King Corvaan Ereme King Argrym Heldras

Argrym Heldras

General Information

Player Information
Screen Name: NPC, available to a Co-GM or SL applicant
Player Name: NPC
Date of Character Creation: 1/28/2009
RPG: The Middle Kingdom

Character Name: King Argrym Heldras
Race: Namas and Beqidum
Age: 249Max Age:Quasi-Immortal, ageless
Age by Appearance: low 30s
Location: Tyr Cadarn Palace, Hawker's Fort, Westguard Kingdom.
Aligment: lawful good
Info: Heldras has recently survived a rough age as a king; recently possessed by the powerful Beqidum Semmet until executed by the pretender Halen Dreward, Argrym took the throne at 18 when his father died in a riding accident. He has an only son Krynfel. Argrym married young for love, and his wife is deceased, dying in a suspicious riding accident. The death of a beloved wife was something he and his friend King Ereme have in common. He has an uncle named Marcav who is first knight of the Castelarn. Argrym's throne was returned to him after being Resurrected by Valis Urik.
Immediate Family: Prince Krynfel Heldras, heir to the throne, NPC
King's Page: Penbren
Dumarc:  Crown Prince Krynfel (A Dumarc is heir to the crown)
King's Guard: commander Corsetti Arsandar (Namas) and Captain Serif Skaaldun (Shaamae).  This guard stays by the king to guard him and is a force to be reckoned with. There are 20 king's guards under Cor and Skaal's command.


Eyes: blue
Hair: auburn with black streaks.
Height: 6'3
Skin: medium brown.
Build: slightly overweight but muscular.
Outstanding Features: Deep scar on neck, mark of Semmet on inner thigh (from the residual traits the beqidum that possessed him left behind)

Though fairly tall; Argrym is an unimpressive looking man when not vested in regal fineries and could blend in easily in a crowd if dressed plainly. Probably the most striking things about him are his sky-blue eyes and long, wavy, black streaked auburn hair. He now has a deep scar on his neck from being beheaded.


Officers and Residents of Westguard

The King: Argrym Heldras
The Crown Prince: Krynfel Heldras
King's Page: Euren (ow-ren)
Dumarc:  Krynfel
Regent: Callum Maharen

Castellarn Knighthood

Status: Defenders of Westguard and the High King
Emblem:  Eagle with Snake in its Talons

Knight Captain: Marcav Heldras
1st knight: Morgrym (possessed by Ikael) Shamaa
2nd at arms:  Callum Maheren (possessed by Haashi) Bhassir Namas
3rd at arms: Eworyn (yU-wor-en) Elduain (dark star) Elf
4th at arms: Luthsaer (Corvyn deceased)
5th at arms: Hedras (hAdrahs) (possessed by Odri)
6th at arms: Corev
7th at arms: Sorrek
8th at arms: Penduyn
9th at arms: Felken (possessed by Tephros)
10th at arms: Arghriss
11th at arms: Krinnfel (possessed by Phaux)
12th at arms: Kemen
13th at arms: Rafael (rah-fI-el) (possessed by Enkur)
14th at arms: Mortaed (mor-tA-ed)
15th at arms: Hughveld (hyU-veld)
16th at arms: Celebran
17th-30th at arms: (no names)
These knights patrol the city on horseback in routine shifts and answer only to the King, Prince and Dumarc.

Knight Serfs:  Grimvor and Vesh

Palace Guards
Emblem: Two rearing white horses facing each other with crowned shield between

Captain: Wyrhai Vaul - Inisai Namas
Master at Arms: Belego Sitri - Anuua human
Vendes Krinnbar
Liem Wyrven - Mixed Namas
Mercal (mehr-cahl) Trecaus (trA-caws) - Fionar Namas (demon possessed)
Berhiss - human
No name palace guards - 175

King's Guard:  Emblem: rearing white horse inside a braided snake triple oraubos circle. Personal guards of the king.

Commander Corsetti Arsandar and Captain Serif Skaaldun commanding. They command 20 guards. If a guard dies he is either resurrected or replaced.
Cor is a meridian nephalim and weyrdragon Skaal is a meridian crusader and weyrdragon and son of Cor.

