Prev Next | Contents |
Mystic Figures
"My head tells me that you
are wrong, but my heart listens to you.
I think, in this matter, I will
go with my heart, for that is where
belief begins."
As in the times of the great Knight Huma Dragonbane and the famed Companions of the Lance, the Age of Mortals is a time of heroes strong in spirit - heroes who, like Lord Oswal in the passage above, are not afraid of listening to their hearts. The FIFTH AGE boxed set presented the character of Goldmoon in the Age of Mortals and described her mystic awakening. Subsequent dramatic supplements have introduced readers to her protege Jasper Fireforge, whose life she saved through the power of the heart in one fateful moment at the Inn of the Last Home. But these mystic figures are only the beginning! The land of Ansalon is filled with characters strong in the power of the heart. Players can create a wealth of mystic heroes just by applying the ideas offered in this book. Perhaps the best way to illustrate this potential is by offering a selection of sample characters for players of mystic heroes to use as examples. This chapter describes six characters, all with their own sets of mystic abilities. Each of these figures is based on one of the mystic roles described in Chapter One: These pages bring to life the role of barbarian shaman, centaur shapechanger, independent mystic, dwarf earth mystic, and Knight of the Skull. Some of these individuals - such as Sir Morham Targonne, the Lord Knight of the Order of the Skull - are very important figures in the world of the Fifth Age. Others are young adventurers, for whom the road to fame still lies ahead. Either way, each of them has something unique to teach about the workings of mysticism in Ansalon. In addition, each of these characters embodies a facet of the Spirit ability, around which the power of mysticism revolves. For instance, they all have a strong sense of dedication to their individual beliefs. This devotion - be it to a cause, an Order, a lifestyle, or to mysticism itself - guides these characters throughout their lives. They also have a strong will and a powerful drive that springs from the depths of their emotions. Finally, these characters all exhibit a deep faith in something - if not a deity, then another influential figure or perhaps themselves. Even questioning one's faith, or searching for a way to find it again, is a quality of a character who is strong in Spirit. When using these characters in campaigns or as a basis for creating new heroes. Narrators and players should keep in mind that these qualities of devotion, passion, and faith are more than merely bits of background information. Instead, these facets of personality make up the character's fundamental motivations. For mystic figures such as these, the qualities of the Spirit often become a guide to life. Ghostwolf is the shaman for the Aranshi tribe of the Plains of Dust. Though relatively young, he shows promise in his mastery of mysticism. He inherited his position two summers ago when his mentor, the shaman Elkhorn, was killed in battle with a rival tribe. The old shaman had chosen him from among the tribe's younger warriors, for he had sensed that the spirits would answer the youth's call. Ghostwolf had not yet undergone his naming ceremony as a warrior, so when Elkhorn died, the ciders bestowed upon him the title of shaman and the name he now bears. In the lore of the Plains people, a ghostwolf is the rogue wolf that hangs around the edges of the pack, not quite part of the pack, but not entirely shunned from it. The creatures are a symbol of wisdom, for they come and go as they please and often must survive in the wilds on their own. The shaman Ghostwolf was so named to represent both his aloofness from much of the tribe and his knowledge of the spirit world. It is perhaps no accident that his totem spirit is the coyote. Ghostwolf is a capable warrior, skilled in both sword and bow. What he lacks in reason he makes up for in common sense and instinct. Many of his actions are governed by those same instincts. So far, Ghostwolf has given his tribe only good advice, but he realizes that he did not learn everything Elkhorn had to teach. He would very much like to gain more of the powers of mysticism, but the only ones who could teach him are the shamans of rival tribes. He has heard rumors from travelers of an island to the north where people come from far away to learn from great shamans who teach there, but he believes such stories are no more than tales for around the cookfire. At present, Ghostwolf can use his knowledge of spiritualism to summon only the spirits of animals; he has yet to master the ability to contact nature spirits or those of his tribe's ancestors. The wisdom he has gained from animal spirits has helped his tribe find game in its shrinking lands. The spirits seem increasingly restless, as if they sense some great Evil stirring. Ghostwolf has held these confidences to himself, for