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Minotaur Wizard,
Worshiper of Osiris
The War Wizard
Member of the Tri-Arcanum Guild

Xerx’ses is among the tallest of Minotaurs and has a body built like an Olympic sprinter. His skin is light grey like a storm cloud and what hair he has is black. His off-white horns turn forward very quickly and jut upward sightly at the black tips which make charges and goring easy. He gained some scarring on his left torso and the back of his neck and head from the fire he was in as a youth. He asked it be treated but allowed to scar so he could remember the abuse of power. Thanks to his time with Mergerij he looks like a minotaur scout in prime physical shape. He has one robe and one cloak (for cold weather) made of the hide of a Mologoth beast and he straps his suit of enchanted, Elven-influenced, full plate-scale armor – the Harness of Law – on top. He has one large bag made from the same Mologoth hide he keeps his supplies in it, which used to belong to A’zad. At night he can be seen praying for guidance and the power to smite evil and redeem his people.

Picture by our own AZ Rune.

True Name = Cyrus Far’zan (the wise sun throne)
Chosen Name = Xerx’ses (the chief) Zarrintaj (Goldenhorn)
Rank = 18th Level
OCC = Wizard
Race = Minotaur
Land of Origin = Baalgor Wastelands
Citizenship = Etrinan Tribe and now Serinan Tribe

HT 11’3" IQ 10 Save vs Magic +11
( +12)
Strike +5
WT 600 lbs ME 17 Save vs Psionics +1
( +2)
Parry +8
PPE 318/318 (current) MA 9 Save vs Coma / Death +20%
( +25%)
Dodge +8
HP 89/89 (current) PS 25 Save vs poison / disease +5
( +6)
Roll +3
SDC 80/80 (current) PP 20 Save vs horror +6
( +7)
Pull +4
Harness of Law 200/200 (current) PE 25 Save vs Possession +5 Initiative +4
Exp. 711,543 PB 20 Charm / Impress 50% Damage +15
Level 18 Critical (3x dam) 18-20
Sex Male SPD 39 Knockout 18-20
Birthday 12/7/59
(Age 53)
AR 12 Death Blow (called) 20
HTH: Expert HF 14 Attacks 8
Alignment Scrupulous
(was Principled)
17 Perception Check +4
Rune Bonus (In Paranthesis)
Money / Gold / Gems
Western Empire: 0 – Imperials; Island of Bizantium: <>; Eastern Territory: 0 – Crowns;
Timiro Kingdom: 830 – Knights; Wolfen Empire: <>; Old Kingdom Dragon Coins: 0
Malkin’s Shopping List & 4 OKDC


Weapons: Damage Notes
Callandor 4D6 +15
8D6 +30 vs any “Evil” (flame blade)
6D6 +30 vs any “Evil” immune to fire
See the Item Description Page.
- Total Bonus 4D6+15 +12 to Str, +15 to Parr, +9 to Thr.
+1 to Strike & Parry from the Sword.
Dwarven Manacle Belt 2D6
- Total Bonus 2D6+15 +11 to Str, +12 to Parr, +11 to Ent.
2 Throwing Daggers 2D6
- Total Bonus 2D6 +15 +11 to Str, +14 to Parr, +12 to Thr.
Chopping Dagger 2D6
- Total Bonus 2D6+15 +11 to Str, +14 to Parr, +12 to Thr.
Natural Weapons: Damage Notes
Claw 2D6 +15 P.S. damage bonus
Kick 3D6 +15 P.S. damage bonus
Head Butt 3D6 +15 P.S. damage bonus
Charge 5D6 60% chance knockdown
+15 P.S. damage bonus
Body Flip 1D6 +15 P.S. damage bonus
Lose Initiative & 1 attack
Karate 3D6 +15 P.S. damage bonus
Snap 2D6 +15 P.S. damage bonus
Roundhouse 5D6 +15 P.S. damage bonus
1/melee, no other kicks


Level Strike
W.P. / HtH
W.P. / HtH
W.P. / HtH
P.P.   Totals  
Knife 18 +7 / +2 +7 / +5 +7 / +2 +3 S: +11
P: +14
T: +12
Chain 18 +6 / +2 +4 / +5 N/A +3 S: +11
P: +12
Sword 17 +6 / +2 +6 / +5 +4 / +2 +3 S: +11
P: +14
T: +9
Paired Weapons 8 N/A N/A N/A N/A Chain and Dagger/Knife
Blunt 8 +3 / +2 +3 / +5 +1 / +2 +3 S: +8
P: +11
T: +6
Paired Weapons
- Battle Casting
2 N/A N/A N/A N/A 1-Handed Weapon and Spell


Nightvision 60’
Recognize Scent 22%
Track Blood Scent 54%
Fire/Cold Resistant 1/2 Damage
SPD: 39 27 MPH (43.5 KPH);
780 ypm (713 mpm);
195 yp-melee (178 mp-melee);
32.5 yp-action (29.7 mp-action);
Double under Fleet Feet Spell


