Description of Bak’nors Rock & Notable (N)PC’s

Description of Bak'nors Rock

Bak'nors Rock is the name of a vast castle constructed on the ruins of a dungeon used by the Lich responsible for the Lich war, by an adventuring group that was formed at the beginning of said war. Unlike most other adventuring groups from that dark period in history, this group not only used their resources to make a lasting impression, but they also kept on going on adventures. In its humble beginnings the lands were a refuge for people who didn't make it in other lands, and attracted drifters and homeless people from across the Neptune Sea coast. This was further stimulated by the way the group handled the problem of these poor people, they fed and sheltered them all. For the first year after the castles construction, the lands soul means of income came from the treasures of these heroes.

The following year, however, the adventurers started pouring more money into the creation of an infrastructure that would allow people to make a descent living by them selves. Because of this measure the people living on these lands are finally able to be independent from the government. The rulers of Bak'nors Rock still own the majority of the businesses on their lands, but independent businesses are being started on a regular basis. The financial climate makes these young lands very interesting for traders everywhere. Bak'nors Rock is now primarily a trading realm, although they have recently begun the raising and maintenance of a strong military force, both for the defense of their massive caravans that run al the way to Crato, and for the defense of their northern borders, that lay near the lands of The Order.

The lands are covered in dense woods, making travel through them on horseback almost impossible. These woods are constantly patrolled by groups of Mage Slayers, highly trained fighters in the service of Bak'nors Rock. The northern part of this realm consists of high mountains, covered with mines. The most interesting about this region is that there is a community of kobolds, living near the town of Breeg , working in the mines in service of the Lords of Bak'nors Rock. These kobolds are becoming fanatical followers of Pelor, and have the same rights as other civilians, which is unprecedented in other lands where these creatures have no rights what so ever. Within the town of Breeg a temple of Pelor stands, which is now undergoing renovation. This town has a totally new group of inhabitants, seeing as the first inhabitants were all killed by a large group of undead.

Seeing as the town of Breeg is of strategic importance, because it lies on the most obvious route from and to the lands of The Order, a small army originating from Omaru is stationed here as the first line of defense. To further secure this location the construction is started of a vast underground fortress, capable of holding an army of thousands. This project, which would normally take years to complete, has had a significant impulse when Gramber, the Lord High Wizard of Bak'nors Rock, used his powerful magic in the excavation process.

The vast castle stands several hundreds of feet above the town at the foot of the mountain and was named after the young man who founded it after defeating the Lich responsible for the Lich war. The location of the castle makes it impossible for any attacking force to approach it from another direction over land than directly towards the gate, a route that leads over a fairly narrow path. This path is easily traversed by small groups, but no more than 8 men can walk abreast, making it hard for enemy units to stay in formation. The castle houses not only the Lords of Bak'nors Rock, but also a strong military force consisting of large groups of crossbowmen and an exotic unit consisting of berserkers.

Noteworthy about the town of Bak'nors Rock is not only the vast castle nears it but also the many weapon smiths and armories, which make their weapons from the fine steel made in the specialized smelters. There is constant research going on at these smelters, to create even better steels, a research that normally isn't done regular in other countries.

The castle was the home of the only temple near town, the Temple of the Rising Sun. After years of cautiousness about this new religion people are finally starting to accept and follow this religion. Construction has also started of a temple of Helm , Deity of Guardians, within the town itself. Shrines of most other good aligned Deities are to be found on various locations in or around the town.

The town is also home to the only school of mages in the region around the Neptune Sea . This is possible since magic is more accepted in these lands then most others, seeing as one of the leaders is a high level mage himself. Anybody with an interest in magic may visit the school during daytime. During nighttime trespassers will most likely be greeted with a plethora of magic missiles, cast by the numerous students of magic that inhabit the school.

Famous for its Mlap, a magical enhanced beverage, Bak'nors Rock has the lowest prices of all the lands. This beverage is also one of the most profitable export products from this town.

