Forest Keep: Persons kulgar.org
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Forest Keep Campaign Introduction
Forest Keep: Illustrations

Arlen | Belwar | Himo | Mirri | Valen | Zurn | History | Persons | Illustrations
Top of Page Forest Keep Campaign Introduction
Arlen Galentia T'Saequal
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Arlen

Arlen is a thin half-elf man standing about 5'3" tall. His elvish eyes are green and his long blonde hair is tied back in a loose pony tail. He has high cheekbones with no facial hair at all and very little body hair in general.

Arlen tends to dress in dark green and brown forest colors. He generally wears a loose tunic cinched at the waist and dark snug-fitting trousers. His tunic is trimmed with golden colored elvish embroidery.

His long slender hands and fingers do not seem to have seen much heavy or hard work. He carries, slung over his back, a bodhran drum and appears very much the wandering minstrel. An elvish longsword hangs at his side and he carries an elvish longbow in his slender hand.

Arlen can often be heard humming or singing a tune as he walks along his merry way. He seems very much to be a friendly, happy-go-lucky individual and is quick with a story or anecdote.

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Belwar Fireforge
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Arlen

Belwar Fireforge comes from the Dwarven Mountain Stronghold of Derkenwold. At a young age, Belwar showed a high level of potential in many fields. His intense interest in blacksmithing made Stroud, his father, very proud. Stroud's son would follow in his footsteps. Stroud was also a tactician in the tunnel patrol board. The Stronghold was built next to a rich seemingly endless vein of various minerals and metals, not the least of which was gold. Unfortunately this prime real estate came with some dangerous neighbors. Not uncommon in the tunnels surrounding Derkenwold were many dangerous creatures, including the dreaded Hook Horrors! Stroud's job was to discover these beasts in the tunnels and given the terrain, decide the best method of attack. Stroud did this with a great love, and he brought his talents home to share with Belwar. He wasted no time in teaching Belwar the basics of defending himself.

As Belwar aged and progressed as a blacksmith, his talents were noticed. His favorite things to make were battle axes; The Dwarven Great-axe, most of all. He made one such axe and was so pleased at his creation that he decided it would not be given to the stronghold, but instead to his father. Belwar made the Axe a gift on the day his father was promoted by the Derkenwold council to Patrol Chief, a proud day for any Dwarf. The Patrol Chief was in charge of all Patrol Leaders, and the entire military division of Derkenwold. Stroud's exploits almost immediately became the talk of the stronghold. The patrol members would talk of the mastery with which he wielded his exceptional Great axe. Belwar also followed his father's footsteps into the tunnel patrols, and fast became a valuable member of the patrols. He assumed his father's old job of tactician.

Stroud's promotion was not a unanimous decision on the council however; Councilor Garran Stonehammer was not in favor. It was widely known that the position of Patrol Chief was held by a Stonehammer for 300 years, and Garran's son Bardek was another who was considered for the position. Council Elder Farnor ruled that it was time for a change, and voted for Stroud. Ten of the remaining eleven voters agreed with the Elder. Disagreeing with the Council Elder was frowned upon, almost a sign of disrespect. Garran was unafraid.

Seething with Jealousy, Garran instructed Bardek to take any opportunity to call Stroud down. Make Stroud displease the Council Stroud was not a stupid man, and he saw what the Stonehammers were doing, but he was determined to not allow himself to slip. Nor would he stoop to their level and expose them to the Council However, Stroud began to keep a log of the expeditions and in his field notes, he described the things that Bardek would say, or the things that he saw Bardek doing.

On one patrol Bardek became so enraged at his father's constant badgering, and his own continued failures, that ge became desperate. He decided that night to make a deal with a Dwarf named Urguth. Urguth was the shadiest fellow in the entire Stronghold. No one was sure where his allegiances were, but they could never find proof of any misdealing, and therefore couldn't put him out of the Stronghold.

