Elven Juggler, Follower of the Gods of Light, and Demigod of Entertainers and Random Rocks.


Tall and well dressed in black silks with silver trimmings and a top hat and always well groomed beard. He is very possessive pf his beard.
Picture from our own AZ Rune.



Merkl was born to an unknown Elven couple in the Eastern Territories, it is unknown to him what they were doing there but they may have been settlers or even wanderers, but before his second birthday the party that they were in were attacked on the Eastern Territory/Old Kingdom border, and everyone was killed and their wagons burned. Merkl however had been hidden in some brush nearby just before the attack and so survived, until the site of the atrocity was discovered 2 days later by a band of traveling performers who heard him wailing for food. The troupe then adopted him and brought him into their fold, and after a few years they noticed his quick hands and is adeptness with multiple objects so they trained him in the fine art of juggling, which he took to like a duck to water. As he grew his skills with juggling increased rapidly so Rizoel, the Troupe Leader decided that his quick hands could be turned to other things and started training him in other dexterity requiring skill, and as Merkl wasn’t to bad with his hands he started picking up those skills as well, so by the time he was 14 he was joining in some of the acts, and by the time he was 16 he had managed to get journeyman marks in juggling. Rizoel also tried to mold Merkl into some semblance of a gentleman, so he could blend in with the Gentry, who were Rizoels preferred marks, and Merkl being Merkl resisted every step of the way, wondering why he was sometimes writing with chalk on a board, when the others his age were out tumbling and juggling and knife throwing and testing his wits against various town watches. When he was 17 disaster struck the Troupe as Rizoel’s wife, Trelaine fell ill whilst they were doing a play in a small backwater village, and the only church there was a church of light and dark, but the priest was actually a cultist to Apepi, and while pretending to heal her, sacrificed her to Apepi. The church had heard of untoward things going on here and sent a contingent to investigate, which arrived a day late. The Cultist was found guilty and sentenced to hang, but just before he was to hang, he ingested some poison, stabbed himself in the back 5 times, slit his own throat and then kicked the lever that then hung him. There was an investigation over this but lack of evidence and the fact that the man who had died was a self confessed murder meant that the Group from the church of light helped with what damage the cultist had done, installed a priest of light and then moved on to the next trouble spot and their kindness truly surprised Merkl.
After Burying Trelaine the Troupe went straight back to Llorn, where they were based to let Rizoel grieve for the winter. When the Blackpoole troupe headed off again it was a much sadder party, so they spent 2 years doing a 1 year block, but by the end of it Rizoel had given up caring where he was going so the Troupe started following the logs out of Rizoels black book which was his diary of where they had been and when, so a semblance of normalcy returned to the Troupe.
Merkl has performed in the famous theatres, wowing people with his extreme juggling skills, and he dabbles as a magician as well. He is good friends with most of the troupe members, except the “Man of Unbelievable strength” Greyson Jeeks, who Merkl teases, but th is started when they were much younger and Greyson would pick on a lot of the younger boys and get them to do his less desirable jobs, as he is very strong, being an ex blacksmith apprentice. One night after being picked on (read beaten up) by Greyson, Merkl put some sleeping herb in Greysons drink, and while Greyson was sleeping Merkl cut off Greysons beard, then went immediately to the head makeup lady in the troupe and got her to use a special glue to stick the glue the beard to Merkl’s face.

Lictalon said go to Baalgor on the first of RA to see a wonder

Name: Merkl the Magnificent true name: Karael (Karayl) Thaddeus Merkl
Rank 21st Level
OCC: Juggler
Race: Elf
Land of Origin: Eastern Territories
Citizenship: None

HT 6’6″ IQ 18  +4% Save vs Magic +1 Strike +6
WT 220 lbs ME 12 Save vs Psionics +3 Parry +9
PPE 338/338 MA 17 Save vs coma +4% Dodge +9
ISP 87/87 PS 14 Save vs poison/disease +1 Roll +7
HP 104/104 PP 19 Save vs horror 0 Pull +7
SDC 128/128 PE 16 Initiative +6
Exp 1,335,500 PB 17 Damage +5
Sex M SPD 28 Charm/
35% Disarm +1
Birthday 8/30/53 (60 years old) Trust/
 45% Critical 18,19,20
HTH: Basic  KO from behind Attacks 8 (11) (+1 Isis bonus)
Align Unprincipled Passive
7 Percep +4

Western Empire 0<> Island of Bizantium <> Eastern Territory 13999
Timiro Kingdom <> Elven Empire 0gp <> Dragon Coins 

Weapon Proficiencies Level Acquired Strike Parry/Entangle Thrown/Rate Range/Damage
Sword 1 +9 +8 +4
Knife 1 +7 +8 +12(Target inc)  40′
Targeting 1 +9 +2/ varies
Whip 6 +5 +5 +4
Paired:Knives 1
Paired: Whips 7

Juggling Tools are in shoulder bag, the rest is in the backpack or tied to.