City Guards
Kurev - Captain
Inuan - First at arms Kyndres - Second at Arms
Hestrus - Third at Arms

Royal Guards: These people guard the court and royals, namely the Prince and dumarc, but also all officers of the court and the courtrooms, but are not the same as the king's guard.
Talbaust - royal guard captain
Denhem - master at arms
Krenyus - 1st guard
Dengar - 2nd guard
No name royal guards - 50

Citidal Mages

Emblem: Ouroboros around a white pentagram worn on taberds beneath the open jacket of their robes.

  • Arch Mage - Elanwi (elven, daughter of the paragon Elanrha and Elduain knight Eworyn)
  • Hellor Wynaris - shadowlands elf -- sorcery, shadows, plant, light
  • Qojo - (kO-jO) - Inisai Namas Mage (who survived Max, indigo eyes)
  • Ymros - namas -- ice, water, sorcery
  • Tefelles - elven badlands demon -- necromancy, norcery and curses
  • Sephros - escion sharr nephalim -- fire, ice, lightning, sorcery, and necromancy
  • Argal Mortiari - Annwn Demon, ward of the tower prison
  • Mages at the Gates

    These mages are of the order of Bel, and Semket is their high priest. Some of these mages* accompany warriors in the field. Only three mages man each gate at a time.
    East Gate

  • Semket* (namas -- nephalim priest of chaos, physical; astrophysical, metaphysical and arcane)
  • Thalerion (elf -- earth, air, shadow)
  • Uldukor (namas -- morph, ice, electricity)
  • Yjaiyun* (namas abyss demonkin -- fire, ice, abyss)

  • North Gate
  • Rumael* (namas -- air, shadow, fire)
  • Daomys (elf -- plant, earth, water)
  • Etrellyn* (namas crusader f, daughter of Semket -- chaos mental; quantum, story teller, pentacles)
  • Sarzjan (setis -- spirit, sorcery, necromancy)

  • South Gate
  • Shaedru* (namas f -- wizardry, lore, enchantment)
  • Esthuve (elf f -- chaos elemental, light, air, time, )
  • Elgridd (namas -- necromancy, sorcery, abyssmancy)
  • Elsren* (namas -- fire, earth, astral)
  • Guards at the Gates

  • Gateguard Captain: Faust Memius -- Blacklion Vampire
  • Kryndel -- namas
  • Saphri -- elf f
  • Magryff -- namas crusader
  • Ydrael -- namas werelion
  • Borsel -- escion
  • Edryss - anua
  • City Officials

    Chief Magistrate: Kael McBane (blacklion clan)
    Offices and Officers under Kael
    Deputy Magistrate - Morlinette Brodeur (blc)
    City Guards - captain Kurev
    Internal Affairs Officers - Roary Kief, Servius Faust Memius (blc)
    Court Officers - Dominic Lamess
    Treasury - treasurer and chancellor, Kael McBane
    Community Affairs - Shaemous (Jamus) Kerinson (blc)
    Water and Aqueducts - Ruphael
    City Construction - Lonsu
    City Records - Kael McBane, Morlinette Brodeur
    Certificates - Dominic Lamess, Gueneve Mineauette, Jorden Haffteh (blc)


    Army of Westguard

    Westguard Soldiers

    When in westguard territory, roll 1 d20 for encounter. If a 16-20 is rolled, soldiers are encountered. Roll for how many and what kind using guide below. Colours: Dark blue, white and silver. Emblem: Flying eagle with snake in its talons..

    Roll 2 d6 if leader is rolled
    Checks: 7 d6
    2-General: Mordameth (namas badlands demon)
    3-Marshal: Naegri
    4-Army Commander: Kaeleth
    5-Legion Commander: Sevros
    6-Captain at Arms: Mikemo (namas crusader)
    7-Calvary Commander: Hectorus (anua)
    8-Knight Captain: Maldrek (namas)
    9-First Knight: Gulthor (namas)
    10-Ranger Chief: Eldun (shadowlands elf)
    11-Company Commanders: Bentel, Hargraev, Lesawd, Dendrw
    12-Ranger: Ydri (escion clan demon)

    Race: Namas, Escion, Anua, Neffari, and Tumae, Predominately Namas
    Namas are Quasi-Immortal
    Class: 1-4 Warriors, 5-Namas Mages, and 6-Namas Warrior-Mages

    Warrior Levels and Damage: Roll 1 d20 for number encountered and 1 d6 for each warrior class.