Notable (N)PC's

Gri'shak
Lord of Bak'nors Rock, the Rock
CG hm F13

Gri'shak joined the Invincibles at a later time and immediately took over the role of Bak'nor as lord of the castle and its surrounding lands. He impressed the party from the start, showing both strength in combat as intelligence and wisdom in dealings with other beings. He uses magical items to protect his life-force and mind from magical intrusion. He still is a young ruler and would rather be roaming the world, looking for adventure and fighting Evil, but understands that he is needed at the castle as ruler of the lands. The last couple of years he has been investing his time in creating an infrastructure that will allow him to leave the castle for months at a time. Furthermore he is the main stockholder in a young, but already strong business, with routes all the way to Moba.

Notable possessions : Green Dragonskin Armor (AC3), Intelligent Two-handed Sword +3

Gramber
Lord High Wizard of Bak'nors Rock
LG em F3/W14

Gramber is a founding member of the Invincibles. A Gray-elf who's started his adventuring career during the Lichwar. He killed the Lich with the help of the original members of the party and started construction of the castle, now known as Bak'nors Rock. The years of adventuring took its toll on his body and while he still has an amazing constitution, his strength is almost completely gone. His lack of strength, however, is completely compensated by the strong magic he can wield. It's noted that he is capable of casting an immense amount of spells, even after the point where ‘normal' mages would have been depleted. He is often absentminded, always thinking of new spells he can develop and improvements on existing ones. He founded the School of Mages to make magic more accepted in society.

Notable possessions : Ring of Wizardry, Elven Chain mail, Stone Golem

Questor of the Rising Sun
High priest of the Rising Sun
LG hm P12

Questor is an other founding member of the Invincibles. This human from a small fishing village became a priest of the Rising Sun, not knowing the impact he would later have on the world. Questor always had taken a supporting role within the party, preferring to let the others stay in the spotlight. This was more often than not because of his weird behavior. The question still remains if this behavior is caused by his extremely high Wisdom or because he really is just weird. When encountered he can appear totally absentminded, but actually is fully aware of everything around him. On a recent adventure Questor died but was reincarnated into another human body, with the approximate age of 16. This could be cause to underestimate him, but one should not provoke him, because the power of his God is strong in him.

Notable possessions : Amulet of the Planes, Pearl of Wisdom

Aliena of the Shining One
High Priest of Pelor, Lady of Breeg
NG hf P13

Aliena is the newest member of the Invincibles. The oldest daughter of Creslin Avenel, current lord of Hilliard city, became a member after hearing about the noble causes the Invincibles pursued. Her drive to do good is a sharp contrast with the way her father rules the city of her birth. She became the Lady of Breeg shortly after becoming a full member, having earned this right in combat. Her day to day activities are normally centered on her church of Pelor and the constant threat from The Order, north of the village. Recently an agreement was made with Omaru, in which they will help in the defense of the border by placing troops near Breeg. She is planning to one day ride south to Hilliard City and de throne her father there, bringing just rule in the place she grew up in. For now she has her hands full with the kobold tribe that lives nearby, which she is trying to convert (and doing a good job at it). The kobolds who are already converted make fierce and loyal followers of Pelor, although they still regularly fall back to their old ‘evil' ways.

Notable possessions : Rod of Resurrection, Power key

Aramus
Scout master, leader of Mage slayers teams
CG hm R11

Aramus joined the Invincibles mere weeks after Bak'nor did. Always the competent fighter, it was he who eventually struck the killing blow upon the Green Dragon that harassed the city of Santario . Shortly after the siege upon the castle by a small army lead by a Death Knight (who eventually killed Bak'nor in singles combat), Aramus settled down with Florgan with whom he now has a baby girl. He still has the urge to adventure from time to time, but overall is content living peacefully within the woods, training Mage slayers and raising his daughter.

