Morbur is a deathly pale dwarf with fiery red hair. Morbur practices magic as a wizard, specializing in Necromancy
Past Family History:
Like many of the dwarven families in Bergigthim, the Morbur’s family, The Silverbeards, could trace their lineage back to before the war, though many records from before the war were lost, so most lineages ended there. Like many of the dwarves, they all had some magical abilities. One of their line was even able to climb to be in a position to run for a council position, though never succeeded. They hailed from one of the more isolated northern Mining cities, Dystartopp, where summers were fleeting and winters were harsh. The city was one of the few that had survived the war untouched, and so remained as one of the more powerful cities in the present day. This was also due to the vast gold, silver and mithril mines that the city stood above, and much of what was mined and crafted paid for the food supplies that the nation imported.
The Silverbeards were one of the families that helped to mine silver and craft it into utensils and jewelry, and had retained many of their magic knowledge to imbue their creations with protection spells. The head of the family, as well as most of the lesser lines lived in the city properly, and though they rarely had one who was naturally drawn to the magical arts, their base craftwork was well known in the town.
Morbur’s branch of the family used to live directly in the city, and it was said that they were cursed. 350 years prior to Morbur’s birth, his Great Uncle Thulrek who was dabbling in...less than respected arts of magic (He was looking for other ways to turn the tide of the war), and through an unfortunate accident died suddenly in an explosion that claimed his house and workshop. While everyone thought that was the end of it, ten years later, another of the family began seeing the same apparitions. This continued throughout the centuries, slowly reducing that branch of the clan to half the size, and forcing them out of the city.
What they did not know however, was that Morbur’s great uncle had in truth been attempting to contact a creature of far greater power than he realized. This creature Gothix, had plans for the family of Silverbeards, and so had made a pact with Thulrek, one that would imprint an affinity of Necromancy upon the family, and that the first who truly was able to utilize this power would be bound to Gothix. In exchange, Gothix would grant Thulrek with the power to destroy the armies invading Bergethim. In reality, the power was too much for Thulrek, and he died moments later. Most of the family from there on, who saw apparitions, and heard whispers, but most were driven mad. However, a side affect of this is that those who were not born with the Dragonmark of Gothix, were still born with greater magical power than most.
The Story Morbur Remembers:
Here we come to Morbur’s proper story. He was born to one of the lesser families of the Silverbeard Clan, and right away his parents knew he was different, as he was born with fire red hair, rather than their clan’s standard silver/grey. While they thought this was a good sign at first, it slowly became the opposite. At a very early age, the apparition killed his Aunt. Soon after it came for him. Morbur was talented with magic from an early age of 39 years, though his crafting ability was lacking. When the apparition began appearing to him, rather than become fearful, he began looking into it more and more.
Morbur began hearing whispers in his mind. They lead him to his great uncle’s hidden workshop in the mountain. There he learned the truth about the aberration. It was not the creature that killed his Great Uncle. It was his Great Uncle, well in a sense. It was a creature that his Great Uncle had summoned, but was too powerful, and tried to dominate him. In the struggle, there was an explosion, which caused the two to become one. From the books in the workshop, he learned the dark secrets of Necromancy. He used his new power to tear the two consciousness apart. He was able to send his Great Uncle on to the realms of the dead, but the other creature was different. It was not a normal undead creature per say, but one that could not normally be on our plane, unless tied to another. Morbur forced the creature into that of a dead Dire Wolf that was nearby. Morbur, being more talented at the magics was able to wrest control of the now undead creature, and bind it to his will, or so he thought. Little did he know, what he was actually doing was tying the body manifestation of Gothix to himself, bringing him into a path towards servitude to the dark creature.
Upon finding out about this, his family shunned him, and forced him out, the only thing he was able to keep was a ring he found in the workshop of his great uncle, and his spell book. The council of 14 learned of his unnatural gifts when Morbur was spotted wandering the land with his undead creature in tow. They sent out a group of wizards to find him and exile him from the land, thinking that Morbur would cause issues to their neighbors to the south. Morbur was then exiled from his homeland, and began wandering the world. He learned of others of his craft, and grew curious to meet them. He found a few, though each disappointed him. He did not share what he thought of as their greed for power, and fear of death.
