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NPC & REID: Mogelweg

 
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s-m-r
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Joined: 20 Nov 2005
Posts: 1411
Location: Baltimore, Maryland, USA

PostPosted: Tue Aug 15, 2006 10:23 am    Post subject: NPC & REID: Mogelweg Reply with quote

There is a tale, carried over from the old days of Markshire, when the walls of Arik still stood unmolested. It tells of a happy-go-lucky (some would say daft) farmer/musician, and an episode that succinctly describes how he carried on with his life:

This is a story of a farmer whose horse ran away. That evening the neighbors gathered to commiserate with him since this was such bad luck. He said, "May be." The next day the horse returned, but brought with it six wild horses, and the neighbors came exclaiming at his good fortune. He said, "May be." And then, the following day, his son tried to saddle and ride one of the wild horses, was thrown, and broke his leg. Again the neighbors came to offer their sympathy for the misfortune. He said, "May be." The day after that, conscription officers came to the village to seize young men for the army, but because of the broken leg the farmer's son was rejected. When the neighbors came in to say how fortunately everything turned out, he said, "May be."

Mogelweg is the embodiment of this unique combination of opportunity, effort, and fate. Is it luck? Is it mere chance? Is it chaos? Who knows..? The usual resolution to tales seems to be that 'everything turns out all right in the end,' but even if the journey doesn't take them very far, those involved are frequently much the wiser for it.

Alignment: Neutral, and often Chaotic.

Common Followers: Those who wish for a change in their lives. Those who embark on journeys of self-discovery and enlightenment. Those who hope for the future to be in their favour. Musicians, rogues, and wanderers.

Though followers are not said to be true devotees, if he has touched their lives they'll not forget him for a long, long time.

Appearance: Though reports vary somewhat, his appearance is consistently that of a small demihuman or human dressed in thick, warm clothing. The clasp that holds his cloak about his shoulders is a brilliant emerald in color. His head is always bald-headed, and impressive, chestnut-brown moustaches festoon his ruddy face.

Mogelweg seems to favour folk music, and often appears to revel and rejoice in the sound of the lute or tambourine as an audience member or sometimes musician.
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The tale of Markshire the Persistent World: In the process of making this Neverwinter Nights world we considered all of the aspects of the Dungeons & Dragons fantasy world we created. The world is loosely based on Norse mythology and Viking culture. The deities of this world are not intimately involved with the adventures of the various heroes. Though the majority of the populace followed Odin there were some that followed Thor, Heimdal or even Loki and Hel.
The land to the east of the Thrym Mountains was a desert of frost and snow. There lived the Frost Giants. Ruled over by Thrym, Lord of Winter, the giants patrolled the desert and sought to break through Gastlinyk Gate. Gastlinyk Gate is a great city of our little kingdom. But Stonemark was the capitol of the land.
The kingdom of Markshire is comprised of all the various races; Elven, Gnomes, Dwarven, Halflings, as well as Humans. Our campaign allowed all classes; barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard.
Monster galore abound Markshire. We employed monster from titans to polar and grizzly bears or strange spiders to umber hulks and ancient wyrms. If the knights and mages weren't being killed by the monsters the ice and freezing winds were sure to do it. Our death system includes a direct trip to Elvidnir instead of Valhalla. There they visit with Garm and bargain for their souls.