Notable possessions : Green Dragon skin armor (AC3), magical shield +2

Florgan
Lord of the Ladies
NG ef P8

Early member of the party, sister of one of the earliest members of the party named Frodo. This young Gray elf was born and raised in the same village as Gramber and Bak'nor. She dedicated her adventuring career to the destruction of the Lich and his undead minions. After the destruction of the Lich she retired from adventuring life and settled down. Later she married and had a child with the human ranger, Aramus.

Elviria
Adopted by the Invincibles
CG ef W7

This young High elf was found and adopted by the Invincibles within the woods around Bak'nors Rock, before the castle was build. Her parents were never located, although the party didn't really looked for them, simply assuming that either they were dead or they would show up at a later time, reclaiming their daughter. She showed remarkable talent in the craft of magic and Gramber found out she was a fast learner. She is constantly running around the castle, pulling pranks on everyone. Lately however, she is seen more frequently seen in the woods in the company of a tiny unicorn, if rumors are to be believed. One note of importance, during the tournament she became close friends with Polyphemus a Titan of immense power.

Notable possessions : Wand of Wonder, Medallion of ESP

Tarval
Ambassador
NG hm B1

Still a very young man in his late twenties, Tarval became the official ambassador of Bak'nors Rock shortly after it was founded. The position of ambassador wasn't planned for by him, but he rather grew in the position. At first he was a messenger for the (then) future Lords of Bak'nors Rock, but as time passed by his messenger assignments became more and more complex. Tarval discovered during these missions his talent in negotiation. This talent was also recognized by Bak'nor who quickly promoted him to the official ambassador of Bak'nors Rock. He was further rewarded with a Cloak of Displacement, which helps him when venturing in more dangerous lands.

Notable possessions: Cloak of Displacement

Tok
Headhunter Leader
CG hm F3 (berserker)

Tok met Gri'shak during the Lichwar. They met near the end of the Lichwar, in a bar. The Headhunters are a mercenary group from beyond the desert and at their first meeting they were hired to hunt down and kill an escaped Tyrannosaurus Rex. Gri'shaks party was hired to do the same thing and when he suggested to work together Tok responded that only the bravest and strongest of men would have the honor of fighting besides them. Gri'shak challenged Tok to a brawling duel, defeating him, and earning his respect and friendship. Tok is the most intelligent of the berserker group, but not by much. He is a competent fighter and totally loyal to Gri'shak. Every attempt at bribing has ended at the tip of his sword.

Notable possessions : Two-handed Sword +3

Jack Daniels
General of the Army, head of School of Combat
NG hm F6

Jack Daniels and Jim Bean met Gri'shak during their defense of Omaru. They fought side by side during a first skirmish with the advancing undead army. During this battle Gri'shak saved the life of Jack Daniels, whom was critically wounded by an undead attack. During the rest of the battle, Gri'shak took over the command of the group and secured a victory. This earned him the fierce loyalty of this small mercenary band who vowed to help him out if he ever builds a stronghold, which is what happened. After several years of working at the castle without serious combat or important tasks to be carried out, Jack became restless. Upon this he was charged with the construction and maintenance of a school to train and equip troops needed for the defense of the entire lands around the castle. He helped Gri'shak in designing special weapons and special troops, better suited to fight within the dense woods of the lands. The loyalty of this middle aged man is without question and his word carries as heavy as the word of Gri'shak himself.

Notable possession : Magical Plate mail +1, long sword +2 (old sword of Bak'nor)

Jim Bean
2 nd in command of Jack Daniels, head of castle defenses
CG hm F3

This man in is early thirties has seen much warfare in his days. Fighting as a town guard against a first wave of undead he later joined Jack Daniels in his mercenary band. His rise through the ranks was evidence of his strong sense of duty and his competence in battle. His skill with the crossbow is incredible, hitting targets at distances most crossbows wouldn't reach. He is the master of all castle defenses and he does this task with an iron hand, although he can be very lenient (for his doing) when love is involved. It's known that one soldier who got in a fight after a drunk harassed his girlfriend, was only sentenced to latrine duty for two months, instead of being put in jail for three months. He is also very consistent in that he would never force guard to do things that he wouldn't or couldn't do himself.