Morbur now knew the workings of death, but he had no desire to extend his life beyond it’s mortal capacity, and this is why he developed his magics to not trap the souls of the bodies he raised. Those he encountered on his travels who did extend their life, or trapped the souls of others, he would end their unnatural lives, and release the trapped souls of those who the necromancer had risen.
When Morbur had been traveling on his own for 22 years, he woke one day in a forest. He was not able to remember how exactly he had gotten where he was. Midnight was still with him, and he still had all his equipment, so he was unconcerned, other than the fact that he appeared to have lost the previous few days of memory. He began wandering, heading south, the direction he almost always inevitably headed. In the first town he arrived in, he discovered that they had no knowledge of the outside lands, and that no one could leave the forested lands of Bravich. This was 3 years prior to him arriving in the capital, and accepting a job with another group of adventures, the first time he has joined a group, given how most people viewed him and his power.
The True Story:
In truth, much of the story that Morbur remembered upon waking in Bravich is fictional, something that his mind created to fill the gaps. Morbur’s true story was much darker than he remembered. While much of his early life is the same as he remembers, it is mostly from the time after Midnight arrived in his life. Gothix began to appear in Morbur’s dreams, where he divulged the true nature of Morbur’s power, and began to exert his power through the magical bond. He soon revealed that Midnight was a manifestation of this bond, and through Midnight, Gothix would always be watching him.
He told Morbur that he would forever be a servant of Gothix, claiming there would be no way to break the bond. Morbur, who already was at a low point in did not attempt to resist, accepting his new servitude. Gothix began instructing him in magic, developing him to become a necromancer with the potential to have great power. Morbur never learned why Gothix was doing this, but there were some times where he caught random thoughts from through the connection, and a single name stood out, Scarlet.
Under the direction of his Master, Morbur traveled throughout many of the countries on Tio Luma, attempting to find artifacts of power. He learned from Vorunir that there was an ancient time before the Coming of the Second Moon, a time of great magic, and Gothix wanted to find whatever artifacts he could from that time. Through Morbur, Gothix committed many evil acts in the Gulok Republic, Heung Dynasty, and the Cervo Kingdom. While in Gulok and Heung, he was not seen, he is very much wanted in the Cervo Kingdom, as Gothix used him to raise the dead in the capital in an attempt to steal the sword from the hands of Empress Eliza Cervo.
During the years of travel on Tio Luma, Morbur learned of a place in the middle of the continent. A place that no one could leave. While Morbur could not directly disobey Vorunir, he had found ways of interpreting these commands in a way that would allow him to exert some small amount of his own will. Thus, when he was commanded to move north, to try to track down an artifact once carried by the warrior Rhogar, he plotted his journey to stray close to this area. Before Vorunir could realize it, Morbur had wandered into Bravich, breaking the connection he had, though this would only be temporary.
Bravich
So the king of bravich has sent out a signal to our adventures warning them of a threat in the south a druid has gone wild and has been sacrificing creatures to his new god. The party of Allir the changeling, William the goliath, Morbur Redbeard the dwarf, Darnel the loxodon, and Javier the halfling quickly agreed to the terms to find Garruk Goldmane and stop his carnage. They were introduced to Chuck, their firbolg guide to convince them to go into the fey wild to get a quick shortcut. On the way to the Fey Wilds, they encountered a village that had been burned down, but there were no bodies. There were signs that the people of the village may have been taken into the Fey Wilds, and so they continued on their journey. They entered and quickly found themselves intoxicated by the fey wilds magic quickly losing themselves and setting camp for the night. They get ambushed by displacer beasts in the morning and defeat them following their game trail to a giant forest who is trapping humans.
They bribe him to leave them alone and to get information on how to get to the Fey city. but are ambushed along the way and in the fight Darnyl goes down by Morburs fireball. Javier asks Darnyl’s patron to save him and the patron takes Javier to fey kingdoms to meet the genie and archfey who are talking over dinner. Javier is stolen by Pixie and Darnyl wakes up later that night to be told of Javier's fate. The party rushes to the city but finds it in the sky where they agree to find chuck for answers to get there. He takes them to a swarm of pegasus that he convinces them to help them and after many attempts party befriends the Pegasus and fly them to the city.
