Gorzen Thal 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
15 DEX 10 15 15 12- OCV 5 DCV 5
22 CON 10 28 22 13-
16 BODY 10 12 16 12-
16 INT 10 6 16 12- PER Roll 12-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
4 PD 3 1 4/24 4/24 PD (0/20 rPD)
4 ED 4 0 4/24 4/24 ED (0/20 rED)
3 SPD 2.5 5 3 Phases: 4, 8, 12
12 REC 7 14 12
65 END 44 18 65
35 STUN 34 1 35
6" Running 6 0 6"
4" Swimming 2 2 4"
2 1/2"/1"" Leaping 3 0 2 1/2" 138 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 4" [8" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Tunneling 0"/1" [0"/2" NC]
EXPERIENCE POINTS
Total earned: 550
Spent: 550
Unspent: 0
Base Points: 50
Disad Points: 75
Total Points: 675
APPEARANCE
Hair Color:  White
Eye Color:  Blue
Height:  5' 11"
Weight:  185 lbs
Description:
Gorzen is aging but still a handsome and virile man. The main signs of his advancing years are his stark white hair and beard and some sea-weathered wrinkles, but otherwise he is fit, healthy, atheletic, and spry. He dresses in garments of good quality but poor comportment, with his sea jacket typically open and his chest bared to the winds. Sea captains have to wear a hat, so he affects a straight brim number with a low crown and the right side of the brim permanently pinned up.

Gorzen Thal 
 
DEFENSES
Type Amount Notes
Physical Defense 4/24 Current BODY:
Res. Phys. Defense 0/20 (16)
Energy Defense 4/24 Current END:
Res. Energy Defense 0/20 (65)
Mental Defense 25 Current STUN:
Power Defense 21 (35)
TACTICS
Gorzen is an extremely powerful Piedragemasi, with a broad assortment of Gemstone Sets and a couple of Special Powers he has developed for use at sea. He also is a merchant whose stock in trade is Charge Stones and oddities of high value. Thus, though none are explicitly noted in this write up a GM using Gorzen should assume that he always has some Charge Stones available to him and any reasonable and useful magic items that seem appropriate and suit the storyline in progress.

Gorzen's most notable ability, which while not precisely secret is kept on the low down, is the power to open up a massive Amethyst Gate while at sea that connects two points as far away as 1000km and which he can sail his ship through allowing him, his crew, and his cargo to cross vast distances faster than would seem possible.

There are some limitations on its use; it takes about an hour of intense and tiring concentration to open a gate, and he can only keep it open for a few seconds without passing out which is generally enough time for the crew to get the ship through if they are prepped and waiting when the gate opens. Also, Gorzen doesn't advertise his ability to do this, prefering to keep it as an ace in the hole, so frequently his crew and he will play a charade of out running other ships, seeking to get away and in the clear before using the ability. Sometimes this requires forays away from the main lanes if traffic is thick which can also make them targets for pirates.

