge, dedicated powerstone) made from human thighbone.
Staff (Focus (Power Word Mystic), 27 spells, 7 recharge, dedicated powerstone)
Hammer, Anvil and Forge (Focus (Magesmith))
Card Deck: used to cast Elemental spells.
Tarot Deck: used to cast Elemental and Illusion/Creation spells.

Familiar:

Name: Malakai
Type: cat demon
Appearance: Appears as ordinary black house cat until it attacks, then turns into tiger-sized cat
ST: 22
DX: 14
IQ: 11
HT: 15/40
Damage: ST cut (claws)

Advantages:

Fast Regeneration
Mage can use ST
Mage can see through familiar's eyes
Mental communication with mage

Companions

Name Type Player
Snowdread Exalted Horse NPC
Malachai Cat demon familiar NPC

Jacques Devereux, Agent of France

History and campaign notes:

Jacques Devereux is from the Imperial Earth alternate timeline. He is stationed in French-held New Orleans and his missions take him throughout the Confederate States of America, the Republic of Texas, Mexico, the United States, and sometimes farther afield.

Jacques is a genteel, sophisticated man who does what is needed to protect the interests of France. He is more likely to use guile and diplomacy to get the job done than resorting to violence (not that he can’t protect himself).

Jacques Devereux


172 points
Agent of France, 5'10", 160 lbs., age: 31

Appearance: black hair, blue eyes and fair complexion.

Quote: "I think your faith in a King is overzealous and ignores the realities of modern life."

ST:
DX:
IQ:
HT:
11
14
15
12
Speed:
Move:
Dodge:
Parry:
Block:
Thrust:
Swing:
6.5
6
6
9

1d-1
1d+2







Advantages:

Alertness/ +1
Ally Group (French intelligence, medium group, has 100 pt. allies, 6-)
Attractive
Charisma/+1
Comfortable Wealth
Legal Enforcement Powers (License to Kill)/3

Disadvantages:

Duty to French government (hazardous, 9-)
Sense of Duty (France and the French)
Manic-Depressive
Intolerance: Imperials

Quirks:

pick five


Skills:

Acting/13
Area Knowledge (CSA)/14
Area Knowledge (New Orleans)/14
Area Knowledge (Texas, Mexico, and Louisiana Territory)/14
Boating/13
Carousing/12
Computer Operation/14
Cryptanalysis (TL)/12
Cryptography (TL)/12
Cryptology (TL)/12
Dancing (ballroom)/13
Detect Lies/12
Diplomacy/12
Disguise/13
Driving (car)/14
Electronics Operation (Communications)/13
Electronics Operation (Security Systems)/13
Fast-Draw (Pistol)/13
Fast-Talk/14
Fencing/14
First Aid/14
Fishing/14
Guns (Machine Pistol)/15
Guns (Pistol)/17
Guns (Rifle)/15
History/12
Holdout/13
Interrogation/13
Intimidation/13
Karate/14
Knife/14
Language (English)/13
Language (French)/15
Language (Spanish)/13
Law/12
Literature/12
Literature (French)/12
Lockpicking/13
Mechanic (gas engine)/13
Motorcycle/15
Photography/13
Powerboat/13
Savoir-Faire/14
Scrounging/14
Sex Appeal/12
Shadowing/13,
Speed-Load (Magazine)/13
Stealth/14
Streetwise/14
Survival (swamp/bayou)/13
Telegraphy/14

Weyrdin Ejwyz

Weyrdin Ejwyz, Hunter

Weyrdin was the only child of a butcher and his wife in a small medieval town. His father would often go hunting with him to get wild game to sell. He made the best venison sausage in the county. As a teenager, Weyrdin took over the hunting completely, and spent much of the time in the woods. He used snares, poisoned arrows, and poisoned bait to catch animals. The poisons he uses cause unconsciousness and are made from native plants. They can be used effectively on humans. The poison wears off before the animal is killed, leaving no aftereffects or taste in the meat. 

Weyrdin occasionally still hunts for his father, but has mostly gone on his own now. He has been hired several times to capture exotic animals to put into the menageries of noblemen. On one such expedition to capture a griffin for a duke, the party came upon a cave where they spent the night.

Weyrdin ventured into the back of the cave and found some very strange equipment. He found a strange weapon that projects a beam of intense light. He nearly killed himself trying to figure out what it was. He has shot the laser three times. He doesn't know how many more times it will fire, so he is cautious about using it, beside the fact that people stare at him when he does. 

Weyrdin Ejwyz

100 points
Hunter, 6', 180 lbs., Age: 24.

Appearance: short blonde hair, green eyes, upturned eyebrows, wears leather, angular, weathered features, kind of a Mad Max look.
Quote: "Are you going to use all that venison?"
 