Notable possessions : Heavy crossbow of Distance, short sword +3

Jakker the swift
Castle messenger
NG hm

Jakker is a well known boy who lives within the castle Bak'nors Rock, the son of a chambermaid and a guard. A lad of nearly eight summers old, he is mostly found in the inner courtyard, where he watches people arriving at and leaving the castle. He loves the stories told by visitors of the castle. Whenever a person needs to be notified by the guards at the gate, they sent this little boy who knows almost every nook and cranny of this huge place and can deliver messages faster than anyone in this place.

Kellisar
High Priest of Helm
LN hm P(sp)9

This specialty priest of Helm is an old-time friend of Gri'shak, co-founder of their old adventurers' party. They fought many battles together, surviving them all. The thing that almost killed Kellisar, however, was not a monster or a weapon, it was a broken hart. After the Lichwar had ended, Kellisar married the mage of the party, Leafa. For a couple of years they were quit happy, that is until a large group of mages came from the north. They attacked the town and in its defense she died or rather vaporized. The attack was repelled but at great cost, Kellisar hart was broken. He went on fighting the mages until they were all dead, after which Gri'shak went on to check out the owners of the new castle and hopefully get more answers of what happened. They mutually agreed that Kellisar wouldn't go with him, being tired of adventure. He used the time alone to come at peace with himself and with Helm, whom he partially blamed for letting Leafa die. After several years in solitude, he at last came at peace with himself and with Helm. As penance for turning his back on Helm, he was ordered by his superiors to construct a temple of his own in a city were no temple of Helm exists. Helm appeared in a dream to him, saying that he would make sure that Kellisar and Leafa would once again be together at some point in the future. He now is busy constructing his new temple, with the help of Gri'shak, and will in the future start divining ways to get Leafa back.

Notable possession : Full Plate +1, warhammer +2 (+1 cold damage, former hammer of Kombul the Gray), crystal ball

Siondra
Temple Priest of Pelor
NG hf P6

Siondra and her husband Greyson are originally from another plane of existence, being brought here by the Invincibles. They claim to be loyal to Aliena, and have proven this time and time again. Still young, in her late twenties, she loves her position within the church, which allows her to meet plenty of people and talk about Pelor to those who don't know about him. She particularly loves preaching to the Kobolds who reside in the nearby mines, the conversion of these small evil creatures of darkness to the shining power of Pelor will be her greatest achievement.

Greyson
Captain of the guard of Breeg
CG hm F3

The husband of Siondra and captain of the Breeg guards, greyson has his hands full these days. Not only does he have the constant threat of the Order in the north, he also has to keep order in a small town filled with mercenaries, military personnel and converted kobolds. The most trouble in town usually comes from the only inn in town the Lesser Tanari Inn, an inn famous for the skulls of lesser tanari that are being used as cups. For some reason, maybe the resident evil within the skulls of the tanari, bar fights are regular. He is thinking of having the place blessed by Aliena, if only to soothe his own conscience, but secretly hoping that this will end the bar fights. He is a strong believer in the strength of Pelor and totally loyal to his wife and Aliena.

Sylvian
Temple Priest of the Rising Sun
LG hef P7

A Loyal follower of the Rising Sun, Sylvian is not completely satisfied with her employer, Questor. She respects and obeys him, but is worried that is odd behavior has an adverse affect on the kind of followers they will attract. His behavior has already attracted people that are strange themselves, and not in the way Questor is. In recent years however she has been able to convert more ‘normal' people to the Rising Sun, giving the church more respect and reverence in the lands. She also quietly hopes that Questor will go on adventures more often, not so he can spread the word of the Rising Sun, not even to get him away from the temple, but so he can show the power of the Rising Sun to the people first hand and not by stories about an odd priest that babbles about some sun thing.