The party arrive in fey kingdom and are quickly told to scram fleeing to a local tavern, where they find an underground betting pool through Allir’s expertise in gambling. There they pit William against an owlbear and a purple ooze (Wagering William’s life service in exchange for all animals that the owner of the fighting pit has), afterwards meeting the animal trainer Marsolis. From Darnyl’s grief and pain over Javier's fate, Darnyl leaves the party. Marsolis takes them through the sewer and under the kingdom revealing she has a vendetta against the fey. The party infiltrates the castle through the sewers into the dungeons to find javier. They find Javier, though it turns out that he was not being held in the dungeon, but as they turn to leave they are charmed by a mysterious child who leads them to the royal dinner. There they explain their plan and learn that Garruk is getting souls for them, to retrieve the souls. Genie tries to strike a deal to help gather souls. Javier agreed, but the rest of the party said no. Quickly after meeting them Chuck makes an opportunity to escape to which he is quickly killed by a fey king. At the same time, William destroys the box that was being used as the conduit for the Genie to hold a physical form causing him to leave the physical realm. The party runs through sewers escaping into the sewers and into the south.
Eventually the party arrives at a waterfall cascading them down and destroying their ship. All party members failed checks to and capsized and washed ashore. They journeyed from the waterfalls shore to a cave opening leading them to old ruins where a man sat toying with his cat named Gerald (The man, not the cat). Gerald explained he was a court wizard studying the ruins in hope of figuring out what magic the old apostles of gods used. These ruins were a sort of choosing ground for young adventures to be given godly favors. The group was given free reign of the area and was advised that there was a lock door near the lower chambers that housed undead from the south. Party explored and soon found an altar. Marsolis and Allir explored and examined it and as soon as Allir sat on it she was paralyzed as the wall in front of the altar disappeared revealing a secret room. In the room stood statues of various gods with one of a treant like creature in a harvest basket calling to her. Marsolis joined forces with Karametra as her God. Allir chose to not partake of any God revealing Phenax as her patron. Morbur watching this happen chose to go in being called to Erebos who offered Morbur power if he became a watcher for order of life and death. Morbur agreed and was tasked with ending the wizard's unnatural elongated life.
The party erupted into chaos as Morbur left the temple and cast fireball on the wizard. The cat revealed itself to be a familiar jumping into action but failing as Morbur’s undead hound Midnight finished off the wizard. The party took the chance to bind Morbur and interrogate him with Javier deciding he would no longer associate with a murderer and quickly stormed out the ruins. The rest of the party decided to leave quickly making their way to a town wizard had mentioned that was farther down the trail.
The party came to a small town that was solemn and quiet. William and Marsolis quickly left the inn to grab rooms for the party while Allir and Morbur went to the chief to see if they were heading the right way. Morbur and Allir quickly met an individual investigating the chief and his wife. A human woman named Ranantheon. She introduced herself as the investigator sent to look for the mission children of this town. The Allir and Morbur quickly sprang into action alerting the party and to the parties annoyance ranantheon as they set out to find the killer. They searched through most places but only children in town were Alice and vicky. Vicky was the child of the town butcher Gregory and Alex was the chief's daughter. Alex and Vicky explained that they were by the bridge leading into town when a mysterious stranger grabbed Alice pulling her into the shadows and the girls just ran.
Party went to the scene of the crime finding no bodies or blood but as they chased after the drag marks it quickly led them back to town. The party set out to ask everyone in town and find out who the killer was by story. The party went through everyone and eventually found their way back to Gregory and Vicki's home. The party entered the already broken into home and found it empty with no one there. They searched through the house finding fake flooring that hid stairs leading down to a basement. The basement was a large butcher shop that had been used recently with large racks of dried and stored meat.
After looking through the room they found a back room that had a child's bedroom with two beds and blood under one of the beds and chains. Morbur called on Midnight and asked Midnight to track the blood and the party soon chased after her. Making their way to a trail leading to the mountainside. A Grove was found containing a cave that led into the mountain. The party soon entered, finding Gregory and Vicki. They had kidnapped Alex and had her in a sacrificial stone with a zombie's child farther in the cave. Half the cave was water. The party quickly killed Gregory with Gregory putting up no fight. As they killed gregory vicki starts to step back as the party goes and rescues alice. After grabbing her from the altar marsolis prays to her god to give the undead child a chance to finally rest. After the child turns into a tree with karametra's power the water grows blacker and blacker as the light from the room is sucked into the dark void. A figure appears to crawl out of the water a monkey-like creature that proceeds to crawl towards the party. William was the first to run to grab the child and book it with the party following fast after. The party makes it too town to rescue the villagers and get them to safety but quickly time runs out as the monster makes it town. Night seems to fall as it enters and as Morbur rains magic down on it. It gets sucked into the void with one last ditch effort marsolis prays to phalanx for a game of chance to which phalanx agrees handing her a dice that she rolls causing the creature to be plane shifted away. After the monster Allir offers Vicki a place to sleep and the party rests for the night.