One routine patrol in the nearby tunnels revealed a den of Hook Horrors. Both Belwar and Stroud were among this particular patrol. Stroud withdrew the troop, and let Belwar devise the best method of battle. Belwar noted that there were five Hook Horrors and six Dwarves. He knew this would be a tough battle. Having known these tunnels like the back of his hand, knew that there was a small side tunnel that would loop around and come into the den from the other side. He decided it would be best method to have half the group come in from one side, and the other half from another. Stroud took the lead of the half that were to circle around. Just as Stroud's division was about to appear, a loud din of screaming, and clamoring armor arose from the other side of the den. The screams faded fast, and died away, leaving alarmed Hook Horrors. Belwar cast aside his sense of self preservation and plowed into the den, the two remaining patrol members at his heels. With battle cries to their god, they dispatched the Hook Horrors, and ran through the den to find the place where the ground had given way beneath the two patrol members and Stroud.

Belwar knew the tunnels beneath, and he knew full well that his father could not have survived the fall. Belwar told the remaining two to go back to Derkenwoldand tell the council that a party was needed to retrieve the bodies. The two left for *blahblahblah* and Belwar went in the other direction to the tunnels below.

Belwar approached the pile of rubble beneath the hole, and found the bodies of the patrol members and his father. He knelt at his father's side, and said a silent prayer for the souls of the deceased. He opened his eyes, and the first thing that he saw was his father's notebook. Belwar took the note book knowing that inside there would be such wisdom that should not be lost. He also knew that it would be many years before he would be able to bare reading it. Slowly he removed the rubble from the three bodies, and gathered all their scattered belongings. What he couldn't find however was the axe that he had made for his father. He figured that it hadn't made the trip down the hole and was still in the tunnel above.

In the distance Belwar heard the rolling of ore wagons. The group was here to take the bodies back to Derkenwoldfor a proper burial. During the cleaning of the bodies, one of the body repairer noticed that there were a couple strange cuts around Stroud's neck. With wounds like those, Stroud was clearly dead before hitting the ground below. Belwar was interested, but he didn't find it suspicious. Could have happened a hundred ways... Three armed people falling through the air flailing about could have made the cuts, or maybe one of the Hook Horrors got in a lucky shot. These answers didn't seem to hold much water to him, but he didn't care. The fact of the matter was that if he had been a better tactician, his father would still be alive. He should have known that the section of that tunnel was faulty. He had been through there only a week before, and not noticed any of the telltale signs of structural weakening, and he should have. Strange though, that the axe was never found.

Bardek was promoted to Patrol Chief shortly after the death of Stroud, and Belwar worked with him. Belwar noticed that many of his decisions were difficult to make, and it always seemed that Bardek disagreed. He began to question his abilities. Maybe his skills were just the shadow of his father falling over him. He began to feel that without his father, he would never been of use again.

The council noted his demeanor, and granted him a sabbatical from the patrols. He would take as much time as he needed to regroup and morn for his father. Belwar took the sabbatical He stayed in his quarters and had his meals delivered to him. Before long he began to grow sick of feeling sorry for himself but he was sure that his previous success was because of his father. He decided that the only way to get any more successful is to study Stroud's field notes. Belwar notices that there are specific notes about how Bardek was acting. Belwar became suspicious, and remembered what the body repairer had said about the strange cuts. If Bardek had be involved in getting rid of Stroud it would make a lot of things make sense. The more he thought, the more angry Belwar got. Before long his anger got the best of him, and he left his house to confront Bardek. Belwar found Bardek at the tavern and accused him. Bardek naturally denied having any involvements, and publicly questioned Belwar's state of mind. There was a mixture of laughs and shaking heads with pity-filled faces.

One Dwarf at the taverns knew better, however. Late that night, Urguth came calling on Belwar. He explained that he was unhappy with his actions, but the price was right. As Belwar reached for his axe, Urguth pointed out that killing him would be getting rid of the only whiteness he had. Urguth knew facts about the way the hole had deteriorated, and a cleric would be able to determine that it was true. With this, the Council would grant Belwar the right to vengeance. They would hand Bardek over to Belwar for whatever he deemed proper. Belwar stayed his hand, and let Urguth leave while he thought. The prospect sounded good.

The next morning there was a note under Belwar's door from Urguth saying to meet him in the tunnels, and he would show Belwar what he meant about the deterioration of the ground where the fall had occurred. Belwar arrived at the appointed time, and he heard voices. One voice he recognized as Bardek and then other was Urguth. They were talking about a trap, when Belwar realized that he was the quarry. He wondered how he could have been such a fool. The one question that had never entered his mind: what did Urguth stand to gain by helping Belwar? ...Nothing.