Callandor 4D6 +15
8D6 +30 vs any “Evil” (flame blade)
6D6 +30 vs any “Evil” immune to fire
Rune Cutlass
Still bonding with the weapon. The damage boost and flaming blade is a recent sign the bond is taking hold.
See item description.
Armor AR SDC Notes
Harness of Law 18 200
- 8% to prowl; Heals 10 S.D.C. per hour;
See Item Description.
ENCHANTED ITEMS                   
      NAME       USES LOCATION KEPT POWERS AND DESCRIPTION                              
Eternal Torch Ring AR 14 Right Hand Toughened Skin
Magos Rune Ring Left Hand KNOWN POWERS
▸ Doubles range of any spell 3 times/day.
Armband of Divine Hooman Metamorphosis 2 x Daily Mounted in an armband on right bicep 30 minutes per level of the wielder for each use. Will re-size to fit any race.
Sense Evil Torc 3x/daily 8 melees each use Arm; just above right bicep Will re-size to fit any race. A gift from Jidian Kulder! Glows red when power is active and evil is within range as per spell.
Teleport Armband Same as Teleport Superior Spells
Works at Caster Level 6
Mounted in an armband on left bicep Only destination is Sekti-Abtu. Will re-size to fit any race.
Quill of Endless Ink Constant Small Sack (B)
Large Satchel
No more need for ink. He owns three now and stores them in different spots to avoid loosing them all.
Container of Much Water Constant Large Satchel 6 gallons (22.7liters) of clean, fresh, drinkable water every 24 hours
Asher’s Gem of Fire Eating Item Left hand Set in a massive bronze ring it gives the following powers: No Dam normal fire,1/3 dam magical fire. The ring changes shape and size to fit any race. The fire-ruby and two side stones (1ct. each), however, stays the same size and looks smaller the bigger the ring gets.
Pin of Retribution Item Wizard Robes
Hooman outfit
Has Osiris’ symbol, the crossed crook and flail, on a round disc. Sticking out and pointing downward is a sculpted lightning bolt and " X " over top of it.
Powers: Each power is usable once per day for 1 minute duration.
+ 1D6 to damage (with any attack), 2x for vamp, zombies, animated dead.
Impervious all electric attacks, even magic.
Talisman Coin Item Large Satchel In the dimensional pocket Xerx’ses is using the least denomination of coins he has to make Talismans for holding PPE only.
Quantity: 2.
P.P.E. Capacity: 50 points per coin.
Total Talisman P.P.E.: 100 (Current: 100)


Sense Ley Lines 2 miles
Ley Line Drifting Spd 10
Ley Line Rejuvenation 10 minutes concentration 1/24 hrs 2D6 HP & SDC


