Gwenharia

Description:
  • Origin: unknown
  • Class: Cleric
  • Level: 11
  • Race: Human Female
  • Alignment: Lawful Neutral
  • AC: 19
  • HP: 52
  • STR: 12
  • DEX: 16
  • CON: 14
  • INT: 17
  • WIS: 19
  • CHA: 16
  • Honor Points: 75

Current Status: Deceased(?)

Bio:

DM’s Description:

Gwenharia portrayes herself as a quiet, secretive priestess of the God of Fortune; however, trouble follows her, and it is rumored that rogues travel to pay respects to her, and follow her advice. This is true, as thieves and assassins pay for her blessing (in the form of skill bonuses). It is said that no form of thievery could take place near her, without her being aware of it and allowing it to happen; be that thievery in the form of stealing, assassination, or undead draining.

Gwenharia apparently had the skills of a thief two levels below her own level, and could do some thief skills without fail. She could ‘bless’ anyone, adding her level as a bonus to their thievery rolls for a day. When Gwenharia heals or otherwise casts a spell for somebody, she was also able to ‘steal’a little life essence for herself; for every wound she healed, she added to her own longevity.

Gwenharia rode the early rise in power of the thief and assassin guilds as they capitalized on ‘protection rackets’. This rise was based upon the idea (in the case of assassination) of ‘protection’ payments. Basically, upon reaching gaining more renown, everyone alive has the option of paying the exact fee (to your local assassin’s guild) that it would have cost to have himself assassinated, in order to prevent it from ever happening. If you do so, you are absolutely positively guaranteed not to be assassinated as long as you stay at your current renown (or five years pass, whichever comes first). If you do happen to gain more, you have a 30 day grace period. Note this; public figures often die mysteriously on the 31st day if they forget to pay. What the guilds had found was that there are far more people in fear of assassination than ever get assassinated; and better yet, you can collect several times on the same person, and never actually have to work. This incredible influx of money had its own recursive effect, the more people pay the more they seemed to fear assassination.

The thieves guild’s protection rackets are also increasing. Vice is on the rise! You may ask yourself, what happens when somebody is murdered, killed, or assassinated that was protected? Well, the guild sends an investigator from three separate uninvolved guilds to check out the scene, and sometimes a wizard or cleric to help. If it was natural death, tough luck. If it was a common murder; once again, tough luck because this isn’t a guarantee against death. If it was an amateur or professional hit, the victim’s heirs are refunded tenfold, and the guilty party is hunted down and made a horrible example of. The system doesn’t work unless everyone trusts it to. Even though fewer people have died by assassination than in the past, it is a very good time to be an assassin, thief, or cleric of thieves. Hell, it’s almost respectable.

Note that this practice is still in use in some areas. It lasted for a decent amount of time. Until Simon Ysidro started off the Assassin Guild Wars.

Gwenharia

Theya'Dien DeadInkPen