Weapons: Damage Notes
Requiem 6D6 See Page
Nasse, Dagger from Lictalon 1D6 Bonuses VS Hades Dwellers and Ex Crisis members
Jecetri 1D4x10 See Page
Marble of Transformation Silvered edge dagger 1d6 20
Tiny Teabell Hammer of thunder hammer 1d4 +2d6 thunder damage 1
Main Gauche 1D4 +1 Parry
Throwing Knives 1D4 8
Throwing Axes 1D6 6
Throwing Pins 2D4 4
Cleavers 1D6 4
Sling 1D6 24
Bull Whip 2D6
Cat O’ Nine Tails (Whip) 2D6
Armor AR/ SDC Notes
Magic Leather Armor AR15 SDC 100 Noiseless, Impervious to Fire, Leather of Iron, Magic sdc (included), Fleet Feet x3 Daily for 10 minutes
Special Attacks: Damage Notes
Karate 2D4
Leg Hook 0 Knockdown
Back Sweep 0 Knockdown
Body Flip 1D6 Knockdown
Roundhouse 3D6 1/melee, no other kicks
Special Powers Description Notes
Nightvision 60’
Targeting-Special Throw 2 extra items/melee. Throw anything w/ wp bonus

SPELL MAGIC Spell Strength: 12

tr>Animate Random Rock130ftInstantNone5This power animates a random rock Merkl has created, While the energy is still active the rock can hop, jump, slide and generally act like a pet rock. Can do leap attacks that do 1 point of damage to unarmed opponents with no bonuses. Will generally attach themselves to the nearest person like a duckling and follow them around. Might follow simple orders. The 5ppe used to animate the rock will not regenerate until the rock is destroyed or merkl cancels the spell