    1: Westguard Army Soldiers: +2 levels per stage, Leather Armor 16, Checks: 4 d6.
    2: Westguard Warriors: +3 levels per stage, +3 on strength, Chain Armor 26, Checks: 5 d6.
    3: Westguard Riders Cavalry: +3 levels per stage, +3 on strength, Combine Armor: 36, Checks: 5 d6 +2.
    4: Westguard Knights: +4 levels per stage, +5 on strength, Plate and Chain Armor: 46, Checks: 6 d6.
    5: Eagleclaw Rangers: +5 levels per stage, +5 on each check, +4 on strength, Leather Armor: 22, Checks: 6 d6 +2.
    6: Leader: +6 levels per stage, Combine Armor: 56, +1 d20 men, Checks: 7 d6.
    Or: +1 - 6 d6 levels over played characters, Checks: 7 d6

    Base Stats
    1-Soldiers-Melee: +32 sword, axe or mace.
    2-Warriors-Melee: +36 sword, axe or mace.
    3-Riders-Battle Spear: +38 damage, and Shield: +10 damage
    4-Knights-Melee: +40 damage with shield bash +10 and stuns, 50% duel weild w/o shield for +80 damage.
    5-Rangers-Long Bow: +50 damage, and Longsword: +36 damage
    6-Leaders-Duel Melee: +70 damage, and Riposte: +2 damage per level on blocks.
    If Disarmed, all have Shortsword: +22 damage
    Staff: (mages) +25 damage
    Riders: mounted combat +2 HB
    Warriors and Riders: save +1
    Warriors and Riders: martial combat: +1 HB
    Riders and Knights: shieldbash +2
    Knights: riposte +2
    Vanguards and Rangers: espionage +3
    Leaders: Intelligence +3
    Leaders: Diplomacy +2
    Leaders, Knights and Rangers: save +2
    Rangers: tracking +3, healing +2
    MR: 85% for all none-mages
    Defense Bonus +1 HB for all mages
    Stamina Bonus +10 for all mages
    AR: +3
    HB: +3

    Ring of Might: +10 strength, +10 stamina
    Ring of Courage: resist fear while worn
    Pendant of Will: renders wearer immune to mental and will attacks.
    Armguard of Resistance: resist magic and elemental attacks by 50%.

    Westguard Army

    Stats for use against War Dice stats only
    Army Type: Mixed mortal and immortal
    Total Arms: 10,510, level 28
    Battle Arms: 10,000
    Supply Line Guards: 480
    Vanguard: 30
    Dice Per Legion of 1000: 10 d6 +3080 damage, +3 HB, +3 AR, HP: 71000
    Dice per Company of 100: 1 d6 +56 damage, +3 HB, +3 AR, HP: 710
    HP of Single Fighter: 7.1 (for figuring survival rate)

    Allies and Enemies


    Others (Allies)
    Sarku Vilfior (vil-fwor) - Regent of the Wild Horse Grasslands (Vilfior (Kilcanoragh) Castle) ancient shapeshifter
    Ghazi Clan Vampires - Black Camelot territory
    Jedah - General of Marsol's army.
    Necraphades:  Deluvian Lich, Lord of Tombstone Islands, goes about in the form of a handsome young man when visiting other places.
    Pytheus (pI-thA-us) - Priest of Chaos
    Hael Igien (E-gE-en) - King of Stronghold Island
    Arcades (ar-cA-dEz) - werewolf Alpha and his pack, located in the sea-side village of Aiberon, north-north east of Sea-eagle Roost Island.
    Eriss Nundor - Chieftain of Ilean Andiolain Suil (Sea Eagle Roost Island)
    Others (Known Enemies)
    Mekkor, aka Morneaux - considered enemy number 1 by the western and eastern coalition of humans.
    Druvas - an elf who attacked Max and commited suicide when captured
    Tulaamae (tU-lah-mA) Kamila (kah-mE-lah): Tulaa; demon shapeshifter, emmulated by Lilith
    Others (Neutral)
    Niculai - taken from jail by Sammael before Aurelius boosted the wards, another progeny of the enemy Mekkor
    Felix: progeny of a known enemy who turned, his notorious sire Mekkor ever plots against humanity.
    Lord Domregus (DOm-rA-gus) Eleghir - a wealthy clan demon lord from Sugar Island whose demon-hood is unknown.
    Ghazi Clan Vampires - Black Camelot territory

