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{{canon}} As originally presented in [[Ship of Horror]], [[Meredoth]] was the [[darklord]] of an [[Island of Terror]] [[domain]] called [[Nebligtode]]. This domain was actually a large [[body of water]] with several [[island]]s within it. The most notable of these islands were [[Todstein]] and [[Graben Island]].<ref name =ShipHorp54>[[Ship of Horror]] p.54</ref> Meredoth festered like this in [[Ravenloft]] for over a century before the [[Grand Conjunction]] happened. The [[Dark Powers]] have diminished his aging to to but a snails pace, but the years are still creeping up on him.<ref name =ShipHorp62>[[Ship of Horror]] p.62</ref>
{{canon}}


As of the then current timeline presented in [[Domains of Dread]], [[Meredoth]] became the Darklord of the [[Nocturnal Sea]], the eastern [[sea]] of [[the Core]].<ref name=DoDp.79>[[Domains of Dread]] p.79</ref> The Nocturnal Sea contains several new islands in addition to the landmasses that were once belonged to Neblingtode, but these new islands (and the water immediately surrounding them) have their own darklords.<ref name=DoDp.78>[[Domains of Dread]] p.78</ref>
==Canon Information==
As originally presented in [[Ship of Horror]], [[Meredoth]] was the [[darklord]] of an [[Island of Terror]] [[domain]] called [[Nebligtode]]. This domain was actually a large [[body of water]] with several [[island]]s within it. The most notable of these islands were [[Todstein]] and [[Graben Island]].<ref name =ShipHorp54>[[Ship of Horror]] p.54</ref> Meredoth festered like this in [[Ravenloft]] for over a century before the [[Grand Conjunction]] happened. The [[Dark Powers]] have diminished his aging to to but a snail's pace, but the years are still creeping up on him.<ref name =ShipHorp62>[[Ship of Horror]] p.62</ref>
 
As of the then current timeline presented in [[Domains of Dread]], [[Meredoth]] became the Darklord of the [[Nocturnal Sea]], the eastern [[sea]] of [[the Core]].<ref name=DoDp.79>[[Domains of Dread]] p.79</ref> The Nocturnal Sea contains several new islands in addition to the landmasses that once belonged to Neblingtode, but these new islands (and the water immediately surrounding them) have their own [[Darklord|darklords]].<ref name=DoDp.78>[[Domains of Dread]] p.78</ref>


[[Domains of Dread]] also retconned Meredoth as originating from the world of [[Mystara]]. On that world, he was a [[baron]] of [[Norwold]], a province of the [[Alphatian Empire]]. As a baron, Meredoth could never find as much time alone for his magical research as he wanted. After he [[poisoned]] the starving colonialists who merely begged for his aid, a storm rolled in and drew him into Ravenloft.<ref name=DoDp.79-80>[[Domains of Dread]] p.79-80</ref>
[[Domains of Dread]] also retconned Meredoth as originating from the world of [[Mystara]]. On that world, he was a [[baron]] of [[Norwold]], a province of the [[Alphatian Empire]]. As a baron, Meredoth could never find as much time alone for his magical research as he wanted. After he [[poisoned]] the starving colonialists who merely begged for his aid, a storm rolled in and drew him into Ravenloft.<ref name=DoDp.79-80>[[Domains of Dread]] p.79-80</ref>


Meredoth is responsible for [[poisoner|poisoning]] the [[Graben Family]] and [[reanimator|reanimating]] them as [[lebendtod]], initially merely to have someone keeping the flow of body parts coming.<ref name =ShipHorp54>[[Ship of Horror]] p.54</ref> However, since their initial reanimation, the Graben family and their spawn have become some of his primary minions.<ref name=DoDp80>[[Domains of Dread]] p.80</ref>
Meredoth is responsible for [[poisoner|poisoning]] the [[Graben Family]] and [[reanimator|reanimating]] them as [[lebendtod]], initially merely to have someone to keep the flow of body parts coming.<ref name =ShipHorp54>[[Ship of Horror]] p.54</ref> However, since their initial reanimation, the Graben family and their spawn have become some of his primary minions.<ref name=DoDp80>[[Domains of Dread]] p.80</ref>


