The Characters
Valerius, Corinthian Mercenary
One of the most feared warriors from Corinthia. Valerius hails from a small village in Corinthia. As a lad, he was recruited to the defense of one of the many warring city-states of the region. He soon proved himself in battle and left his village to become a professional warrior. He became a mercenary, selling his services to different Corinthian City-States in their many wars with each other and with neighboring Ophir. Valerius chaffed under military command and the boredom of garrison duty, so he often found him banished when the battle was over. Having run out of armies to fight in in Corinthia, Valerius struck out to find work in neighboring Zingaria and later Argos. It was on his way to Argos that Valerius met the Zingaran pirate Hessan. Now Valerius travels searching for adventure, but above all else Valerius seeks glory and fame. No accomplishment or golden reward is equal to the fear in the eyes of those who face him or the adulation of the crowd in a gladitorial arena.
Valerius, Male Corinthian (Hyborian) Soldier 7; HD 10+6d10+14, HP 74; Init 4, Spd 30; Parry 21 (23 w/shield), Dodge 15 (18 w/shield); Armor: Steel corselet, mail hauberk, steel cap, buckler, DR 9; War Sword (+12/+7, 1d12+6, 19-20/x2, AP 7), Great Sword (+11, 2d10+6, 19-20/x2, AP 8); FORT 7, REF 3, WILL 2; STR 19, DEX 14, CON 14, INT 12, WIS 10, CHA 12; Ht 5’10, Wt 165.
Skills: Bluff 7, Climb 10, Decipher Script 6, Diplomacy 7, Heal 10, Intimidate 10, Jump 10, Knowledge: Geography 7, Perform: Dance 7, Profession: 5, Ride 7, Search 7, Spot 8, Swim 5.
Feats: Weap Foc: Warsword, Weap Spec: Warsword, Two Weap Defense, Toughness, Weap Foc: Shield, Weap Spec: Shield, Parry, Improved Two Weap Combat.
Athicus, Arcadian Assassin
Tall, muscular assassin from the now extinct tribe of nomads known as Arcadians. The Arcadians once travelled from Nemedia, Brythunia, Turan, and Hyrkania, preying off cities as thieves and bandits. They were eventually wiped out by the Turanian army, but a few survived. At an early age, Athicus became friends with the Hyrkanian Irem Yrral. The two became blood-brothers and have shared many adventures and have killed many men, often travelling across the world in search of their targets. Their most recent assignment came from the now dead King of Kusan. They were promised a chest of blood rubies if they killed Xim and returned the stolen Sacred Tablets of Wu. Little did they suspect the King's own son of being involved in treachery, killing the King and taking the Rubies. Xim, instead, offered them the rubies for their help in his own quest.
Athicus, Male Arcadian (Hyborian) Thief 7; HD 8+6d8+21, HP 62; Init 9, Spd 30; Parry 17, Dodge 18; Armor: None, DR 0; Broadsword(+9, 1d10+6, 19-20, AP 9), Bossonian Longbow, +9, 1d12+4, x3, AP 9; SA Eyes of the Cat, Light Footed, Sneak Attack: Longbow +4d8, Sneak Attack: Unarmed +4d8, ; FORT 5, REF 9, WILL 5; STR 19, DEX 18, CON 16, INT 15, WIS 10, CHA 13; Ht 6'4, Wt 240.
Skills: Appraise 9, Balance 15, Bluff 11, Climb 14, Craft: Herbalism 7, Craft: 11, Decipher Script 11, Diplomacy 12, Disable Device 7, Disguise 10, Escape Artist 13, Forgery 7, Gather Information 13, Handle Animal 10, Heal 7, Hide 15, Intimidate 12, Jump 16, Knowledge: Arcana 7, Knowledge: Local 9, Knowledge: Nobility & Royalty 9, Knowledge: Religion 6, Listen 10, Move Silently 15, Open Lock 12, Perform: 6, Profession: Sailor 4, Ride 7, Search 12, Sense Motive 9, Slight of Hand 11, Spot 10, Survival 7, Swim 14, Tumble 11, Use Rope 15.
Feats: Combat Expertise, Impr Unarmed Combat, Impr Feint, Impr Grapple, Impr Trip.