he fears that telling the tribal elders would only cause them to seek shelter for the tribe elsewhere. But a migration now would bring only grief, for the Aranshi would have to cut across other tribal lands - likely setting off a battle with other tribes, which no one can afford right now. He hopes to convince the elders to let him approach other tribal shamans to determine whether they sense this growing spirit uneasiness as well. So far, the elders have refused all his requests, warning him to mind the concerns of his own people and leave the restless spirits to themselves. But Ghostwolf is an inventive young man. He will yet find a way to achieve his aim - and take the opportunity to learn more of the mystic arts from the other shamans at the same time. Ghostwolf: Barbarian human young adult male, cunning demeanor, Adventurer. Ag 8D, Dx 7B, En 7D, St 6C, Re 4X, Pe 7B, Sp SB (64), Pr 5C, Dmg +5 (scimitar), Def -4 (leather armor/kite shield), also missile weapons (long bow/+6), acute smell, mysticism (spiritualism). Alendric is the younger son of the former chieftain of the centaurs of clan Willik and a female named Iskandra, who died in battle against the goblins and draconians of Beryl's army. His older brother, Medeus, has become the clan's chief, which suits him just fine, for Feather, as the clan calls him, is far more interested in other things. Feather has an abiding interest in seeing what he can of the world. He is considered quite an oddity among his people, who tell him that the world extends no farther than their clan lands; everything else is unimportant. But young Feather is not daunted by the sadly narrow views of his clan elders. He has explored the boundaries of his clan lands, and to be honest, it's not very exciting. He can see mountains in the distant east and west on clear days. He would love to climb them and gaze at his people's lands from their peaks. When he travels to the far northern part of the clan holdings, he can smell a strange scent on the air that others have told him was the sea. What an experience it would be to swim in a lake so vast that one couldn't see the far shore! His older brother tries to steer him toward the more acceptable path of the shaman, but Medeus does not truly understand that path, so his words haven't the weight they might with Feather. The ancient shaman who serves the clan advises that Feather be allowed to satisfy his yearnings to see the world, but the elders say that would only encourage others to assume that their desires outweigh those of the clan. And in these dangerous times, the clan's survival is paramount. Medeus in particular does not want to see his brother leave; even though he knows Feather is basically a sensible fellow, he feels responsible for him. When their mother died, he gave her his word that he would look after the youth. Unfortunately, Feather does not make this task an easy one. The young centaur travels the range of his clan lands extensively - there is no corner that he does not know. He uses his natural talent with alteration magic to assume the shape and characteristics of a number of different creatures. He has swum the streams and lakes of Duntollik as an otter (albeit a rather large one!) and a fish. (Once he assumed the shape of a trout and ate a tasty-looking minnow only to discover a hook behind it. He still delights in relating the story of the look of terrified surprise on the face of the fisherman when he resumed his true shape on the shore of the stream!) He has soared the skies in the form of an eagle, riding the thermals above the Plains of Dust and diving on unsuspecting field mice. He even nearly tricked a barbarian hunter into thinking he was a kender - until the hunter noticed his hoofprints nearby; Feather narrowly avoided being speared as some foul creature of chaos. Recently, Feather's journeys have lasted longer and longer and have taken him increasingly farther afield. He has visited most clan shamans to learn what he can of their mystic abilities, including the arts of channeling and animism. Soon may come the day when he does not return to his own people at all. Feather: Centaur young adult male, inquisitive demeanor, Novice. Ag 6B, Dx 7A, En 10X, St 7B, Re 5C, Pe 7A, Sp 8A (64), Pr 6B, Dmg +6 (battle axe), Def -4 (horse shield), also missile weapons (great bow/+8), acute sight and taste, mysticism (alteration, channeling, animism). Jahran has never quite fit in with his people. The hierarchical Silvanesti social system has always seemed to him to be more of a means of preserving the status quo of the wealthy, powerful nobles than serving the people. When the people did benefit from the decisions of their leaders, it always seemed to Jahran that it was almost accidental. Being born into House Protector, devoted to safeguarding the Speaker and his family, gave him no liberty to air these rebellious perceptions, however. To make matters worse, he found that the Silvanesti preference for the god