Morningstar Heroes of Morningstar, Podreczniki RPG, Morningstar
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dress; the terms Brendir, Canticle of the Morning
Star, Morning Star Apostle, The Empress,
Davrinhai, Andrak, Hoene, Kharkon, Gejjurik,
Garhai, Kanin, Kharak, Cairn, Nenir, Iyewn,
Ilter, Pelel, Vol, muryan, Anhain, Ao, Cleothe,
Embrel, thull, numina, numinus, The Canticle,
The Wheel, the Cascade, Righteous Flame, Crystal
Loam, Limitless Sky, Spanless Sea, The Blood-
well, Foul Wind, Grinding Chasms, Charnel,
Plane of Life, Plane of Increase, Plane of Death,
Plane of Entropy, Thraxis, Arril, Brendirian,
Ijamvian, Macuahuitl, Triskatar, Quetepan,
Umbekti, Latoma, dhow, fip, and all names of
countries, continents, provinces, races, and classes;
all capitalized terms and proper nouns, also includ-
ing but not limited to names of characters, areas,
factions, and creatures; and all artwork, stories, sto-
rylines, plots, thematic elements, symbols, depictions,
and illustrations; all terms for Morningstar time-
keeping, including names of days and months; and
all text and terms in italics, except such elements
that already appear in the System Reference Docu-
ment.
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“
Heroes of Morningstar
by R. Scott Kennan,
Copyright 2003 R. Scott Kennan (contact good-
mangames@ mindspring.com, or see www.good-
man-games.com)”
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System Rules Document
Copy-
right 2000 Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on origi-
nal material by E. Gary Gygax and
Dave Arneson.
Heroes of Morningstar
by R.
Scott Kennan, Copyright 2003 R.
Scott Kennan (contact good-
mangames@ mindspring.com, or see
www.goodman-games.com)
enchantments,
personalities,
2
H
eroes of Morningstar
By R. Scott Kennan
Illustrations by Clayton Bunce, Tom Galambos, and William McAusland
The Nine Empires of Morningstar stand at the height of their power, but are balanced on the edge of disaster. The Dark
Prophecy called the Canticle of the Morning Star reveals the fates that await them, for those who have eyes to see. These myster-
ies drive many of the factions of the known world to work with or against one another. Discovering who – or what – is behind
the grim voice of the Canticle is the reason these groups exist, and may hold the key to salvation.
Your adventurers enter this power struggle equipped with the questions, but bereft of answers. Whether they find them in
time may depend on the allies they keep, or the enemies they make. Here, then, are ten intriguing NPCs, each of whom has a part
to play as the Canticle’s story begins to unfold. These characters hail from all known parts of Thraxis, but have come to Brendir
for their own reasons. They may be encountered in Brendir, or their native lands.
Jezreel Hinathewan
Hero of Haseth
Jezreel Hinathewan is a Djonjapuran cultural hero who hails from a royal family deposed generations ago. He has dark skin
and hair which is worn long, his features are strong and his eyes are light but intense. His distinctive blue leather armor is a fami-
ly heirloom that protects him far beyond what its appearance would indicate. Choosing to focus more on speed and agility than
brute strength, Jezreel is an acrobatic thorn in the side of any who make him their enemy.
Jezreel came to Brendir to compete in the World Games two years ago after being told by a Morning Star Apostle in his home-
land that his family’s restoration depended upon his winning the Games. Though far from home, his
people still hear of his exploits as he travels the continent. He lost the last World Games,
and has vowed to win the next one. He plans to return home after this triumphant
event.
He is a charming and competent natural leader, and though he rarely stays with
a group of companions for long, he quickly takes on a leadership role for who-
ever he travels with, gaining lifelong friends and allies. As important as the games
are to Jezreel, he is compelled to fight Hrum Vaat, to understand his role in rela-
tion to the Canticle, and to right wrongs among the strange peoples of Brendir.
Thus he may very well end up staying in Brendir longer than he intends if he gets
involved in something larger than his immediate goals. He has realized that the
initial prophecy bestowed upon him reaches further than the games, and that he
was meant to be disgraced in the first Games, that he would find his destiny as he
prepared to compete again. He has begun to uncover a plot whereby Hrum Vaat would
begin to infiltrate the Brendirian Senate. How remains to be seen, but Jezreel knows that
he must find out.
