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Male Hobbit Thief

 It’s strange the twist of fate.  One century you’re a scholar, the next a Necromancer.

All you ever really wanted was to study in peace.  And then you had to go and find a suitable place to study.  That’s when things got complicated.

You did your research and found the nexus of 10 constant ley lines, there even happened to be a natural cave system there. 

Investigating the caverns you discover a Liche and his undead horde.  Naturally, you befriended him as you both had similar research interests.

Extending the cavern systems into a series of 11 areas (1 for each ley line and one for the heart) you multiplied the energy available from the lines and focused into the heart of your dungeon.

With this magical artefact, the heart, you have access to vast amounts of magic – naturally to closer you are to the heart, the more power you can access.

But then there came the problems – rival sorcerers sought your power and you had to kill them.  They left behind magical items which adventurers then came to find.  It was getting tiring – you and your second in command (the liche) were hard set to defeat these foes with your small handful of undead.  So you set about recruiting monsters and setting traps.  But with monsters, comes micromanagement.  Food, entertainment, replacements.  There was the added benefit of experimental subjects however, and your second in command seems to be handling the economics of the situation well, only relying on your advice in times of a crisis.

To reduce costs on repair of your dungeon, and seeing as you are the most capable and reliable person you know, you’ve taken to leading adventurers to their doom.

Naturally you cast a shapeshift spell at your heart so as to fool the locals that you are not the same person as led the previous party to their deaths, and as the nearest village happens to be on one of your ley lines, it costs nothing to maintain.  You sneak into town, find the next group of foolhardy adventurers, convince them they need you with a phoney map, or brief descriptions of the area, then lead them into traps and monsters and away from your delicate experiments.  You trust the liche to manage things while you are away, and if he has any problems, he can always contact you via your magical communicator.  You could of course eliminate them in their sleep on the way to the dungeon, but that leads to further problems (you’ve tried it before) – locals may see you, plus it’s a waste of potential undead and sometimes they do have some handy items you just don’t want to lug all the way back home by yourself.

Currently you’re hanging out in the Sleeping Lion inn (your usual haunt, though the locals don’t know it) ‘dressed’ as a hobbit.

Dungeon Keeping 101

Congrats! You get to design the dungeon.  Or not (there is a default dungeon).

Limitations are – it has to be a workable living area and it has to be divided into eleven discreet areas which interconnect (so that Mana can flow from the ley lines).

You’ve only had time and magic to secretly hide the Heart room with secret doors and magical fields.

Outside the Dungeon, you only have normal magical powers.

Every turn I will inform you how much power you have available according to how close to the Dungeon Heart you are.  Plus any messages from your second in command.

Spells you are good at :-

  Evil, Order, Death, Peace, Politics, Physics, Decay, Instinct, Hate, Duty, Fire, Earth, Lust, Will

Spells you are okay at :-

  Balance, Justice, Magic, Nature, Fate, Spirit, Imagination

Spells you find difficult :-

  Chaos, War, Probability, Intelligence, Impulse, Air, Emotion

Spells you find impossible :-

  Good, Life, Ethics, Growth, Love, Water, Morality

The Pantheon and Magical Relationships

            The Forces - Balance - Good, Evil, Order, Chaos.

The Avatars - Justice - Life, Death, Peace, War.

The Academics - Magic - Ethics, Politics, Physics, Probability.

The Physicals - Nature - Growth, Decay, Instinct, Intelligence.

The Great Powers - Fate - Love, Hate, Duty, Impulse.

The Elements - Spirit - Water, Fire, Earth, Air.

The Personifications - Imagination - Morality, Lust, Will, Emotion.