In the morning the party meets the chief to get info on the reward for finding Gregory and to turn over vicki to the chief. The chief advised he had his hands full with Alex and pointed them towards Greendale, a large trading town on the edge of the swamps. He gives the party a seal of his house that the party can use to get Vicki sent to an orphanage. The party took off with Vicki in tow. Travel was quick; they met a merchant who showed them a cave that housed the remains of a warrior fighting dragon where William found the old hero's spear. The party quickly said their goodbyes after a quick thieving lesson from Allir to vicki in which vicki stole the merchants coin pouch. They entered a grove where they met Johenna and an arch druid charged with finding the mad Druid Garruk. Asked the party about their intentions and offered her support but it would take 2 weeks to finish her ritual she sent them on their way saying she would meet them when she finished. They fought some trolls and arrived at the town of greendale. The party resupplied and grabbed some food and rooms to which they met a lovely bard who informed them javier had been running around weaving lies and tales of the party to anyone who would listen. Allier Decided after meeting the merchant she would take rowen under her wing and raise her as her own. As Allir entered the bar the barkeep asked to speak with her in private. After they entered a sealed room he revealed himself to be a changeling and asked what Allir was doing here bravich was his mission area. After the shock Allir took Allir to her room and went to bed while the rest of the party slept the night away.
Morbur upon last weekend of the trip decided to take his chance at the bounty board. Morbur made his way back to the inn alerting marsolis and William to the bounty for the stag a mass murder of mossfoot tribe. The party made their way to the dock and hitched a ferry ride to the lagoon and found dogmoss the contractor for the bounty. They eventually docked in the spot pointed by the bounty finding a small cabin where a dogmoss met them walking them towards the village. The bodies have all but rotted but marsolis was able to track down the location of the killer. Following the trail they made their way into the woods and soon found themselves into the FeyWild. There they were ambushed by a tribe of creatures calling themselves
Omikyr. They explained the stag was a shaman of their tribe who became entranced by the darkness and soon left their tribe. They explain if they follow his trail he has taken roost in mountains but they would need the horns of the Omikyr. The chief gave his horns and after following the trail they arrived at a door locked with what seemed to be pole holders. Locking the horns in the door opened revealing stairs that went deeper down. They followed a path arriving at the stag crouched down at a dark mirror conversing with a monkey like shadow. They battled him and defeated him. Before they could question him the monkey who had watched their battle pulled the stag into the mirror and killed him. As the mirror refocused Garruk stood before the party growling one phrase “found you” The mirror shattered. Marsolis grabbed a shard and as she grabbed it monkey shouting could be heard from the cave opening. Morbur cast magic to open the doorway as the party fell through.
The party woke up in the morning to the bartender making breakfast with Morbur, Marsolis, and William being gone. But before they could react a portal opened up as William, Morbur, and Marsolis fell out. As the party joins around him they find out from John the Barkeep that johenna sent a druid to alert them that the supplies for their trip were set to arrive last night but have not been seen. John mentions that Johenna wants them to go out and investigate and retrieve the supplies. They party leaves town and finds the remains of the caravan with corpses stationed all around the area. The party will find tracks leading towards the mountain which they follow instantly. Along the way they find twig, a small human druid who is investigating a stump that housed a magic item under it. Morbur uses a knock to turn off the magic and grabs the black hatchet. They offer to meet twig in town but he says he is with his partner to replace Johanna once she heads out and then twig goes back to investigating the magic of the woods. Party then meet bark. A ruff dwarf druid who can't seem to get over a magic log that won't let them cross. Party offers it gold and it takes it as a total to cross over. They come to a clearing with animals gathered around and skeletons. A safe haven from humanity for all animals. The party finds a cave opening that's guarded in draconic that enchants wind wall. Morbur disables it and they enter finding an adult green dragon that hoards money and food for the forest. He explains he is the guardian of the forest and that he keeps the creatures safe from humanity. He reveals that Vicki is dunari, a special kind of phenomenon that happens when the world flame is dying out. The dragon explains that the forest is dying and a poison is creeping in. Creatures of darkness have been spotted all around the area. He asks William to hold onto a small red chick sense he fears he shall die soon. He also gives William an amulet to open a doorway to his cave. The party grabs their things and supplies and takes them back to the town to rest for the night of the trip and reflect on the news. As the party drinks the bar door is flung open as near death johenna falls to the floor saying Garruk is here. She opens a scrying mirror showing the party a gathering ground where Garruk rallies his troops to slaughter the village.