Duncan
Personal servant of Gri'shak
LG hm P3

A middle-aged man, when he came in the service of Bak'nors Rock, Duncan has quickly set himself aside from the other clerks at the castle by his professionalism and his ability to accurately identify potions. These abilities made Gri'shak decided to make him his personal servant, a role he is only too happy to fulfill. This way he can do important work without being disturbed by distractions from elsewhere. He likes being alone or with a small group, lacking the social skills to fit in with larger crowds. He doesn't have many friends, although he counts Gri'shak as one of them. Anyone who wants an appointment with Gri'shak will have to go through him to get it. Usually he will let people wait in front of his desk, not responding to their questions until he finished what he was doing before they interrupted him. His loyalty is total and he knows secrets of Gri'shak that nearly no one else does. Only recently it was discovered that Duncan is a priest of Deneir, Lesser Power of Scribes. At the question why he never told anyone that he was a priest he only replied with a thin smile on his lips: ‘nobody asked…'

Bristra
Bristra the businessman
NE hm T10

This former thief, turned businessman after a particular profitable heist. The money he invested in a large trade house, which is fairly profitable. He never could stop the thieving that he had in his blood and still sets out on heist now and then. This however stopped to a minimum since the mysterious ‘Darkness' appeared in the streets of Bak'nors Rock. This creature of the night seemingly fights thieves and other workers of the night at such intensity that normal thieving is almost impossible to do. He now is trying to form a thieves guild so all thieves can work together in the business and in fighting of this strange creature, under his (well paid) leadership, of course. He already has placed a bounty on the head of the Darkness, hoping an adventuring party could get rid of this nuance.

Dwynnen
Mayor of Bak'nors Rock
LG hm

Dwynnen is the first elected mayor of the town of Bak'nors Rock . Elections were held after the Invincibles were away on a quest for several months. After this the Lords discovered the need of a functional government for their lands while they were away on quests. The mayor is elected for a four year period after which he can be re-elected or another mayor is chosen. Dwynnen used to be a businessman but had to turn over complete control of his business to the Lords of Bak'nors Rock. This is to prevent that he will use his newly gained resources to further his business deals. His business is run in the same way as usual, and if his reign as mayor will end, he can expect a significant bonus impulse in his business. Dwynnen still uses his business instincts in his dealing with the rule of the town, looking for ways to find better or cheaper solutions for problems that arise. His newest idea is to use kobolds to maintain the sewers under the town and hire some adventurers should something dangerous emerge from them.

Stestin
Commander of Omaruan troops in Breeg
LG hm F7

A veteran of the Lichwar, Stestin commanded a team of elite fighters who found glory combating the dreaded Giant Skeletons. Personally slaying several of these monstrous undead in single combat, he earned the respect of all fellow warriors. His newest assignment is both boring and very strenuous at the same time: keep track of troop movements of The Order and building defenses along the border. This middle-aged warrior is a leader of men, and a very strong tactician. He cares for his men, and although most of them distrust magic he is always looking for mages to recruit in his ranks. A bonus on this assignment is that he has received permission to locate his troops near the town of Breeg , where a church of Pelor stands. During the Lichwar he quickly found the use (both during and after the battle) of clerics, and is glad that divine intervention is only an incantation away, should the need occur. His presence in battle is an inspiration to his men, giving them a +1 morale bonus.

Notable possessions : Full plate armor +1, longsword +2, medium shield +1, heavy warhorse with full plate barding

Mider
Main scout of Omaruan troops in Breeg
CG hm R4

This ranger was a scout since the Lichwar. Before that he was the son of a lumberjack, but an attack of undead quickly changed his lifestyle. Stestin found the young man and took him under his care. Under the care of Stestin he quickly learned the ways of the militairy, but still held on to his love of the woods. This love was the reason Stestin let him train in the ways of the ranger. His behavior during the Lichwar has earned him the respect of his fellow scouts, and even though he is just in his twenties, he is the highest ranking scout in the entire Amruan military. He regards Stestin as his mentor and friend and is not afraid to question his commands if they seem strange, expecting clarification, before executing these orders. He is headstrong but if others question Stesins orders, he stands squarely behind his mentor, even if he doesn't agree with them completely.