Spell Name Spell Lev Range Duration Save PPE Description
X Ray Vision 7 Special 2 melee/lev None 25 1 melee concentration 2′ wood, cloth, leather 1′ dirt, clay, stone, 6″ metal 2 melee concentration all doubled
Super Strength 5 Self or others by touch One minute per level of experience 10 The incantation magically increases the character’s physical
strength (P.S.) to 30 and physical endurance (P.E.) to 24 and adds 30
S.D.C. for the duration of the magic. All movements performed during
this period are done without fatigue.
Ventriloquism  1 10 foot (3 m) radius 3 This invocation enables the spell caster to perfectly use ventriloquism
on any inanimate object, tree, vegetation or animal. Basically the
same as the skill at a 90% proficiency.
Impervious to Fire  3 Self or others up to 60 feet (18.3 m) away Five minutes (20 melees) per level of experience. 6 magic invocation that makes the individual temporarily impervious
to fire. Normal and magical fires do no damage to the person or to
anything he is wearing/on his person.
Blinding Flash  1 60’, 10 ft radius Instant Std This invocation creates a sudden burst of intense, white light, temporarily
blinding everyone in its ten foot (3 m) radius. Victims are blinded
for 1D4 melee rounds, with a penalty of -5 to strike, and -10 to parry
and dodge. The chance of falling is 1-50% per every 10 feet (3 m) travelled.
The saving throw is standard, so those who successfully save vs
magic are not blinded. Note: Does not affect bionic or cybernetic eyes.
Cloud of Smoke  1 90’, 30ftx30ftx30ft Instant Std 2 This spell enables the warlock to create a cloud of dense black
smoke (30x30x30 feet/9x9x9 m maximum size) up to ninety feet away
(27.4 m). Victims caught in the cloud cannot see out of it and the smoke
prevents them from seeing more than three feet (0.9 m) in front of their
face. Thus, striking at an opponent more than three feet (0.9 m) away in
the smoke is striking blind, -5 to strike and -9 to parry and dodge. Likewise,
those outside the smoke cloud cannot see those inside it, so any
attacks directed at those concealed in the cloud are completely blind and
are as likely to hit any comrade caught in the cloud as the enemy. The
smoke is also an irritant that causes those inside the cloud to cough and
choke (not lethal; part of the penalty considerations).
ThunderClap  1 30ft Radius Instant Save vs HF 4 The invocation produces a booming clap of thunder that is so loud
that it seems to make the air vibrate. A thunderclap is an excellent
means of alerting or signaling allies, as well as a way of intimidating
one’s enemies. As an intimidation device, it will momentarily startle
and distract everyone other than the spell caster. This provides the creator
of the thunder with a bonus of +5 on his initiative, +1 to strike, parry
and dodge, and creates a horror factor of 8 (all characters within 30
feet/9 m must roll to save vs horror factor, except the mage who made
the thunder).
Cleanse Touch Instant No Save 4
Merkl’s Mirthful Moments  9 20ft Radius, 60ft range Instant Standard 4 This is the spell magic equivalent of the faeries’ dance that forces its
victims to laugh and clap in a mad frenzy until they drop from exhaustion. When
the spell is invoked, the sound of a stand up comic with audience permeates the air. All who hear the
sound within a 20 foot (6 m) radius will suddenly feel compelled to
laugh and clap, unless they save vs magic! Victims laugh and clap against their will at a
maddening pace around and around in a circle. They can be saved only
by being forcibly pulled from the circle/circular radius of effect, or rendered
unconscious (a globe of silence will not quiet the music or negate
its effects). Note: Anyone entering the enchanted area must roll vs
magic or be affected too. laugh and clap victims cannot perform skills, have
no initiative, and are -8 to strike, parry, or dodge.
At the end of the dance, or for every 20 minutes of laugh and clapping, the
victims must roll under their P.E. attribute number or fall to the ground
dazed or unconscious for 2D6 melee rounds.
Globe of Daylight  1 30ft 3mins/lvl none 2 light is bright enough to illuminate a 12 foot (3.6 m) area per each level
of its creator’s experience. Since it is daylight, it can keep vampires at
bay just beyond the edge of the light and may frighten subterranean or
nocturnal animals. The creator of the globe can mentally move it along
with himself, or send it up to 30 feet (9.1 m) ahead. The maximum
speed at which the globe can travel is equal to a speed attribute of 12
Sense Traps  3 6ft Instant None 7 Sixth Sense to locate traps

Power Type ISP Range Duration Save Description
Telekinesis Physical Special 60’ 2 min/lev Dodge +3 Strike
Teleport Object Physical 10 3’ Immediate None Teleport up to 19lbs (1lb/ level) up to 950ft (50 feet/ level). Automatically successful when ‘porting to any place in one’s clothes (pocket, purse, sack, backpack, saddlebags). See power for percentage chances to successfully send it elsewhere.

Ring of Fury is on Right Ring Finder, Crisis Ring on Left ring finger. Thunderclap, Daylight and Fireball rings are in backpack, The rest are on in order from left to right not counting ring fingers which are already taken.

Eternal Torch Ring AR 14
Ring of Fireball Can cast 3 fireballs per day doing 6d6 damage
Ring of Lightning Can cast 3 lightning per day doing 6d6 damage
Ring of Globe of Daylight Can cast 3 globes of daylight per day
Ring of Extinguish Fire The power to instantly put out an area of fire. Affects a 15 foot (1.5 m) diameter of fire. Range: Up to 30 feet +5 feet (9 +1.5 m) per level of experience. Duration: Permanent until set
on fire again. X3 daily @ lvl 6
Ring of Animate Object Page 197 Main book X3 daily @ lvl 6
Ring of Multiple Image X3 daily @ lvl 6
Ring of Demonic Visage 1 daily/6 hours
Ring of Escape The escape invocation enables the mage to magically escape any normal bonds or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straightjackets, etc. One restraint or lock can be undone per each invocation. Only gagging the mage will prevent the use of this magic, and only magic restraints and locks are unaffected by this spell. X3 daily @ lvl 6
Ring of Levitate The warlock can lift himself, another person, or object straight up into the air. Maximum weight is 200 pounds (90 kg) per level of experience. The maximum height is 30 feet (9 m) per level of the warlock. Levitation is the ability to rise straight up into the air, horizontal movement is impossible. page 222 X3 daily @ lvl 6
Ring of Thunderclap Directly affects the immediate area (30 feet/9 m) around the magic weaver, but can be heard up to one mile (1.6 km) away. The invocation produces a booming clap of thunder that is so loud
that it seems to make the air vibrate. A thunderclap is an excellent means of alerting or signaling allies, as well as a way of intimidating one’s enemies. X3 daily @ lvl 6
Ring of Cloud of Smoke This spell enables the warlock to create a cloud of dense black smoke (30x30x30 feet/9x9x9 m maximum size) up to ninety feet away (27.4 m). Victims caught in the cloud cannot see out of it and the smoke prevents them from seeing more than three feet (0.9 m) in front of their face. Thus, striking at an opponent more than three feet (0.9 m) away in the smoke is striking blind, -5 to strike and -9 to parry and dodge. X3 daily @ lvl 6
Ring of Ice and Fury Rune Ring, I.Q. 15 and Unprincipled. Contains 62 P.P.E. usable only to cast its Ice spells. 1×/ day can activate The Fury of Defense and The Fury of Offense. See item page for details.

