Gul-Marach    (Human Male Cleric)
Character Information   
Name: Gul-Marach XP/Next lvl: 41957.9 / 50001
Class: Cleric HP:curr/max 31 / 31
Alignment: Neutral AC:reg/rear/no shield 6 / 6 / 6
Race: Human Level: 6
Age: 30 Height: 6'4'
Weight: 280 Gender: Male
Encumbrance: Movement:
Languages: Caligarian, Tradespeak, Neutral
Ability Scores   
STR: 17 (+2 to hit, damage, and forcing doors)
INT: 9 (Able to read and write)
WIS: 18 (+3 to save vs magic; additional spells; +10 XP)
DEX: 7 (+1 AC, -1 missile attacks)
CON: 11 ()
CHR: 15 (-1 reaction adj; 5 retainers; 8 retainer morale)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 10 14 12

Notes: +3 to save vs Magic

Description and Background   
Description:
A massive man, he stands roughly six and a half feet, broad shouldered and solidly muscled as any smithy. He has long dark hair and beard showing streaks of silver, braided and well-kept in the manner of the upper classes of Calgari. He wears heavy, dark wools of of the Calgari priesthood of Vorn, heavy adornments of chain and iron showing his ecclesiastical rank and his dominion in battle. A huge sword is slung across his back, ancient and wrought of iron as well.

Background:
Gul-Marach had a future before him. Just his physical presence alone made him stand out as a young man; over six feet tall, broad shouldered and handsome, he was favored by the nobles and served admirably in the court. Perhaps he’d be groomed to the knighthood, or to personal service of one of the families. He grew from a boy to a man, and one of the oldest families took him under wing, finally testing and trusting him with a role in a deeply secret ritual. He found himself under a geas, which to this day prevents him from speaking of the event directly, and watched as they summoned forth a hideous creature from the hells to consume the soul of a virigin – his sister Nessa. It promised much, it would spare and restore his sister, it would make him so many things. He rejected it. He called upon Vorn, whose might pushed the creature and allowed him to escape the evil moment. He cursed it, turned from the Noble family, and entered the service of Vorn. The priesthood of Vorn found a fervent son in Gul-Marach, and a potent spokesperson for the voice of the God. He radiated the strength that people sought from the diety, and spoke with the wisdom granted him. He was known among the nobles and middle classes alike and came to be a prominent fixture of the Vorn church, stern and unyielding like Vorn himself against the decadent vices and demons that plagued lives. His ministry echoes with the fervent zeal of the faith. One must pay the iron price for anything worth having – it must be pounded with your own sweat or taken by right; you need to earn all you have, all you wear, and all you take. He was a tireless opponent of those who manipulate or deceive, the demon-followers who loved the shadows. Iron is more than brittle strength, and the forging of tools to change and control the earth. Vorn is also rain and rust, the ruin of time which pays no heed to the desires of mere men; the constant reminder that truth is bigger than what men create and conceive. The dominion of strength, the power of


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Cold Iron Two-Handed Sword 1 - - 1d10/ n n Cold iron works on spirits and demons.
Cold Iron Battleaxe 1 1d8/ n n Cold iron works on spirits and demons.
Equipment
Qty Item Location
1 Courtier Wardrobe Lock Chest
1 Iron Chainmail Hauberk Torso
1 Backpack Shoulder
1 Lantern Backpack
10 Flask of Oil Backpack
1 Flint and Steel Backpack
1 Iron Holy Symbol Neck
1 Lock Chest In Home


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 272 0 0 0
Magic Items
Qty Item Location
1 Reliquary of Cannloch the Martyr - Finger bone of Caligarian culture-hero, loosely encased in silver and ivory. Known to drawn otherwordly beings close when shaken vigorously like a rattle. Neck (on chain)


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Command
Cure Light Wounds
Cure Light Wounds
Purify Food and Drink
Sanctuary

Level 2
Delay Poison
Find Traps
Hold Person
Resist Fire
Silence, 15' Radius

Level 3
Continual Light
Dispel Magic
Dispel Magic


Spell Book


Level 1
Command
Create Water (reversible)
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection from Evil
Purify Food and Drink
Remove Fear
Resist Cold
Sanctuary

Level 2
Augury
Bless
Delay Poison
Find Traps
Hold Person
Holy Chant
Know Alignment
Resist Fire
Reveal Charm
Silence, 15' Radius
Snake Charm
Speak with Animal
Spiritual Weapon

Level 3
Animal Growth
Animate Dead
Continual Light
Cure Blindness
Cure Disease
Dispel Magic
Feign Death
Glyph of Warding
Locate Object
Prayer
Remove Curse (reversible)
Speak with Dead
Striking


Notes
Wisdom Bonus Spells
2 First level
2 Second level
1 Third level
1 Fourth level
0 spell failure
Turning Undead
HD -- Chance on 2d6; turns 2d6 HD worth (min 1)
1 -- D
2 -- T
3 -- T
4 -- 3
5 -- 5
6 -- 7
7 -- 9
8 -- 11
9 -- *
Infernal -- *
Spells per Day
Spell Level -- Number allowed per day
1 -- 3+2= 5
2 -- 3+2= 5
3 -- 2+1= 3
Background - Courtier
Courtier – Though not an aristocrat or noble yourself,
you are a known personage at a noble court.
You gain: +1 Charisma
Trappings: Expensive clothing,
50 more starting funds

Leading question: Rumors abound about the
disquieting customs of the upper classes; what
horrific scenes of debauchery have you witnessed
at court?

He saw the nobles perform a ritual to feed the
living soul of a virgin girl, his sister Nessa,
to a demon; this drove him from the court and
into the service of Vorn.
Starting Gold
255
-70 chainmail
-15 two-handed sword
-1 large wooden chest
-10 holy symbol, iron
-9 Lantern
-1 pint of oil (x10)
-2 flint and steel
-2 pack
-----
255-110=145gp