[Forgotten Realms Campaign Index: Persons]
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[Forgotten Realms Campaign Intro]
[Forgotten Realms Campaign Index: Encounters]

Haf | Kadran | Khozho | Nifft
Top of Page Hafaeveraal [Episode 1]
Jim M.
[Forgotten Realms Campaign Intro]
Class: (Pit) Fighter
Level: 3
Race: Human
Height: 6'0"
Weight:
Sex: M
Age: 25
Eyes: ice blue
Hair: bald
Alignment:
Strength: 18 66%
Intelligence: 16
Wisdom: 13
Dexterity: 18
Constitution: 18
Charisma: 15
Hit Points: 41
AC: 3
Base AC: 7
Armor Type: studded leather
Dex Adjust: -4

Saving Throws:
Poison/Paralyzation: 13
Petrification/Polymorph: 14
Rod/Staff/Wand: 15
Breath Weapon: 16
Spells: 16
Weapons of Proficiency: 4
  • dagger (specialized)
  • long spear
  • cestus
Non-weapon Proficiencies:
  • single weapon
  • wrestling specialization
  • tumbling
  • running
  • endurance
  • blind fighting
  • survival, artic
  • gaming
  • firebuilding
Languages:
  • barbarian (Icewind Dale)
  • common
HP Gained Per Level (d10):
Level:
1
2 3
Hit Points:
10
10 9
    Appearance:
  • covered with tattoos of "animal totems"
  • scar over right eye/cheek
Top of Page
Hafaeveraal's Background:
[Forgotten Realms Campaign Intro]
When Hafaeveraal first started as a pit-fighter, he had no training in combat at all.  He won his matches through sheer talent (and having all those 18s in his attributes don't hurt!) and through his compulsion to stay alive.
One Pitmaster saw promise in Hafaeveraal, and started giving him a few pointers.  As Haf survived his matches, the Pitmaster began instructing Haf in earnest.  The instruction was not formal, nor was it complete, but Hafaeveraal passed his weekly test: he survived another fight.
Through the years, Hafaeveraal became uncomfortably accustomed to his weekly matches.  He was no longer fighting in the opening "warm up" matches that the "fresh blood" fought in; he was now fighting established warriors in the later, larger matches.  These matches differed in that a favorite of the crowd did not always die if they were defeated, for these fighters were the men who brought the crowds.  As long as the crowds cheered for them (and spent their betting money on them), their lives would be spared in defeat.  This new fighting environment forced Haf to develop a new pit-fighting skill: his arena persona.
Within a year, Hafaeveraal was one of the top draws in pit-fighting.  He was now fighting the legends of pit-fighting:  Torak One-Eye, Apliflarn, Parsk Hellfang and The Half Orc.  Within this elite circle, Haf learned a new aspect of pit-fighting that he was unprepared for: at this level of fighting, the fight promoters decided before the match who would win (thus winning the fighter's purse).  When Haf was told to lose a fight, he would lose the fight, and lose the fight and lose the fight.
Haf became concerned.  He felt that he was struggling to keep the crowds cheering for him.  He (foolishly) made a demand: for every match he intentionally lost, he wanted to intentionally win three.  The promoters scoffed at his offer.
That week's fight ended with the unexpected defeat of Otkatar Bloodfist, a pit-fighting veteran.  Hafaeveraal was scheduled to lose to him. Instead, Hafaeveraal beat a surprised and confused Otkatar into unconsciousness.  Upon winning, Haf turned to the promoters and held up three fingers. Three wins for every loss.  Point made.
So, Haf won his matches, and won, and won.  Haf figured that the promoters feared him.  He figured that the other fighters were now intimidated by him.
When Haf's turn came to lose, he was paired against the pit-fighters of pit-fighters: Karn Blacktongue.  It was to be a long, bloody fight with lots of show.
What a show it was.  Hafaeveraal allowed himself to be held in an arched-headlock (a hold that forces the victim to lean far back, arching his back, and exposing his throat), and Karn held his dagger high above Haf's unprotected throat as the crowd cheered.  The fight was over: Haf clearly lost.  Karn was not releasing his hold.  Hafaeveraal twisted his head enough to see Karn's eyes looking up into the area of the crowd where the promoters were, and then, Karn looking at Haf, gripped his dagger tighter.  There was an expression of regret in Karn's eyes as he brought his dagger down to Hafaeveraal's throat.
Haf quickly brought his arm up to protect his neck as Karn's dagger pierced through Haf's forearm.  Hafaeveraal bellowed loudly - not from the pain of the wound, nor from the rage of being betrayed - he bellowed to let the promoters know that he still lived.
Haf fought savagely and brought Karn Blacktongue close to death.  The promoters were displeased, for they had bet a lot of money - thousands of coins - on a win for Karn (these bets were placed through third parties).
The next day, Hafaeveraal was sold to another promoter in another circuit. It was during the transportation of Haf to this new location that Haf escaped.  Eight years and 400+ pit-fights later, Hafaeveraal was a free man.