The party rushes out the door of the bar having all villagers gather in town square William starts to call forth the dragon using the amulet to help in the fight. Garruk appears on the bridge leading to town announcing the hunt has begun. He disappears quickly killing bark and twig. The other party members trap him in the upper parts with marsolis Morbur and ranatheon holding him there. Allir, William, and the newly named Rowan held their ground, killing monkeys that entered the square. Garruk takes down ranatheon and starts to head to the square. Johenna creates a tidal wave murdering half the monkeys near the town's river but is destroyed by a mysterious red beam as a creature walks out from the shadows. A skeletal figure that resembles Garruk. He begins to battle Morbur as ranatheon is rushed down to the party by marsolis. As they enter the square William finishes the ritual calling the dragon into the fight. The villagers rush through the portal he opened and the dragon starts his fight with Garruk. In the chaos the party abandons the dragon and leaves on the dock towards the south as the town explodes in a meteor swarm. After a week at sea, the party has nursed their wounds and arrive at a small island on the lagoon. There they find a peaceful waterfall and a deer drinking water from the pond. When they see the deer it looks at them and says, “I was wondering when you’d show up”
The party watches as the deer turns itself into a blue elf-like woman named rowena. She takes the party through an overgrown garden. The garden is protected by a giant treeant like creatures that seemed like golems. Rowena leads them easily through the garden and takes them to a cobbled bridge. A small young lynx type animal will run up to marsolis introducing himself as Tiptoe rowena's apprentice. Rowena will excuse herself and cast travel through plants and leave as tiptoe takes over. Tiptoe will lead them across the bridge and find another group of creatures staring at a chest across the way. The creatures will shout over revealing themselves to be sentient creatures. A tortoise, a rat, and a tiefling are trying to get to a chest across the chasm. The party will be led by tiptoe into town and back around to get to the group. They will explain there trying to get the chest. William will throw morbur and the rat towards the chest and succeed. The rat introducing himself as Lupe will reveal he has succeeded in a challenge of The Six. The party will find this to be a scavenger hunt that opens the winners to a chance to compete for a spot in the 6. The party will then journey down to the city meeting multitudes of characters and marsolis meeting a tiefling couple. Rowen gained a magic bracelet from a tortoise named Thom. Morbur will meet a wizard named Boden who will work and restore a charred book that morbur stole off the corpse of a dead wizard. Marsolis will try to get a spell to shut Ranatheon out of her head but will lose the opportunity when she cant pay the gold. William will have his spear starting to be fixed and his armor as Tepin and Oriax work to get it repaired. Purson the Satyr leads them through the town. Tiptoe soon finds them near the end of the city says it's time to meet the 6. The party will first meet Howler, a Barbarian that seems angry, wanting to hunt garruk. The rest slowly introduce themselves whisk the mouse sorcerer is party leader. Croak the froggy rogue. Smoke the oldest member and wisest dragon born in the spire. Red walks up to William instantly and challenges him to a duel. Spike will stay quiet. They will start to ask and be filled on Garruk's invasion trying to plan a counter plan. The party will talk to them for a bit with Ranatheon sharing her memories of the invasion. Whisk will console Morbur on his craft and Morbur will offer his elderberry wine to spike. Spike will reveal his telepathic powers to ranatheon. Croak will wander between groups. Tip toe will soon cut it off as he takes party through slums and to their home. There he tells them it's there thanks and that rowena will be fighting garruk but they are the countermeasure. He will tell everyone to relax for the night and the six will come to fill them in. He will introduce himself to Rowen saying “Being a kid around adults is hard but he is there if she ever needs him.”. Rowen will follow him outside as everyone grabs beds but William will head outside. Rowen will light the ball that her and Tip-Toe are using for catch. William shares his story with Tip-Toe. Tip-Toe will reveal he was captured as an exotic pet and told they learned he could talk to which he was thrown to the wolves to starve. Rowena found him and that’s why he owes her his life. Erebos will visit Morbur in his dream. Advising Morbur that people will die in the next few weeks and that he needs to let them survive or die on their own it is not his job to bring them back. Ranatheon will try to bring marsolis into the dream world. Anthion) reveals himself to marsolis but marsolis calls him a parasite and leaves the dream. Smoke will arrive with Whisk at the door in the morning. They will ask everyone to assemble and explain that Rowena created Bravich with power of Sylver Owlwoods sword. She broke her sword into 2 pieces and buried one in the south and one in the north. Bravich protects itself by wiping memories and making people lost. He explains that the spire is a sanctuary from Lord Flint who has cast secret orders to kill all beast kin who wander into Bravich. They then explain that there are 3 trials, one of Strength, Wisdom, and Courage. Each of these trials is guarded by a protector and needs to be passed to gain access to the sword in the spire. Whisk will say they have one month to get this done and will ask them to leave as soon as possible. With parties, conditions he will offer a week to give them time and help them grow.