Notable possessions: Composite longbow +1

Burk
Kobold leader
LN km

Burk is the leader of a kobold community that lives on the lands of Bak'nors Rock. He gained the position by defeating the previous leader in combat. The clan of kobolds was content in periodical raids on human settlements in the neighborhood, but the arrival of the Invincibles changed that. He found out that they were building a castle, and although kobolds do not tend to be smart, Burk was smart enough to realize that a castle would mean armored warriors in the woods, which in turn would mean they would have to be more careful in future raids. He ordered to start digging deeper in the earth, hoping to find more food in the deep, rather then facing heavily armored fighters on the surface world. For a couple of years they dug, only making short raids on the surface, just enough to get enough food for the clan to live. Kobolds started to grumble, complaining about food, and several challenges were made to Burk for leadership. He survived them all but was about to abandon his plans of finding food in the deep when a beholder and several members of the Order entered their lair. The beholder disintegrated several kobolds and threatened to destroy them all, unless they were loyal to him. He agreed on these terms, but hoped that someone would kill the monster. That indeed happened; it was defeated by the Invincibles. In the process however, two of this adventuring group were turned to stone. The group told them to take care of the statues or else they would come back and destroy them all. When a member of The Order turned one of the statues back to life, Burk made the choice to help this person instead of the other. This was a good decision on his part, because not only was he allowed to live, he also was given the chance to live on the surface, and live peacefully. The Lords of Bak'nors Rock gave the kobold tribe the chance to become peaceful, work for them and receive money and food for their services. The actions that he saw from Aliena also caught his eye and both he and a big part of the other kobolds are converting to worshipping Pelor. The kobolds are now in the process of becoming full pledged citizens of Bak'nors Rock, although they still have to fight resentment from humans, they have the same rights as other sentient races within Bak'nors Rock. Burks rule over the kobolds has become much less violent, and the kobolds are slowly getting used to their new way of living.

Bartak
Cobbler
LE hm W5

Bartak had arrived in the town of Bak'nors Rock only months after the first assault on the castle. When he arrived, the town was still recovering from the assault and his arrival didn't arouse suspicion. He started a coble shop and integrating in the town. Every shoe or boot he made or fixed was marked with its own symbol. After he was settled, he opened a sealed package he had carried with him, since entering the town. Inside was a crystal ball. Bartak is a spy for The Order. His assignment in Bak'nors Rock was actually a sort of punishment for him; he doesn't like the climate and certainly doesn't like the people in the town. He is a gruff man, and has little contact with the inhabitants of the town, preferring to gain his information by the use of his crystal ball. Recently his attempts of scanning the inside of the castle, mainly the quarters of Gri'shak and Gramber, have failed. He isn't concerned about this since he suspects that they simply lined the walls and ceilings with lead, which blocks divination spells. He now focuses his divinations on other people, easily found through the use of his symbols.

Notable possessions : Crystal ball, amulet of proof against location

Selgnir
Druid of the northern woods
N hm D12

Selgnir is a middle aged man whom became the druid of the northern woods after the former druid got killed during the Lich war. Like the previous druid of these woods, Selgnir enjoys too wander the woods in animal form, and he prefers squirrel- or bird-form while scouting his woods. Because he is in animal form most of the time, it was only within the last year that Aremus discovered that the woods were indeed guarded by a druid. Their first encounter was initiated by a cautious Selgnir whom had observed the ranger for several weeks before instigating contact. Nowadays Selgnir works with the ranger when the need occurs but is content in living peacefully within the woods, giving the ranger hints of were danger for the woods is likely to emerge. He has heard of the threat of the Order from the north and has given Aremus his word that should the need occur, he will help to defeat them, if only to preserve the woods from destruction by hostile magic. In exchange for this help, Aremus had to make a vow, never to tell anybody about the druid, so he won't be sought out as ‘some damn hermit who knows the answer to everything'.

