Rupert Grazdevich


Male Gnomic Jester and Self-Proclaimed Emperor of Gnomekind

Age: 65; Height: 4'0"
God: Ringil (devout)
Fate Points: 2

M    WS    BS    S    T    W   I    A    Dex    Ld    Int    Cl    WP    Fel
5 48 20 3 2 7 35 1 29 48 25 25 48 33 Starter
+10 +10* +1 +10 +10 +10 +10 Advance
5 48 30 3 2 7 35 1 29 48 25 25 48 33 Current

Skills: Acrobatics, Bribery, Clown, Dance, Flee!, Jest, Juggle, Luck, Mining, Palm Object, Stoneworking, Wit

Weapons: Jester Stick (functions as Club), Knife (I +10, D -2, P -20), 2 Javelins (ES 3, R 8/16/50)

Armor: Pot Helmet (1 AP Head) hidden under jester hat, Leather Jacket (0/1 AP Body/Arms), Unrimmed Shield (1 AP all)

Other Equipment: Ordinary Clothing including belt and shoes; Slingbag containing Quartered Clothing, 6 wooden balls, and 10 yards of rope; Bottle of Spirits; Purse containing 5 GC 8/10


THE LIFE AND TIMES OF RUPERT GRAZDEVICH
Rupert was born into the Grazdevich clan of the Mirror Moors, famed for defending the Gnomish settlements there from a powerful Skaven Necromancer who nearly destroyed a town single-handedly.

Unfortunately for our hero, he never quite fit in the grand scheme of things. From his earliest memories, Rupert has dreamed of greatness. He eventually got the idea into his head that he was destined to become the Emperor of Gnomekind, leading them out of their decline and into a new Golden Age. (The Gnomes never had a Golden Age in the past, but don't tell Rupert that!)

Eventually, these ideas ended up getting him kicked out of the Moors, supposedly on a great Quest given him by the elder Gnomes. These elder Gnomes neglected to tell him the nature and purpose of this Quest; he suspects that the nature and purpose is to get rid of him.

Eventually making his way to the Reik river, Rupert once again fell into misfortune, being captured by a local Robber Baron. This Baron forced Rupert to become his Jester. Fortunately, Rupert was always athletic, affable and a quick learner. He soon acquired the skills that not only made him the delight of the court, but enabled him to escape.

Fleeing northward in the pouring rain, Rupert was confronted outside of a Shirine to Taal by Johann Gespenst, a ghost whose remains needed attending to. Knowing that an Emperor must be kind, he brought the remains to the nearest town to be buried, taking on a job with the local Noble and training with the local Militia, which was planning to oppose the Robber Baron. He also began preparations for a festal celebration dedicated to his God, Ringil.

To get a discount price on a burial plot for Gespenst, Rupert went along with the Uhler, the attendant Initate of Morr armed with a magical Gravebane sword, to roust out some Ghouls that were haunting the local area. Yet again misfortune smiled upon him and they were captured by a horribly melodramatic Necromancer who sent the heroes off to Marienburg for some Warpstone. To motivate them, the Necromancer placed magical pills within their bodies that would make them Undead if they or the Necromancer died. Rupert and Uhler were rather understandably perturbed at this turn of events.

Booking passage to Marienburg aboard a ship, Rupert is now in the middle of a fairly disturbing situation. The Captain awoke one morning to find his heart missing and the second in command had been used to add weight to the anchor. A rather disagreeable fellow, Adolph, was voted in by a majority of one. In another unfortunate twist of fate, Adolph took issue with Rupert's murder investigation and existance, killing Uhler and very nearly Rupert.

The Necromancer's threat was not a bluff; Uhler arose as a Zombie (Rupert is beginning to notice a recurring theme in his life...). The good news was that his sword was roped to him, making him explode, and his arisal sparked a mutiny. The bad news was that his flaming carcass has set the ship on fire and everyone seems to think Rupert is the leader of the mutiny. In a running fight spanning the ship, Rupert and Adolph battled each other to a bloody draw, both of them half-dead from accumulated wounds. After screaming out a bunch of bull that Adolph was a Necromancer and that the River Patrol was on its way, Rupert was able to recover Uhler's sword and jump overboard, using his shield as a body board. The boat ran aground and wrecked, so now Rupert is somewhere in the Wasteland with about a dozen refugees of questionable loyalty. Will he be able to forge these sailors into the nucleus of his future Empire?

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