Memory of Spells: 25 Total
Spell Strength: 17

Spell Name Lev Acq
Spell Book (Y/N)
Spell Lev Range Duration Save PPE
Decipher Magic 1
1 Self 2 min / lev None 4
Read runes, magic symbols, inscriptions at 94%. Not wards or circles.
Sense Magic 1
1 120’ 2 min / lev None 4
Diameter, near (w/in 20’) or far. Tell Person/object enchanted, in process of invoking magic, or magic used in area.
Cloud of Slumber 1
1 90’ 2 melee/lev Std 4
20′×20′×20′ cloud Anyone in cloud falls into magic sleep. If dragged out of cloud wake in 1D4 melees
Globe of Daylight 1
1 30’ 3 min / lev None 2
Illuminates 12’/lev Max speed 12
Tongues 1
6 Self 5 min / lev None 12
All Spoken Languages at 94%
See Aura 1
1 100’ 1 melee Special 6
Level xp=low-med-high, magic, psychic, high/low base PPE, possessed, serious illness, unusual aberration (IE Supernatural) but not type
Thunderclap 1
1 30’ Instant H.F. 4
Heard 1 mile away Mage +5 init, +1 strike, parry, dodge All but mage save HF 8
Levitation 2
2 60’ away 3 min / lev None 5
Straight up only 60’+ 10/lev 200 lbs + 20/lev
Befuddle 2
2 100’ 2 min / lev Std 6
-2 strike, parry, dodge 1/2 attacks, skills -20%
Armor of Ithan 3
3 Self or Touch 1 min / lev None 10
100+10/lev AR 18 Fire, lightning, cold 1/2 dam
Sense Traps 3
3 6’ 1 min / lev None 7
Detects & locates only
Fire Bolt 4
4 100’/lev Instant Dodge 10
+4 strike; Damage: 5D6 // 7D6 Ley line // 1D6x10 Nexus
Carpet of Adhesion 4
4 30+10’/lev 10 melee/lev Special 10
200 sq ft If save 2D6 melees
Invisibility: Simple 4
3 Self 3 min / lev None 6
Self and what wearing/carrying
Telekinesis 4
3 60’ 1 min / lev Dodge 8
See PFRPG Core Book
Swim As A Fish 4
4 Self or 10’ 5 min / lev None 6
96% swim Distance 100xPS yards not tire, +1 parry/dodge in water, 3000’ depth, hold breath 3 minutes
Eyes of Thoth 5
5 Self or Touch 10 min / lev None 8
Read and understand all languages, including runes
Fleet Feet 6
6 20’ 2 melee/lev None 20
Self or Other w/in 20’ Doubles PP,Spd,& Attacks Negative moving so fast -2 Init, no save surprise, -20% Delicate skills
Strength of Utgard-Loki 6
5 Self or 30’ 2 melee/lev None 15
+ 1 attack, + 2D6+ 6 of temporary SDC, +2 Strike/Parry/Touch, Turn PS Supernatural
Paralysis Bolt 6
6 90’ Instant Dodge 15
Dodge 19 or higher (include bonuses) If success 6 melee/lev. Breathe, hear, think but no movement
Cleanse 6
2 Self or touch Instant None 6
Spotless, head to toe, include clothes, but not armor
Lightning Fist 6
5 Self 1 melee Dodge 12
3D6+ normal punch; See notes
Call Lightning 6
6 300’ Instant Dodge Nat 20 or mod 24 15
1D6/lev Must be in line of sight
Magic Pigeon B
6 N/A 2 months/lev None 20
This spell was a gift of Isis. “See Description”
Metamorphosis: Animal 7
7 Self (Other by ritual) 20 min / lev None 25
The invocation can completely transform a character in to a particular animal, from an alley cat or cocker spaniel to a lion, wolf, alligator, bird,etc. In animal form, the character gets all the inherent abilities and defenses which that animal form may offer, but retains his own I.Q., ability to speak, memory, S.D.C. and hit-points. The mage can return to true form (naked) at will.
Handful of Lightning 8
8 400’+10’/lev 1 melee / lev Special 30
Creates 3 spears shaped like lightning. + 3 to Strike; Damage: 6D6 + 2/lev.
Power Staff 9
9 100’ 1 melee/lev Std 50+
20’ Circle Diameter, up to 100’away. 1D6 dam/lev to HP! If save 1/2 dam -3 Initiative, strike, parry. -6 dodge, roll. Attacks/Skills 1/2!
Improved Heal Wounds 9
5 3’ Away Instant Std if resisted 15
Heals bruises, cuts, gashes, arrow wounds, burned flesh, pulled muscles, broken bones. It will NOT heal illness, internal damage to organs or nerves, poison or drugs.
Heals 4d6 S.D.C. and 2D6 H.P. per casting.
Metamorphosis Superior 10
10 Self or others as a ritual’ 20 min / lev Std if resisted 100
Can cast other if ritual. Any real living creature.
Anti-Magic Cloud 11
11 100 / lev’ 5 min / lev Nat 18-20 140
Does not behave as stated in the book. “See Description” for GM House Rules.
Impervious to Fire 11
3 Self or other up to 60ft (18.3m) away 5 min / lev None 6
A magic invocation that makes the individual temporarily impervious to fire. Normal and magical fires do no damage to the person or to anything he is wearing/on his person.
Increase Weight 11
1 Self or other up to 100ft (30.5m) away 5 min / lev Std if resisted; None for objects 4
A magic invocation that makes single person or object per casting’s weight increase up to 100 lbs. per level of the caster. People twice their normal weight see their SPD reduce by 50%.
Blind 11
4 Touch or Line of Sight – other up to 10ft ( 3m ) away 1 min / lev Std 8
Can blind 1 person/animal each casting. The victim will be temporarily blind; – 5 to strike, – 10 to parry and dodge, and likely to stumble and fall for every 10 feet ( 3m ) of movement ( 50%chance ). Does not affect people inside a force field, vehicle, or behind locked doors.
If the blind spell is cast upon another spellcaster he cannot use any spells which require his vision while blinded. If the blind spellcaster uses any defensive/assault spells, such as magic net, call lightning, fire ball, carpet of adhesion, etc., there is a 1-65% chance that spell will be misdirected and strike his own comrades.
Death 12
9 60’ (18.3m) 1 melee rnd. Std 50
This incantation wracks its victim’s body and nervous system, inflicting 1D6 points of damage per level of the spell caster. This is an automatic hit each time it is cast and affects the victim’s Hit Points directly. One person is affected at a time. The spell can hit a target up to 60 feet (18.3 m) away. Use it with care. (Rifter: 25)
Amulet 13
12 Holder/wearer of the amulet Until destroyed None 290+
Req: The amulet must be made of one metal purified by fire or made of semi-precious stone.
Charm: Bonus of +1 to save vs. magic & psychic attacks. P.P.E.Cost: 290.
Protection from Faeries: Bonus of +1 to save vs faerie magic & faerie food. P.P.E.Cost: 290.
Protection from Magic Insanity: Bonus of +4 to save against all magically induced insanities. P.P.E.Cost: 320.
Protection from Sickness: Bonus of +6 to save vs magic sickness and +3 to save vs disease. P.P.E.Cost:290.
Protection from the Supernatural: Bonus of +2 to save vs HF. P.P.E.Cost: 300.
See the Invisible: Enables the wearer of the medallion to see the invisible. P.P.E.Cost: 500.
Sense the Presence of Spirits: Amulet changes color whenever a ghost, Will-O-The-Wisp, the essence of an alien intelligence or entity(s) is in the area. Range: 200 foot (61 m) radius. P.P.E.Cost: 310.
Turn the Undead: A charm that will prevent any of the undead from physically touching them while they wear or hold the amulet. The amulet works much like a cross does against vampires. Effective against all undead, including mummies, zombies and vampires. P.P.E.Cost: 400.
Powerful Aura 13
5 Self 1 melee/lev None 15
Prerequisite: Must be acting in the manner of the Light or Dark (accordant to your alignment/God). Given only to those that prove worthy, this grants the caster an additional +2 to all saving throws. The user knows if it does not work, and must perform penance for his/her God/Goddess.
Trade of Thoth 13
13 Self Permanent None 300
This spell allows you to trade one skill’s (O.C.C., Related, Secondary) level for another you possess. Xerx’ses has used this spell once to allow the swapping of knowledge between Blunt-Lvl:12 and Sword-Lvl:2. These two skills may not be adjusted anymore or with other skill swaps individually without checking on the Insanity Table. This is largely due to finding out how memories and perception of memories get effected by such re-alignments of the brain.
Escape 14
5 Self; Touch, or 5ft. Instant None 8
The escape invocation enables the mage to magically escape any normal bonds or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straightjackets, etc. One restraint or lock can be undone per each invocation. Only gagging the mage will prevent the use of this magic, and only magic restraints and locks are unaffected by this spell.
Talisman 14
13 Varies with type of spell. Talisman exists until destroyed. Std Varies
A talisman is designed to perform one function, to imbue an ordinary object with magic powers. The only substance which cannot be used is iron (and plastic), and the object cannot be larger than two feet
(0.6 m) tall, long or wide. Once an object is transformed into a talisman, the mage can empower it with one magic spell. The spell can be selected from levels one through eight, excluding illusion types. Of course, to implant the spell the sorcerer must already know it and it must be a spell invocation, not a ritual.
After its initial creation, the talisman can be used to cast its one spell for a total of three times. After all three have been cast, the object is drained. The mystic who created the talisman can replace the exhausted spells by casting the same spell invocation combined with part of the talisman spell or ritual. The cost to recharge/replace the magic is 50 P.P.E. plus the cost of the spell invocation. Note that the process must be repeated for each of the three identical spells (each at a cost of 50 P.P.E. plus the spell’s P.P.E. cost). Thus, to recharge all three identical spells would cost 150 P.P.E. plus, but this process can be spread out over a period of days to avoid draining the mage of his P.P.E. reserve. The aspect of “three spells” may be the source of legends that grant three wishes.
A talisman can be used for one purpose other than spell storage. The mage can elect to make it a potential psychic energy battery. Instead of spells, the mystic can put up to 50 P.P.E. into it, plus expend 50 P.P.E. in the storage process. The talisman can then be used at a later time to bolster the character’s normal P.P.E. reserve. A talisman that is a P.P.E. battery can never hold spells, and vice versa.
A talisman can be destroyed by smashing it. That’s all there is to it. A talisman will work for anybody, but only the sorcerer who made it. or an alchemist, can recharge it.
Dimensional Pocket 14
10 Self Varies N/A 30 / 140
Creates pocket in sack.
Metamorphosis: Human 15
8 Self, or other by ritual. 20 min./level None 40
This is the ultimate disguise, enabling the character to change his height, weight, age, hair color, hair length, skin color, gender, and features. Note: The metamorphosis process only changes the appearance of the body. The transformed person retains his own voice, memory, skills, powers and attributes..
Teleport Superior 15
15 Self or others; distance of 300 miles per level of experience. Instant None 600
Xerx’ses can instantly transport himself and up to 2000 lbs (900 kg), per level of experience, hundreds of miles away. Xerx’ses can teleport himself alone, or other people and objects within 20 feet (6 m) of him. The total number of people and items which the character can teleport is limited by the amount of weight he can handle (2000 lbs per level of experience).
Chances of a successful teleport:
1. Teleporting to a familiar location, or a destination visible from one’s starting point: 99%.
2. A place visited only a few times before (2-6 times): 85%.
3. A place seen in a picture (the picture is being looked at during the moment of teleportation): 80%.
4. A place never visited before, but described in detail: 58%.
5. A place never before visited and known only by name or from a brief description: 20%.
Results of an Unsuccessful Teleport:
1-40 Appears at the wrong place. No idea of present location; 3D6xlOO miles off course.
41-75 Appears at the wrong place. No idea of present location; 1D6x100 miles off course.
76-98 Teleport several feet above the ground; everybody falls, suffering 2D6 damage.
99-00 Teleport into an object; instant death!
Doppleganger (Superior) 16
S.o.L. Self One year per level of the spell caster, plus a 5% chance per each year that the doppleganger exists that it will remain permanently. None 1,000
See Spell “Description Page”.
Resurrection 16
15 Touch or a range of 6ft (1.8m) Instant and permanent. Special; ritual magic has a greater chance of success. 2,000
The resurrected person will have all his hit points, memories, abilities, and skills that he had at the moment of his death. Missing limbs will remain missing, but healed; this is not a regeneration process but a revitalization. This spell works only on creatures that have died in the last two months. Success factor: Regardless of the spell caster’s level of experience, the chance of success is 1-45%. The spell can be attempted on the same corpse no more than three times.
Negate Magic 16
8 Touch or a range of 60ft (18m) Instant None 30
This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not, roll a saving throw. If the roll is a successful save the magic is not negated. If the roll fails to save, then the magic is immediately broken/dispelled/destroyed/negated/canceled. A 13, 14, or 15 is typically needed to negate spell magic depending on the experience level of the mage, but 17 or higher is needed to negate ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available. *Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols, wards, circles, summoning magic, zombies, golems, restoration, resurrection, healing, or faerie food. Negation can be attempted to cancel a curse, but only has a 1-25% possibility of succeeding. Of course, it has no effect against psionic abilities.*
Chain Lightning 17
8 300ft (91.5m) Instant None 40
Damage: 1D6 per level of experience
Saving Throw: None. This spell always hits its targets unless they roll a natural 20 or a modified 24 (with bonuses) to dodge!