ST: 12
DX: 14
IQ: 12
HT: 10
 
Speed: 6
Move: 5
Dodge: 5
Parry: 7
Block: 5
Thrust: 1d-2
Swing: 1d
Will: 12
Fright Check: 12
Vision: 12
Hearing: 16
Taste/Smell: 12
Fatigue: 12
Hit Points: 10

Advantages:

Attractive
Common Sense
Acute Hearing/4
Wealthy

Disadvantages:

Overconfidence
Fear of Crowds
Code of Honor (provide what hospitality you can to those in need, aid the defenseless, only kill what animals you need and never waste them, fight fair)
Curiosity

Quirks:

Smokes tobacco and pipe weed
Reliable
Disrespectful of religion
Wears lots of leather
Left-handed

Skills:

Broadsword/15
Bow/15
Beam Weapons/10
Brawling/14
Tracking/13
Leatherworking/13
Traps/13
Poisons/13
Riding/13
Knife/14
Spear/12
Fishing/11
Survival (forest)/13
Thrown Knife/13
Fast Draw (arrows)/14
Fast Draw (pistol)/13
Cooking/11
First Aid/12
Vet/9

Equipment:

broadsword (on belt in scabbard)
large knife (on belt in sheath)
composite bow (over shoulder)
compartmentalized quiver (one side holds 12 arrows; the other holds 6 poisoned arrows - on back)
laser pistol (TL/10, 17 shots remain, in shoulder holster)
grey leather torso armor
black light leather cloak
leather helm
middle-class clothing (blue cotton tunic, brown leather trousers)
brown leather gloves (PD 2, DR 2)
small pouch ($500)
small pouch containing:
flint and steel
2 oz. Tobacco
1 oz. Pipeweed pipe
small pouch containing:
poisons
antidotes
applicators
reservoir arrow tips
large bandoleer pouch containing:
sm. dagger
whetstone
4 – 3 foot long leather thongs
snare cord, 100'
grapple
hooks
lures
fishing line - 100'
silver ring with 5 carat sapphire ($300)
gold ring with 20 carat topaz ($600)
saddle horse (Appaloosa named "Bravo")
saddle
blanket
bit and bridle
spear (on horse)
extra quiver similar to above
cask of fine wine (20 pints, $120)
saddle bags containing:
15 days food (30 lbs.)
1 lb. salt
6 days oats for horse (60 lbs.)
bed roll
extra clothing
boots
sandals

Dourmar

Dourmar, Reanimated human

History and campaign notes:

Dourmar was created by Caron Evenstone eight years ago from the dead body of a criminal. His only friends are Caron, Skred, his reanimated dog, and Earthshaker, his reanimated warhorse. These were Caron's early reanimation experiments. Caron thinks of Dourmar as a son. 

Dourmar

375 points
Frankenstein-style reanimated human, 7', 401 lbs., age: 8/30 (created 8 years ago from 22 year old dea man)

Appearance: long black hair, brown eyes, dark complexion, frowning, deep voice, high cheekbones, upturned eyebrows, surgical scars all over his body.
Quote: "Look at th-the pretty necklace, C-caron. Can I have it, huh? C-can I have it?"
 
ST: 50
DX: 12
IQ: 8
HT: 16/38
Speed: 7
Move: 5
Dodge: 5
Parry: 6
Block: 6
Thrust: 5d+2
Swing: 8d-1

Advantages:

Extra Hit Points/22
Hard to Kill/+3
High Pain Threshold
Immunity to Disease
Immunity to Poison
Patron (Caron, extremely powerful individual, Quite often (12-))
Slow Regeneration
Toughness/2

Disadvantages:

Appearance: Monstrous
Berserk
Bloodlust
Bully
Fear of Dogs, except Skred
Frightens Animals/-2
Paranoia
Reduced Move/2
Sadism
Stuttering

Equipment:

long sword named "Fleshhewer" (Souldrinker, +3 Accuracy, +3 Puissance, Dancing Sword)
war axe (+2 Accuracy, +3 Puissance, Loyal, Sword Spirit IQ 14)
3 throwing spears (+3 Accuracy, +2 Puissance)
medium shield (Deflect 3)
heavy plate armor (Deflect 3, Fortify 2)
visored helm (Deflect 3, Fortify 2)

Quirks:

Likes pretty baubles
Devoted to Caron, Skred the reanimated dog, and Earthshaker the reanimated warhorse
Distractible
Difficulty counting over five
Laughs in combat

Skills:

Axe/Mace/12
Brawling/13
Broadsword/12
Shield/12
Spear/11
Throwing/11