Well, Belwar realized that he had the upper hand. They had obviously not expected him to be here already, so the element of surprise was his... And his anger required action! He crept up behind the two and planted his axe in the back of Bardek's Head. Bardek was dead before he crumpled into a bloody heap. When Belwar turned to face Urguth, he realized that Urguth was smiling. Belwar asked what was so pleasant, as he jerked his axe from Bardek's skull. Urguth explained that he had just witnessed Belwar killing Bardek, and would tell the council. Now Garran Stonehammer would be rid of the Fireforges, and Urguth's reward would be great! Garran had lost a son, true, but Belwar would be awarded by the right of vengeance. Belwar sneered and swung his axe, but it slid fluidly through what Belwar realized was not really Urguth, but a trick of some devil-magic!

In a rage Belwar ran for the Stronghold. As he came around through the last tunnel before the Stronghold, he was stopped by Angorge, the man who told him about the cuts on his father's neck. Angorge told him that the Council had heard already about Belwar killing Bardek, and they are launching an investigation. He said though, that it would be in the Belwar's best interest if he fled the Stronghold to go to a nearby Keep. Angorge told Belwar that he was part of a group who was suspecting corruption in the Council, and they were gaining credibility with Elder Farnor, whom they believed was still True to the stronghold, but it would take time. They would send word to him when it was safe for him to return.


Top of Page Forest Keep Campaign Introduction
Himo
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Himo was born in the thick forest of Ehlonna. During his childhood his father would teach him about nature and a little arcana. though his father taught him little about arcana, Himo's traveling uncle would teach him the most when he came to the forest. As Himo began to get older he started hearing strange noises in the forest, so he went to the village elder for advice. The village elder had seen this many times before... He told Himo everything he could about the sounds and lights he was hearing/seeing. Himo, felt comforted by the elder's advice, headed home but he was only half way home when he relized he was being wached. He turned around only to find a cat following him around.

A few years passed and Himo's uncle came back with a gift for Himo. When Himo saw what it was he jumped back in amazement at what he saw before him. Himo had seen a crossbow, soild mahogany, with his name engraved in it. Taking it he raced home, grabbed his dagger, club, backpack, rations, bolts, a medallion of his god and his money. Saying good-bye to his family and town, Himo set out toward the other side of the forest which was described to him by many who had gone there. Half way through the forest is Himo's uncle as if waiting for him. Nether said nothing and Himo knew he would see him in his travels to understand his newly acquired powers. Himo and his cat had left the forest and into a broad vast new world of good, evil, and magic...


Top of Page Forest Keep Campaign Introduction
Valen Galaphile
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Valen Galaphile is from a Druidic Order known as the Living Tower.

The "Heirophants of the Enclave" within this order use rare, powerful arcane and divine powers that have been passed down to the them by there predecessors. Their ambitions, though secret, even to the acolytes, are of no concern to the outside world, which forgot about them centuries ago.

The Order is a secret community, residing in a vale of an un-named forest, guarded by both natural and summoned protectors. The Tower itself is rumored to be an impressive structure, but it's exact description varies from bard to bard, as it's details are never revealed by the adventuring students who venture forth to gain experience from the outside world.

Valen is one of these adventurers. He has left his beloved vale to seek knowledge, experience and power to bring back to the order. Although quick to make friends and pleasant to all griznuqs he encounters, he is secretive. Only what can be found in this text is what his fellows know of his past. Whether it is for the preservation for his homeland through secrecy, or something more mysterious in his past, most may never know.

Valen himself appears to have some elven ancestry as he has sharp chiseled facial features, fair skin, long black hair and green eyes. His thin frame is covered by well-made leather armor. He carries a heavy wooden shield that is adorned with the symbol of Ehlonna and wields a scimitar. He wears a small 1" diameter wooden symbol with a finely carved intricate relief of a tall but narrow tower covered in thick vines that form to what looks like tree branches, giving the tower the appearance of a massive tree.

He has yet to summon an animal companion, saying he has been instructed by his order to await for a sign from Ehlonna in the outside world.


Arlen | Belwar | Himo | Mirri | Valen | Zurn | History | Persons | Illustrations
Forest Keep: Persons Top of Page Forest Keep Campaign Introduction
14 Nov 05
Arlen © 2004 fraz
Belwar © 2004 Matt C.
Himo © 2004 Rob C.
Valen © 2004 Rob R.
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