Meredoth has also created a number of [[snow golem]]s and even developed several [[magic]] [[spell]]s that deal specifically with [[snow]]. He used the spell [[Transmute Snow to Stone]] to manipulate the [[rock]] and permafrost that forms the bedrock of his home on Todestein.<ref name =ShipHorp62>[[Ship of Horror]] p.62</ref>
Meredoth has also created a number of [[snow golem]]s and even developed several [[magic]] [[spell|spells]] that deal specifically with [[snow]]. He used the spell [[Transmute Snow to Stone]] to manipulate the [[rock]] and permafrost that forms the bedrock of his home on Todestein.<ref name =ShipHorp62>[[Ship of Horror]] p.62</ref>


==Noncanon Information==
{{Netbook-Canon}}The [[Nocturnal Sea Gazetteer]] proposed that Meredoth is the darklord of only [[Nebligtode]], the area of the sea immediately surrounding and including the [[Todstein]] and [[Graben Island|Graben]] islands. The sea itself was was reimagined as a separate domain known as [[The Drowning Deep]].


{{Netbook-Canon}}The [[Nocturnal Sea Gazetteer]] proposed that Meredoth is the darklord of only [[Nebligtode]], the area of the sea immediately surrounding and including [[Todstein]] and [[Graben]] islands. The sea itself was was reimagined as a separate domain known as [[The Drowning Deep]].
[[Meredoth]] was born to a pair of talented and wealthy [[wizards]] in the [[Alphatian Empire]] in the [[outlander world]] of [[Mystara]]. Unfortunately, he received precious little nurturing from either of them. His father was an obsessive [[constructcrafter]] with no time to spend upon his child, which he instead entrusted to the care of [[golems]] and their like. His mother was a self-absorbed [[enchanter]] who found it least bothersome to discipline her irksome child through the use of enchantments.  


[[Meredoth]] was born to a pair of talented and wealthy [[wizards]] in the [[Alphatian Empire]] in the [[outlander world]] of [[Mystara]]. Unfortunately, he received precious little nurturing from either of them. His father was an obsessive [[constructcrafter]] with no time to spend upon child who was instead entrusted to the care of [[golems]] and their like. And his mother was a self-absorbed [[enchanter]] who found it least bothersome to discipline irksome her child through the use of enchantments.  
The Alphatain Empire was a [[magocracy]], and Meredoth met his parents' expectations by demonstrating an aptitude for magic which would ensure his eventual membership in its [[nobility]]. The child was drawn in particular to [[necromancy]], which was held to be as valid an avenue of [[research]] as any other in the free-thinking realm. In his early teens, Meredoth watched his mother addict herself to the [[drug]] [[tsongha]] and wither away within a span of a few months. The conclusions that he drew from his childhood were that the flesh was weak and was to be disdained, that arcane craftsmanship could improve upon nature and so was to be valued, and that entities capable of perfect obedience were alone worthy of trust.  


The Alphatain Empire was a [[magocracy]] and Meredoth met this parents expectation by demonstrating an aptitude for magic which would ensure his eventual membership in its [[nobility]]. The child was drawn in particular to [[necromancy]] which was held to be as valid an avenue of [[research]] as any other in free thinking realm. In his early teens, Meredoth watched her mother addict herself to the [[drug]] [[tsongha]] and withered away within a span of a few months. The conclusions that he drew from his childhood were that the flesh was weak and was to be disdained, that arcane craftsmanship could improve upon nature and so was to be valued, and that entities capable of perfect obedience were alone worthy of trust.  
The young necromancer's time in school only reinforced these conclusions. His brilliance was recognized and gave his peers reason to overlook his oddities and instead court his goodwill. Soon enough a false friend stole his ground-breaking research into a variant [[Skeletal Golem|skeletal golem]]. Meredoth retaliated by addicting him to tsongha. It was a ploy that he would use repeatedly, with the difference that it was now he who stole the work of others, confident that they plotted to do no less to him. In addition to necromancy, Meredoth honed a talent for destructive evocations which served him very well in spell-duels with those who dared question his "honour". Picking his fights carefully, he at at the same time slaked a violent nature that his father had derided as plebeian, and claimed as rightful spoils the spellbooks of his peers.  


