Silvana has often said that for scouts to be useful, they have to make
it back to the party with whatever they've learned. Tremere tended to
take this philosophy one better, often returning to the party with the
hostiles hot on his heels.
After reaching name level, Tremere left the party to become an
operative for Lady Ylena. He succeeded in recovering Lord Rogtubbins'
body in Banzeel but disappeared immediately afterwards. His mind has
been wiped, and he's currently imprisoned somewhere, possibly by the
Alliance for Law. [EJG]
Former henchfolk: Shabana (Eastern human, fighter-?)
| |
Derdriu Elathan
As a mid-level priest, Derdriu was assigned to the party as a
Keeplands liason. It's not clear how much liasing she actually got to
do, but she picked up a lot of levels in a very short time. After
nearly leaving the Temple of Belhor during a crisis of faith, she
established a shrine at Lord Rogtymark's keep at the western edge of
the Keeplands.
Derdriu left the party to oversee the defense of the Keeplands'
western border during the Marakeel War. The real problems came after
the war, when the Shade Lord (perhaps with some help from the Order of
the Ruins and the devils) was able to orchestrate the murder of the
High Priest of Belhor, the tainting of the central Belhor temple, and
the abandonment of Rogtymark's keep and Derdriu's shrine. Nobody
alive (or even contactable) knows how to fix the Belhor pillar, and it
appears that the Belhor religion is on its way to extinction.
Derdriu is currently staying at the Wind Temple in the Icelands. [EJG]
|
Swamplands human
Fighter-7
Created by Matt Mullin
Rogroc may not be all that bright, but he carries a big club and has a
knack for gambling.
At last report, he was adventuring near the Banditlands. [EJG]
| |
A retired bandit, now one of Lady Ylena's undercover operatives. He
prefers Good to Evil, though he's aligned with neither, and he seems
sincere in his efforts on behalf of the Nation of Good. During his
time with the party, he tried to keep a low profile but appeared
comfortable taking charge during crises. In combat, he's primarily a
sniper and is fond of attacks with paralytic, stunning, or other
disabling (but nonlethal) effects.
At last report, Meldrim had gone to the Circular City, established an
adventuring shop (Sharvin's), and started working his way into the
business side of the Organization.
|