Monday, June 19, 2017

Stromvar, beloved of the Storm God (not AL)





Professor Veldet

Human Wizard (Diviner) Lvl 1


History

Veldet grew up dirt poor in a small village in the Dalelands. He was from a large family, one of eight siblings, and he was the "runt" of the litter in a sense, smaller and weaker than his brothers and sisters. He was however the smartest. When his chores were finished (and more than once when they weren't), he would sneak off into the village to spend time with the village priest, a cleric of Mystra, to read and learn whatever he could about any subject.

The cleric, a kindly old man named Zyllith, saw much potential in Veldet. Knowing he was contributing little to his family's fortunes, Zyllith pleaded with Veldet's father to let him study at Alandar's school of magic outside Darkhold. The arguments fell on deaf ears until Veldet's uncle arrived, himself an adventuring wizard of some repute. Seeing Veldet's potential, the Zyllith and the uncle prevailed upon Veldet's father yet again and this time, he relented.

It was not a mistake. Veldet soon proved himself a master of divination magic. His hunger for knowledge fueled his powers and brought him to the attention of Alandar himself. The elder diviner took Veldet under his wing as his own personal apprentice. In addition, Alandar has appointed Veldet to begin teaching basic divination to other students, an honor unheard of in one so young. Now some 20 years have passed. During breaks in the school schedule, Alandar has encouraged Veldet to take up adventuring as well, knowing full well that knowledge is found many places besides the classroom.

Description

Veldet is a tall dark-skinned man with broad shoulders, a testimony to his peasant upbringing when he worked his family farm (He didn't stay the "runt" for long.) He often appears lost in thought, but his keen mind makes his quite aware of his surroundings and circumstances at all times, even when he appears otherwise distracted. This is often unnerving to his students and adventuring companions alike.

Character Sheet here

Paellar Khalid Mostana

Human Warlock (Fiendish) Lvl 7


History


Character Sheet here

Nicholai, the Inquisitor

Human Ranger (Monster Hunter) Lvl 1


History

Nicholai's father was a powerful necromancer, who wove foul enchantments upon his mother when she was pregnant with him. This caused him to be born marked by dark powers, his life meant to be a tool for evil.

But it was not to be. When he was not even a teenager, Nicholai fled from his father's house to the priests of Kelemvor, hoping they might save him from his destiny. The priests took him in and raised him, eventually placing him under the tutelage of Aylward, the Inquisitor, one of the church's preeminent witch hunters.

But Nicholai's father soon began to seek out his "tool," and began to dog his steps. Nicholai's wife was killed by his father and Nicholai came to realize his mother was a slave to his father's dark will. When Aylward died in the so-called Death House, Nicholai now knew he could no longer avoid the reckoning that was coming. He must confront his father and destroy him.

And so he goes forth...

Description

Nicholai's appearance is striking. He is pale skinned, like a vampire, likely the result of whatever necromantic magic he was cursed with before birth. His appearance is often unnerving, and is not helped by Nicholai's grim and serious manner.

Character Sheet here

Maui'To

Fallen Aasimar Druid (Circle of the Moon)
Far Traveller


(Based loosely on Maui from Moana)

History

Among the islands of the great expanse of ocean between Kara-Tur and Maztica live a sea-going people with legends and history strange and unknown to the people of Faerun.  Among their legends is the story of Maui'to, a shapeshifting demigod of the sea, who granted untold bounty to the sea-peoples. Sadly, Maui'to's legend ends in tragedy. He attempted to steal a great artifact from the goddess Ishtishia. He was caught and placed under a terrible curse. Until the world ends or Maui'to pays penance for his sins (whichever comes first), he must wander the world as a mortal, doing deeds of glory to earn favor with the goddess of water. With each death, he is reborn into a mortal child who eventually learns his true identity and starts the cycle anew.

This Maui'To is the latest incarnation of the ancient demigod. After many lifetimes, he's learned that his homelands are unable to provide him sufficient opportunity to pay his penance, so he's struck out toward Faerun in hopes he will have greater chances there.

Description

Maui'to is a large gregarious man with tanned skin and black hair. He is jovial, but arrogant and self-centered. He is bitter over his long punishment, feeling his deeds should have long since earned him recompense for his sins. He soldiers on in this newest lifetime, hoping his deeds will finally earn him his place among the gods once more.

After each deed of renown and glory, Maui'to's skin reveals a tattoo that depicts the deed. After many lifetimes, his skin is covered with these tattoos, which shift and make way when new deeds are added. In his childhoods, these tattoos remain invisible until the day comes when he realizes the truth of his identity and then they manifest anew.

