438 lines
24 KiB
Plaintext
438 lines
24 KiB
Plaintext
AUTHOR'S NOTES AND CREDITS:
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All priest spheres and granted powers are as per official entries in "From the
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Ashes," TSR's 2nd Edition revision of the World of Greyhawk. Likewise, major
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events noted in Dorian's personal history and magic item descriptions also
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spring from official sources in "The World of Greyhawk," "From the Ashes,"
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and WGR4, "The Marklands," though many details and embellishments have
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been added which are consistent with the official chronicles.
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Literature has also been used as a source, a practice I highly recommend.
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Sasoon Siegfried's poem is adapted from a similar work by the real WW1 poet
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Siegfried Sasoon, and the "unnamed bard" referred to in the text is in fact
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Matthew Arnold, an Englishman who died in 1888. His poem is called "Dover
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Beach," though it is probably better known as the poem which Guy Montag
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reads to his wife's friends in Ray Bradbury's masterpiece "Fahrenheit 451."
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All other names, works, and entries are my own.
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While entries in this file are all derived from Greyhawk sources, adaptation
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of Dorian and his items should not be difficult for DMs who use other worlds.
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The adventure described at the end of Dorian's personal history reflects his
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role as a pre-generated character for an adventure that I'm working on called
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"Curythwyln's Citadel," but DMs are free to alter this, or any other portion, in
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order to suit their own campaign and staging needs. Enjoy, and please don't
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hesitate to write and tell me what you think (74247,3033).
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Viva Greyhawk Libre!
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--Thalion Envinyatar,
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Greyhawk Exchange Project
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Part 1 = Personal History
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Part 2 = Statistics and Magic
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***********[ DORIAN BEAUCHAMP: PERSONAL HISTORY ]*************
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Nestled against the southern tip of the Gamboge Forest, the town of
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Arndulanth has traditionally been a thriving community, trading with the
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woodsmen of the forest and the demi-human mines in the nearby hills in an
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arrangement that brought prosperity to all. Your father was an officer in the
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Royal Army of Nyrond and a devout worshipper of Heironeous. You were his
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oldest son, and he strove mightily to ensure that you would follow in his faith
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and his footsteps.
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A diligent student, your natural talents served you well, and soon you had
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succeeded beyond even your father's ambitions. Accepted into the temple's
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special training programs in CY 569, you graduated in Fireseek (March) of
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573 a Paladin of the Order of the Copper Axe. Unlike your father, however,
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you chose a life of active service through adventure, drawing companions to
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you and forming the Lightbrothers Adventuring Company.
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The early years were difficult, and several companions fell to the perils and
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hazards which accompany the adventuring life. Nevertheless, by CY 581 the
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group numbered fully 10 members, including a cadre of good friends with
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many years of service: Daumond the Invoker, a quiet man but dreadful in
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anger; his close friend Sasoon the Bard, always ready with tales of heroism
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and words to lift the spirit; and the brothers Max and Milon Maladar, devout
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priests of Heironeous and iron-fisted foes of evil. Well-known to the rulers of
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the Shield Lands for your dependability and daring, the Company found no
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shortage of patrons among the border lords.
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In Wealsun (June) of the year 582, however, the Lightbrothers terminated
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their activities in the Shield Lands and headed back east to Arndulanth.
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Sasoon's amazing network of bards, travelers, and informants had always been
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one of the Company's most valuable assets, and this time was no exception.
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The news was shocking: Tenh had fallen to the barbarian hordes from
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Stonefist! Opportunities for adventure now beckoned closer to home. As the
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company prepared to set out from Arndulanth in the Spring of CY 583,
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however, ominous news began to arrive from every quarter: to the west, the
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forces of Iuz had overrun The Horned Society and attacked the Shield Lands,
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and a general war was now in progress. At home, meanwhile, rumours were
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flying regarding a mobilization for the reconquest of Tenh. To the south, Lord
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Kevaunt of the Prelacy of Almor had begun military preparations of his own,
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fearing a wider eastern war once Nyrond was preoccupied.
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The Company took counsel, and reached the conclusion that the fears of
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Kevaunt were probably justified- a wider war was indeed in the offing. While
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Sasoon headed west to Niole Dra in order to confer with friends, the Company
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elected to remain in Arndulanth, using its wealth and reputation to rally
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friends and townsfolk for king and country. Hard-won treasures went to pay
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for training and equipment, and behind this well-drilled force would stand
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the formidable prowess of the Lightbrothers. By the time Lord General
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Basmajenn arrived in town with the Royal Army of Nyrond, therefore, all was
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in readiness. Surely you would march forth and strike a mighty blow for light
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ere all was done.