Gorzen also has another Special Power that allows him to manifest Diamond set explosions but at range. These explosions are basically identical in SFX to the Diamond Signature Shard Storm Power, but the ability to project the effect at a distance allows the ability to be used practically in ship to ship encounters. They are also somewhat more destructive than the Diamond Signature Shard Storm, piercing armor and wood somewhat more effectively.
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+4 with Magic
+2 Overall
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Gorzen Thal 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Piedragemasi Special Powers
58
1) Amethyst Sea Gate of Gorzen Thal: Teleportation 1", x16,384 Increased Mass, Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2), Continuous (+1), Area Of Effect (29" Radius; +1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1km (+1/4) (360 Active Points); Extra Time (1 Hour, -3), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), OIF (Amethyst; -1/2), Gate (-1/2), Only At Sea (-1/4)
Notes: This is a Piedragemasi Special Power likely unique to Gorzen, which he has developed and improved over the years. It takes him near on an hour of full concentration to manage and is extremely tiring, but he is able to open a giant interstitial rift at sea through which a ship can sail, crossing a vast distance in an instant.
17
10
2) Teleportation: Floating Fixed Location (2 Locations)
0
30
3) Diamond Bombardier: Killing Attack - Ranged 2d6 (vs. PD), Semi-Armor Piercing (+1/4), Explosion (-1 DC/2"; +3/4) (60 Active Points); OIF (Diamond; -1/2), Can Be Missile Deflected (-1/4), Extra Time (Delayed Phase, -1/4)
Notes: This is a Piedragemas Special Power that Gorzen has developed over the years. It comes in quite handy in ship to ship encounters.
6
1 Life Support (Longevity: 200 Years)0
17 Magesight, Discriminatory, Analyze, Sense0
116 Total Powers Cost
BELONGINGS
Equipment END
Agate Advanced Acceleration: Succor 3d6, any Primary Characterisitc one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2) (30 Active Points); OIF (Agate; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
1
Agate Advanced Boost: Aid any Primary Characteristic one at a time 2d6, Can Add Maximum Of 20 Points, any Primary Characteristic one at a time (+1/4) (30 Active Points); OIF (Agate; -1/2), Costs Endurance (-1/2)
Notes: Piedragemas
3
Agate Signature Augmentation: Aid All Primaries Simultaneously 1d6, Can Add Maximum Of 12 Points, Ranged (+1/2), all Primary Characteristics simultaneously (+2) (45 Active Points); OIF (Agate; -1/2), Concentration (0 DCV; -1/2), Costs Endurance (-1/2)
Notes: Piedragemas
4
Alabaster Advanced Anchoring: Power Defense (11 points), Usable Simultaneously (up to 2 people at once; +1/2), No LOS Necessary (+1/2), Ranged (+1/2) (27 Active Points); OIF (Alabaster; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Piedragemas
3
Alabaster Advanced Clarity: Mental Defense (25 points total), Usable By Other (+1/4), Ranged (+1/2), No LOS Necessary (+1/2) (30 Active Points); OIF (Alabaster; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Piedragemas
3
Alabaster Signature Personal Clairty: Force Field (10 Mental Defense/10 Power Defense), Costs END Only To Activate (+1/4), Hardened (+1/4), Invisible to Hearing, and Sight Groups (Visible to Magic; +3/4) (45 Active Points); OIF (Alabaster; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
4
Amber Advanced Inertia Field: Change Environment 4" radius, -6" of Running (30 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2)
Notes: Piedragemas
3
Amber Advanced Trap: Entangle 2d6, 4 DEF (30 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2)
Notes: Piedragemas
3
Amber Signature Stasis: Entangle 2d6, 3 DEF, Area Of Effect Nonselective (3" Radius; +3/4) (44 Active Points); Extra Time (Full Phase, -1/2), OIF (Chunk of Amber; -1/2)
Notes: Piedragemas
4
Amethyst Advanced Distance Warp: Teleportation 6", x2 Increased Mass, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1km (+1/4) (30 Active Points); OIF (Amethyst; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
Notes: Piedragemas
3
Amethyst Advanced Local Warp: Teleportation 15" (30 Active Points); OIF (Amethyst; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
3
Amethyst Signature Warp Gate: Teleportation 6", Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1km (+1/4), Continuous (+1) (45 Active Points); OIF (Amethyst; -1/2), Gate (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
Notes: Piedragemas
4
Bloodstone Advanced Happenstance: Luck 6d6 (30 Active Points); OIF (Bloodstone; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Piedregamas
3