Astarin (known to others as Branchala) appealed primarily to those who could afford the leisure time to pursue the artistic activities he represented. In short, by the time he reached adulthood, this fairly well-to-do elf had come to realize he was not especially happy about the Silvanesti way of life, so he left for other realms. During the Fourth Age, Jahran became one of the Silvanesti exiles who worked to restore his country after the Nightmare released by King Lorac's Dragon Orb nearly consumed Silvanesti Forest. A superbly talented former scout, he gave up his profession to become the first priest of Chislev when the gods returned. After Porthios ended Lorac's Nightmare in the closing years of the Fourth Age, Jahran used his magic to help repair the damage it had caused. After nearly three decades of self-imposed exile, Jahran had come home. Despite the loss of his priestly powers after the Chaos War, Jahran has remained steadfast in his devotion to the principles Chislev espoused. He believes the goddess has not abandoned the world, for she is herself a part of the natural world. The Silvanesti believes that his goddess, and the other gods, have simply chosen to grant their favor upon their worshipers through the powers of the new magic. Jahran was one of the first Silvanesti elves to seek out Goldmoon and the Citadel of Light when that institution was founded. He was there, in fact, studying the mysteries of spiritual magic, when the borders of Silvanesti were sealed by a magical shield. Prevented from returning to his homeland, he has taken the opportunity to travel the free realms with companions, using his magic to give aid where he can. He studied the elemental schools at the Academy of Sorcery as well, adding several of them to his magical repertoire. This training has allowed this insightful elf to regain the magic he once knew as a priest of Chislev. Despite his history of opposition to the Silvanesti social order, he longs for home. Ironically, he sees the best hope for his race in the person of exiled Queen Alhana, whom he and many of his kinsmen once fought to protect. In Jahran's opinion, Alhana possesses the character necessary to unite the Silvanesti people against the might of the Great Dragons and other menaces. The leader of House Protector - Konnal, who rules as military governor in Alhana's absence - serves only himself and the traditions of uncontested power in Silvanesti. Jahran believes Konnal partially responsible for erecting the unnatural shield. And, having seen the decaying trees at the edge of the Silvanesti Forest, the elf mystic knows something sinister is going on in his homeland. Jahran Kaldeist: Silvanesti adult male, resourceful demeanor, Champion. Ag 9D, Dx 9B, En 6D, St 8C, Re 7A (49), Pe 9A, Sp 8A (64), Pr 6B, Dmg +5 (scimitar), Def -2 (leather armor), also missile weapons (crossbow/4-5), acute hearing and smell, sorcery (pyromancy, hydromancy, and aeromancy), mysticism (healing, alteration, animism). Drincabir Redstone has seen a great deal of the world. She has seen underground grottoes so beautiful that she could do little other than stare in wonder. She has gazed from the peaks of great mountains out over lush, forested vales never before viewed by any but the most intrepid explorers. And she has assisted in building one of the great wonders of the Fifth Age: the Citadel of Light. Through it all, she has remained the same as the day she departed her home: straightforward, dour, and practical. Redstone - she is embarrassed about her first name, which her father pronounced as "drink-a-beer," and prefers (or demands) to be called Redstone - is skilled in fighting with a number of different weapons. However, her greatest love is exploring the world Reorx Grafted, and she puts her mystical skills to use pursuing this passion. The dwarf relies on these skills to find routes through the underground, which the dwarves of Thorbardin use to outflank and outmaneuver their enemies. These tunnels prove handy when the forces of Beryl attempt to breach the fortifications protecting the ancient dwarven kingdom. She also has located pockets of ore that her people can mine to create weapons, armor, and other dwarven works of art. Redstone has even discovered a place of refuge deep below her homeland, which holds a pool with strange healing properties. Redstone is a fairly solitary dwarf, but not purposely so. She enjoys undertaking a journey by herself just as much as taking one with companions. Her self-reliance is her hallmark among those of Thorbardin's Hylar thane. This purposeful dwarf considers her skill with the earth a gift of Reorx - one which sets her apart even from other dwarves, for they cannot understand the Forge's creation as well as she can. Redstone seems quite indifferent about whether other people like or understand her, though. She has friends, not all of them dwarves, who respect her unique skills and let her go her own way. Others she does not need. Redstone's