The young necromancers's time in school only reinforced these conclusions. His brilliance was recognized and gave his peers reason to overlook his oddity and instead court his goodwill. Soon enough a false friend stole his ground-breaking research into a variant [[Skeletal Golem|skeletal golem]]. Meredoth retaliated by addicting him to tsongha. It was a ploy that he would use repeatedly, with the difference that it was now he who stole the work of others, confident that they plotted to do no less to him. In addition to necromancy, Meredoth honed a talent for destructive evocations which served him very well in spell-duels with those who dared question his "honour". Picking his fights carefully, he at once slaked a violent nature that his father had derided as plebeian and claimed rightfully as spoils the spellbooks of his peers.  
Meredoth soon graduated to experiments on [[animals]] and [[commoners]] in pursuit of a predictable and reliable intelligence stripped of the influence of both drives and emotions. He had no ability, however, to wield spells of enchantment which would have been most applicable to this line of inquiry. Ultimately abandoning a direct approach as futile, he instead set to crafting unique [[constructs]] and [[undead]] with ever greater capacities for rational and intelligent self-direction. These efforts met with far greater success, although the results still fell well short of the mark. The constructs wanted for the potentiality of the living, and the undead retained the perversity and appetites of the living.  


Meredorf soon graduated to experiments on [[animals]] and [[commoners]] in pursuit of a predictable and reliable intelligence stripped of the influence of both drives and emotions. He had no ability, however, to wield spells of enchantment which would have been most applicable to this line of inquiry. Ultimately abandoning a direct approach as futile, he instead set to crafting unique [[constructs]] and [[undead]] with ever great capacities for rational and intelligent self-direction. These efforts met with far greater success, although the results still fell well short of the mark. The constructs wanted for the potentiality of the living and the undead retained the perversity and appetites of the living.  
The onset of arthritis forced the aging wizard to confront betrayal by his own flesh. He was predisposed to neither the path of lichdom, deeming it beneath his abilities, nor the path of ascension, deeming its demands on his time too great. Instead he opted for the alchemical exilirs that kept the Alphatian elite youthful. Disdainful of the cult of youth that his his mother had worshiped, Meredoth was content to dial back the clock no further than his late sixties.


The onset of arthritis forced the aging wizard to confront the betrayal by his own flesh. He was predisposed to neither the path of lichdom, deeming it beneath his abilities, nor the path of ascension, deeming its demands on his time too great. Instead he opted for the alchemical exilirs that kept the Alphatian elite youthful. Disdainful of the cult of youth that his his mother had worshiped, Meredoth was content to dial back the clock no further than his late sixties.
Politically, the question arose as to what to do with the psychopathic wizard. He would soon be confirmed as a supreme master, but there was no appetite in society to bring him to court (not that Meredoth was very enthusiastic about the prospect of having to so waste his time himself). So upon being confirmed in [[633 BC]], a [[barony]] in the distant wilderness of [[Norwold]] was foisted upon him. Although this came as a surprise, Meredoth was pleased enough with the arrangement, believing it would give him all the independence and privacy he desired. In addition, he anticipated the opportunity to plunder a nearby, nascent realm of wizards to add to his stores of arcane lore.


Politically, the question arose as to what do the psychopathic wizard. He would soon be confirmed as a supreme master, but there was no appetite to bring him to court. So upon being confirmed in [[633 BC]], a [[barony]] in the distant wilderness of [[Norwold]] was foisted upon him. Although a surprise, Meredoth was pleased enough with the arrangement.  
The colonialists sent with Meredoth were left to take care of themselves on the mainland, while the necromancer installed himself on an island that he named [[Todstein]]. His research fared well, his vassals faired poorly. They beseeched him for aid. His response of animating their dead and putting them to work in the service of the needs of the living was ill-received. By spring, the colonialists were dead to their last. The obedient dead, however, had not slacked in their efforts and so there was some grounds for hope that a second batch of colonialist might survive the winter. The soil, however, proved to be no more fertile. Death by slow starvation awaited them, as it had their predecessors. On the first day of [[635 BC]], Meredoth answered the colonists' pleas for aid in person. Food aplenty was distributed to all, and Meredoth promised his subjects would never want again. Unfortunately he meant this literally, as the food was laced with a deadly poison. Meredoth then proceeded to animate the entire community as obedient dead. Snow began to fall, and a blizzard rapidly came into being. The necromancer retreated to Todstein. The island and its master were seized by the [[Mist|Mists]]. Todstein became one of the two principal islands of the [[domain]] of [[Nebligtode]], and Meredoth became the [[Darklord]] of this new [[Island of Terror|island of terror]].


