Baron Eloi
Brandt of Amarr 
STATISTICS
SEX: Male
RACE: Half-orc
CLASS(ES): Fighter/Thief
LEVEL: 8/9
AGE: HEIGHT: WEIGHT: lbs EYES: HAIR: SKIN:
THACO: 14
HIT POINTS: 55 ARMOUR CLASS: 0
STR: 17 INT: 8 WIS: 15 DEX: 18 CON: 17 CHA: 7
SOCIAL CLASS: LUC
ALIGNMENT: Chaotic Neutral (Evil)
RELIGION/GOD(S): Iuz (A passing observance, motivated by his desire to avenge his mother!)
BIRTH DATE: Eloi cannot remember his birthday and it is something that even if he did know, he wouldn't want to remember anyway. The memories of his poor beloved mother come back and Eloi resents the overwhelming sadness and melancholy that sweeps over him whenever he thinks of her.
APPEARANCE
Eloi's appearance is of a half-orc of medium height with a solid build. His olive-grey skin is of reasonable complexion (with a few plooks!). His hair is receding in the middle, worn long, brown and colourless. Overall he has an unkempt and uncaring appearance, and when adventuring he favours cheap worn clothes, and usually smells strongly of alcohol (amongst other less pleasant odours).
ABILITIES
WEAPON PROFICIENCIES
NON-WEAPON PROFICIENCIES
SPECIAL ABILITIES
PP: 75% OL: 72% F/RT:70% MS: 80% HIS: 66% (*81%) HN: 35% CW: 103% RL:35%
60' Infravision
LANGUAGES SPOKEN
Common, Orcish, Thieves' Cant.
AFFILIATIONS
Has contacts all over the world.
A (highly thought of) member of the Crockport Thieves' Guild, known as the Angelboys. Known personally, and favourably, by the one-time Guildmaster, Millhouse, now missing.
Works as a spy for Keoish Intelligence, 'the Wheels'. Leader of Griffin Team. Codename - Angelboy, Control - Koftus Grymsdale ('Father').
POSSESSIONS
ADVENTURING EQUIPMENT
Cape, Footman's Flail, Dagger, Backpack, Large Belt pouch, Tweezers, Spool of Thread, Thumb Screws, Blanket, Crowbar, Loaded Dice, Metal File, Pliers, Grappling Hook, Leg Manacles, One Man Tent, Thieves Tool Kit, 4 Torches. Riding Horse and tackle, Donkey ('Bray'), Saddle Bags, Bit & Bridle, Saddle, Blanket.
MAGICAL ITEMS
Jo Stick +2
Doors of Drawmji (see full details below) - The Doors of Drawmji are kept hidden with his underpants!
Shadow Armour - magical leather armour - AC4 - during the hours of dusk to dawn, or in similar lighting conditions, this armour gives Eloi a +15% chance to hide in shadows when stationary, and allows him to move in the shadows at MV 6" whilst still being hidden at his normal chance).
Dagger +2
Deck of Deals - a pack of playing cards that seems to give Eloi the trump card just when he needs it (28 charges left!)
Potion of Invisibility
OTHER POSSESSIONS Any special non-magical items of note?
MONEY
Carried:
Owned: Of the many treasure troves which Eloi remembers (he believes he hid a few whilst drunk and/or stoned), the largest are in Thornward (18,000 gp) and Mitrik (22,000 gp), now behind 'enemy' lines. A banker in Crockport holds about 48,000 gp for him in bonds. What has happened to the banker and his wealth is anyone's guess.
PROPERTY OWNED
Barony of Amarr, Keoland.
POSITIONS HELD/TITLES
Barony of Amarr, Keoland.
OTHER RELEVANT DETAILS
Eloi's new-found status has given him delusions of grandeur, and when not adventuring he tries his best to put on airs and graces, acting in the manner he thinks a Baron should act. This extends to his clothes, which although expensive and finely made, just do not suit his bulky frame. He tends to wear his favourite black cloak, bearing his Baronial Coat of Arms, a red boar's head on a black background, at all opportunities.
BACKGROUND/HISTORY
Eloi's mother was married to a rich merchant from Chendl, and en route to their new home there from Crockport, when an Iuz raiding party attacked their caravan, killing all their guards. A team of orcs gang-raped his mother, watched by her husband, but when they left with all the goods, he shunned his bride, believing she could have stopped their attack.
Cast out, she lived in poverty in Crockport, where she later gave birth to Eloi. When he was 6, his mother, who despite all loved him without question, died from consumption, leaving him to fend for himself in the streets. Attracted to the waif-gangs, his abnormal strength and wit combined to speed him into the eye of the local guild, the Angel Boys. Beginning his thief's apprenticeship, he soon found he had an unnatural talent for earning money. This was only matched by his extraordinary talent for spending same!