3
Jezreel Hinathewan, male human Eid6:
CR 6;
Size M (5 ft, 11 in. tall); HD 6d10+12; hp 52; Init +5;
Spd 30 ft. (run 150 ft. due to Run feat); AC 18 (+1 Dex,
+4
enchanted leather armor
, +3 morale bonus from
Aegis), touch 14, flat-footed 17; Base Atk +6/+1; Grp
+9; Attack +9/+4 melee, +7/+2 ranged; SQ Aegis, aura
of courage, divine aura, divine grace, divine health,
exceptional weapon +1, right action, heroic boost
2/day, inspire, sanctum, SR 13, favored ally; SV Fort
+12, Ref +8, Will +8; AL NG; Str 16, Dex 13, Con 15, Int
14, Wis 13, Cha 20.
Languages Spoken:
Brendirian, Hasethan.
Skills and Feats:
Balance +8, Climb +10, Diploma-
cy +6, Jump* +3/+7(additional +4 with running start
from Run feat), Knowledge (local – Djonjapur) +3, Lis-
ten +5, Search +7, Sense Motive +5, Spot +2, Tumble
+7; Acrobatics, Improved initiative, Run.
Possessions: +2 leather armor, +2 longsword
, 6
masterwork darts,
potion of heroism, potion of aid,
potion of charisma
; 3,260 gp
Eidolon Spells per Day:
2.
Typical Spells
(save DC 11 + spell level): 1st level:
bless, resistance
.
Sarool Jesterin
Hero of Ijamvhul
Like most Ijamvian clerics, Sarool is a priest who worships himself. He left Ijamvhul in order to find others passive enough
to do the same, and makes a living as a highly paid political agitator for rich Brendirian politicians. He is slightly overweight, but
handsome and well kept. He has neat black hair and a goatee, and wears sharp black and midnight blue outfits in many styles, most
trimmed or highlighted with red.
Sarool is not particularly suited to the adventuring life, but he has had a few adventures, and is always on the look out for a
high profile quest that will help him impress would-be followers, and perhaps amass a little more personal power. Thus far, he has
been unable to convince more than a handful of admirers to believe in him. He hopes to acquire a shard of the Prism to change
that. He sees himself as an embryonic god of subterfuge and hidden strength, and uses his magics to promote this self-image – a
self-image that was challenged many times in his youth as a portly Ijamvian child. Such challenges
only served to strengthen his resolve to emerge triumphant as the first man to successfully will
himself down the road to full godhood.
Sarool has a soft spot for the underdog in life, and despite his limitless self-love, he tries
to inspire those who are kept from reaching their highest potential. Unlike many Ijamvians,
he doesn’t believe himself to be better than everyone else; quite the opposite, he thinks
that no man or “god” is better than another. It is simply a matter of power and the illu-
sion of such. He is grossly intolerant of true believers of established religions, but shel-
ters others from such thoughts.
He has recently uncovered some secrets regarding the reasons for the appearance of the
Strangers that he believes will help him get noticed by the Canticle. When he does so, he
believes, he will be that much closer to his goal.
For more escapades involving Sarool Jesterin, see the Morningstar adventure “Piety” in EN World Player’s
Journal #3.
Sarool Jesterin, male human Clr5:
CR 5; Size M (5
ft., 8 in. tall); HD 5d8+5; hp 25; Init -1; Spd 30 ft.; AC
15 (-1 Dex, +4
enchanted hide armor,
+2
enchanted
light steel shield
), touch 9, flat-footed 15; Base Atk
+3; Grp +3; Attack +3 melee, +2 ranged; SA Turn
undead; SQ Feat of strength (+5 Str 1/day), freedom of
movement 5 rounds/day; SV Fort +5, Ref +0, Will +8;
AL CN; Str 10, Dex 9, Con 12, Int 12, Wis 18, Cha 16.
Languages Spoken:
Brendirian, Ijamvian.