The colonialists sent with him were left to take care of themselves on the mainland while the necormancer installed himself on an island that he named [[Todstein]]. His researched fared well, his vassals faired poorly. They beseeched him for aid. His response of animating their dead and putting them to work in the service of the needs of the living was ill-received. By spring, the colonialists were dead to their last. The obedient dead, however, had not slacked in their efforts and so there was some grounds for hope that a second batch of colonialist might survive the winter. The soil, however, proved to be no more fertile. Death by slow starvation awaited them too. On the first day of [[635 BC]], Meredoth answered their pleas in person. Food aplenty was distributed to all. Unfortunately, it was laced with a deadly poison. Meredoth then proceeded to animate the entirety community as obedient dead. Snow began to fall and a blizzard rapidly came into being. The necromancer retreated to Todstein. The island and its master were seized by the [[Mist]]. Todstein became one of the two principle islands of the [[domain]] of [[Nebligtode]]. And Meredoth became the darklord of this new [[Island of Terror|island of terror]].
Meredoth remains locked in his [[research]] on Todstein to this day. His abduction from [[Mystara]] and his imprisonment within Nebligtode troubles him but little. He plunders the human resources afforded him on [[Graben Island]] and [[ship|ships]] in the immediate vicinity of Todstein as he sees fit. He is unaware of the [[curse]] that has crippled his creativity and effectively reduced him to a tinker. He is all too aware of the inexplicable and loathsome change that has overtaken his [[spellcasting]] and partially remade him as a [[Natural Spellcaster|spontaneous spellcaster]]. He has demonstrated little interest in making sense of his kidnapping and imprisonment beyond a curiosity into the the macabre effects that often attach themselves to his [[Necromantic Spell|necromantic spells]]. Still, his knowledge of the [[Land of Mists]] has grown with the passing decades. More than ever he takes pleasure in the seizure of the [[spellbooks]] of fellow wizards, although the thefts are now mostly effected by his agents. He has populated his island with [[golems]] of various sorts, and with [[corporeal undead]], principally [[lebendtod]]. Lebendtod are his principal agents on Graben Island, across the [[Nocturnal Sea]], and on the mainland. They are used far less to shape events than to inform him of the rare event that is truly worthy of his attention.


Meredoth remains locked in his [[research]] on Todstein to this day. His kidnapping from [[Mystara]] and his imprisonment within Nebligtode troubles him very little. He plunders the human resources afforded him on [[Graben Island]] and [[ship|ships]] in the immediate vicinity of Todstein as he sees fit. He is unaware of the [[curse]] that has crippled his creativity and effectively reduced him to a tinker. He is all too aware of the inexplicable and loathsome change that has overtaken his [[spellcasting]] and partially remade him as a [[Natural Spellcaster|spontaneous spellcaster]]. He has demonstrated little interest in making sense of his kidnapping and imprisonment beyond a curiosity into the the macabre effects that often attachment themselves to his [[Necromantic Spell|necromantic spells]]. Still, his knowledge of the [[Land of Mists]] has grown with the passing decades. More than ever he takes pleasure in the seizure of the [[spellbooks]] of fellow wizards, although the thefts are now mostly effect by his agents. He has populated his island with [[golems]], of various sorts, and with [[corporeal undead]], principally [[lebendtod]]. Lebendtods are his principal agents on Graben Island, across the [[Nocturnal Sea]], and on the mainland. They are used far less to shape events than to inform him of the rare event that is truly worth of his attention.
The necromancer assures his survival though the practice of [[cloning]]. As a [[dread possibility]], a [[clone]] of Meredoth's was brought to independent existence after its entry into the Land of Mists. It fled Nebligtode, personally indulges in the the spell-thieving that Meredoth must effect through his agents, and plots his destruction. Meredoth was himself [[killed]] in [[737 BC]] by the same adventurers who laid waste to the [[Graben family]]. Meredoth exists today as a [[clone]] of himself. His destruction, however temporary, has forced him to bend his attention to a wholesale improvement of the security of his island, of his lairs, of his boltholes and of his person. He will not be so easily embarrassed as second time.