Oaktree
CG 12HD Treant

This old treant lives within the northern woods and has been asleep for the last twelve years. Selgnir the druid is sometimes worried that this powerful guardian of the woods will never wake up again. Two years ago, a colony of sprites made the branches of Oaktree their home, and they protect him in any way possible. He has rooted within the most dense part of the woods, near a tree inhabited by a dryad.

Thorodrongor
Thugmaster
CE hom F7

Thorodrongor is a half-orc, one of the few in Bak'nors Rock. He hails from Hilliard City were he was hired by Creslin Avenel to undermine the financial base of Bak'nors Rock. He was only to glad to comply with this assignment, since it were the Invincibles that killed a great portion of his clan. Intelligent for a half-orc, he hired several thugs and thieves to help him in this cause. He mainly works in muggings, but isn't afraid to use other measures such as blackmailing or even murder. He knows that there are few half-orcs in Bak'nors Rock so he tries to work behind the scenes but isn't afraid to step in himself. He is starting to get worried about the creature known as ‘The Darkness', fearful that this creature could discover him and put an end to his secrecy. He is nearly at the point that he'll go out himself to search, to find and fight this creature, but has turned his attention towards the rumors that a thieves guild is being formed within the town. He is still deciding if he should join, take over or not even bother with this group.

Notable possessions : Studded leather armor +2, club +1

Grundar
Carriage driver
N hm

Grundar is strange person, never seen unless his services are required. This gaunt looking man drives a carriage up and down to the castle of Bak'nors Rock for the price of 5 copper pieces per head. Never seen without his carriage pulled by two strong looking horses that never seem to tire, he arrived after the first siege of the castle, although nobody can recall when exactly he arrived. Actually nobody really thinks about this strange man and when asked about him, no one is able to recall any details about either him, his horses or the carriage. He is just accepted as being ‘there'.

Jamal
Chief trade master
N hm

Jamal is the chief trade master of the trade house located within the town of Bak'nors Rock . Jamal is all business, when a potential customer enters the store they can expect minimal small talk from his part, and it's extremely hard for anyone to extract free information from him, making him seem almost rude. Prices in his store are set and bargaining is not a word in his vocabulary, but people needn't worry about this since he offers the best products for the prices he charges. He is an important person in the town of Bak'nors Rock and his influence is often felt throughout the region. The importance of his task as chief trade master has brought several attempts of assassination upon him, but he has survived them all. And to further discourage further attempts at his life, he has hired a group of experienced adventurers to guard him and track down the persons and dispose of the persons that are after his life.

Notable possessions: Amulet of Life Protection

Rucanor
Head guardsman of the town of Bak'nors Rock
LG hm F5

This stocky build forty year old man came in the service of the Lords shortly after the founding of the town. He was the sheriff of a small hamlet in the north for a decade, until an undead army leveled the entire village. Luckily he was able to lead most inhabitants out of the village and towards relative safety. They fled to Omaru were they were safe for a while, until a great army reached the city and took it after a short period of siege. Refusing to keep on running from the armies he took his family to relative safety and gathered a small group of likeminded people and set out to destroy as many undead as they could. This went on for the rest of the Lichwar, during which he gained a lot of experience fighting undead and a magic trinket or two. After the war, he heard about the persons responsible for the destruction of the Lich and decided he wanted to thank them in his own way. He gathered his family and belongings and offered his service as sheriff of the young town to the slayers of the Lich. An offer they gladly took. Rucanor began in a town full of beggars and freeloaders, but the town slowly but surely began to show signs of improvements. At first he and his deputies were very busy keeping order in this fresh town, but now the town has turned for the better. Criminal activity has dropped significantly over the last year, both by the good police work, provided by the sheriff, an immensely improved infrastructure of the lands, and the arrival of a mysterious being known as ‘The Darkness'. At first Rucanor was very skeptical and even a little afraid of this creature, but after several months of sightings, he has begun too think this creature may not be a bad thing for this town after all…