Top of Page Kadran [Episode 9]
Eric W.
[Forgotten Realms Campaign Intro]
Class: Mage
Level: 2
Race: Elf
Height: 4'10"
Weight: 100 lbs
Sex: M
Age: 56
Eyes: blue
Hair: silver
Alignment: N
Strength: 10
Intelligence: 18
Wisdom: 13
Dexterity: 18
Constitution: 16
Charisma: 12
Hit Points: 12
AC: 6
Base AC: 10
Armor Type: none
Dex Adjust: -4

Saving Throws:
Poison/Paralyzation: 14
Petrification/Polymorph: 13
Rod/Staff/Wand: 11
Breath Weapon: 15
Spells: 12
Weapons of Proficiency: 1
  • quarterstaff
1st Level Spells:
  • Magic Missile
  • Comprehend Languages
  • Read Magic
  • Spider Climb
  • Detect Magic
Non-weapon Proficiencies:
  • read/write
  • riding
  • firebuilding
Languages:
  • elven
  • common
  • dwarven
  • halfling
  • gnomish
HP Gained Per Level (d4):
Level:
1
2
Hit Points:
4
4

Top of Page Khozho [Episode 1]
Steve C.
[Forgotten Realms Campaign Intro]
Class: Martial Artist
Level: 3
Race: Half-Elf
Height: 5'4"
Weight: 165 lbs
Sex: M
Age: 20
Eyes: brown
Hair: black
Alignment: LN
Strength: 18 70%
Intelligence: 14
Wisdom: 14
Dexterity: 18
Constitution: 18
Charisma: 12
Hit Points: 41
AC: 6
Base AC: 10
Armor Type: none
Dex Adjust: -4

Saving Throws:
Poison/Paralyzation: 13
Petrification/Polymorph: 14
Rod/Staff/Wand: 15
Breath Weapon: 16
Spells: 16
Weapons of Proficiency:
  • halbred
  • unarmed

Non-weapon Proficiencies:
  • Ki power
  • +1 initiative
  • martial arts
  • blind fighting
  • tumbling
  • juggling
  • read/write
HP Gained Per Level (d10):
Level:
1
2
3
Hit Points:
10
10
Top of Page
Khozho's Background:
[Forgotten Realms Campaign Intro]
Khozho was born the second son to a noble family in the Moonshae Islands. He also has two younger sisters. The family owns an enviable tract of land in what is largely a barren island group. Their land is large and lush, and on it grows many plants that are widely used for medicines, antidotes, aphrodisiacs, or simply as spices. Khozho's family uses these resources as the primary income generator for the clan.
In the Moonshae Islands, it is very common for the second son born into nobility to spend his teen years dedicated to monastic life.
Many enter the priesthood, some spend their years at the monastery in study, returning home when the monks believe that the pupil has fulfilled his obligation.
The monks of the Moonshae Islands play several roles in that culture. They are learned men, adept in healing and teaching. They are also highly regarded fighting men, and may be called upon to protect citizens. There are even those monks who are willing to sell their services to a more villainous end (these are the LE monks).
With the small amount of useful land in the Moonshae Islands, clan wars are commonplace, and it is very common for a clan to raid another clan, or to try to oust an enemy clan from its holdings. In many cases, the people of the Moonshae Islands might call upon the monks to protect an innocent village that might be "in the way" of a clan war, or to deal retribution, recover lost possessions...whatever. The monks all have obligations. Some to help and protect, some to assist one family or another, some to further their own ends. However, the first obligation of any monk is to the monastery, and the rule when two monks of the same monastery have
conflicting clan obligations is that neither clan obligation may be fulfilled. In this way, the monks are always unified.
In Khozho's case, while he was at the monastery, he has risen to a point where he was commonly an instructor in spiritual pursuits as well as a "drill instructor" for combat methods. He had a section of the monastery under his guidance and he was responsible for 30 other monks from initiates to acolytes. It was Khozho's job to teach these people in the ways of the Kensai (he was also still under the tutelage of yet another Kensai, and still learning the secrets).
When the Abbott received word that Khozho's youngest sister had been captured by a rival clan and was to be put to death if Khozho's family did not cede their lands to the rival clan, the Abbott placed Khozho
in charge of the group of monks dispatched to rescue his sister. Khozho was the only Kensai in this group and he was assigned 5 monks that he had not worked with much, but had seen at the monastery for many years. Plans were made, and the mission was deployed.
Khozho's group entered the enemy clan's keep under cover of the night. Their plan called for avoiding confrontation, and recovering Khozho's sister without attracting attention. They proceeded directly to the living section of the grounds and Khozho saw by the light of a half moon his sister being led under guard into one of the rooms adjacent to the main house. He swiftly entered into that room, intending to disable her guards and get out.
The ensuing fight did not go as Khozho had planned. There were only two guards, but monks who were with him turned on him and he was captured. The rival clan head came to see his catch. Apparently, the Abbott was originally from this rival clan, and they felt that if they could kill both Khozho *and* his sister, then they would have eliminated half of Khozho's family lineage. The blow would be devastating. This activity, Khozho felt, clearly violated the monk's rules about conflicting clan obligations.
Enraged by the betrayal, Khozho kicked over the only torch, plunging the room into darkness. Voices sounded out of the darkness for someone to bring a light, but within moments Khozho had recovered his halberd and killed both guards, the clan head, and the 5 monks who had accompanied him. He and his sister escaped.
Khozho returned his sister to their home, encouraging his father to "step up the security around this place", and then set off for the monastery.
Khozho slipped into the monastery in the dead of night and made his way to the council chambers where he found the Abbott and two of the monastery councilors, one of whom was Khozho's Kensai Master. Khozho confronted the Abbott about the betrayal, but the man denied it. Khozho accused the Abbott of being a liar as well as an assassin, and threw his halberd at the Abbott using his Ki power to ensure maximum effect (and he rolled a 20!). The halberd caught the Abbott in the chest and the old man fell back into his chair. Khozho's master ordered Khozho to the Kensai meditative quarters.
The next morning, Khozho's master entered the meditative quarters and informed Khozho that before dying, the Abbott had confessed to the betrayal. Khozho's honor was saved, and to make up for it, the Monastery would from this day forward have a special debt to Khozho's family. However, it still remained that Khozho had killed the Abbott.
Even if justified, which in this case it clearly was, Khozho could no longer remain at the Monastery, and if he went back to his clan home, the allegiance of the monastery to his family would be considered null.
Khozho was now homeless.