Beowulff Bloodbeard, Vanir Barbarian
Burly warrior from the icy northern fjords of Vanaheim. Beowulff went on raiding parties with his kinsmen against their fair-haired enemies, the Aesir, to the east. The constant feuds and battles hardened the young warrior to combat. When he reached the age of maturity, Beowulff set off to find his fortune as a mercenary and sword-for-hire, acting as body-guard and killer as needs saw fit. At some point, Beofulff seduced a winsome lass he met while travelling. The lass turned out to be the daughter of King Hrothgar, leader of one of the countless Aesir villages that fill every valley. The lass was betrothed to the prince of a neighboring valley, ensuring a prosperous future for Hrothgar and his family. But when the princess bore a child with red hair before the wedding, the seduction was discovered. The princess protected Beowulff as much as she could, out of the love she believed they shared, but eventually revealed the name of her paramour. The wedding was cancelled and Hrothgar was furious. He assigned his most skilled tracker of men, Rogar, to hunt down Beowulff no matter where may go. Rogar's mission is to return Beowulff alive, so that Hrothgar can enjoy torturing and executing him personally. More recently, Beowulff struck the Stygian Merchant Prince Amen of Messantia. For this insult, Amen, too, has threatened Beowulff with death, should he ever return to Messantia.
Beowulff Bloodbeard, Male Vanir Barbarian 3/Soldier 4; HD 10+2d10+4d10+30, HP 94; Init 5, Spd 30; Parry 19 (22), Dodge 15 (18); Armor: Mail hauberk, scale corselet, great helm, large shield., DR 10; Great Sword(+12/7, 2d10+7, 19-20/x2, AP 8), Broadsword, +12/7, 1d10+5, 19-20/x2, AP 7; SA Fearless, Track, Bite Sword, Versatility, Crimson Mist, Trap Sense, Endurance, Formation Combat: Marine; FORT 12, REF 5, WILL 3; STR 19, DEX 12, CON 21, INT 9, WIS 9, CHA 15; Ht 6'4, Wt 310.
Skills: Appraise 2, Balance 9, Bluff 2, Climb 10, Concentration 5, Craft: Herbalism 4, Craft:Weaponsmith 5, Decipher Script , Diplomacy 2, Disguise 2, Escape Artist 1, Forgery -1, Gather Information 2, Handle Animal 5, Heal 7, Hide 5, Intimidate 12, Jump 9, Knowledge: Geography 2, Knowledge: Local 2, Listen 8, Move Silently 5, Perform: 5, Profession: 7, Ride 7, Search 2, Sense Motive -1, Spot 8, Survival 6, Swim 7, Tumble 9, Use Rope 1.
Feats: Eyes of the Cat, Toughness, Parry, Quick Draw, Exotic Weapon Prof: Greatsword, Weapon Focus: Greatsword, Weapon Spec: Greatsword.
Irem Yrral, Hyrkanian Archer
Lean, lithe, archer and thief from the wind-swept steppes of Hyrkania. Irem grew up among the nomadic tribes of his homeland, following the herds of yak and making war on neighboring tribes. At some point in his life, he met and became friends with the Arcadian Athicus. Irem left his tribe to travel the world with Athicus, using his skills as an archer and hunter to become a master thief and assassin.
Irem Yrral, Male Hyrkanian Borderer 2/Thief 5; HD 10+1d10+5d8+7; HP 54; Init 10, Spd 30; Parry 15, Dodge 16; Armor: Leather Jerkin , DR 4; Tulwar(+7, 2d8+2, 18-20/x2, AP 5), Hyrkanian Bow, +9, 1d10+2, 19-20/x2, AP 5; SA Track, Favored Terrain: Plains, Rapid Shot, Sneak Attack: Ranged 3d8, Trapfinding, Eyes of the Cat, Trap Sense +1, Sneak Attack: Tulwar 3d8; FORT 6, REF 10, WILL 1; STR 15, DEX 17, CON 12, INT 15, WIS 8, CHA 10; Ht 6', Wt 165.
Skills: Appraise 8, Balance 11, Bluff 5, Climb 14, Craft: Alchemy 4, Craft: Herbalism 9, Craft: 11, Decipher Script 10, Diplomacy 5, Disable Device 12, Disguise 12, Escape Artist 9, Forgery 5, Gather Information 12, Handle Animal 5, Heal 1, Hide 13, Intimidate 5, Jump 14, Knowledge: Arcana 5, Knowledge: Geography 4, Knowledge: Local 9, Knowledge: Nobility & Royalty 4, Knowledge: Religion 2, Knowledge: Nature 7, Listen 9, Move Silently 13, Open Lock 13, Perform: 3, Profession: 6, Profession: 3, Ride 9, Search 12, Sense Motive 2, Slight of Hand 10, Spot 9, Survival 11, Swim 9, Tumble 15, Use Rope 12.
Feats: Point Blank Shot, Far Shot, Precise Shot, Lightfooted.
