
The legendary human fighting-man turned magic-user Morgensternum the Gray is the most renowned adventurer in all of Iorth. He is the founder of the Knights Magi, master of Oddness Keep, broker of peace who enabled the establishment of the Wyrmleague, and creator of several magical spells and items of immense renown.
Born on Midsummer in the year 1000 C.A. at his family’s farm outside of Alton, young Morgensternum learned of his remarkable legacy, which in turn fed his desire to become a renowned adventurer.
His family were descendants of the original noble family in charge of the now-infamous fortress and dungeon now known as Castle Greyhound. The family lost its fortunes and many of its number during the last great battle of the Coronal Wars: the Battle of Greyhound Pass. The events of this battle saw the deaths of all legitimate claimants to the throne and Triple Crown of the Great Empire, and in turn led to the collapse of the Great Empire itself.

On his 18th year, young Morgensternum decided to take up a life of adventuring. He initially set off alone, exploring a nearby ruin from the days of the Great Empire. In the process of clearing the ruin of a pack of bandits, he discovered a long-lost catacomb that housed a demon-worshipping cult. Realizing that he could not deal with the threat alone, the young adventurer went to Alton to seek help in his endeavor. There, he met the dwarf warrior Digby of Rigby and the elf adventurer Frida. The trio went back to the ruin and drove out the cultists, freeing a number of captives fated to be sacrificed by the cult.
Realizing the potential threats he would face may not be susceptible to weapons alone, Morgensternum decided to focus on arcane studies. His aptitude for magic was greater than his natural combat prowess, and soon this warrior-turned-wizard gained a reputation for his legendary exploits. The vast wealth and honors that he earned as an adventurer enabled him to establish a new stronghold west of the pirate haven of Covestead, on the Oddness Peninsula. His mastery of magics also enabled him to stave off the effects of aging, and extended his lifespan to that far beyond what any normal human could hope to have.
With his newfound stronghold of Oddness Keep, immense renown and fame throughout all of Iorth, and the desire to make important changes for the better, Morgensternum spent fifteen years working to establish an organization that would seek to defend Iorth from unimaginable threats, whether on Iorth itself or originating in realms or realities far beyond. Thus, on Newyear of 1111 C.A., Morgensternum established the Knights Magi, a secretive order devoted to protecting Iorth and maintaining stability without halting progress.
Despite being well over 300 years old, Morgensternum appears as a stout human male in his mid-fifties, with tanned skin, grey eyes, salt-and-pepper hair and beard, and grey robes. He is rarely seen without his feather-trimmed grey bonnet or his morningstar-like rod, Battlestar, much less smoking a hand-rolled cigar of various herbs and aromatics or accompanied by his silvery pseudodragon familiar Erno. He is gregarious and gracious, though in many instances he can be led off task through socialization or reminiscing with old acquaintances or enrapt admirers. Though his experience has led him to not be overly concerned with many threats, mere mentions of the archlich Marban, the archdevil Ozmodios, or the great old one Yus tend to get his attention.
Morgensternum has met and interacts with the leaders of most of the nations on Iorth; though courteous, he has no illusions about how some of these figures may try to manipulate or exploit him. He has strong friendships with the King of Wyland, the Jarl of Dwyrheim, the King of Eldor, the Grand Princess of Aldamar, the Margrave of Hobmark, the Earl of Rigby, the Earl of Torstead, the King of Grok, the Pasha of Sarhaȸandar, the High Chief of Saurland, and all the Lairds of the Wyrmleague.
In Play (D&D 5e, 2024 revision)
Morgensternum the Gray is a powerful character who works best without a stat block—his effectiveness or performance during a game should be a narrative element rather than as an integrated statistical element in the game. However, it is understandable that some may wish for specific information to be provided for the wizard. As such, here are some guidelines for creating the character.
- He is a true Neutral human fighter/wizard. He can cast 9th-level spells, and he has every wizard spell in his spellbook. His familiar Erno is a pseudodragon. He has above-average stats, with an above-maximum Intelligence score.
- (FYI: he would easily meet the requirements for dual-classing in the old AD&D editions, even before his Intelligence score went over normal maximum. In those old editions, Morgensternum would at least be a name-level fighter and a high-level wizard with 9th level spells; he would qualify as a maximum-level epic character in 3rd-4th ed. D&D.)
- He wields (and is attuned to) the Battlestar, a magic morningstar that functions as a staff of power.
- He wears (and is attuned to) a set of grey robes of the archmagi.
- His large belt pouch serves as a bag of holding. He has multiple copies of his spellbook, though he often has a copy in an enduring spellbook at the ready.
- He has the following epic boons: boon of immortality; boon of perfect health; boon of skill proficiency; boon of truesight.