Bloodstone Advanced Lucky Evasion: Force Field (4 PD/4 ED), Costs END Only To Activate (+1/4), Hardened (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2), No LOS Necessary (+1/2), Invisible to Hearing, and Sight Groups (Visible To Magic; +3/4) (30 Active Points); OIF (Bloodstone; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
3
Bloodstone Lucky Shot: Find Weakness 14- with All Attacks (45 Active Points); OIF (Bloodstone; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Piedregamas
4
Diamond Advanced Cutting: Tunneling 1" through 9 DEF material (29 Active Points); OIF (Diamond; -1/2), Extra Time (Full Phase, -1/2)
Notes: Piedragemas
3
Diamond Advanced Shards: Killing Attack - Ranged 1d6+1 (vs. PD), Explosion (Cone; -1 DC/2"; +1/2) (30 Active Points); OIF (Diamond; -1/2), No Range (-1/2)
Notes: Piedragemas
3
Diamond Signature Shard Storm: Killing Attack - Ranged 2d6-1 (vs. PD), Personal Immunity (+1/4), Explosion (+1/2) (44 Active Points); OIF (Diamond; -1/2), No Range (-1/2)
Notes: Piedragemas
4
Howlite Advanced Malaise: Suppress STR 4d6, Cumulative (+1/2) (30 Active Points); OIF (Howlite; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedregamas
3
Howlite Advanced Tap: Drain END 2d6, Ranged (+1/2) (30 Active Points); OIF (Howlite; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedregamas
3
Howlite Signature Siphon: Transfer 2d6 (standard effect: 6 points) (BODY to BODY), Ranged (+1/2) (45 Active Points); OIF (Howlite; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedregamas
4
Jasper Advanced Healing: Healing BODY 3d6 (30 Active Points); OIF (Jasper; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
3
Moonstone Advanced Alteration: Major Transform 2d6 (Anything into Anything, GM's Discretion) (30 Active Points); OIF (Moonstone; -1/2), Extra Time (Full Phase, -1/2)
Notes: Piedragemas
3
Moonstone Advanced Glamour: Shape Shift (Sight Group, any shape) (30 Active Points); OIF (Moonstone; -1/2), Concentration (0 DCV; -1/2)
Notes: Piedragemas
3
Moonstone Signature Glamour: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Makeover (44 Active Points); OIF (Moonstone; -1/2), Concentration (0 DCV; -1/2)
Notes: Piedragemas
4
Onyx Advanced Gloom: Sight Group Flash 6d6 (30 Active Points); OIF (Onyx; -1/2), Extra Time (Full Phase, -1/2)
Notes: Piedragemas
3
Onyx Advanced Occlusion Field: Change Environment 4" radius, -4 to Sight Group PER Rolls, Personal Immunity (+1/4) (30 Active Points); Extra Time (Full Phase, -1/2), OIF (Onyx; -1/2)
Notes: Piedragemas
3
Onyx Signature Gloom: Darkness to Sight, Hearing, Smell/Taste and Touch Groups and Spatial Awareness 1" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4) (45 Active Points); OIF (Onyx; -1/2), No Range (-1/2)
Notes: Piedragemas
4
Opal Advanced Mind Probe: Telepathy 2d6 (Human class of minds), Cumulative (48 points; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (30 Active Points); OIF (Opal; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
3
Opal Advanced Mind Thrust: Ego Attack 3d6 (Human class of minds) (30 Active Points); OIF (Opal; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
Notes: Piedragemas
3
Opal Signature Mind Control: Mind Control 3d6, Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (144 points; +1 1/4) (45 Active Points); OIF (Opal; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
Notes: Piedragemas
4
Ruby Advanced Bolts: EB 6d6 (vs. ED) (30 Active Points); OIF (Ruby; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
Notes: Piedragemas
3
Ruby Advanced Force Manipulation: Telekinesis (13 STR), Fine Manipulation (30 Active Points); OIF (Ruby; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
3
Ruby Signature Force Manipulation: Telekinesis (30 STR) (45 Active Points); OIF (Ruby; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
4
Sapphire Advanced Force Hedge: Entangle 2d6, 3 DEF (Larger Wall (+2")) (29 Active Points); Only To Form Barriers (-1), OIF (Sapphire; -1/2)
Notes: Piedragemas
3
Sapphire Advanced Force Shield: Force Field (10 PD/10 ED), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); OIF (Sapphire; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedragemas
1
Sapphire Signature Force Barrier: Force Wall (9 ED; 2" long and 1" tall), Hardened (+1/4), Transparent to [no types selected] (43 Active Points); OIF (Sapphire; -1/2), Extra Time (Full Phase, -1/2)
Notes: Piedragemas
4
Spinel Advanced Handray: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (vs. ED) (30 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedregamas
3
Spinel Advanced Ray: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedregamas
3
Spinel Signature Ray Aura: Killing Attack - Ranged 1d6 (vs. ED), Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1) (45 Active Points); OIF (Spinel; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Piedregamas
4