Character Sheet here

Korathnord the Sea Reaver


(Based loosely on Robert E. Howard's Conan the Barbarian in his Amra the Lion guise.)

History

Korath, grandfather of Korathnord, was born in a small village in Damara. He lived the simple life of a hunter for his primitive village. When he came of age, he married and his wife bore him a son.

One day, when Korath was out hunting, barbarians from the north descended upon the village, slaughtering the adults and taking the children as slaves. Korath returned to find his home in flames, his wife dying, and his son, Tyoth, missing.

Korath tracked the barbarians to the capital city, where he arrived too late to rescue his son from being sold to a new master, a wealthy noble in town. Korath raided the noble's home, but was arrested by the city guard and put in prison.

He aided a jail break by members of the local thieves guild. He was welcomed into their midst and for the next year learned the skills of thievery. When he felt he was ready to try again and rescue his son, he discovered that his son was gone, his master had taken him north on an expedition.

Korath followed the noble into the wilderness and began a grand adventure and performed many deeds of strength and heroics. Eventually, he slew the slaver and rescued his son.

Tyoth, long in the service of supposedly "civilized" peoples, had grown comfortable with city life. Now free, he returned to Damara and to its now-former capital of Helgabal. There, he too raised a family. Korath returned to the north and lived out his days in peace.

But Tyoth had come to worship his father for his great courage and when his own son was born, he named him "Korathnord," meaning "Korath of the North," in honor of his father. Korathnord was raised on the stories of Korath and when he came of age, he set out to tell his own tale of high adventure.

Years as a pirate on both the Moonsea and the Sea of Fallen Stars have made Korathnord a mighty adventurer, who, like his grandfather, has gained great skill in thievery as well as battle.

Description

Korathnord is a wall of muscle; his skin well tanned and leathery from years under the open sky. Despite his bulk, he is lightning fast on his feet and many underestimate his prowess. Knowing his skills, he rarely wears armor or much clothing at all; Breeches, boots, a blade, and a shield are all he needs to best most foes.

Khera the Inventor (Not AL Legal)





Kishward

Human Fighter (Purple Dragon Knight)/Rogue


(Based loosely on the character of the same name from Heroic Legend of Arslan)

History
Kishward was born the youngest son of a wealthy Calishite merchant. With little chance of inheriting his father's fortune, young Kishward focused his life on things martial, training with the Calishite military and learning the ways of the Dervish.

When he was of age, Kishward sold his skills and talents as a mercenary, travelling as far as Cormyr. There he settled for a time. His skills impressed the general who commanded him and he pressed Kishward to formally enlist in the army, promising him an officer's rank and command of his own battalion. Kishward accepted and began his new post as the commander of one of Cormyr's northernmost outposts.

When an orcish horde came down out of the mountains and attacked the outpost, Kishward valiantly led the defense, holding off the orcs at great cost to himself and his battalion. By the time reinforcements arrived to relieve the beleaguered outpost, only a handful of survivors were found. Kishward himself was among them, but he was severely wounded.

Kishward and his soldiers were honored for their valor and made knights of the realm. Kishward was discharged from the army due to his injuries and received a hearty pension in gratitude for his service. But the life of a listless nobleman was not for him, no matter how grand the wealth. He set out again, making his way westward to Darkhold. There he signed on with Anaelar's merchant house as a caravan guard. He intended such meager work to be temporary, but he caught the eye of Allercia, Anaelar's middle daughter. The two courted and eventually wed, giving birth to a daughter they named Ellote.

Kishward has continued to serve Anaelar ever since, moving up in the ranks of the merchant house. Now middle-aged, he still occasionally sets out on his own to adventure, often taking on missions for either his father-in-law or the Zhentarim of Darkhold.

Description
Kishward is a dark-skinned dark-haired man in his late 40s. Despite his age, he is in excellent physical condition. He prefers lighter armor that allows him a great deal of movement to fight as a dervish, a style he's perfected over the years. Kishward also has some minor magical talent, talent that primarily manifests in the form of his owl companion, Azrael.

Character Sheet here

Kishward in the original 1980s Arslan anime.

Kishward in the new Arslan anime.


Katesh of Mulhorand

Yuan-ti Pureblood Rogue (Assassin)
Criminal


Background

Katesh was born in a brothel to a whore mother who almost immediately discarded the infant when she discovered its yuan-ti nature. Thankfully for Katesh, his father lingered nearby, a spy for the Church of Set in Mulhorand who kept close watch on his pregnant lover. Seeing that Set had blessed him with a yuan-ti child, Katesh's father whisked him off to a life of luxury as befits those who are god-touched in the Land of Kings.