OCC Skills Base % Bonus Start Current Total %
Language:Eastern 98 1 21 98%
Language:Elven 40+5 5 1 21 98%
Language:Western 40+5 5 1 21 98%
Juggling 35+5 40 1 21 98%
Concealment 20+4 9 1 21 98%
Palming 20+5 10 1 21 98%
Streetwise 20+4 4 1 21 98%
WP Targeting 1 21
WP Knife 1 21
WP Sword 1 21
OCC Related Skills Base % Bonus Start Current Total %
Prowl 25+5 10 1 21 98%
Lang:Southern 40+5 10 1 21 98%
Lit Elven 30+5 10 1 21 98%
Escape Artist 25+5 10 1 21 98%
Pick Locks 30+5 10 1 21 98%
Land Nav 30+4 5 1 21 98%
Horse:General 0 1 21 0
Horse:Knight 0 2 21 0
Horse:Paladin 45/40+5 2 21 98/98%
Use/Recog Poison 24/16+4 14 4 21 98/98%
Dance 30+5 5 4 21 98%
Id Plants/Fruits 25+5 5 6 21 98%
WP Whip 6 6 21
Pick Pocket 25+5 15 8 21 98%
Public Speaking 30+5 9 8 21 98%
Seamanship 22+4 4 10 21 70%
Sewing 25+5 9 10 21 89%
Play Musical Instrument (Flute) 25+5 14 10 21 94%
Rope Works 30+5 4 10 21 89%
Detect Concealment 25+5 4 17 21 49%
Secondary Skills Base % Start Current Total %
Card Shark 28+4 1 21 98%
Acrobatics 21
Gymnastics 21
Climb 40/35+5 1 21 98/98%
Cook 30+5 1 21 98%
Wild Survival 30+5 3 21 98%
Swimming 40+5 5 21 98%
Writing 20+5 7 21 97%
Running 9 21
Play Instrument- Guitar 25+5 11 21 75%
Play Instrument- Drum 25+5 18 21 40%