The caster creates one lightning bolt per each level of his experience. Each of the lightning bolts shoots down from the sky, hitting one of the caster’s opponents. Each target may only be hit by a single lightning bolt (it has something to do with lightning never striking the same spot twice), making this spell ideal for handling numerous attackers at once.
The target or area to be struck must be within the caster’s line of sight, and within 300 feet (91.5 m). Furthermore, this spell can only be cast outdoors or in buildings where there is a clear channel to the sky, like an arena or certain kinds of open-roofed theaters.
Spark of Life 17
9 Touch Permanent None 60
The mage can revive a recently deceased character by invoking this spell and touching the dead body. A bright spark of electricity will leap from the spell caster’s hand into the body, and with a little luck, the deceased will come back to life. The success ratio for this spell is 40% +2% per level of experience (Base for Xerx’ses is 74%; plus any bonuses to save vs coma/death the deceased may have). If the spell fails, multiple attempts can be tried, but each subsequent try is done at -10%. This spell will only work on bodies that have been dead for less than 24 hours, so while the mage can afford to take a few tries, time remains of the essence.
Upon a successful use of this spell, the person will revive in 1D4 melee rounds. Note: This spell will not restore missing limbs, heal burns, mend wounds or cure insanity, so any wounds need to be bound before being revived, or immediately thereafter. The character does gets back 25% of his Hit Points. His remaining Hit Points and all of his S.D.C. must be recovered through rest, healing or other magical means.
Restoration 17
14 Touch or 3ft (0.9m) away Instant/
None 750
This is a powerful healing incantation. The magic will instantly and completely heal wounds, cuts, bruises, burns, broken bones etc. It also restores full S.D.C. and hit points, while leaving only minimal scarring. It is so powerful a magic that it can heal internal organs, mend bones and even reattach severed limbs, such as a hand, arm, finger, foot, leg, etc., providing that the limb has not been severed from its body for more than 48 hours. Substitute limbs and organs cannot be used. Nor can this invocation restore life or replace missing limbs or organs.
Immortality: Simple 18
S.o.L. Self or other via ritual Permanent Standard if resisted 5,000
See Spell “Description Page”.