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Here, however, your foresight had failed. Though no stranger to battle,
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nothing could have prepared you for what lay ahead. Instead of a ride to
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victory and glory, the spring of CY 584 marked the beginning of a nightmare,
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as the great armies of Aerdy and Nyrond clashed in appalling scenes of
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carnage and destruction. Again and again, waves of fiend-driven Aerdy
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soldiers threw themselves against the Nyrondese, held back only by a thin wall
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of flesh and steel. The Lightbrothers and their Arndulanther brigade fought
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well and valiantly, but all too often you found yourselves ordered into foolish
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counter-attacks by Royal General Basmajenn and his staff, or forced to hold at
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all costs in poor locations.
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Tired and overstretched by such exertions, the now reduced "Lions of
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Light" Brigade nevertheless found itself ordered onward into the Nyrondese
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counter-offensive against the "lightly manned" Aerdy entrenchments at
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Flessern Fields. The engagement was a disaster. Out of an initial strength of
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40,000, the Fifth Army suffered approximately 8,000 casualties in just two
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days; losses in your own brigade reached an appalling 50%. Beset by fiends
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and pinned down by hostile spell-casters, with several Lightbrothers already
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slain, all seemed lost. Only the Maladars' self-sacrificing heroism averted the
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brigade's complete destruction; for their bravery and a general's
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incompetence, Max and Milon were torn apart by fiends before your very
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eyes. Grieving, you shouted orders and somehow extracted your command.
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For his part in the debacle, General Basmajenn was summoned before King
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Archibold himself; as punishment, he was promoted to Field Marshal. For
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Sasoon the bard, his was the last straw. His paeans to heroism and glory were
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silenced, his merry quips ashes in his mouth. A well-worn scroll carried in a
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tube at your belt contains one of the bard's final compositions, written during
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the grueling retreat from the Flessern:
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"Good morning; good morning!" the General said
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When we met him last week on the way to the line.
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Now the soldiers he smiled at are most of 'em dead,
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And we're cursing his staff for incompetent swine.
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"He's a cheery old card," grunted Milon to Max
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As they slogged toward the river with weapons and pack.
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* * *
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But he did for them both with his plan of attack.
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- Sasoon Siegfried, CY 584
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Battered and reeling, the Nyrondese Fifth Army withdrew toward Innspa,
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where Field General Younard had wisely prepared extensive trench defenses
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and magical traps. Within a week of your arrival, however, a second Aerdy
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army materialized from the Adri Forest and the city found itself besieged
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from two sides. With Basmajenn injured and the front crumbling, General
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Younard desperately shouldered aside the Royal Marshal's hand-picked
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subordinate and assumed overall command. His moves were decisive, and
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successful. In some of the bloodiest and most intense fighting of the war, two
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Aerdy armies were broken on the field of battle. The defense had held.
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In the wake of this triumph, however, disaster struck. Once the arrogant
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and inflexible Royal Marshal recovered from his wounds, he promptly made
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his own moves. Enraged by Younard's unauthorized actions (and perhaps by
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his comparative success as well), he promptly had the Field General arrested
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for insubordination. The case was quickly brought before King Archibold,
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where many spoke in Younard's defense, yourself prominent among them.
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Pressed to decide between the two men, the king opted instead for a
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"compromise": while he refused to punish the stalwart Younard, he would
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nonetheless stand behind his Royal Marshal. A commendation for the victory
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was awarded to Basmajenn, as was direct command of the entire Eastern Front.
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It was a terrible injustice, but Younard is an extremely lawful and obedient
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man. He accepted the decision, swallowed his pride, and publicly apologized
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to Basmajenn. Then he resigned himself to a trivial and subservient role for
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the remainder of the war.
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Morale dropped sharply after that, but Emperor Ivid's madness in the wake
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of the defeat at Innspa convulsed the Great Kingdom and soon brought the
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Nyrondese a welcome respite. Oblivious to the cynicism and distrust of his
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troops and sub-commanders, however, the Royal Marshal resolved to
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undertake a glorious offensive campaign against the armies of the Great
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Kingdom. Unwilling to wait for the disintegration of the Empire, Basmajenn
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laid his plans swiftly. In Wealsun (June) of 584, he began his "Almoran
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Liberation Campaign."