deep connection with the child of Reorx, Krynn itself, gives her the ability to sense danger whenever she is in contact with the ground - which is nearly always, for she gets uncomfortable when she cannot feel the earth beneath her feet. This unique talent, produced by a blend of the sorcerous school of geomancy and the mystical sphere of sensitivity, is simply something she and other dwarf earth mystics possess. She cannot explain this gift in terms of what Academy sorcerers and Citadel mystics know of magic. Such analysis seems, to Redstone, a pointless waste of time. Her magic works by the will of Reorx, and that is all she cares to know. Drincabir Redstone: Hylar mountain dwarf middle-aged female, pragmatic demeanor, Champion. Ag 6C, Dx 6B, En 9A, St 7B, Re 7B (49), Pe 6D, Sp 7B (49), Pr 5D, Dmg +6 (broad sword), Def -8 (leather armor/kite shield of renown), also missile weapons (sling/+2), diminished sense of smell, sorcery (geomancy), mysticism (sensitivity). Governor-General Mirielle Abrena and her assembly of Lord Knights chose Morham Targonne to lead the Order of the Skull because of his brilliant administrative ability rather than the depth of his spiritual understanding. As Lord Adjudicator, he is responsible not only for governing the Order of the Skull, but also for the management of religious properties of the church of Takhisis and the other Evil gods. (Practically speaking, however, the Lord Adjudicator rarely attempts to invoke his authority over the churches of other gods in the Evil pantheon, for many of these remaining churches are fiercely territorial and jealous of their prerogatives.) Morham is a contemporary of Mirielle Abrena. Unlike many of the Knights now entrusted with positions of authority and responsibility, Morham was not a member of her wing. He began his service at the age of eighteen, a few years after the Summer of Chaos, and soon became a junior officer in one of the eastern wings. By the age of twenty-five, he commanded a compgroup. Many rivals attribute his meteoric rise to his family, one of the most prominent and powerful noble families in Neraka. The Targonnes not only own some of the best agricultural land in the region, they control a huge mercantile empire as well. Morham's identity as a scion of this great family made his rise to prominence smoother, surely, but it was his keen mind that brought him to the notice of his superiors. Morham learned the mysticism of the Skull Knights only about ten years ago. Rather than pursue some of the more violent disciplines his brethren learned, this officer chose to discover the secrets of the more subtle mystical spheres. A very astute man, he uses his understanding of sensitivity only in the few cases in which he cannot get a clear insight into a person's motivations. His mentalism knowledge gives him an understanding of the tactics of his enemies, both outside and within the Order of Takhisis. The Lord Knight of the Skull is both an erudite and worldly man. Some of his brethren believe him not as committed to the ideals of the Dark Knights as he should be. They are right, but they will never be able to prove it. Through his administrative abilities, Morham has seen to it that the Targonne family receives as much of the trade commissions from the Dark Knights as possible. Much of this trade takes place through other companies in which the family has interests. The clan has thrived under the dominion of the Knights of Takhisis. Much of the shipping that passes through Sanction is controlled by the Targonne family, as well. Their holdings outside Neraka provide them with wealth and Morham with a steady supply of information. Not all this information reaches the ears of the other Lord Knights, but this master conniver takes care to turn over any information that can be corroborated by other sources. Morham Targoimc: Human adult male, gregarious demeanor, Master. Ag 7C, Dx 6B, En SA, St 7A, Re 9C, Pe 9A, Sp 7A (49), Pr 9A, Dmg +9 (sabre of renown), Def -2 (plate armor/kite shield), acute senses of smell and taste, mysticism (sensitivity, channeling, mentalism). Knight-Officer Saraele Mellivaene, a half-elf of Silvanesti stock, commands the talon of Skull Knights that currently advises the Khurrish Khan Hali-no. Shortly after the Summer of Chaos, the young Saraele fled her native forestland; she was inducted into the Knighthood just a few years later. She has never revealed the reasons for her exile to anyone - even Mirielle Abrena, her former wing commander, does not know why she left Silvanesti. Most people with whom she is acquainted simply assume the traditional elven disdain for half-breeds brought about her exile. It did not. After Queen Alhana Starbreeze was removed from her throne and exiled from Silvanesti toward the end of the Fourth Age, a resistance movement arose in Silvanesti to oppose the military government set up by the Sinthal-Elish. Even after Alhana was declared a dark elf, this force wanted her