The party spends there 2 days running around the spire doing many things and learning from all the villagers. William finishes his spear and morbur restores his book. They meet each of the six and learn about there stories and likes and dislikes Whisk the leader of the group is a proud mouse and leader of the six. He is wise and kind helping morbur grow into his magic and learn to feel accepted. Red teaches marsolis of the Tiefling kind and there homeland while giving her a new sugar addiction to fruit leather. William begins a brawl with howler though quickly losing due to howlers wild magic takes control giving him the upperhand. The party soon finds a secret quest helping each villager as the world opens up and they soon find themselves in a secret dark world where they are saved by a mouse named mickey. The party is given two keyblades. The rest of the time is downtime until they are rushed as a large boom is heard from the garden. The party rushes to find the sound of the explosion as they find a raven convulsing. The six are there as they rush to its side revealing to the party that its rowena. Whisk goes to try to heal her as smoke notices garruks minions entering the garden. Smoke tells the party to run as Whisk stabs his spell book to cause a magic like surge that he commands to shield the spire. The party runs to a small outlet where they set camp for the night. As the party sets camp and starts the fire Rowan will decide its time to head to the bathroom leaving off the trail. A scream is heard as allir runs to find rowen caught in a trance as the fey king is perched over her charming her. He gives a coy smirk to allir as he takes Rowen into the fey wild. Allir in her guilt andg grief urges the party to go after it but the rest of the party tell her they need to finish he trials and stop garruk.
The morning after Rowans kidnapping, The party is eating a quiet breakfast. When smoke arrives. He will question party on there health and ask where rowan is to which he quickly filled in. He will ask the party to pack up as he was instructed by whisk to get them to the temple. As he waits he lets them know Rowena survived and that whisk is holding the barrier with magic but hes starting to get weak. Smoke leads them through the south. Finding some old roads the party investigates some areas finding a skeleton morbur raises. Frederick the newly raised skeleton finds its way to a hut that party chooses to pass as Frederick is destroyed in teh house. The party eventually arrives to a large crater thats been over grown. Walls of obsidian line the areas as smoke leads them through the crater tell they come to a large tree. A sword is embedded in its side as face warps with almost face like bark protrusions. Smoke will explain that the sword originally belonged to Sylver and was used to seal the force known as ragnorra a tumor of life that has bonded with the land. Smoke explains that rowena has sealed the sword that people need to complete 3 trials to gain access to the sword. He advised that there is one sword in East, South, and West each gaurdered by a remnant of the New Dawn. Smoke will announce is departure advising that some of the 6 has been sent out to help them and that he will be goign back to the spire to defend and give whisk a rest.
The party will head out for the east dungeon. The trip is quiet though party run into strange pair of a scholar and hunter. The party through there introductions will arrive to the inclusion that the pair before them are gods as they reveal themselves to be Nylea Goddess fo the hunt and Kruphix God of Knowledge. Marsolis decides to strike a deal with Nylea gaining her piety and discarding her debt to karametra. Kruphix warns Ran that Anthion is more dangerous than she knows and that he can’t be trusted. After leaving the the gods the party comes to a strange forest where they are ambushed by some of garruks monkeys as the party narrowly escapes with marsolis being downed. They soon arrive at the temple where Red is waiting there for them. She will instruct them that the trial they will be entering is only theres she will help get them to it but its there trial to be tested.