Name Count Location Description
Small Sacks 3
Gryphon Claw Gloves 1 Pair Both Hands P. 258 Main
Container of much water 1 Backpack
Boots of speed 1 Pair Both Feet P. 258 Main
Sweetsong potion 7 Backpack The potion instills the user with an absolutely incredible singing voice for 30 minutes.
Itching powder 5 containers Backpack Very uncomfortable, lasts for 2D4x10 minutes or until washed off. Victim is -4 on initiative, -5% on skills and is distracted. Affects bare skin only. P. 254 Main
Potion of superhuman strength 10 Backpack Same as spell magic P. 253 Main
Extra healing potion 9 Backpack Restores 2d6hp or 3d6sdc P. 253 Main
pots of mystic nourishment 7 Backpack Drinking this potion not only negates
the user’s need to eat for three days, but magically provides the
nourishment and vitamins equal to three days of food P. 159 Western
5x uses of Tershalin 10 Shoulder Bag 1 use negates all known toxins and poisons P. 267 Main
Mystic Sand: Sands of Burning 10 Shoulder Bag Everyone
caught in the fire cloud takes 2D6 damage, the eyes and throat burn, and it is difficult to breathe, almost as if they were gulping in smothering smoke from a burning house. Penalties: Everybody
caught in the cloud is -2 on initiative and all combat bonuses, and attacks per melee round and skill performance are reduced by half. They will continue to choke and and wheeze, be unable to catch their breath for 1D4+1 melee rounds thereafter. P. 253 Main
Sands of Immobilization 10 Shoulder Bag Like immobilise spell, see decription P. 218 ET
Mystic Sand: Sands of Frost 10 Shoulder Bag Once broken, the snowball erupts in a thick cloud of twinkling dust that fills a 20 foot (6 m) diameter and covers everything caught within it in an inch of solid ice. People are chilled to the bone and suffer 3D6 damage from the intense cold (double damage to those vulnerable to cold). They also lose 1D4+1 melee attacks/actions breaking free of the ice and gathering their wits. During this time (about one melee round) they can not attack and are -4 to parry and dodge incoming attacks P. 253 Main
Mystic Sand: Sands of Visibility 10 Shoulder Bag As the motes of light fall to the ground they stick to the first thing they touch, thus coating everything in glistening praticles and making anything invisible or concealed by chameleon magic visible. Moreover, it sticks to the bottom of the feet of everyone who walks across, giving those trying to prowl a -30% penalty (crunches with every step). The Sand can not be removed for !D4xlO minutes, after which it can be brushed or washed away with ease P. 253 Main
Potion of Change Aura 10 Shoulder Bag By drinking the potion, the user’s aura is changed to appear 1D4+1 levels weaker or higher/more powerful than it really is. P. 253 Main
Cherubot rope that is immune to normal weapons 200ft Shoulder Bag The rope can support up to 800 pounds P. 257 Main
Street Clothes 1 Backpack
Performing Clothes 1 Shoulder Bag
Juggling Balls 10 Shoulder Bag
Juggling Pins 8 Shoulder Bag
Treated Torches 8 Backpack
HQ Rations 0 days Backpack
Crystal Flask 1 Backpack From Noname in renvin
Flask of water 1 Backpack From crystal clear waters in renvin
Amulet of protection from undead 1 Worn/Backpack From azariel
Cigar of spirit banishment 9 Pocket From azariel
Wax sealed message for Gabriel from azariel 1 Backpack from azariel
8 man Environmental Tent 1 Backpack
Clay Bowls 12 Backpack
Backpack 1 On Back
Bedroll 1 Backpack
Shoulder Bag 1
Tinder Box 1
Water Skin 1 Tied to Belt
Smoke Bombs 29
Magic Top Hat of Conjuration 1 Head The magic hat of conjuration can conjure anything that is in the standard equipment list, so no magic items, also food and drink thusly summoned is only temporary and disappears after 10 minutes. Cost 1ppe point per item. Items so summoned are the equivalent of what they are supposed to be so a conjured frying pan could cook eggs.
Each Conjured item lasts for 10 minutes.
Ring of Fireball 1 Backpack Description under Magic Jewelry
Ring of lightning 1 Right Index Finger Description under Magic Jewelry
Ring of Globe of daylight 1 Left Pinky Description under Magic Jewelry
Ring of Extinguish Fire 1 Right Pinky Description under Magic Jewelry
Ring of Escape 1 Left Index Finger Description under Magic Jewelry
Ring of Animate object 1 Backpack Description under Magic Jewelry
Ring of Multiple Image 1 Right Middle Finger Description under Magic Jewelry
Ring of Demonic Visage 1 Left Middle Finger Description under Magic Jewelry
Ring of Escape 1 Right Wedding Finger Description under Magic Jewelry
CrIsis Ring 1 Left Wedding Finger Description under Magic Jewelry
Ring of Levitate 1 Right Thumb Description under Magic Jewelry
Ring of Cloud of Smoke 1 Backpack Description under Magic Jewelry
Ring of Thunderclap 1 Left Thumb Description under Magic Jewelry
Merkls Cloak of Transformation and Hero Jumping 1 Turns into a Whip when the word Tarn is said while concentrating. If the word Tumulti is said the wearer can jump great heights and land with thump and a puff of dust
15ft long red ribbons that will float in the air if released 6 cannot take any extra weight
Drama Cards, Luck Points, Ace in the Hole
Drama Card Wait All enemies with 30m lose their next action, used on resets last fight
Ace in the Hole 1 Spent Ace trying to save Grignak from Crystal King
Luck Points 0 Failure to Update, Thus Lost 2


Player Secrets