Benit, Shemite Nomad
Wiry but tough nomad from Eastern Shem. The indefatigable Benit hails from the sandy wastes and trackless deserts of Eastern Shem, where tribal nomads criss-cross from oasis to oasis and city to city as traders, beggars, and thieves. The Shemite tribes are vital to the economies of the lands surrounding the Vilayet, serving the trade routes between Brythunia, Turan, Stygia, Hyrkania, Iranistan, Kush, and the Southern Kingdoms. Benit grew to adulthood knowing no home save the desert. After many years travelling from city to city, Benit has become adept at finding his way across a horizon of sand and dust with no landmarks save the brilliant sun in the cerulean sky and the adamantine stars at night. At some point, Benit decided to break away from his tribe and try his hand as a guide for Pelishtim adventurers from the west. It was during these journeys that Benit rescued the slave Sakumbe from his captors. That was 13 moons ago, and Sakumbe and Benit have been companions and friends ever since. His luck ran out when he found himself in Asgalun, where the king, Akhirom, in a fit of madness, declared all eastern Shemites to be blasphemers and ordered their execution. Benit was apprehended, as was Sakumbe for attempting to protect his friend, and hung on a cross to die outside Asgalun. It was there he and Sakumbe were freed by Athicus, Irem, Beowulff, and Valerius, in exchange for leading the bold party into the east in search of a lost city.
Benit, Male Shemite Nomad 3/Borderer 3; HD 10+2d10+3d10+18, HP 50; Init 13, Spd 30; Parry 14, Dodge 16; Armor: Leather Jerkin and Helm, DR 5; Scimitar(+8/3, 1f8+2, 18-20/x2, AP 4), Shemite Bow, +10/5/10, 1d10+2, x3, AP 6; SA Track, Endurance, Die Hard, Skill Foc: Survival, Mounted Archery, Born to the Saddle, Rapid Shot, Favored Terrain: Desert, Favored Terrain: Hills.; FORT 8, REF 8, WILL 5; STR 14, DEX 16, CON 16, INT 12, WIS 12, CHA 9; Ht 5'8, Wt 165.
Skills: Appraise 6, Bluff 4, Climb 11, Craft: Herbalism 10, Craft: 7, Escape Artist 6, Gather Information 5, Handle Animal 8, Heal 4, Hide 9, Knowledge: Geography 4, Knowledge: Local 10, Listen 10, Move Silently 12, Profession: 4, Ride 12, Search 10, Spot 12, Survival 13, Swim 5, Use Rope 8.
Feats: Impr. Two-Weap Combat, Dodge, Impr Init, Rapid Shot.
Sakumbe, Southern Islander Former-Slave
A black man of over 40-summers. Sakumbe hails from the islands far to the south of Hyboria, a place few Hyborians know little about. To most Hyborians, any black man is a Kushite, so many mistakenly assume Sakumbe is a Kushite, to his own frustration. Little is known of Sakumbe's life before he was captured by Stygian slavers, put into a ship, and taken north to sell in Shem. Sakumbe was sold to Nezzu, a Pelishtim noble and Asshuri from Asgalun. Nezzu was not a kind master and Sakumbe was treated badly. Asshuri nobles travel in search of adventure and glory, and Nezzu wished to explore Eastern Shem. Thus, he hired Benit to guide them. Benit disliked the way Sakumbe was treated, and after one especially egregious assault, Benit freed Sakumbe and helped slay Nezzu and his party. The pair escaped and were able to explain the death of Nezzu as part of the hazards of the journey.
Sakumbe of Suba, Male Southern Islander Barbarian 5/Nomad 1; HD 10+4d10+1d10+12, HP 59; Init 11, Spd 30; Parry 14, Dodge 19; Armor: Mail shirt and steel cap, DR 6; Hunting Spear(+10, 1d8+3, x2, AP 4), Shemite Bow, +9, 1d10+3, x3, AP 4; SA Track, Fearless, Versatility, Bite Sword, Crimson Mist, Trap Sense, Endurance, Uncanny Dodge, Mobility, Favored Terrain: Desert +1, Born to the Saddle, Skill Focus (Survival); FORT 8, REF 11, WILL 1; STR 17, DEX 17, CON 15, INT 15, WIS 9, CHA 10; Ht 6'5, Wt 240.
Skills: Appraise 2, Balance 12, Climb 10, Craft: Herbalism 9, Craft: 2, Decipher Script 2, Disable Device 2, Escape Artist 3, Forgery 2, Handle Animal 8, Hide 11, Intimidate 8, Jump 11, Knowledge: Arcana 8, , Knowledge: Local 10, Listen 8, Move Silently 12, Open Lock , Perform: Dance 9, Profession: Sailor 6, Ride 10, Search 6, Spot 6, Survival 8, Swim 10, Tumble 11.
Feats: Dabbler, Cleave, Fighting Madness, Power Attack.
Featuring
Amen is a merchant prince and Chief Alderman of the Merchant Guild who controls almost all the shipping out of Messantia, sort of a Hyborian equivalent to the Medici family of Florence in the middle ages. He is so rich and powerful as to border on nobility. He has the ability to order the raising of the protective chain across the river that restricts shipping into and out of Messantia as well as protects it from invasion.