OCC Skills Base % Bonus Start Current Total %
Language:Dwarven 98 1 18 98%
Language:Giantese 40+5 20 1 18 98%
Language:Elven 40+5 20 1 18 98%
Literacy:Dwarven 30+5 15 1 18 98%
Literacy:Elven 30+5 15 1 18 98%
Lore:Geomancy 25+5 15 1 18 98%
Lore:Magic 25+5 20 1 18 98%
Recog wards/runes/circles 15+5 20 1 18 98%
Recog Magic Item 20+5 1 18 98%
Recog Enchantment 35+5 20 1 18 98%
Math:Basic 45+5 20 1 18 98%
WP Knife N/A N/A 1 18 N/A
OCC Related Skills Base % Bonus Start Current Total %
Archaelogy 20+5 10 1 18 98%
Law 30+5 10 1 18 98%
Excavation 30+5 10 1 18 98%
History: Dwarves, Humans, Elves
Minotaurs, Kobolds, Giants 40+5 15 1 18 98%
Research 40+5 15 1 18 98%
Astronomy/Navigation 30+5 10 1 18 98%
Lore: Religion 30+5 10 1 18 98%
Weapon Systems (Blessed) 40+5 17(*) 2(*) 45%
Seamanship (Blessed) 22+4 10 1 18 98%
Area Knowledge:Stony Desert 20+5 10 3 18 98%
Teamster 35+5 10 5 18 98%
History: Rune Items 25+5 10 9 18 80%
WP Sword N/A N/A 2(*) 17(*) N/A
Language: Demongogian 40+5 10 15 18 75%
– Small Vessels
– Large Ships

10 1(*) 18(*)
Lore: Dimensions 25+5 10 17 18 40%
Secondary Skills Base % Start Current Total %
Prowl 25+5 1 18 98%
First Aid 30+5 1 18 98%
- Rappelling
40/35+5 1 18 98
WP Chain N/A 1 18 N/A
WP Blunt N/A 12(*) 18(*) N/A
Body Building N/A 2 18 N/A
Running N/A 5 18 N/A
Athletics N/A 5 18 N/A
Mountaineering 30+5 10 18 70%
History:Elf/Dwarf War 40+5 10 18 80%
Math:Advanced 45+5% 13 18 70%
Wilderness Survival 30+5% 13 18 55%
Palming 20+5% 16 18 30%
Concealment 20+4% 16 18 28%
Skills Note(s) Description
Trade of Thoth(*) (*) = This spell has allowed the swapping of knowledge between Blunt-Lvl:12 and Sword-Lvl:2 & then Weapon System and Pilot: Ship. These two skills may not be adjusted anymore or with other skill swaps individually without checking on the Insanity Table. This is largely due to finding out how memories and perception of memories get effected by such re-alignments of the brain.