Gorzen Thal 
 
TRADE LORE
Cost  Name
12 +4 with Magic
3 Breakfall 12-
3 Climbing 12-
Human
20
1) Human Adaptability: +2 Overall
5
2) Human Work Ethic: PS: Merchant (INT-based) 14-
3 Linguist
1
1) Language: ELD SPEECH (imitate dialects; literate) (6 Active Points)
1
2) Language: HAELFIRI (completely fluent; literate) (4 Active Points)
1
3) Language: IESHALI (basic conversation; literate) (2 Active Points)
1
4) Language: TRAVENSPENOVA (basic conversation; literate) (2 Active Points)
1
5) Language: ULLUSHURA (basic conversation; literate) (2 Active Points)
1
6) Language: ZADESHI (fluent conversation; literate) (3 Active Points)
2
7) Language: ZHAIIRIAN (fluent conversation; literate) (3 Active Points)
4 Navigation (Marine) 13-
3 Persuasion 13-
135 Piedragemas (Agate, Alabaster, Amber, Amethyst, Bloodstone, Diamond, Howlite, Moonstone, Onyx, Opal, Ruby, Sapphire, Spinel, Jasper Advanced Healing)
11 Power: Gemstone Lore (EGO-based) 17-
1 Riding 8-
1 Stealth 8-
3 Streetwise 13-
5 Survival (Temperate/Subtropical, Tropical, Desert, Marine Surface, Urban) 8-
6 TF: Riding Animals, Carts & Carriages, Everyman Adjustment, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats
5 Trading 14-
3 Traveler
2
1) Human Diversity: CK: Aruthol (INT-based) (3 Active Points) 12-
2
2) Human Diversity: CuK: Arutholese (INT-based) (3 Active Points) 12-
2
3) CK: Bor'dush (INT-based) (3 Active Points) 12-
2
4) CK: Gorosh (INT-based) (3 Active Points) 12-
2
5) CK: Llishim (INT-based) (3 Active Points) 12-
2
6) CK: Ullu (INT-based) (3 Active Points) 12-
2
7) CK: Upinth (INT-based) (3 Active Points) 12-
2
8) CK: Villima (INT-based) (3 Active Points) 12-
2
9) CK: Worfinal (INT-based) (3 Active Points) 12-
2
10) CK: Zed (INT-based) (3 Active Points) 12-
2
11) CK: Zishka (INT-based) (3 Active Points) 12-
2
12) CuK: Ullu (INT-based) (3 Active Points) 12-
2
13) CuK: Zedeshi (INT-based) (3 Active Points) 12-
2
14) CuK: Zhaiirian (INT-based) (3 Active Points) 12-
6 WF: Common Melee Weapons, Common Missile Weapons, Ballista, Nets
265 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
21 Friends In Every Port: Contact (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 13-
50 Ship's Crew and Estate Servants: Followers
35 Arutholese Estate, Worfinal Estate, Several Warehouses In Various Ports (total size = one site) & The Jewel of the Sea Ship (Use frigate, replace Cannon w/ Ballista)
8 Fringe Benefit: International Captain's Status, Member of the Lower Nobility, Merchants Letter of Mark from Aruthol
10 Money: Wealthy
6 Reputation: Powerful Merchant, Adventurer, and Magic User (A medium-sized group) 14-, +3/+3d6
130 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
3 Bump Of Direction
12 Combat Luck (6 PD/6 ED)
3 Lightsleep
4 Maritime Warrior (HTH Combat)
4 Maritime Warrior (Ranged Combat)
26 Total Talents Cost
CHALLENGES
Cost  Disadvantage
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 DF: Piedregamasi (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
5 Distinctive Features: Aging but spry (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Normal Characteristic Maxima
10 Psychological Limitation: Adventure Junky (Uncommon, Strong)
15 Psychological Limitation: Just A Tad Cynical (Common, Strong)
10 Rivalry: Professional (Other Maritime Merchants; Rival is a Group; Seek to Outdo Rival; Rival Aware of Rivalry)
75 Total Disadvantages Cost