Notable possessions: Short sword +1, Scale mail created from the hide of a Behir

Tungan
Cleric of Tempus
CN hm C5

This grizzled veteran of the Lich war is one of the few surviving priests of the war god, Tempus. During the Lich war this loud, obnoxious man in his mid thirties confronted a large group of undead, accompanied by a small group of adventurers. Unfortunately for them the undead were far too numerous to take out without heavy casualties, but after all fighting seized, Tungan was the only one still moving. After loosing consciousness he was found by a farmer who lived in the neighborhood who carried him home and did his best to treat the wounds Tungan received. Unfortunately the farmer was no expert in healing and the wounds got infected, and Tungan only survived by his rugged nature. Although he still lived his body was damaged severely by the fight and the following recovery period, and lost most of the mobility in his right leg, now walking with a limp, and lost some of the dexterity in his left arm. Because of this he couldn't fight in the frontlines anymore, a thing in life that he loved more than others. He now had to satisfy his desire for danger through other means. He tried to join with several town militias in fighting undead and looters, but it never worked out, seeing as he was the instigator of more then one bar fight. After the war he started to wander the lands ones more, hitching a ride with numerous caravans that roamed the land, after which at one point in time he arrived in Bak'nors Rock. He decided that he would try to found a temple here, seeing it was a land bound for war with the dangerous northern empire. He now trains people at the school of combat and gained the respect of the newest trainees by single handedly taking out four of them in a bar fight, during a night out in town, saying that he wanted to toughen them up for the coming training sessions. This man doesn't take crap from anyone, and even though he isn't as quick at strong as he used to be, he still is a very tough guy. He is a very good friend of the berserkers and often goes out to drink with them.

Rodny
Rogue tutor
N hm T4

This young man was a fairly good thief, and made a descent living at it, during the first few years since the founding of Bak'nors Rock. But one night he encountered a being known as ‘the Darkness' and his whole life changed. He just mugged a drunken traveler in ally, but before he knew what was going on, everything went dark, just moments before he felt several bludgeoning blows connect with his body. He lost consciousness and woke up in a police cell, but was released since the traveler didn't press charges. Considering himself lucky, he set out the very next night and cornered another drunken traveler. Just as he was about to sap him, again everything went dark, but this time a heard the rattling of chains. A second later he felt the cold steel of a chain wrapping around his neck with great force. A whispering, almost demonic voice told him that this was his only warning, he had to stop this and find an honest job or die the next time he tried anything. Fear is a powerful tool to use, and Rodny decided to quit his thieving ways (at least for now) and decided to find a real job. To his surprise he was sought out by Jack Daniels himself to train people in his now abandoned profession, an opportunity he took with both hands. Now he is a respected teacher within the school of combat, tutoring the highly exclusive ‘x-men'.

The Darkness
Knight of the Night, Helms thief bane
Alignment Unknown, Race Unknown, Sex Unknown, Class Unknown

The Darkness appeared only a short while ago, apparently with a huge non-magical explosion in the woods. Its appearance varies with each sighting report, varying its height from 6 feet to 8, and its face and body color from black to flesh. Little is known for certain about this strange creature. One thing that is certain is that it only appears at night, and every time it is sighted darkness surrounds it shortly after it. The darkness is so great that even magical light cannot penetrate it. Anytime this huge globe of darkness envelops people, these people emerge unconscious. The people whom are enveloped by this darkness are usually known to be liberal with the law, more often then not they are criminals known by the police. These people are sometimes found with chain marks around their necks or dart marks on their hands. Townsfolk were scared for the first few months after its first appearance but have slowly started to accept this creature as a protector of the night. The creature apparently evolved during its first few months, changing not only its form, but also the way it works. Since a temple of Helm is being constructed, some criminals enveloped by The Darkness are found with a black eye on their foreheads. This was quickly named the Dark Eye of Helm, by de civilians, reassuring them even more that this creature would be no danger for law biding citizens. Attempts at divining more information about this creature by the Lords of Bak'nors Rock have proven unsuccessful.

Notable possessions : Unknown

Updated: 28-10-2003 21:04 By TH