The necromancer assures his survival though the practice of [[cloning]]. As a [[dread possibility]], a [[clone]] of himself was brought to independent existence after its entry into the Land of Mists. It fled Nebligtode, personally indulges in the the spell thieving that Meredoth must effect through his agents, and plots his destruction. Meredoth was himself [[killed]] in [[737 BC]] by the same adventurers who laid waste to the [[Graben family]]. Meredoth exists today as a [[clone]] of himself. His destruction, however temporary, has forced him to bend his attention to a wholesale improvement of his the security of his island, of his lairs, of his boltholes and of his person. He will not be so easily embarrassed as second time.
The sole entity that Meredoth treats as being more than a tool is his sentient rod, which he made from a [[white-fang]] that he has named [[Hoarfrost]] and that he has bonded with in lieu of a [[familiar]]. His most useful agent abroad is [[Colin Graben]].<ref>[[Nocturnal Sea Gazetteer]]</ref>
 
The sole entity that Meredoth treat as being more than a tool is his sentient rod made from a [[white-fang]] that he has named [[Hoarfrost]] and that he has bonded with in lieu of a [[familiar]]. His most useful agent abroad is [[Colin Graben]].<ref>[[Nocturnal Sea Gazetteer]]</ref>


==Statistics==
==Statistics==
 
{{canon}}
[[Second Edition]]: male [[human]] [[necromancer]] 20, [[Chaotic Evil]]<ref name =ShipHorp62>[[Ship of Horror]] p.62</ref><ref name=DoDp.79>[[Domains of Dread]] p.79</ref>
[[Second Edition]]: male [[human]] [[necromancer]] 20, [[Chaotic Evil]]<ref name =ShipHorp62>[[Ship of Horror]] p.62</ref><ref name=DoDp.79>[[Domains of Dread]] p.79</ref>
{{Netbook}}
[[3rd Edition]]:[[Necromancer]] 15 / [[Archmage]] 5, [[Chaotic Evil]]


[[3rd Edition]]:[[Necromancer]] 15 / [[Archmage]] 5, [[Chaotic Evil]]
==TSR Collector Card==
{{canon}}
Meredoth's [[TSR 1991 Collector Card]] number is 381.




{{ref}}
{{ref}}
[[category:Character]][[category:NPC]]
[[category:Character]][[category:NPC]]
[[category:2nd Edition Character]]
[[Category:Alphatian]]
[[Category:Arcane Loremaster]]
[[category:Arcane Researcher]]
[[category:Archmage]]
[[Category:Baron of the Alphatian Empire]]
[[category:Bearer of an Evil Magic Item]]
[[category:Bigot]]
[[category:Bigoted]]
[[category:Brutish]]
[[category:Callous]]
[[category:Cold One]]
[[Category:Chaotic Evil]]
[[category:Cloned]]
[[category:Cloner]]
[[category:Crafter of an Evil Magic Item]]
[[Category:Darklord]]
[[Category:Darklord]]
[[category:Darklord (Domain Lord Magnitude of Evil)]]
[[category:Elitist]]
[[category:Experimenter]]
[[Category:Golemcrafter]]
[[category:hermit]]
[[Category:Human]]
[[Category:Inhabitants of Todstein]]
[[Category:Inhabitants of Nebligtode]]
[[category:Inhabitants of the Nocturnal Sea]]
[[category:Inventor (Monstrous)]]
[[category:Inventor of a Spell]]
[[category:Killed]]
[[category:Killer]]
[[category:Loner]]
[[Category:Male]]
[[Category:Misanthrope]]
[[Category:Misanthrope]]
[[Category:Mass Murderer]]
[[Category:Mass Murderer]]
[[category:Murdered]]
[[Category:Murderer]]
[[Category:Murderer]]
[[Category:Killer]]
[[Category:Necromancer]]
[[Category:Clone]]
[[category:Necrologist]]
[[Category:Cloned]]
[[Category:Killed]]
[[Category:Poisoner]]
[[Category:Golemcrafter]]
[[Category:Arcane Loremaster]]
[[Category:Baron of the Alphatian Empire]]
[[Category:Noble of the Alphatian Empire]]
[[Category:Noble of the Alphatian Empire]]
[[Category:Necromancer]]
[[Category:Archmage]]
[[Category:Wizard]]
[[Category:Clone]]
[[Category:Cloned]]
[[Category:Human]]
[[Category:Male]]
[[Category:Chaotic Evil]]
[[Category:Outlander]]
[[Category:Outlander]]
[[Category:Alphatian]]
[[Category:Pathfinder 1st Edition Character]]
[[Category:Inhabitants of Todstein]]
[[category:Poisoner]]
[[Category:Inhabitants of Nebligtode]]
[[category:poisoner]]
[[category:Inhabitants of the Nocturnal Sea]]
[[category:Poisonmaker]]
[[category:Darklord (Domain Lord Magnitude of Evil)]]
[[category:polluter]]
[[category:Prideful]]
[[category:Reanimator]]
[[category:Researcher]]
[[category:Snob]]
[[Category:Son]]
[[category:Specialist Wizard]]
[[category:Specialist Wizard]]
[[category:Crafter of an Evil Magic Item]]
[[category:Threatener of Violence]]
[[category:Transgressor]]
[[category:TSR Collector Card Character]]
[[category:Undead Controller]]
[[category:Unoriginal]]
[[category:Unoriginal]]
[[categoryLUndead Controller]]
[[category:User of an Evil Magic Item]]
[[category:Cold One]]
[[Category:Wizard]]