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Disorganized and unsettled by their kingdom's disintegration, the Aerdy
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initially fought poorly, offering little effective resistance. Then the Nyrondese
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ran into Animus-General Szeffrin. Backed by malign spell workers and
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powerful fiends, "The Steel Warlord" met the Nyrondese armies at a quiet
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place called Kandred's Meadows.
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Within 12 hours, the field had become a slaughterhouse. Dismissing those
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like yourself who counseled caution as "cowards and fools," Basmajenn
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ordered the Nyrondese into a frontal assault, with the Arndulanthers at the
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head of the wedge. Spells flew, and mighty beings clashed in the sky above; in
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some places, it seemed that Oerth itself screamed under the assault. As one
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hippogriff messenger-rider was later to report:
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"...there is only that sinister brown belt, a strip of murdered nature. It seems
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to belong to another, darker plane. Every sign of humanity has been swept
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away. The woods and roads have vanished like chalk wiped from a black slate;
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of the villages nearby, nothing remains but grey smears. During heavy
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engagements and attacks I have seen fire and acid falling like rain...."
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(adapted from a pilot's description of Verdun, 1916)
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And there it was that your glorious dreams came to an end. Underneath the
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withering fire of Aerdy crossbows and spells, "The Lions of Light," friends and
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comrades for whom you had spent so much blood and treasure, simply ceased
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to exist. Daumond was slain by a summoned fiend during a duel with three
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enemy spellcasters, though a grim-faced Sasoon destroyed two of them with
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his wand before falling next to his friend. An axe flashes, destroying fiends,
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cleaving men. Men falling all around you, their surcoats a rainbow of different
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colours. Blood on the armor, on your hands - so much blood! The world gone
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mad, spinning out of control. Spinning....
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How youurvived, how you returned to safety are all unclear; indeed, your
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next clear memory is of waking up in a bed at a temple dedicated to the god
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Rao. Puzzled by the chill at the height of the summer, you summoned an
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acolyte - who amusedly informed you that such weather was normal for
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Fireseek (January). Of the intervening months between Wealsun (June) and
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Fireseek, you can remember nothing. From your attendants in the temple,
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however, you learned only that a grey-cowled man had brought you into the
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temple at Rel Mord, bound by magical chains and in the grip of a terrible
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madness. While the rest of Oerth ushered in the Year of Peace, the acolytes
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cared for you as best they could until the high priest himself could spare the
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time to attempt a cure.
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Thanking them profusely for their efforts, you offered to pay them anything
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they asked - only to find that payment had already been arranged on your
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behalf, and that you were now free to return home.
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And so you returned to Arndulanth - not to parade or a heroes welcome,
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but to quiet despair and painful memories. Of the 520 brave souls who had
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followed your banner and set out from the town in CY 583, only two others
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had returned. Though overjoyed to see you, it was then that your sister
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delivered the final blow: the Tenh campaign had gone poorly, and your father
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had been called back to active duty while you were away. He did not return.
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Believing you both lost, your mother was overborne by grief. She died two
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months later, during Ready'reat. The physic's verdict: a defect of the heart.
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All the fighting, the brave words, the sacrifice. All for naught. "The
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Paladin's Code will make you strong," the priests had said, "strong enough to
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withstand any adversity in the pursuit of justice and glory." But justice had
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proven to be a mirage, and glory a cruel joke that had cost you your truest
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friends.
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The Code had failed. It had failed you. It had failed your friends. And it
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had failed every one of those young boys who had marched off with you, never
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to return. Following it, you had failed, too. Thinking upon this, you are
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reminded of a scroll carried by your friend Sasoon during the last days of the
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war, and found again on your person by the acolytes of Rao. Written by some
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unknown bard, it reads:
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The Sea of Faith
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Was once, too, at the full, and 'round Oerth's shore
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Lay like the folds of a bright girdle furl'd.
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But now I only hear
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Its melancholy, long, withdrawing roar,
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Retreating, to the breath
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Of the night-wind, down the vast edges drear
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And naked shingles of the world.
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Ah, love, let us be true
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To one another! for the world, which seems
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To lie before us like a land of dreams,
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So various, so helpful, so new,
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Hath really neither joy, nor love, nor light,
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Nor certitude, nor peace, nor help for pain;
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And we are here on a darkling lain
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Swept with confused alarms of struggle and flight,
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Where ignorant armies clash by night.