    Black Dragon Allies
    King Aurelius Emrys
    Black Dragon Knights
    (many are played)
    Maximus Caerellius, Roary Connemara, Senen MacKennagh, Vaeren Ruindor, Mickey Muldoon, Kent Cavannagh (who was still in Mephais but he wanted him included anyway), Matthew Marcus, Luecrota Amduscias, Cavan MacKennagh, Gormath Aelbah, Haleth Torandor, Domath Galgar, Elemon Kassmor, Mascen Kilcanoragh, Mekkan Gothhelam and Trent Kilcanoragh. 
    Black Dragon Regent: (played) Melchiah (mehl-kI-uh) Ereclea (ehr-eh-clA) - Kai; Trecouri, house of Uraechis, Noct'maire Seraphim; Sumi, his dwarf cat; Firden, his wolf;  Draes, his eagle; Jingo, the resident demon mouse; Eram, his Nether Elf servant, Timogen, his Goblin servant; Hirshi, his Namas servant

    The Beqidum: The Formless Ones All of the Beqidum have powerful possession abilities and many had possessed officers of Hawker's Fort when Dreward overthrew Heldras and hold a few of them still.

    Beqidum Info: The greatest power of the Beqidum is possession, and it can do so from spirit, or by touch.   Each Beqidum commands its own unique powers (see Maelmorda page: Acheron Page).  By spirit its possession is far more powerful (by +4 d6).  Whatever they possess, beit animal or sentient, they become physically, while spirit commands their host's will and deeds.  When they abandon a host, the host has no memory whatsoever of being possessed.

    Because the Beqidum do not wish to expose themselves, they will only use those powers they command in seclusion, never in witness of anyone who might grow suspicious, unless the individual they possess was known to command such powers. Most Beqidum value the forms they possess immensely, for having no form is its own hell.

    Lucifuges: Arch devil of Ether, he commands air and shadow elements. Light repulses him and his form is the spirit of night. Like all formless he has no form but spirit. This angel is extremely vindictive and can cause death with his touch or breath. Like the rest of his kind he can also possess the living.
    This spirit can bring darkness and fire and can assume those ethereal forms. He is also an air elementalist
    the trickster. Through his ages in the pit he developed a strange sense of humor and became a master of tricks, jinxes, witty curses, and pranks. Arch master of conjuration, the illusory and phantasms
    pure evil, he enjoys possessing people just to corrupt them and then abandons their coils to observe the results from the body of another person, cat, dog, or bird. Presently possessing Prince Byron Decasey of Demon Horn Lake. While the other Beqidum have sworn to serve the Morning Star, Mog has not; His allegiance is sworn to Sammael.
    Perhaps the most moral among the Beqidum, his ethics sometimes conflict with his duties.
    It depresses Ikael that he has no form of his own and so he seeks unique and beautiful specimens to possess. He seeks to steal the forms and lives of rich young noblemen to live through them as long as he can
    this spirit is cynical and often expresses sarcasm through his wit. He commands the shadow path and curses, using curses to pass judgment and test character
    Semyaza, Semmet:
    This beqidum is very curious and will attempt to possess almost anything to unearth its secrets. He is the wisest of his order and his advice is often sought by them. He can also read the mind of anything without his presence being felt. He is a powerful telepath, telekinetic and wizard.
    This powerful spirit is a master of earth, shadow, and abyss elements. This formless one deceives to discover and is a hard judge of character who is prone to devour the souls of those he possesses if they fail his judgment.


