Qasar is the youngest brother of Gehn, chief of a nomadic tribe from the desertic plains of the AlJarrah, east of Rumsfeld and the mountains. This tribe is composed of rough warriors, about 10 families, used to cold winter temperatures, and dry heat conditions in the summer. A summer evening, a hord of orcs (or vile creatures of the same stench) descended from the nearby hill, where the tribe had decided to camp. They attacked cunningly, with surprise.
The surprise and the sheer number of ferocious orc fighters decimated the tribe. The creatures took off as fast as they arrived, taking with them priced possessions, and the lives of many tribesmen, including Ghen, Qasar's brother.
Ghen's death left the tribe without a leader. According to customs, Qasar would be heir to the title, even though he has not yet come of age. Although it would have been possible, nobody dared to provoke him in duel. During that fight, the orcs stole from Ghen the most precious possesion of the tribe: the rallying horn, the very one that gives courage to the men, instills passion, the very one that his father gave him, and by his grand-father before him.
For as long as one can remember, this horn would have been created by a priest of Kord, many, many dozens of years ago, and given to the tribe as a gift for fighting alongside the Kord's clerics and armies against the Enemy. They call it Kord's Blow.
Since then, no fight has even been engaged without the tribes chieftain blowing and instilling courage to his troops to vainquinsh the aggressor using the horn. The horn was never used during that cowardly attack, that night. Gehn was killed during his sleep. He did not even utter a word.
To become worthy of the leadership of the tribe, Qasar took on himself to give back the tribe its dignity by taking back, scouring every inch of the world to get the horn back, and avenge his brother and his tribe. He left his fellow tribesmen behind, promising to come back with the horn, or not at all.
During his journey, he met with a skilled wanderer from the south named Wadi. Wadi helped Qasar with a few gobelins that ambushed him and made the few who didn't die, flee. During this fight, Qasar killed 4 gobelins, 1 less than Wadi. Qasar paid a beer to the man to thank him. They decided it was mutually beneficial to travel together. After all, 2 ferocious fighters are better than 1. After days of travelling and fighter, they developped a friendly competition. Whenever they fought enemies, they would each count the number they killed, and the loser would pay the difference in beer to the other.
Qasar told Wadi about his quest about finding the orcs who took the sacred horn. Wadi eventually found their track and found their camp.
They attacked with the ferocity, but were sooner than later outnumbered by the creatures. They gave up, juding it was wiser to surrender... ...for now.
They were both prisoners. Wadi owing Qasar 3 beers.
As it turned out, the orcs were associated with slavers from the vile city of Jezabel. That’s where Wadi, Qasar, and other detainees were taken, as slaves. As soon as they arrived, they were conducted to the Jezabel arena, where along with other slaves, they would fight in gladiatoral games, fighting for their lives. Their first (and only) fight in the arena was with an ettin, favorite of the crowd, that went by the name of Grogul. As if it wasn’t enough, traps and magical spells hindered the slaves in their fight for survival. Fortunately, Wadi, Qasar, and about half the slaves that were also taken to the arena survived. Later that day, Grogul (beaten but not dead) escaped from the dungeon, and by doing so, created a window of opportunity for the slaves to escape their prison.
They took a passage that looked like sewers, only, it was not. Few in the city really know about them, but the Veins (as those who know about them call these tunnels) are filled with evil. The walls are spongeous, and glow of red when magic is activated nearby, also, they change over time. This means that one minute, a tunnel exists, the next, it’s shut. Needless to say, our heroes were doomed. They wandered for a while, when they were savagedly attacked by undead ghouls and squeleton, led by the mysterious ghoul Spike. Qasar courageously, but temerarely also, charged the ghoul, but she got the best of Qasar. Inexperience and temerity killed the valorous warrior.
Should this be a normal city, this would have been the end of the story. But Jezabel is not normal. Qasar raised as a ghoul himself, and turned against his former companions later. The heroes fought against ghouls in a market place, and tamed Qasar. The heroes took Qasar with them, fleeing after the guards chased them during the fight (the guards thought the heroes were fighting the population, they never saw the ghouls apparently).
What happened next is hazy for Qasar. As he remembers it, he woke up, with a cleric chanting next to him. He felt alive, but... ...different. A cleric from Kate Andremar’s Wee-Jass church raised the barbarian. Qasar is forever grateful to Kate, his companions, but most of all, to Wee-Jass. He pledged his faith and loyalty to Wee-Jass, and changed his raison d’être. From now on, he would seek undead folks, putting them to rest. Forever.
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