Katesh grew up under the auspices of the Priests of Set, who taught him the rudiments of spycraft and assassination like his father. But rather than serve the church, he struck out on his own and joined a local thieves guild, hoping to make his own fortune. That did not sit well with the priests, all the more so since Set's return was imminent. Seth-Amoth, the high priest of Set, took an interest in Katesh personally and, after murdering Katesh's best friend in the guild, forced the yuan-ti into exile. He fled to Faerun and settled among the yuan-ti of Njara, becoming a freelance adventurer.

Description

Outside of a forked tongue and a slightly greenish tint to his skin, Katesh looks like a normal human male in his mid-20s, with dark hair and eyes. He is quite handsome, which makes him standout in a crowd, but he otherwise goes out of his way to be as nondescript as possible. He does have one affectation however, liking to done a snake-like mask when on a job. This both hides his true identity and makes for a terrifying figure to his prey.



Jirya

Tabaxi Rogue (Thief) Lvl 1


History

Jirya's story is a tale of sorrows. She was born to elders in her tabaxi tribe in Maztica, tribal leaders who did their best to fend off a nearby orc tribe who continually harassed and raided them. Jirya was truly born on the battlefield, her mother going into labor in the midst of one battle with the orcs.

Tragedy continued to dog the young tabaxi. Although much of her early childhood was comfortable, tragedy soon struck when the orcs grew into a horde and ravaged her village.. She lost all her possessions, her home, in that horrible night of fire and blood. Her family narrowly escaped and they became nomads and refugees.

An Amnish trader offered to take the group across the sea to Faerun. Jirya's group took them up on the offer and they sailed to Amn, where the group settled in a small village outside of Crimmor on the shores of Lake Neng. There, they lived in peace and tried to rebuild their lives.

But for Jirya, it was not enough. Scarred and traumatized by her experiences, Jirya decided to strike out on her own. Better to make her own fate in this cruel world than to simply wait around for another calamity.  She became a thief, priding herself on her cleverness, robbing the rich and giving back to her village to help them get back on their feet. Her tales are told with great panache by the village storytellers and she's developed quite a name for herself. Amnish authorities, on the other hand, have little patience for this cat burglar and threaten her every move.

Description

Knowing that the tabaxi people are rare in these parts, Jirya often takes great pains to conceal herself from casual observers. She is often cloaked and hooded and keeps to the shadows in public places. In the rare moments she lowers her guard, she has a beautiful jaguar-like pelt and sharp green eyes. She, understandably, despises orcs.

Character Sheet here

Jaxik

Hobgoblin Fighter (Battlemaster) Lvl 3


History

Jaxik is a soldier born of soldiers. In fact, his family's mercenary band has worked alongside the Flaming Fists of Baldur's Gate for so long, they barely consider themselves hobgoblins anymore. His father, general of the band, lives in a mansion fit for any noble human. They are civilized, respected, feared.

Jaxik has never wanted for much of anything. He grew up pampered, but despite his family's wealth and prestige, it was still expected that he would take up arms and join the mercenary company when he was of age. To this end, he was sent to a war college to learn the deepest of martial secrets.

During a skirmish with Amn, Jaxik's mercenary band was defeated and several of their number taken prisoner, his mother among them. Now Jaxik strikes out on his own to raise her ransom. Perhaps this treasure map that he's come upon might help, if he can persuade any others to join him on that quest.

Description

Jaxik looks like a hobgoblin. To most observers, there's not any real difference between him and any of his other mercenaries. He fights like a soldier, which is to say he supports his fellow combatants, imposing his shield, sword, or even body to defend the line and bring victory.

Character Sheet here

Haaman Khalten

Human Rogue/Monk
Spy


History

Haaman Khalten (HAH-man KOWL-TAYN) was a spy working for Khelben "Blackstaff" Arunsen in the years before the Spellplague struck Faerun. His primary mission was to investigate and take whatever action seemed prudent in regards to the necromancer Haplo, who was proving an emerging threat from his fortress of Darkhold.

Skilled with a glib tongue and a razor sharp rapier, Haaman infiltrated Darkhold during the Bhaalspawn crisis. He befriended Avouz and Alandar and a number of other allies and confidants of Haplo, but proved unable to penetrate his deepest circles. Moric and others eluded his confidence. Frustrated by this, Haaman decided to infiltrate Haplo's private sanctum on his own to learn the truth.