==Data from the Ravenloft Catalogue==
==Data from the Ravenloft Catalogue==

Latest revision as of 16:44, 20 May 2022

Canon Information

As originally presented in Ship of Horror, Meredoth was the darklord of an Island of Terror domain called Nebligtode. This domain was actually a large body of water with several islands within it. The most notable of these islands were Todstein and Graben Island.[1] Meredoth festered like this in Ravenloft for over a century before the Grand Conjunction happened. The Dark Powers have diminished his aging to to but a snail's pace, but the years are still creeping up on him.[2]

As of the then current timeline presented in Domains of Dread, Meredoth became the Darklord of the Nocturnal Sea, the eastern sea of the Core.[3] The Nocturnal Sea contains several new islands in addition to the landmasses that once belonged to Neblingtode, but these new islands (and the water immediately surrounding them) have their own darklords.[4]

Domains of Dread also retconned Meredoth as originating from the world of Mystara. On that world, he was a baron of Norwold, a province of the Alphatian Empire. As a baron, Meredoth could never find as much time alone for his magical research as he wanted. After he poisoned the starving colonialists who merely begged for his aid, a storm rolled in and drew him into Ravenloft.[5]

Meredoth is responsible for poisoning the Graben Family and reanimating them as lebendtod, initially merely to have someone to keep the flow of body parts coming.[1] However, since their initial reanimation, the Graben family and their spawn have become some of his primary minions.[6]

Meredoth has also created a number of snow golems and even developed several magic spells that deal specifically with snow. He used the spell Transmute Snow to Stone to manipulate the rock and permafrost that forms the bedrock of his home on Todestein.[2]

Noncanon Information

The Nocturnal Sea Gazetteer proposed that Meredoth is the darklord of only Nebligtode, the area of the sea immediately surrounding and including the Todstein and Graben islands. The sea itself was was reimagined as a separate domain known as The Drowning Deep.

Meredoth was born to a pair of talented and wealthy wizards in the Alphatian Empire in the outlander world of Mystara. Unfortunately, he received precious little nurturing from either of them. His father was an obsessive constructcrafter with no time to spend upon his child, which he instead entrusted to the care of golems and their like. His mother was a self-absorbed enchanter who found it least bothersome to discipline her irksome child through the use of enchantments.

The Alphatain Empire was a magocracy, and Meredoth met his parents' expectations by demonstrating an aptitude for magic which would ensure his eventual membership in its nobility. The child was drawn in particular to necromancy, which was held to be as valid an avenue of research as any other in the free-thinking realm. In his early teens, Meredoth watched his mother addict herself to the drug tsongha and wither away within a span of a few months. The conclusions that he drew from his childhood were that the flesh was weak and was to be disdained, that arcane craftsmanship could improve upon nature and so was to be valued, and that entities capable of perfect obedience were alone worthy of trust.

The young necromancer's time in school only reinforced these conclusions. His brilliance was recognized and gave his peers reason to overlook his oddities and instead court his goodwill. Soon enough a false friend stole his ground-breaking research into a variant skeletal golem. Meredoth retaliated by addicting him to tsongha. It was a ploy that he would use repeatedly, with the difference that it was now he who stole the work of others, confident that they plotted to do no less to him. In addition to necromancy, Meredoth honed a talent for destructive evocations which served him very well in spell-duels with those who dared question his "honour". Picking his fights carefully, he at at the same time slaked a violent nature that his father had derided as plebeian, and claimed as rightful spoils the spellbooks of his peers.