Gorzen Thal 
 
BEARING AND DEEDS
Height: 5' 11" Hair: White
Weight: 185 lbs Eyes: Blue
Appearance: Gorzen is aging but still a handsome and virile man. The main signs of his advancing years are his stark white hair and beard and some sea-weathered wrinkles, but otherwise he is fit, healthy, atheletic, and spry. He dresses in garments of good quality but poor comportment, with his sea jacket typically open and his chest bared to the winds. Sea captains have to wear a hat, so he affects a straight brim number with a low crown and the right side of the brim permanently pinned up.
Personality: Gorzen could have retired thirty years ago and more to live a life of utter luxury until his dying day if he were of a mind to. But for him, its the adventure of it all. He observes the typical merchant vices of haggling and penny pinching to an extent, mostly for forms sake and so that people don't start thinking he's gone soft, but the truth is he's much more interested about where they next wave will take him than how much money he'll make when he gets there.

He does like to carouse and live the high life from time to time however, and when the mood strikes him and the timing is good he'll dock his ship and spend several weeks to a few months living it up on shore at one of his estates. But its always merely an interlude until the old itch for adventure strikes again.

By turns he's upbeat, cheerful, charming, lewd, scandalous, boisterous, outrageous, cunning, stubborn, rebelious, and subtle.
Quote:"It's an ill wind what doesn't speed a man to somewhere exciting, and no doubts."
Background: Gorzen Thal is a legend in his own life time, one of the preeminant captains to prowl the high seas of trade and to unfurl his sails to the winds of high adventure. From humble beginnings as a orphaned sailors son on the docks of Aruthol who proved to have a knack for Piedragemasi eight decades ago, Gorzen is currently a very wealthy man with a palatial estate in both his native Aruthol and the center of the trading world at Worfinal, warehouses in several ports along the way, noble honors awarded him by a grateful Arutholese government, and of course ownership of the apple of his eye -- the light frigate known as the Jewel of the Sea.

Reputed to be the fastest ship of her class in the sea lanes (though part of this reputation is due to Gorzen's ability to open warp gates large enough to sail her through and thus make journeys in record time), Jewel of the Sea is certainly one of the most expensive and lavish ships currently in service.

As a merchant Gorzen does not bother with mundane trade goods; he deals only in articles of special value, ranging from tea and spices to artifacts and magic items and anything in between. He got his start selling Charge Stones, and it is still his principal stock in trade, though he stopped having to make the stones himselves years ago. He purchases the bulk of them from less accomplished Piedragemasi in Aruthol and the colonies, and takes them west towards Worfinal. On the return trip he brings rarities, delicacies, and exotic items of high mass to value ratio. He prefers to summer in Aruthol and winter in Worfinal, and arranges his schedule accordingly.

However, his almost uncanny knack for finding adventure often interferes and he has traveled to the most unlikely of places both on and off the coasts in pursuit of some daring quest or another. Often such larks come to naught of consequence, but often enough they pan out and his fortunes have been the better for it.

He keeps no wives per se, but he has had several long term relationships with women in various ports over the years. Due to his slowed aging and life of uncertain futures he prefers not to become too closely attached. He has numerous offspring from various relationships over the long years, and in many cases his great grandchildren are of adult age and in fact many of his crew are descendants of one generation or another, making them a closer knit crew than most ships can boast. Some of them are also Piedragemasi of varying level of skill.

Only time will tell where his future adventures will take him.
Campaign Use: To put it all in perspective Gorzen is a notable Character by the standards of the San'Dora setting, and though there are more powerful and dangerous people (and things) in the setting, there are likely less than around five hundred of them worldwide. He is very well known in the trade lanes between Worfinal and Aruthol and the primary and secondary ports along the ways, and he knows his way around most of them as well. He would make an interesting NPC story element for a GM, but care should be taken to not have him become a "Gandalf" style all-knowing elder advisor or anything of the sort. Rather, despite his age Gorzen still has the mindset and enthusiam of a charming rogue with a third of his years.
Character created with Hero Designer (version 2006091002)