Summer Clothes 1 Worn linen underclothing and light padding below armor
Golden Rings 2 Worn Winner Ring of the Lopanic Games
Each ring bears the Coat of Arms of Lopan, the Rune of Light, the date of Event, and the event Name: Dueling & Pentathlon
Magos Rune Ring Left Hand UNKNOWN
Boots 1 Worn Re-enforced with tempered bronze shin and feet guards; Mologoth Hide
Belt 1 Worn Mologoth Hide
Callandor Sword Belt & sheath 1 Worn Leather over wood with etched steel hardware with the word “Overkill” stiched in the sides with golden wire. Can be adjusted for back or hip placement.
Eternal Torch Ring 1 Right Hand: ring finger
Osiris’ Right Index Finger 1 Worn under bracers The piece of a God.
Gloves 1 Worn Fingerless; Mologoth Hide
Teleport Amulet 1 Worn Mounted in an armband on left bicep.
Wizard Robe 1 Worn Mologoth Hide
Wizard Cloak 1 Worn Mologoth Hide; Master Alchemist Gabriel found a merchant to make this for Xerx’ses on the side and had emblems for the Gods of Light. Xerx’ses simply handed over the money and Gabriel took care of the rest.
Dwarven Manacle Belt 2 Worn on waist Made from the manacle used on prisoners in the Elf-Dwarf Wars; See Weapons below.
Backpack with Iron Frame 1 Back or slung over opposite shoulder of large satchel Dimensions: 40" Tall x 28" Wide X 24 deep" capacity. Mologoth Hide; this was attached to the iron frame made for the former pack horse. Because his back is broader that the pack horse Xerxses combined it with his backpack to carry much more weight.
Bedroll 1 Attached Bottom of Backpack 15 layers of quilted linen
Water Skin(s) 2 Backpack with Iron Frame Giant sized; one folded up and one in side outer pocket.
Food Rations 1 Days Backpack with Iron Frame Dried fruits, cactus mostly, pickles, hard bread (pretzel), jerky, hard cheeses
Rope 1 Backpack with Iron Frame 40’ length, Hemp
Book of the Defilers 1 Backpack with Iron Frame
Book of the Tristine Chronicles 1 Backpack with Iron Frame
Small Sack (A) 1 Large Satchel Unless stated otherwise stored in ‘Backpack with Iron Frame’
Tri-Arcanum Wizard Robes 1 Small Sack (A) when not Worn Made for minotaur size.
Candles 2 Small Sack (A)
Large Satchel 1 Worn over opposite shoulder from hip Mologoth Hide; Silent Alarm Ward to all CrIsis; only allows CrIsis into it.
♦♦ Long-Term Dimensional Pocket ♦♦
♦♦ Expires on 9th of Ra 350th Year, E. Terr.♦♦
Magic Dog Tag 1 Large Satchel Made of gantrium, and sewn into spine on inside.
Quill of Endless Ink 3 Large Satchel Wrapped in leather scrap and tied with leather tongs. No more need for ink.
Container of Much Water 1 Large Satchel side pocket on large satchel
100 page giant-sized notebook 2 Large Satchel
giant sized Parchment Paper 824 Hidebound Notebooks 412 each stuffed in a mologoth hidebound notebook, and a heavy leather book embossed with the Tri-Arcanum Guild logo.
Note from Gromhuran 1 Large Satchel Warded.
Book of A’zad 1 Large Satchel Black bound book with blank pages. Damaged 73 pages via miscast spell.
RCN: Book 1 Title: “Chin’s Phoenix: Book V, Inner Bonds” Counter Clockwise around the Seba symbol are “understanding,” “like,” “water,” “just.”
Minotaur Horns 8 Large Satchel 4 matching pairs of horns from Minotaurs (Zii’Clymnt, Gour’na, Nav’rox, Xor’van).
Arm of Darksong (again) 1 Large Satchel the arm is bound in waxed leather for sale to an alchemist. This one has the Sword of Anubis in its grip.
Osiris’ Member 1 Large Satchel the member is still wrapped up as Burlap had it.
Set of Clothes 1 Large Satchel A set of very nice court/dinner clothes an Western nobleman might have; human sized
Set of Clothes 1 Large Satchel A set of very nice court/dinner clothes an Eastern nobleman might have. There is a white and black theme to the clothing with small Ankh’s embroidered along the outer edges, white ankh’s on black pieces and black ankh’s on the white parts; human sized
Set of Clothes 1 Large Satchel A set of very nice traveling clothes a noble explorer of the Old Kingdom land of Sulestan might have; human sized, clothing of Elvish make and fashion.
Scroll of Osiris 1 Large Satchel Ribs of Protection – Priest gains Golden Ribs. + 50 SDC Ribs regenerate 1 SDC/melee. Fire/cold do 1/2 damage. + 1 all saving throws. Lasts 1 melee / level
Small Sack (B) 1 Backpack with Iron Frame
♦♦ Long-Term Dimensional Pocket ♦♦
♦♦ Expires on 13th of Selestra 351th Year, E. Terr.♦♦
Graphite 4 Small Sack (B)
Fairy Cheese 2 Small Sack (B) Given by Hannah
Chalk 4 Small Sack (B)
Crow Quill Pens 3 Small Sack (B) Wrapped in leather scrap and tied with leather tongs
Ink 2 Steel Vials (giant sized) Wrapped in leather scrap and tied with leather tongs
Quill of Endless Ink 1 Small Sack (B) Wrapped in leather scrap and tied with leather tongs. No more need for ink.


Throwing Daggers 2 Arm Bracers Hidden below the upper arm armor.
Chopping Daggers 1 Belt In “angled” holsters on left and right backside.
Dwarven Manacle Belt 2 Worn on waist Made from the manacle used on prisoners in the Elf-Dwarf Wars.
Callandor 1 in sheath Rune Cutlass.

