NPCs
Minor
Criminal/Espionage
Private Draft
4.44
9 Votes

32xp


Hits: 2882
Comments: 8
Ideas: 0
Rating: 4.4444
Condition: In Work (hidden)
ID: 877

Submitted:

Updated:
November 20, 2005, 8:57 am

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Grehl Sober

By:

Leader of a band of called the Shadow Myths who create myths carefully and flawlessly that cover their tracks as they slink across the land and occupy strongholds for brief periods and assassinate political officials.

Special Equipment:

Horn of leading, Azurmoth Blades, Ring of deception.

Appearance:

Usually completely concealed in his bound, loose fitting clothing with a deep hood and face mask, not much but his eyes can ever be seen. From the brief glimpses that some catch of him, he appears to be swarthy and generally untrustworthy. He is lithe in build and slightly taller than average for an elf.

Background:

Born to a family forced into the new religion, he almost immediately rebelled against it, trying to follow the old religion to the best of his abilities. His actions were linked directly to his parents and they were promptly sent to jail and the last he heard, they were tortured most likely to death. He joined a band of old religion followers and quickly rose through the ranks with his innovative ideas and impecable tactics. He birthed the idea of having spies create myths that would set into the locals minds as the band carried out its will. The myths were perfect for explaining the evidence that may have been left as Grehl’s comrades acted upon his impervious plans.
His group’s goals are to assassinate new religion leaders and occupy strongholds which were major control points for them. They are trying to destroy the new religion under the guise of mythology.

Roleplaying Notes:

Play as a gruff, but trusting individual. Will often act meanest to those he is introduced to because they are not people that he has deemed worthy of his interest. As for plots, he would usually go on assassination missions or military overthrows.



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Comments ( 8 )
Commenters gain extra XP from Author votes.

CaptainPenguin
April 21, 2003, 22:36
0xp
Good character, but what is the "old religion"?
What is a "horn of leading"?
What is an "Azurmoth Blade"?
What is a "ring of deception"?
Are they D&D items? Even if they are, tell us their powers.
ephemeralstability
April 22, 2003, 2:12
0xp
Yes, a complex fellow indeed. Imagine what a terrifying regime could ensue from this man's being in power: political enemies conveniently being devoured by mythical beasts, it's like an allegory for Stalinism.
manfred
April 22, 2003, 6:35
0xp
Would like to see an example of that myth-creation! So many possibilities...
CaptainPenguin
April 22, 2003, 21:59
0xp
Cool.
manfred
April 23, 2003, 6:24
0xp
Sure they do.

Man, this is good. It may kind of give a new insight into those "stereothypical" fantasy legends (yet another strange beast comes and eats folk until killed). And do not forget to hire some adventurers to slay the horrible beast terrorising the poor town.

Heh, would make a fine campaign, travelling around and seeking monsters that do not exist. Hopefully the players will realize that it is those religious leaders that get killed so often...


As a minor note: it is not about high charisma, it is about the ability to use it... maybe even not so high, the better to be forgotten after some time...
Yuna Holystone
May 21, 2003, 23:01
0xp
Ummm..............hehehe cool guy....-blushes- uhgg


Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp


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