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Page name: Classical PC examples of Madrumah [Logged in view] [RSS]
2006-12-23 08:46:08
Last author: Dr.Mandarian
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~ Classical PC examples of Madrumah ~


( all © by Oliver Möller 2006 )

To times closely before a bloody war, claiming a many victims, the oldest forces of Madrumah and guardians of the woods strive feverish in all secrecy to find other means and ways to weaken the weaponpowers of Terromage and it‘s northern intruders, which are gathering now for a whole new time – and to bring their war machinery to slacken, where they can.

And all around the country people search in their name for capable and trustworthy questers, who shall give their contribution to that.

The old dragons of the world, the dwarves, the wolf-knights of Daarhall, the most important chieftains of the wild elves and also the representants of the pixy- and wood sprite tribes and cultures advertise everywhere – but especially in Oslabad – for loyal experts of diversest fields, who ( independant from another ) get entrusted with different, strictly secret tasks.

Tasks, in which exact background they are not always let into. But which belong at the same time to this universal masterplan, the wisest forces of Madrumah themselves and their council have designed.

You and your fellow combatants belong to the hard core of those recruited. And to the best of the best, in their respective department.

Each of you represents another race or species. Each of you has got his or her own, individual story. Each one of you follows an interest of specially natured request. And each of you is ordered from another place about this:


~ Xleevanook, the Night Elf

The night elf Xleevanook has once been out-casted from his own tribe. Now, driven by the anger about his expulsion, and stigmatized by his past, in which he grew up as slave in terromagian armaments factories for ‚deathwind‘, he follows his fierceful lust for revenge and regaining of his dignity. And serves the innerest council of Madrumah as solitary mercenary, now.


~ The ever-childish Moon Witch Din'Iri

The childlike Moon-Witch Din’Iri is direct nuncio of the witch’s guild and represents her profession. Her priority mission is to guarantee the survival of the guild. But at the same time she is chosen, because she is provided with mighty gifts of the moon-magic and is a specialist for curse magic.


~ The Wolf Knight Sir Mabrakhor

The grim and lone wolf-knight Sir Mabrakhor mord‘Devworon originally comes from the homeland of his very own, human kin, which is still abled with the superhuman ability of shapechanging, and keeps himself silent about his true goals and intentions.


~ The horn dwarven warrior Salem Grimfrost

The dark, martialic horn-dwarf Salem Grimfrost - with his cruel axe-battle-staff having two blades at each end – is sent from his highest clan-duke, as support as warrior of the group and as escort by mysterious more exact backgrounds, only he himself knows about.


~ The Wing Elven Iha Man-Daaro, The Darkwinged

The shady but cool wing-elvish Yamaatu-Samurai Iha Man-Daaro, the Darkwinged, in poncho and boot-spurs, who constantly sucks at some long cigarillo, seems to be ambassador of the high Yamaatu, and their mentalists / high warrior monks. A swordmaster with completely own, extra-ordinary talents.

Equipped with a strange kind of weapon, he himself calls ‚thunder-rifle‘ and ‚flaming bolt of lightning‘. And to which he claims supernatural magic to.


~ The human Shadow Ninja and wood partisan Sleen the Rook

The cunning and feline human - with some elvish blood in him - being dressed all in green just according to old rangers tradition, Sleen the Rook in his long flowing black coat-cape is like some fox. Saucy and quick with the tongue. And effective solely with the weapons of his bare hands and feet, his weapons as ‚Shadow-Ninja‘... and his coat-cape, indeed, by any obscure way, how it seems.

One person, who keeps any great, heavy secret inside him, as also all the others. But who’s ( criminal ) past seems first of all stamped by a long life as outlaw in the forests of Madrumah, and parts of the partisan’s, who sabotaged the menacing extension of the Madrumahnian rail-way there.

The unflappable and intrepid sovereignity which with he moves through the forests comes very probably from any hard education, he then received later. And in which he must have learnt survival- and guerilla abilities enough, to fight his way under every possible conditions.

Sleen the Rook knows all about the wood, like no other and has also knowledge about all route-ways of the ancient Kaelaar ( which are the rangers, who roamed here, from the beginning )
His completely exotic and rare kind of magic remains unknown at first, and only gives occasion to speculations. But... Nonetheless he sometimes wakes the impression, he was not only an assassin of the ‚Shadow-Ninja‘ – but was yet full of other, slumbering tricks and ploys.         


~ The Talaunian halfling scout Tipsywock Brooms ( and all his crazy little friends )

The wine-fond pixy / halfling ( or wood-sprite ) scout Tipsywock Brooms is probably the only one in the group, who exceeds Sleen in his ranger-skills. How old he really is is hard to say. But apparently he spent even manies a centuries in the woods of Madrumah, in one lifetime.

The little ( Sancho Pansa-like ) fellow with the broad-brimmed hat and the speaking mule Rumfoozle as riding animal and beast of burden, the red hair and the roundly goblin-face can look back on a long life in the wilderness, as scout, trapper and track-reader. He owns a magical stone with wondrous life of it’s own, and unfathomable own charm, and leads the group.