Rogtilda Cabin

Books of CrIsis 7 Vol 1-6,8
Elf-Dwarf Poetry Books 3 They are magically preserved via runes and 9,000 years old!
Books of CrIsis 7 Vol 1-6,8
Tristine Chronicles 1 covers ancient War of the Gods Era and some of the Time of Maagicks.
Book of Defilers 1 actually big enough he can handle it easily.
Book of Song of the New Kingdom 1 actually big enough he can handle it easily. 800 pages
Currently being copied by the Library of Bletherad.
Book of Tales High Prince Ithan of the Korin Gilead 1 actually big enough he can handle it. 1,012 pages
Currently being copied by the Library of Bletherad.
Book of Poetry (Elvish) 1 actually big enough he can handle it. 712 pages
Currently being copied by the Library of Bletherad.
Book of Poetry (Dwarfish) 1 actually big enough he can handle it easily. 583 pages
Currently being copied by the Library of Bletherad.
History of WIsdom 1 actually big enough he can handle it easily.

Drama Cards, Luck Points, Ace in the Hole Notes
BLUNDER Play this card to cause someone to trip and fall prone. If played on someone who a near a place that could cause a great fall, they will plummit to their possible doom.

Drama Cards Played Result
45 luck points spent Used to do re-rolls to Tyvernos x3, Caminata x2, Indaris x2, Overkill x8, Ja’Deir x2, Burlap x3, Raulf x1, NoName x1, Me x31.
1 Ace in the Hole Used to get a “20” and Golden Sweep the Lopanic Pentathlon.
BOOM! Play this card to cause something to go BOOM! The Game Master will decide the details but no matter what happens the character who played this card suffers no damage or loss as a result of the boom.
NOTE: Used to destroy the Priest of Set, Mishlin, in New Haven and all his cohorts. Caminata caught in the blast and slain (but resurrected).
Elusive Target Avoided death at the hands of ReSet’s Orc’s Runesword (Espadon).
BAD TO THE BONE Used to avoid alingment shift during the session on 2015-September 12th, when paranioa caused Xerx’ses to try and plan the annihilation of Yggdrasil.


Xerx’ses looked on longingly at Luur’na the Priestess of Isis, “How can she not see the stain on his soul.” Zii’clymnt used to be an upstanding noble warrior, but ever since the elders gifted him with the great black rune sword, Lightning Striker. He has changed and began agreeing more and more with Groun’na the dark reminder of why the world hates his kind. Groun’na has already gathered two of the impressionable young minotaurs to his idea of trying to strike out and either take over a tribe or make their own. Mergerij, has been giving me some training as a way to vent his anger about a situation that has gotten worse over the last 10 years…

:: Xerx’ses leaves his home to make his way in the world ::

…Xerx’ses was the outsider of those his age in the tribe, he was the tallest minotaur he had ever met: 11’ 3" tall and only 600 pounds which also made him one of the quickest, fastest minotaurs around as well. Many among the tribe thought he would become a warrior to be feared and Groun’na took him under his wing, he saw that he was a good with knives, and showed him how to become deadly with pinpoint accuracy, and his father taught him how to handle fast weapons such as small blades which could be used in normal fights to take an enemy down without killing them.

In the beginning, Cyrus (as Xerx’ses was known in his youth) had found some old chains when he was 8 years old. They had manacles on them, used for prisoners during the Great War between the FAIR & the STRONG. Cyrus began learning how to use them as weapons. He made a belt out of the chains, and this really scared some of the elders. Cyrus just told the minotaur elders, “I keep them as a reminder to never let the past chain us from what we can become.”

“Death comes to us all son, be careful you don’t hasten its journey to you,” Cyrus’s father said. Cyrus saw his father smile and he knew that the great and wise Xerx’ses NEVER gave praise or approval when it was not earned. A’zad, the oldest among the elders, also smiled and Cyrus knew fear for the first time! A’zad was said to be over 600 years old and one of three that had seen the surface still living. A’zad knew how to fashion magic energy to do his bidding and was said to traffic with earth spirits!

When Cyrus was 9 his father was an elder of the tribe, a priest of Osiris the Lawgiver and his mother was a devout priestess of Isis and the Pantheon of Ra. She prayed everyday for a chance to prove that the righteous minotaur could rise above the sins of the past. Cyrus’s father wielded Saraph – the Lightbringer, a Holy Rune Staff, and died defending the fortress with a number of minotaur elders from demons that had found the cave and attempted to sway the tribe to evil. Cyrus’s father exorcized them from the minotaurs they had possessed and then smite them with A’zad’s help. However, in the final battle he was dealt a fatal blow that could not be healed. He gave Saraph to his wife and bade her find and teach its next wielder. It would be 19 more years before she would receive a vision from Isis about a child being born within the tribe, Luur’na.