Meredoth soon graduated to experiments on animals and commoners in pursuit of a predictable and reliable intelligence stripped of the influence of both drives and emotions. He had no ability, however, to wield spells of enchantment which would have been most applicable to this line of inquiry. Ultimately abandoning a direct approach as futile, he instead set to crafting unique constructs and undead with ever greater capacities for rational and intelligent self-direction. These efforts met with far greater success, although the results still fell well short of the mark. The constructs wanted for the potentiality of the living, and the undead retained the perversity and appetites of the living.

The onset of arthritis forced the aging wizard to confront betrayal by his own flesh. He was predisposed to neither the path of lichdom, deeming it beneath his abilities, nor the path of ascension, deeming its demands on his time too great. Instead he opted for the alchemical exilirs that kept the Alphatian elite youthful. Disdainful of the cult of youth that his his mother had worshiped, Meredoth was content to dial back the clock no further than his late sixties.

Politically, the question arose as to what to do with the psychopathic wizard. He would soon be confirmed as a supreme master, but there was no appetite in society to bring him to court (not that Meredoth was very enthusiastic about the prospect of having to so waste his time himself). So upon being confirmed in 633 BC, a barony in the distant wilderness of Norwold was foisted upon him. Although this came as a surprise, Meredoth was pleased enough with the arrangement, believing it would give him all the independence and privacy he desired. In addition, he anticipated the opportunity to plunder a nearby, nascent realm of wizards to add to his stores of arcane lore.

The colonialists sent with Meredoth were left to take care of themselves on the mainland, while the necromancer installed himself on an island that he named Todstein. His research fared well, his vassals faired poorly. They beseeched him for aid. His response of animating their dead and putting them to work in the service of the needs of the living was ill-received. By spring, the colonialists were dead to their last. The obedient dead, however, had not slacked in their efforts and so there was some grounds for hope that a second batch of colonialist might survive the winter. The soil, however, proved to be no more fertile. Death by slow starvation awaited them, as it had their predecessors. On the first day of 635 BC, Meredoth answered the colonists' pleas for aid in person. Food aplenty was distributed to all, and Meredoth promised his subjects would never want again. Unfortunately he meant this literally, as the food was laced with a deadly poison. Meredoth then proceeded to animate the entire community as obedient dead. Snow began to fall, and a blizzard rapidly came into being. The necromancer retreated to Todstein. The island and its master were seized by the Mists. Todstein became one of the two principal islands of the domain of Nebligtode, and Meredoth became the Darklord of this new island of terror.

Meredoth remains locked in his research on Todstein to this day. His abduction from Mystara and his imprisonment within Nebligtode troubles him but little. He plunders the human resources afforded him on Graben Island and ships in the immediate vicinity of Todstein as he sees fit. He is unaware of the curse that has crippled his creativity and effectively reduced him to a tinker. He is all too aware of the inexplicable and loathsome change that has overtaken his spellcasting and partially remade him as a spontaneous spellcaster. He has demonstrated little interest in making sense of his kidnapping and imprisonment beyond a curiosity into the the macabre effects that often attach themselves to his necromantic spells. Still, his knowledge of the Land of Mists has grown with the passing decades. More than ever he takes pleasure in the seizure of the spellbooks of fellow wizards, although the thefts are now mostly effected by his agents. He has populated his island with golems of various sorts, and with corporeal undead, principally lebendtod. Lebendtod are his principal agents on Graben Island, across the Nocturnal Sea, and on the mainland. They are used far less to shape events than to inform him of the rare event that is truly worthy of his attention.

The necromancer assures his survival though the practice of cloning. As a dread possibility, a clone of Meredoth's was brought to independent existence after its entry into the Land of Mists. It fled Nebligtode, personally indulges in the the spell-thieving that Meredoth must effect through his agents, and plots his destruction. Meredoth was himself killed in 737 BC by the same adventurers who laid waste to the Graben family. Meredoth exists today as a clone of himself. His destruction, however temporary, has forced him to bend his attention to a wholesale improvement of the security of his island, of his lairs, of his boltholes and of his person. He will not be so easily embarrassed as second time.

The sole entity that Meredoth treats as being more than a tool is his sentient rod, which he made from a white-fang that he has named Hoarfrost and that he has bonded with in lieu of a familiar. His most useful agent abroad is Colin Graben.[7]

Statistics

Second Edition: male human necromancer 20, Chaotic Evil[2][3]

3rd Edition:Necromancer 15 / Archmage 5, Chaotic Evil

TSR Collector Card

Meredoth's TSR 1991 Collector Card number is 381.


References

Data from the Ravenloft Catalogue

Domains of Dread
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