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Never again! you vowed. Never again would you lift up arms against
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another "for King and Country." Never again would you participate in the
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idiocy and useless sacrifice of war. Never again would you follow the path of
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Heironeous, The Valiant Warrior, whose credo had betrayed you all.
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The priests of Rao have their own sayings, however. One of them is "never
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say never." In late Readying (February) of 585, a visitor arrived at your door.
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He was a cleric of Rao, and his words of Peace and Mercy were a great comfort
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to you as you agonized over what to do with the remainder of your life. Slowly,
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persuasively, Father Jude told you of the world outside, and of the despair
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and chaos which wracked the kingdom. The grey-robed man who brought you
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to the temple was a member of an organization known as "The Sagacious
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Society," a shadowy group of scholars, mages, and adventurers dedicated to
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preserving Nyrond as a bastion of civilization, culture and learning. "Turn
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away from glory in battle," read the scroll brought by Father Jude, "for you
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know better than most the cruelty of this illusion. Where there is ignorance,
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come sow enlightenment. Where there is conflict, sow peace. Where there is
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weakness, offer the strength of thy arm - and of thy counsel. This was the
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credo of your friend Sasoon, and oft did he speak well of his friend and leader,
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Dorian Beauchamp. We invite you to find the strength within yourself to walk
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his path with us, and thereby to keep alive and honour his ideals and his
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memory."
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And so it was that you became a follower of Rao, and an agent of the
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Sagacious Society. Your shining Plate Mail and magical Axe were given away
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as gifts, to be used as the Society saw fit. In return, you were presented with
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magical chainmail to wear beneath your robes, and a magic staff "to lean on in
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your coming journeys." No longer would you serve as an agent of those who
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seek war for its own sake, or condone the appalling folly of killing "for king
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and country." Instead, you vowed to live by a better credo of peace and
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reason, which seeks the light of knowledge rather than glory and sees self-
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defense as the last option rather than the first.
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For the remainder of the winter you traveled about Nyrond with Father
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Jude, serving as his acolyte during his journeys throughout northern Nyrond
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and learning from him the arts of peace and conciliation. In Planting (April)
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of 585, however, you arrived at Hendrenn Halgood to find a summons waiting
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for you from Duke Arnon Obrend. It seems that some friends of his needed
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the services of a capable adventurer in order to help them retrieve certain
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valuable items of magic. These items would be extremely useful to the Society,
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and especially to the hard-pressed gnomes of the Flinty Hills. For them the war
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continues without respite, but success in your mission may yet bring them
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some peace. You are to journey west to Highfolk, where agents will make
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contact with you and escort you to the next stop on your journey. Upon the
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successful completion of your assigned tasks, you are to use your charisma
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and new-found skills in order to procure an item known as The Orb of Shadow
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for the Society as your reward. The Orb is to be brought back to Highfolk,
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where transport will be arranged. Many lives may depend upon your success.
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Good Luck....
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******************[ STATISTICS ANMAGIC ]**********************
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DORIAN BEAUCHAMP, (10th Paladin)// 4th Priest of Rao
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Str. 16 Int. 12 Wis. 17 Dex. 11 Con. 15 Cha. 18
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HPS. 73
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AC: 3
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AL: Lawful Good
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SPELLS: 2x1st // 5x1st, 4x2nd.
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SPHERES: Astral, Charm, Divination, Guardian, Healing, Law, Thought,
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Numbers (min), Necromantic (min), Protection (min), Wards (min);
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[PAL: Divination, Healing, Protection]
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GRANTED POWERS: [1st] Friends spell, 1x/day.
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[4th] +2 on saves vs. illusions and mind-affecting spells.
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[7th] Emotion spell (Calm), 1x/day.
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[9th] True Seeing spell, 1x/day.
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TURN UNDEAD @ -4 levels (0 lvl, no ability yet)
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N.B. Dorian has forsaken his paladinhood, but still retains some vestiges of
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his former abilities:
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* His paladin spells are now granted by Rao, with the exception of the spheres
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of Combat and War, which he no longer receives.
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* Dorian's immunity to non-magical diseases has been left intact, and in
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extreme situations he may be able to successfully use his healing powers of
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Laying on Hands and Curing Disease. Nevertheless, the anguish which this
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causes him makes it truly a last-resort option, which he will avoid at almost all
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costs.