returned to the throne as the rightful Speaker of the Stars. Saraele's elf father and her human mother both sought Alhana's return, for the queen - who once loved the human Solamnic Knight Sturm Brightblade - was far more tolerant of interracial unions than were the narrow-minded nobles of the Sinthal-Elish. The couple's firebrand daughter - though barely old enough to carry a sword, let alone able to wield one - passionately supported the return of the hero queen. When her parents were arrested for treason, betrayed by one of Alhana's closest supporters, Saraele's world came crashing down around her. Thanks to her mother's warning, she managed to escape the dragnet searching for her, and she fled Silvanesti. Saraele hooked up with a young Mirielle Abrena, who discovered in the half-elf a formidable fighting spirit. The Dark Knight leader taught her the arts of war. Although at first Saraele felt a pang at embracing the enemies of her dark elf queen, in time the young woman trained herself to forget the cause that killed her parents. Where the Silvanesti had brought her only betrayal, the Knights gave her a home. When Saraele was old enough to be considered for membership in the Order of the Lily, Mirielle herself sponsored her. Early in her career, it became clear that Saraele was a very capable military leader, as skilled with a word as she was with a sword. While serving as a wing commander in Mirielle Abrena's own compgroup, this aggressive and brilliant half-elf consistently defeated even those opponents who vastly outnumbered her own forces. Saraele's troops follow her as much out of respect for her daring as for her personal leadership qualities. And the mystical abilities she has learned as a member of the Order of the Skull have only enhanced her reputation. Saraele's most demonstrable talent is channeling, which allows her to accomplish the impossible in battle and in other physical activity. While she does not disguise the fact that she and the members of her talon are Skull Knights (unlike many diplomats in this order, as explained in Chapter One), Saraele does remain highly secretive about the extent of her mystical abilities. Few realize, for instance, that she has mastered both mentalism and healing as well as channeling - the half-elf doesn't want the other Knights to learn everything she's capable of. She rarely uses her healing skills on anyone but herself and her most trusted troops. And, rather than utilizing her mentalism to test the loyalties of the Knights of other orders (as many Skull Knights do), she uses it to gather information. For instance, she surreptitiously plucks hidden facts from the minds of those she meets in her role as ambassador. She tends to wield such magic sparingly, though, relying normally on her excellent understanding of human nature. When she does use her mentalism skills, Saraele works subtly. Her deftness and perception have garnered her the assignment of ambassador to the Khur tribe and its allies, the Mayakhur. Despite the harsh climate, it is considered a plum posting, for the Khur are among the fiercest of Neraka's sometime allies. For three years, Saraele has served as Neraka's ambassador, and during this lime, she has established herself as a formidable warrior among the fierce tribesmen. She has managed to deflect Khan Hali-no's amorous advances while establishing Neraka as a powerful ally. Even Hali-no's enemies among the independent and neutral tribes accord Saraele a great deal of respect, for she has proven her superior fighting talents against their warriors time and time again. Knight-Officer Mellivaene maintains the tribes' loyalty by helping them avert attacks from Malys - she has convinced the Dark Knights in the dragon's employ to direct Great Red's attentions elsewhere. She also urges the Khur on to further attacks against the independent tribes. Neraka's agenda calls for her to increase the holdings of Hali-no and his allies until the Knights of Takhisis effectively control the entire western portion of Malys's realm. The Mayakhur have already begun to expand south beyond their traditional tribal borders, thanks to her strategic aid. Saraele still maintains a good relationship with the Governor-General. In fact, she has stronger feelings of loyalty to Abrena as an individual than to the Dark Knights as an Order. Not only did the Governor-General save the orphaned half-elf long ago from a miserable existence, but she gave the girl the tools to seek her revenge upon those who betrayed her family and their queen. Should ever the Silvanesti Shield fall, let the members of the Sinthal-Elish beware: Saraele Mellivaene will have her day. Saraele Mellivaene: Half-Silvanesti elf adult female, commanding demeanor, Champion. Ag 8C, Dx SB, En SA, St 7A, Re 9C, Pe 6B, Sp 8A (64), Pr 9A, Dmg +7 (long sword), Def -8 (plate armor/target shield), also missile weapons (horse bow/+4), acute hearing, mysticism (mentalism, channeling, healing).
|
Prev Next | Up |