    Character History

      Argrym has been king of Castleguard since Valis Urik abdicated to pass the torch to Argrym over nine hundred years ago. Once a petty King of a minor kingdom on the isles, he proved his worth to Valis as an ally time and again. Argrym's rule was not without its troubles as the immortals of the world consistently challenged the kingdom. But not until a formless one possessed him and Halen Dreward used the possession as a catalyst to dethrone and then execute him had his rule been so frought with political intrigue, danger and chaos. Ironically it was the beqidum demon his death had excised which resurrected him where all others had failed after it had claimed a new suitable host that had actually consented to being possessed by him. The demon also left a few things behind in Argrym, innate telepathy and telekinesis with his knowledge of wizardry.
      Once Argyrm was restored to full health Valis abdicated a second time no less to restore Heldras to the throne of Westguard. Though Valis Urik was considered evil by most accounts Heldras would argue the validity of that claim by Urik's honor. Once again King of Westguard, Argrym has vowed to guard against the kind of threats that nearly toppled not only Westguard but many more of the free kingdoms of Morendor.
      Argrym is a good snd honorable man and strong leader highly respected by his people and peers. The high king is the only one he needs answer to but he often heeds the advice of his best and closest men and answers to the needs of his people.
      Argrym is most often found in either his court's throne room or when not attending court during the afternoon he can found in his office or walking among the people under guard. Occasionally he goes out into the city or province in common garb riding his favorite albeit most unimpressively impressive draught horse Titan, a huge, solid black draught horse like a shire. Argrym rescued him from an abusive workman on the docks. Titan was essentially a fork lift before the king claimed him but not after laying the workman's own whip on him.


    Combat Skills

    Melee: 18, +3 HB.
    Leadership 14, +3 charisma.
    Battle Tactics,+1 init.
    Regroup: 2 turns safety +1 init 3rd turn.
    Shield Bash, level 36, stuns for -1 AR per ace.
    Battle Spear: level 20, throw, thrust and block +1 HB.
    Heart Thrust and Throat Slash: +1 HB death blows, 16+ to succeed.
    Combat Riding +2 HB mounted.
    Battle Charge: +2 HB, double damage, +2 init.
    Battle Song: level 17, carry men into battle with a battle song which boosts Willpower, Courage, and Stamina +1 per ace.

    Other Skills

    Equestrianship: horseback riding and horse repoire.
    Bard's Talent: level 17, sings very well and can affect moods with song.

    Knight Skills

    Level 38

    Outdoor Skills

    Level 25
    Pending +10


    Weapons and Armor


    Broadsword: +56 damage (augmented with +20 damage) strength 250 vs. breaking
    Battle Spear: +65 damage (augmented with +20 damage) strength 325 vs. breaking, recall spear enchantment.
    Armory: many other weapons at his disposal from his castle's armory (called weapon)


    Shield: AC: 80 with max defense HB of +7.
    Elven Plate, Leather and Chain Mail Suit: AC: 75.


    Inborn Traits

    Namas Traits

    Quasi-immortal: stop aging between 21-40, rarely between 13-18.
    Vulnerable to mortal wounds
    Susceptible to Disease: resist only by 50%
    HP Bonus: +40
    Quick Healing: Level 5 Regeneration
    Improved Strength: +3
    Quickness: movement +5
    Vigor: stamina +10
    Non-Typical-Mage: 75% MR



      Residual Telepathy: telepathy as called at 50% chance of success.
      Residual Telekinesis: as called at 50% chance of success.
      Residual Wizardry: any protective, restorative or buff effect as called at 50% chance of success.

    Check Dice

      Physical Checks
      Strength: 20
      Stamina: 27
      Movement: 18
      Stealth: 19
      Dexterity: 14
      Reflexes: 16
      Fortitude: 1

      Sensory Checks
      Vision: 22
      Olfactory: 17
      Hearing: 16
      Touch: 17
      Taste: 18
      Overall Alertness: 18

      Mental Checks
      Willpower: 17
      Intelligence: 16
      Wisdom: 12
      Constitution: 18
      Charisma: 17
      Logic: 16
      Instincts: 15

      HP: 580
      Regeneration: 5



    Vulnerable to wounds and disease
    Average Mentality: Heldras is very human and has an average man's flaws, his will is not impressively strong, he lacks wisdom, his courage can fail him, he can trust and fall under the influences of the wrong people. His youth as a king encourages these weaknesses. Without Semmet, Heldras is unremarkable, with him, he is capable of greatness at a far younger age than Heldras could ever hope to achieve.
    Enemies: anyone who wishes to dethrone Heldras could prove an enemy to him. Gabrian, the enemy of the free world is his current enemy.
    Possessed: the king is possessed by a powerful and wise Beqidum. This possession is a great secret and must remain so else Semmet's existance and the King's reputation be placed at risk. The only ones who knows Semmet possesses the king are his Beqidum brothers, who possess others around him thereby serving him, and the Morning Star.