Cyrus took his father’s name as his own and vowed to become powerful enough to fight the monsters of the dark. When Xerx’ses was 10 he began wandering off into the caves and began digging out areas always helping to strengthen the catacomb tunnels or free someone caught in a cave in. He learned how to look for danger moving rock and the script of the races of the STRONG & the FAIR (dwarves & elves). He found a cache of books made of iron plates bound together. He hid them and began to read them each night, they were books on how to feel for Dragon Roads (ley lines) and Gateways of the Dragon (ley line nexus). Others dealt with all kinds of topics about the Great War, Time of a Thousand Magicks, the War of the Gods, and the Age of Chaos. Then came the mother load as Cyrus, now known as Xerx’ses the younger, found a book with writing he could not make out. It was make of iron and bore silver runic sigils upon its cover along with two silver plaque serpents, one on the front and back. When he tried to open the book the two silver plaque serpents came alive! Only his naturally hardened flesh allowed Xerx’ses to withstand the bites and crush the snakes using his fists! Then the two plaques re-appeared and the book fell open. The pages were painted in silver symbols the book seemed to contain more and more pages as it was turned! Xerx’ses the younger took this to his mother whom sent him to see the old one, A’zad.

A’zad listened to the tale about the books and the silver serpents that attacked Xerx’ses and he explained that he would look what he had found. The old minotaur knew what Xerx’ses the younger had vowed when the community watched his father’s body burn on the pyre. He handed the young minotaur a scroll and had him practice words that made no sense to young Xerx’ses. His accent and pitch was flawless, and after practicing the words for one hour A’zad turned to Xerx’ses and said, “You have one chance to gain the power you want avenge your father’s name and prove you can smite evil as he did. Open the scroll and repeat those words then try to read the book!”

Young Xerx’ses did as he was tasked, the scroll flared with a flaming spark and burned away in the startled youth’s hands and before he could react A’zad shoved the open book in front of the young minotaur and Xerx’ses could read it! When A’zad saw the young minotaur’s reaction he told him to read what he could and gave him chalk and a stone slab to take notes on. While the young Xerx’ses set to task A’zad explained to the community that Xerx’ses had his gift and he would be teaching him now. Groun’na was hurt to see his friend taken away from him, Mergerij saw it as a great honor and tried to comfort Groun’na. Alas, Groun’na would not hear of it and got in a fight with Mergerij and won this time. The two have been distant ever since this day.

20 years later Xerx’ses was pronounced a wizard by A’zad after having served the great mage and his community for two decades. He began to be welcomed to elder councils when many of the older members began to die from age. In another 5 years A’zad would join the departed from this world but before making Xerx’ses promise to try and free everyone from the shame of ages.

3 years ago Xerx’ses went before the council and announced the time had come for those growing up to not die in shame, there was light to be had outside. At the very least the council needed to consider opening up trade with others and begin re-joining the world. As he has watched Luur’na become a fine priestess of Isis and he has taken and interest in her, but has no idea that he has fallen for the young minotaur priestess and 2 years ago worked up the nerve to ask her to be his chosen mate. She picked Zii’clymnt instead and Xerx’ses couldn’t understand why she chose him, even though he only did things for Luur’na when it benefited him. Why was she attracted to someone that was just using her? During this time he had been sparing with Mergerij a great deal and asked him about becoming a Palladin and seeking out Darkness wherever it may dwell. Mergerij eventually made Xerx’ses distance himself as well with the constant talks about how he could better himself.

1 year ago the Elder council surprised everyone. They charged the young members of the tribe to forsake their solitude and make their own place in the world. Zii’clymnt is leaning more and more to Groun’na and his view of taking over with the Rune Weapons given to them by the tribal elders. The bladed ring makes him keep egging Mergerij for a fight and I am not sure how much longer Mergerij will hold out?

Thanks be to Zeelik for being his sounding board when Xerxses worries about what will happen to the tribe. Zeelik’s father and Xerx’ses mother became mates after his wife passed away about 5 years ago. Zeelik’s father gave his son a powerful stone rune mace and bade him become the hero Mergerij trained him to be.

The final straw for Xerx’ses was being approached by Zii’Clymnt and one of Groun’na’s followers. Zii’Clymnt accused him of being in love with her and Xerx’ses did not deny it. Zii’Clymnt began swinging at the thought of anyone stealing Luur’na away. They over powered Xerx’ses with their rune weapons and set fire to A’zad’s lab and Xerx’ses was saved by Zeelik. When Luur’na was confronted by Xerx’ses she said he was over reacting about his argument with Zii’clymnt and the fire was an accident, not on purpose. Even when Zeelik told her what he saw showing up to pull Xerx’ses from the flames she kept defending Zii’clymnt.

Xerx’ses left that night with his clothes, and what her could muster from the armory. He touched not a single rune weapon worried they might not be in tuned with him and history he has read about them makes him worried.

What price will he pay to gain the power to defeat evil?

Will it be worth it?

Zeelik gave him a going away gift his father made for Xerx’ses:

  • A minotaur sized bronze flail with bronze cast and tempered scrolls engraved with actual prayers taken from the Book of Ma’at of the Gods of Ra! It was thus named the Flail of Prayers.

  • 4 daggers (two choppers, two balanced for throwing, all minotaur sized)

  • Tempered Bronze and Iron skull cap with padding.

  • A black full suit of scale mail (mantle for shoulders, shoulder blades, & upper chest; skirt of scale from waist to just south of the knee) with bronze bracers, greaves and waist placard.

Born under the sign of Aster the Centaur. Free spirits who do not like to be tied down. They crave the road and adventure, and have an insatiable curiosity.

Picture from Peachyco.
Picture of Black Sword from AQ Worlds Wiki and edited by me


A God...Rebuilt AZ_RUNE