The party enters the dungeon seeing the New Dawn teleported into this world as they learn about atrophy and there struggle to defeat it. The party encounters a new threat as they try to learn about anti-magic enemies Ran runs from the fight as her connection to antheon is cut off from the monsters rays. As they work there way in to the last level the meet a creature that reveals himself as a beholder. He threatens the party as Marsolis and Ran use there charisma to appease him as the beholder soon grows to enjoy there compliments offering to trap them in his mirror for eternity so they can behold his glory. The party narrowly convinces him to grab something from his treasure trove. They break mirror freeing the party as marsolis grabs a piece of the mirror. The party soon come to a room where they meet a projection of Asmodues who has gained sentience he reveals the New Dawn came to him to stop Zargon where he lost his battle with them. He reveals tha red is one of his daughters and they choose to catch us as he opens the passage to the trial as marsolis is decided to enter into the dungeon. She meets Elizabeth as she is explained the courage it took ther face the threats she faced. She will then battle Marsolis testing Marolis’s courage and mettle as marsolis stood her ground elizabeth decided she had passed. Marolis rejoins her party in a room of roots as a key sits upon a stump. Marsolis has grabbed it as she finishes her trial. Marsolis checks the shard of the mirror and sees beholder staring back threatening to find them. Anthion says he will deal with it as he goes into the mirror as scream is heard from the beholder. The party will be teleported back to the front as Red says her goodbyes she takes a memento saying marsolis is the child she wish she could have seen all grown up. She wishes marsolis well and heads off as Morbur asks whisks state of health. Red will reveal that whisk has passed away giving his life to give them more time and keep barrier up for the spire.
The party will leave the trial after red heading back to the crossroad. The party stumbles upon the snakes they had seen before but had now been killed by garruks minions as they convert it to a shadow servant. The part will then pass through witch’s hut where she introdcues herself and try to strike bargains for info and morbur reveals the name of Gothix the lady will get interested offer info and rewards for the party. The party will leave arriving at the crossroads. They meet a dragon born paladin named Drogan reveals himself as Drogaks son and he is on a quest to kill his father and take Drogaks throne. Morbur decides to insult Drogans god Heliod as Drogan strikes morbur down to teach him a lesson. After morbur is knocked uncoscous he invites william to a drink to which Allir will to decide to go in and steal from his supplies gaining his ceremonial armor gold and other things. After the party escaped him they narrowly avoid a fight between two giants arriving at the temple and meeting spike. Spike will meet the party handing out gifts to the party from what whisk had set aside before he died. Morbur gained whisks journal and magic studies. Ran received Whisks staff. Marsolis gained a ring whisk used to talk to the animal life. Allir was given a magic dagger that will grow with her. Howler took williams gift and said he will give it to him later. The dungeon they soon entered contained mind flayers but party soon was able to talk there way through learning Rhogars stand as he defended a city against a horde of orcs. The party make through dungeon being let through as they insult the owner of the dungeon the Rakshasa. He fights the party only for Allir to slice his throat as he bleeds into the ground he says he will return. The door to the trial opens as the party decides that allir shall be the one to enter the trial. Rhogar shows allir her worst fear as Tip Toe kills rowan as black tendrils control her actions. Allir decided that tip toe wasnt in control and forgives him. Rhogar reappears and gives his congrats to Allir as he opens the portal to allow Allir out. Allir will step up grab the 2nd part of the key. The party decides to say their goodbyes as Spike tells them that howler is waiting for them. He announces that he will be trying to kill Garruk before he enters the spire. He warns Marsolis that this will be his final hunt. The party wil leave together but Spike will split ways heading back to the spire. The party soon arrives at a dark forest and theres wagon thats been upturned. The contents spilled over with all 4 guards dead. As party investigates, Morbur raises the dead, they fail there perception check. Allir stays back watching the scene as daggers stab through her chest as Rowan reveals herself. Marsolis grabs allir protecting her as she bleeds out.
Appearance
Mentality
Personality
The major events and journals in Morbur's history, from the beginning to today.
The list of amazing people following the adventures of Morbur.
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