Mordicar Justhand

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Mordicar Justhand is a clerical figure and regional prelate in the Northern Reaches fantasy campaign setting created by Greg Gillespie. He presides over the province of Middenmark, a grim frontier realm. Mordicar represents the organized church’s influence amid the setting’s mix of pagan survivalism and decaying feudal order.

He is an ecclesiastical administrator charged with maintaining the faith’s authority across scattered rural parishes and turbulent borderlands. His presence connects players to the institutional religion that often sponsors adventurers, interprets miracles, and polices heresy in the region’s perilous hinterlands.

"Brethren of St. Ygg, we stand together under the divine guidance of our faith, as we uphold the sacred Red Laws that govern our beloved Eastdale. These laws, a testament to our commitment to righteousness and order, are not merely rules but reflections of our devotion to the higher purpose set forth by St. Ygg. They are the cornerstones of our community, ensuring peace, morality, and justice in a world beset by chaos and sin."

Mordicar begins all meetings with the Yggian Pledge and ends all meetings with the Yggian Benediction.

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Mordicar is a stern but pragmatic churchman whose “just hand” embodies both divine mercy and uncompromising judgment. His office balances piety with politics, negotiating between frontier barons, local cults, and wandering clerics.

He is -- variously -- a patron, antagonist, and moral compass within Middenmark adventures. He can commission holy quests, demand tithes, or arbitrate disputes between rival orders. His authority offers a structured counterpart to the lawless wilderness, grounding campaigns in the setting’s religious and civic hierarchy.

Mordicar Justhand
Human Cleric 11
Lawful

Armor Class: 0 [19]
Hit Dice: 11 (49 hp)
Attacks: Warhammer +2 or spell
THAC0: 11 [+8]
Move: 60’ (20’)
Saving Throws: D8 W9 P10 B12 S11
Morale: 10
Alignment: Lawful
XP Value: 2,300

STR 12
INT 14
WIS 18
DEX 10
CON 13
CHA 17

Voice of Authority

Those of lawful alignment who hear Mordicar speak for at least one round must save vs. Spells or suffer a -1 penalty to morale checks against fear effects while opposing his commands or forces.


Red Law Magistrate

Mordicar gains a +2 bonus on reaction rolls involving:

Chaotic cultists and brigands react at -2.


Turn Undead

Functions as an 11th-level cleric.

Mordicar is particularly feared by:

Spellcasting

Mordicar can prepare spells as an 11th-level cleric.

Typical prepared spells:

1st Level

Cure Light WoundsDetect EvilProtection from EvilLightBless

2nd Level

Hold PersonSilence 15’ RadiusFind TrapsResist FireSpiritual Hammer

3rd Level

Dispel MagicPrayerRemove CurseContinual Light

4th Level

Cure Serious Wounds
Neutralize Poison
Protection from Evil 10’ Radius
Speak with Plants

5th Level

Quest
Dispel Evil
Flame Strike
Raise Dead

Retinue

Mordicar is rarely encountered alone.

Typical escort:

- 2d6 Red Bannermen (Paladins/Fighters level 2–5)
- 1–3 junior clerics
- temple guards
- torchbearers and attendants

Within Eastdale or the Red Temple he may command:

Personality

Mordicar speaks carefully and formally.

He values:
- order
- repentance
- discipline
- sacrifice
- civilization over wilderness
  
He despises:
- chaos cults
- demon worship
- necromancy
- corruption within the clergy

He is stern but not needlessly cruel. He believes hardship and law are necessary to preserve humanity against the darkness pressing in from the wild frontier. He seeks to get to the root of the black market that has sprung up in response to the Red Laws.

Adventure Hooks

- Sponsors expeditions into forbidden ruins
- Seeks relics of St. Ygg
- Hunts hidden chaos cults
- Investigates heresy in Kirkilston
- Requests escort to sacred frontier shrines
- Opposes pagan factions and witch covens
- Secretly fears corruption within the Red Temple

Mordicar works best as:

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