Eloi has long been aware of the identity of his father, and has since uncovered the tale of his treachery. He feels cheated by the fact that the old man died before he could exact his revenge. However, he did have one son by another woman, and the desire for vengeance from his soul extends in malice to this individual!
The Greyhawk Wars were a tremendous opportunity for Eloi - following the Dark Hordes throughout Oerth on their conquests, his talents earned him a fortune as he looted and stole the spoils of war, often before the main army arrived. On the downside he had, from time to time, to act as scout for the Dark Army, but his skills and magic helped him excel at this, despite facing quite considerable death and danger at times.
He was involved in the Battle of Galden Field, looting from both sides on his way across the battlefield. Unfortunately for him, as he retreated from the Battle of Galden Field he was almost killed by an enraged Ogre Mage then rescued by a paladin who mistook him for a friendly scout. Next thing Eloi knew he was trapped behind enemy lines with little hope of escape.
Eloi's next mistake was to be present at Axewood Palace when an attempt was made to kill the Keoish King, whereupon he saved the King's life. He was promptly made a Baron as a reward, changing his name to the Keoish form, Brandt. It was then that Thoggin revealed he knew of Eloi's past affiliations, and that Eloi now worked for him.
RECENT HISTORY
After yet again saving the King's life, Eloi returned to his Barony and awaited Thoggin's call. It was not long in the coming, for in the springtime of CY585 he was sent to Gradsul to lead the newly formed 'Griffin Team'. For the first time in his life, Eloi appears to be taking something very seriously - perhaps due to the prospect of failure likely meaning him losing his head.
THE DOORS OF DRAWMJI
This marvel of interplanar summoning was created by the Arch-Mage Drawmji for his personal use, but lost by him through magical duel with an adversary.
It consists of an 8' x 6' drawing of a pair of golden doors on a roll of canvas. However, this is no mere painting, and when the canvas is unrolled and placed against any flat vertical surface, it sticks there. Upon utterance of the command word, GARZOG, the drawing becomes two solid gold doors in that surface.
An interplanar portal, this device allows the owner to enter a sub-plane which takes the form of a massive palace, sculpted to suit the owner. The only common feature that remains is the massive golden doors that provide the link to the Prime Material Plane. These doors can be locked, from within or without, using a key that is found inside the doors upon opening.
The master may alter the appearance, contents, servants etc in any area over which he has control. Within it he can create any type of room, fixture, or other inanimate non-magical object. He can also create any number of unskilled servants of any race, creature type or description. Also, any type of food or drink can be produced at will. These items can only exist within the sub-plane, but the nourishing (or alcoholic) effects of the food and drink will remain outwith.
There are (he knows from magical divination) numerous levels to the palace, and at certain points within, entry is barred by a magical door. These doors can only be opened by a magical key (or wish etc). Once the door is opened, the master must gain control of all creatures between that door and the next before he can alter anything. This is done by killing, subduing or persuading all living creatures therein to his will.
Once the rooms are changed, these changes become permanent as soon as the next door is opened.
The keys are found throughout Oerth, within the rooms of the palace and in other planes of existence. However, only the one who has possession of the keys to the front door and the command word (ie Eloi) may truly be the master. Some of the rooms are believed to lead to other worlds in the Prime Material plane, sub-planes, and other planes of existence. Legend has it that there is a 'Back Door', which can only be opened by one who is master of the whole palace. Once this door is opened, the master can walk through it to any place in the universe, in any plane, at will.
Current Layout
ELOI'S QUARTERS
A spartan affair with minor, simple furnishings, a wooden bed, rickety table and chair, along with some shelves, chests etc.
THE CASINO
This room is expensively decorated and has many varieties of gaming tables manned by expert croupiers. Strangely Eloi always seems to win but, it is very unfortunate that the winnings only
exist on this plane of existence.
THE HAREM
This room is sumptuosly decorated. An ornate pool is situated in the middle of the room and chaise-long, cushions and ornately carved tables laddened with exotic fruits surround the pool. The room is populated by several highly attractive, buxom wenches dressed in exotic and revealing dresses of the finest quality.
The wenches will fulfill any of Eloi's sordid desires.
THE BAR
This room is decorated to be identical to any small tavern. It is populated by a very verbose and amenable barkeep and several drunks who are very appreciative of Eloi's courtesy. There are a vast variety of drinks that never run out, and an ample supply of tasty food.
THE TORTURE CHAMBER
Many different devices of torture can be found in this room. There is no torturer as Eloi always enjoys this task himself.
There are also no subjects for his attention as he only likes to use this room on those who require and deserve his special attention.
Within the torture chamber exists a stout oak door, totally in character for its surroundings. This is the next door, and Eloi does not have its key as yet.
Read how Eloi came by his favourite item in 'The Doors of Perception'.