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(In game terms, I favour using DM judgment to determine success, in
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accordance with role-playing and its fit with the storyline; if you must use dice
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for this, however, the probability of success should not be less than 50%.)
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* Detect Evil no longer functions on command, but he still gets a tingling
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sensation at the base of his neck occasionally which warns him of potential
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trouble (DM's grant, use as plot device).
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* As turning undead would require calling on the power of Heironeous, it no
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longer functions at all, though he will gain the ability again soon as a priest of
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Rao if he persists in his chosen path.
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_MAGIC ITEMS_
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+2 Chainmail
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"Cane of Malcath" (see below)
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Horn of Goodness
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Ring of Sustenance
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POTIONS: Healing, Elixir of Health, Philter of Persuasiveness.
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SCROLL [L9]: Find Traps, Dispel Magic, Thought Broadcast.
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* "Cane Of Malcath," +2 Quarterstaff.
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This weathered ashwood quarterstaff once belonged to Malcath, a High Priest
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of Rao who wandered Oerth in the fourth century CY. Patriarch Malcath was
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justly famed for his wise council and mediation skills, and it is said by some
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temple scholars that his quiet intervention was instrumental in ensuring the
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peaceful and gracious secession of the Urnst States from Nyrond at the end of
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the War Between Crowns in CY 356. That the economic strength of the Urnst
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states has become Nyrond's saving grace in these dark times is one of Istus'
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great ironies, and a shining example of Malcath's oft-repeated axiom that "in
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the end, no act of goodness is ever truly forgotten, or in vain."
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The staff is LG in alignment, and any evil being attempting to grasp or wield
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it immediately takes 3-12 points of damage and is afflicted with Confusion as
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per the priest spell, no save.
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At present, the staff has manifested certain powers, including the size
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alteration ability common to many magical quarterstaves (between 4' [cane]
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and 10', in this case) and the following spells, each cast once per day at the
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12th level of ability. These powers are activated by mental command, with no
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initiative modifier:
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* 'song of peace' (music of the spheres)
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* suggestion
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* genius
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These are the only powers currently usable by Dorian. The staff's full history
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and powers are chronicled in the temple's Codices of Moruesh, however, and
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appropriate powers are said to reveal themselves slowly as the bearer grows in
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knowledge and wisdom (deeds and study, therefore, not just levels). The array
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of powers which it has manifested over the years has even led some to suggest
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that the staff may change its powers to fit the needs and history of its wielder
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rather than having a set array of functions, a contention that remains a topic
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of civilized debate among temple archivists to this day.
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___________________________
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(C)JOE KATZMAN, 1994;
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(Joe_Katzman@magic-bbs.corp.apple.com/ CompuServe 74247,3033)
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All rights reserved. Like the other postings from this exchange, this posting
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is: (1) sed on materials published by TSR; and (2) for personal use only.
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Distribution is fine, even encouraged, but only if the sources are attributed
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and as long as it is distributed solely as freeware.
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___________________________
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ODDS N' ENDS:
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* The name for Dorian's magic staff is derived from an acronym for the
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principal players at the Congress of Vienna, where the Great Powers of Europe
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agreed on conditions which maintained one of Europe's longest stretches of
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peace since Roman times: Prince von (M)etternich of Austria, Tsar
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(AL)exander I of Russia, Lord (CA)stlereagh of Great Britain, Foreign Minister
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(T)alleyrand of France, and Chancellor (H)ardenburg of Prussia.
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* As for the Codices of Moruesh, that name is derived from the great martial
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artist and sifu Morihei Ueshiba, founder of the non-violent martial art of
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Aikido ("the way of blending energy").
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* Lastly, the nature of this character and implicit views expressed thereby
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should not be construed as an accurate reflection of the author's personal or
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political views. As author David Gerrold puts it his book, _A Rage for
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Revenge_:
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"It may; equally, it may NOT. I have deliberately written much...that I
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disagree with, if for no other reason than to confound critics and academics,
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but primarily because you cannot have an interesting argument unless both
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sides get a fair hearing. In either case, armchair analysts will be on much
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safer ground to assert that my characters have seized on the responsibility for
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speaking for themselves and their own concerns."
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I couldn't have said it better myself.
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-- Joe Katzman
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Toronto, Canada; 1994.
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