Skills and Feats:
Concentration +9, Craft +4, Hide
-1, Survival +5, Listen +4, Move Silently -1, Profession
(political agitator) +11, Spellcraft +9, Spot +4, Swim
+3; Craft Wondrous Item, Empower spell, Extra Turn-
ing.
masterwork dagger, 14 bolts, masterwork Triskatar
crossbow,
+1 Ijamvian viper clamp, potion of lesser
restoration, potion of wisdom, potion of false life,
potion of cure light wounds
(x2), scroll of
divine Flame
(divine magic, lvl 5); 26 gp
Cleric Domains:
Strength, Travel.
Cleric Spells Per Day:
5/4+1/3+1/2+1.
Typical Spells
(save DC 14 + spell level): 0-level:
create water, cure minor wounds, light, purify food
and drink, resistance
; 1st-level:
bless, command, com-
prehend languages, longstrider, protection from law
;
2nd-level:
augury, bull’s strength, calm emotions,
owl’s wisdom
; 3rd-level:
create food and water, cure
serious wounds, fly
.
Possessions: +1 light steel shield, +1 hide armor
,
4
Malum Daikumbo
Hero of Kenabu
Malum Daikumbo is a young Wireshite mage of improving repute, who the Canticle says will play a
major role in the salvation or downfall of Kenabu. At 20 years of age, he has proven himself gift-
ed. How he will use his gift remains to be seen.
Malum is a tall, slender man, with swept back black hair, who wears sharp garb in the
most expensive Nestian fashions.
He has been a hero and a villain, with his greedy and lecherous streaks often getting
in the way of doing what he knows is right. The ends justify the means for Malum, per-
haps a little too often. He is friendly and likeable, but his arrogance and greed are obvious
to anyone he meets.
Malum has recently been implicated in the theft of a powerful M’Gongan artifact, an
idol of an ancient spider god called Olo’to. After its theft and sale, he discovered that the
item was not merely one of many M’Gongan frauds, but a powerful artifact, bestowing abil-
ities he could find good use for. He has fled Kenabu for Brendir, chasing the artifact, which he
knows to be in the possession of his brother Mulcrin, a trader out of Ret.
Malum Daikumbo, male human Wiz6:
CR 6; Size
M (7 ft., 0 in. tall); HD 6d4+21; hp 35; Init +4; Spd 30
ft.; AC 14 (+4 Dex); Base Atk +3; Grp +5; Attack +5
melee, +7 ranged; SQ Familiar (hawk); SV Fort +5, Ref
+6, Will +7; AL N (good tendencies); Str 15, Dex 18,
Con 16, Int 19, Wis 14, Cha 12.
Languages Spoken:
love, oil of timelessness, potion of swimming
, scroll of
identify
(arcane magic; lvl 6), scroll of
hypnotic pat-
tern, air walk
and
detect undead
(arcane magic; lvl
6),
rod of lesser cooperation, wand of color spray
(30
charges); 573 gp
Wizard Spells Known
(4/4/4/3) (save DC 14 + spell
level, 15 + spell level for enchantment): 0-level:
arcane mark, dancing lights, daze*, detect magic*,
detect poison, disrupt undead, flare, ghost sound,
light, mage hand*, mending, open/close, prestidigita-
tion, ray of frost, read magic, resistance*
; 1st-level:
change self, chill touch, identify*, magic missile*,
sleep*, spider climb*
; 2nd-level:
alter self*, blur,
detect thoughts, knock*, mirror image*
; 3rd-level:
flame arrow, hold person*, slow*, summon monster
III*
.
Brendirian, Ignan, Infernal,
Kenabu, Wireshite.
Skills and Feats:
Bluff +4, Concentration +12, Hide
+4, Intimidate +4.5, Knowledge (religion) +13, Listen
+2, Move Silently +4, Profession +11, Ride +8, Scry +12,
Spot +5.5 (+8.5 in bright light), Swim +4; Craft Won-
drous Item, Extend Spell, Maximize Spell, Scribe
Scroll, Spell Focus (enchantment), Toughness.
Possessions:
Masterwork quarterstaff, heavy cross-
bow, 16 bolts,
potion of cure light wounds, potion of
jump, potion of vision, potion of sneaking, potion of
* Currently memorized.
5
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