He was formerly the Steward of the guild, but was voted into power when financial improprieties were discovered regarding the former Chief Alderman, a man named Hero. It should be pointed out that it was Amen who brought the improprieties to the attention of the Guild, and that it was Amen, as Steward, who was in ultimate control of the Guild finances. Nevertheless, Hero was stripped of his title, publicly executed, his wealth confiscated, and his family banished from Messantia. It is rumored that his daughter, Apollonia, has become a pirate. It is said she raids guild shipping and distributes the coffers among the peasantry, Robin Hood-like. No one has ever seen her or benefited from such piracy directly, but the stories circulate nonetheless.
Hero was, by most accounts, well liked by the common traders, artisans, and commoners of Messantia. He was fair and equitable. Amen, however, is more stingy and less well-liked by everyone except the Guild Houses themselves, who find themselves considerably richer under Amen's leadership. River tolls and taxes have increased under Amen's Aldermanship, and the noble house that nominally rules Messantia has become more scarce, intervening less in daily politics. Hero is sorely missed by the common man, but spoken of with derision by most of the merchant princes.
Amen, Stygian Merchant Prince, Alderman of the Merchant Guild of Messantia
Amen, Male Stygian Noble 12;HD 8+11d8, HP 52; Init 6, Spd 30; Parry 17, Dodge 17; Armor: Breastplate, DR 6; Akbitanian Scimitar(+11/6, 1d8+1, 18-20/x2, AP 5), Stygian Bow (+11/6, 1d12+1, 19-20/x2, AP 3); SA Title, Rank, Wealth, Regional (+3 Stygian Bow, Magic, Handle Animal, Know: Arcana), Social Ability (Smear Others), Lead By Example, Enhanced Leadership, Do You Know Who I Am?; FORT 4, REF 6, WILL 10; STR 13, DEX 14, CON 10, INT 16, WIS 14, CHA 20; Ht 5'11, Wt 160;
Skills: 105 skill points, max class skill 15, max cross-class 7
Feats: Dodge, Persuasive, Navigation, Pirate Codes, Quick Draw, Point Blank Shot, Far Shot, Rapid Shot.
Xim, Heirophant of the Celestial Temple, Protector of the Holy Tablets of Wu
Xim, Male Kusanese (Khitan) Scholar 10; HD 6+9d6-10, HP 23; Init 5, Spd 30; Parry 15 (+6 Total Def), Dodge 16 (+6 Total Def); Armor: None, DR 0; Unarmed Strike(+ 9/4, 1d6+2 Lethal, x2, AP 0), SA Background: Lay Priest, Power: 8, Max Power: 24, Know is Power, Iron Will; FORT 2, REF 5, WILL 9; STR 14, DEX 15, CON 9, INT 16, WIS 14, CHA 18; Ht 5'11, Wt 155.
Skills: 134 Skill Points, Max Class Skills Rank +13, Max Cross-Class Skill Rank +6.
Feats: Exotic Weap Prof, Blind Fight, Dodge, Defensive Martial Arts, Brawl, Imp Unarmed Strike
Oriental Magic: Calm of the Adept, Warrior Trance, Darting Serpent,
Curses: Lesser Ill-Fortune, Gelid Bones, Ill-Fortune, Greater Ill-Fortune.
Divination: Astrological Prediction, Mind Reading, Visions.
Necromancy: Raise Corpse, Death Touch.
Apollonia, Argossean Pirate
Apollonia, Female Argossean Noble 2, Pirate 8; HD, HP 48; Init 7, +4 first round, Spd 30; Parry 15, Dodge 17 (+2 on ship, +2 vs. ATT OPP, -4 1st round); Armor: None, DR 0; Cutlass (+12/7, +4 first round, 1d10+1, 19-20/x2, AP); SA: Rank, Wealth, Regional (+1 ATT w/ Broadwrod, Hunting bow, Warspear), Seamanship, Ferocious Attack, Pirate Code, Sail Road of Blood and Slaughter, Sneak Attack +2d6, Sneak Subdual, Uncanny Dodge, Mobility, Bite Sword, Improved Uncanny Dodge, Poison Use; FORT 6, REF 6, WILL 5; STR 12, DEX 16, CON 10, INT 12, WIS 10, CHA 18; Ht 5'8, Wt 120.
Skills: 65 skill points, Max Class Skill Ranks 13, Max Cross-Class 6.
Feats Deft hands, Dodge, WF: Cutlass, Imp. Init, Persuasive, Navigation.
Li Lien, King of Kusan
Others
Prospero, Brythunian Merchant Prince/Scholar (Hyborian Noble 1/Scholar 6), LEFT PARTY IN BARACHAN ISLES.
Hessan, Zingaran Pirate (Zingaran Pirate 5 / Soldier 1), DECEASED, Killed by Xim's Death Touch.