As scout for humans he made a living and fed the mouthes of his left back family and his many children by leading greenhorns throughout Kirrn-land. Where every wrong step could mean the death. And the soundless, wake eyes of the martial locals on war-path menaced maliciously, where ever the travellers passed.

His droll appearance towards others might still deceit. That he in truth comes from a place, which is not from this world, and has seen the most impossible wonders and signs there, over times not imaginable, about that his sociable and merry ways tell nothing, not only by some trace.

Only, that his face is wrinkled, weather-tanned and creased, as if he were thousands of years old.
And that his big eyes in their darkness give insight to an ancient soul.
( In his constant company there are – aside from his faithful mule also the little flower-fairy Hickx, Impywick, the invisible foolish kobold of the wine-hose that never runs out of content, Shniff, the all-knowing handkerchief and Smokey, the pipe-manikin )


~ The Dragon Champion of Daevralaz, Lorcadair Starlancer, the wise half-fairish, half-human Drac Warrior

The Dragon-Champion of Daevralaz Lorcadair Starlancer is doubtlessly the warrior mage of the group. His dragon master Racaara in his own capacity has entrusted him with his life’s quest, briefly before. And therefore Lorcadair is also considered as most immediate wire to the council of the dragons of the old world. He comes along looking like a noble free-lance and templar, but is in fact dressed and decorated like a native shaman.

His deep wisdom is great. His sword merciless. And his heart good and loyally devoted to the welfare of the world, even if he follows a strict codex of honour ( exactly like the wing-elf-Samurai does in his own other ways does. )

For reasons that he is bonded in pact with the dragons and their powers and stands very close to his master, who always and constantly watches over him from afar, a manies to whom he appears show fear, respect and suspicion to him. The proud Lorcadair still rides on his half-demonic horse with spine erect.
His armour, his helmet and his shield are signs for his high stand, but the possession of them does not wake his arrogance, he is a man who always follows the good and pure of the old religion. And – even if his armour lets him look like he’d be a dragon himself, somehow, he stil knows his place and his calling of destiny in the world.


What you all share is that you work together for the enterprise, to protect Madrumah how it has once been, from the final ruin and fall.

The way you will be appointed will still respectively be different.
May it be now an anonymous, gloomy figure behind a paravon, in an awful oslabadnian tavern, may it be the far reaching insider-contacts of the witch’s guild, may it be the command of your dwarven clan duke or the depeche, letter or message of an other person, assigning you with your task.

Hence of mystics, spies and mediators, authorities and lords who you serve each one of you will be given his personal mission. And lures you with big and promiseful reward. If now in form of gold and fortune, power and knowledge or other gifts after your hearts desire.

While only you as player of the respective figure is in the know about the nature and backgrounds of your mission, the specific goals which your figure shall aim to, and the exact biography and configuration of your figure ( incl. all skills and secrets ) completely! And everybody else only know, what is already revealed in this introduction.

It is about the legendary, mighty riddle of Shalàss. This is all you know. So much information will be offered to you all. While this is the matter of a magical and cursed book, which is treasure of an old secret dying place and graveyard for dragon’s, where they lay to eternal rest... well hidden in the deepest heart of Madrumah and it’s hostile and dangerous jungles.
This book is said to be inherent of a very mighty magnificent power. Being a universal weapon against higher dragons. It contains an - over 100 worded - riddle that is logical, but still unsolvable, entirely. And if it is used against a dragon in the right way, it first drives them into wildest most furious insanity, and then into death.

Like a virus it takes possession of the dragon’s mental spirit and dissolves it, slowly and subtle like an evil kind of poison, until his super-intelligence is desintegrated from within.
And the order is simple: Go into the woods, find that ancient book with it’s riddle, bring it into your property, keep it safe and well-kept and then return it to the one you are adressed to!


~ Cast of Characters:

( Overview )

~ Xleevanook – Night Elf from the ‚Yonder-side‘ with elven Kris-dagger, thorn magic and mysterious magical rope

~ Din’Iri – Moon-Witch sent from the guild, well-schooled in divination and moon magic – curse specialist

~ Sir Mabrakhor mord’Devworon – Wolf-Knight with shapechanging talent, warrior from Daarhall

~ Salem Grimfrost – Horn-Dwarf sent as fighter and escort ( with personal secret ability )

~ Iha Man-Daaro, The Darkwinged – Wing-Elf Samurai, and swordmaster ( Yamaatu )

~ Sleen the Rook – Outlaw ranger and ex-partisan, Shadow-Ninja, spy and assassin

~ Tipsywock Brooms – Drunkard pixy / halfling or wood-sprite scout, trapper and owner of a magical stone

~ Lorcadair Starlancer – Dragon-Champion, representing the will and the plans of the old dragons and being their templar, shaman of dragon totem and warrior mage

~ Hope this wiki gave you some idea of the feel and conception of Madrumah! ~


~ If you are now appealed or interested, please go to Madrumah Character Application and also take a look into the Madrumah Rules For Players ~

~ If you still want to delve yet deeper into the world, feel welcome to visit the main page and it's info wiki's again, under the link:

~ Madrumah ~

~ [Dr.Mandarian] ~



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