Top of Page Nifft [Episode 1]
Fraz
[Forgotten Realms Campaign Intro]
Class: Thief
Level: 3
Race: Human
Height: 5'7"
Weight: 150 lbs
Sex: M
Age: 18
Eyes: brown
Hair: sandy brown
Alignment: CN
Strength: 17
Intelligence: 18
Wisdom: 10
Dexterity: 18
Constitution: 16
Charisma: 15
Hit Points: 22
AC: 6
Base AC: 10
Armor Type: none
Dex Adjust: -4

Saving Throws:
Poison/Paralyzation: 13
Petrification/Polymorph: 14
Rod/Staff/Wand: 12
Breath Weapon: 16
Spells: 15
Weapons of Proficiency: 1
  • dagger (thrown)

Thieving Skills:
Pick Pockets: 30
Open Locks: 95
Find/Remove Traps: 40
Move Silently: 40
Hide in Shadows: 35
Detect Noise: 15
Climb Walls: 70
Read Languages: 5
Non-weapon Proficiencies:
  • ambidexterity
  • jumping
  • tightrope walking
  • tumbling
  • rope use
  • disguise
  • locksmithing
  • begging
  • read/write common
  • juggling
  • gaming
  • alertness
  • looting
  • fast talking
HP Gained Per Level (d6):
Level:
1
2
3
Hit Points:
6 6 4
Top of Page
Nifft's Background:
[Forgotten Realms Campaign Intro]
Nifft was born as the younger of two sons.  His family was not very wealthy; in fact, they were only just able to get by most of the time.  Nifft's father, a guilded locksmith by trade, fully expected both of his sons to follow in the locksmith profession and therefore, Nifft learned much about locks at an early age.  As a child, Nifft often snuck away from his chores to run with the local gangs of street urchins and cutpurses and eagerly showed off his developing lockpicking skill whenever the occasion presented itself.  Though his skill in lockpicking was still very unrefined at this age, he was still better than most of his peers.  As he approached his teenage years, pressure from home built for him to continue his locksmithing apprenticeship, but his own interest was lacking.  His father, fed up with his youngest son's roguish ways, finally turned against him and Nifft was forced to move out on his own.
Relying on his natural acrobatic talents, Nifft attempted to join the local Thespian's Guild.  The Thespians took him in for a short time, during which he refined his acrobatics and learned some costuming techniques.  However...soon after joining, curiosity and poor judgement (along with a good display of lockpicking) lead Nifft to break into the head Thespian's quarters.  As might be expected, the head Thespian returned to find Nifft rummaging through his belongings.  His trial membership was promptly terminated and he was thrown out onto the streets.
At this point, with nowhere to go to, Nifft took to living in the streets, often begging for his meals.  The local chapter of the Thieve's Guild attempted to recruit him on several occasions (sometimes forcibly), but by this time he had developed into a bit of an anarchist and the thought of belonging to any organization had lost its appeal.  He continually managed to avoid or otherwise escape the thugs.  It became almost a game as he began drawing on his costuming skills to create disguises for himself.  However, this is probably still a very real and constant threat for Nifft, since the local Guild probably is not very fond of individual thieves muscling in on their business.  All of this has the effect of making Nifft seem a bit paranoid as he strives to be constantly aware of any approaching thieves or thugs.
Eventually, Nifft was able to settle into a confined apartment in the slums of Waterdeep.  He often uses his lone window in his attempts to come and go unseen through the back alleyway.  Though he currently has very little of any value, he is a pack-rat by nature and will save anything that he thinks may be useful at a later time.  Thus, his small room is very cluttered with junk, and there is barely room even for his straw-filled mattress.
Haf | Kadran | Khozho | Nifft
[Forgotten Realms Campaign Index: Persons]
Top of Page
[Forgotten Realms Campaign Intro]
04 Dec 04
Unpublished work © 2001 fraz
"Nifft" © 1982 Michael Shea
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