In the chaos that followed the destruction of Alandar's wizardry school, Haaman slipped into the castle, hoping to confront Haplo and learn his schemes. He encountered instead Moric, who arrogantly revealed the whole scheme to him. Haplo intended to steal the divine essence of a Bhaalspawn and had used Moric to destroy the wizard school as a way to motivate Alandar into tracking one down. Moric then blasted Haaman with powerful magic, intending to kill him and very nearly did.

But the spy proved more resilient than Moric expected. He woke up days later in the care of Avouz's wife Allichia, who had found his broken but still breathing body floating in the moat outside Darkhold. But by now, it was too late. Avouz and others had already gone with Haplo to find the Bhaalspawn and complete the ritual. His mission had failed.

Haaman took some pleasure in spite, revealing to Alandar that it had been Moric that had slain his students. Once healed, Haaman departed Darkhold and was never seen or heard from again.

That was over 100 years ago. Now Haaman has returned and apparently has not aged a day.

He never returned to Khelben Blackstaff. Haaman wholeheartedly believed that Haplo's apotheosis led directly to Shar's attempt to unmake the Weave and nearly destroy the world (which led to the Spellplague and a whole host of disasters over the past century). Disasters he could have stopped had he not failed in his mission. Ashamed that his failure caused so much pain and calamity, he left the world entirely.

Haaman spent much of the last century in the Astral plane, where time does not flow normally. There, he studied under the githzerai, learning their monastic ways and finding in his meditations with them the means to forgive himself his failure. Now he has returned to the world, seeking to right the wrongs that he feels responsible for as means of atonement for his past mistakes.

Description
If Haaman has his say in it, he never looks the same way twice. His normal appearance is of a slightly built handsome man with dark hair and eyes. But catching him in this natural state is rare, as he is often masked, cloaked, or otherwise disguised.

His arsenal has not changed much. He still fights with his rapier and wears light leather armor in battle. His monastic training has given him skills in battle that are often hidden and he can be quite dangerous even unarmed or unarmored.

Character Sheet here

King Govlin the Mad

Forest Gnome Sorcerer (Wild)
Inheritor


History

During the Bhaalspawn crisis, a megalomaniacal gnome named Tiax aided the Bhaalspawn for a portion of his journey. A cleric of Cyric, the god of murder and deception, Tiax hoped to become king and rule over the people of the Sword Coast with an iron fist. No one really took him seriously and even with the aid of a being as strong as a Bhaalsawn, he was never even close to accomplishing his goals.

Tiax however had a brother who had a son who likewise had a son, named Govlin (GAHV-lin). This grand-nephew of Tiax showed great potential. He was gifted (Tiax presumed by Cyric) with powerful wild magic sorcery. Tiax, nearing the end of his life, poured all of his hopes, ambitions, and aspirations into the young Govlin with hopes he would one day become king and rule an empire.

Then tragedy struck. Tiax died and went to the gods. On the day of his funeral, a distraught Govlin wandered away from his funeral and stumbled right into the hands of a goblin raiding party. The goblins took him prisoner, tortured him, and intended to eat him. Driven mad by their torment, Govlin, in a moment of desperation, channeled his magical power into one monstrous wild surge that he hoped would destroy them all.

That's not quite what happened.

Instead, the wild surge convinced the goblin leader, Hoggle, that Govlin was not some gnome wandering in the wilderness, but a manifestation of Maglubiyet, the god of the goblins. Hoggle bowed down in worship before Govlin and demanded the other goblins do likewise. When some refused, Hoggle slew them in rage.

For Govlin, already addled by the torture, this proved too much. His damaged ego descended into madness and he came to believe that he was Maglubiyet. At least for a moment. Then he thought he was Tiax, destined for greatness, and then that too faded. Delusion after delusion crashed through his mind until he did not know anything. In panic, he fled the goblins and wandered again into the wilderness.

His chaotic mind eventually settled into a single delusion: He was King Govlin, master of goblins and lord of the lands of the Sword Coast. He was all that his grand-uncle had destined him to be. But his kingdom had been denied him, so he must venture forth as an adventurer to reclaim what is rightfully his.

Govlin joined up with the band of adventurers who would later become known as the "Heroes of Goldenfields" for their escapades during the Storm King Crisis (i.e. Storm King's Thunder campaign). Time and time again, Govlin would save the day with his powerful magic, earning him the respect and appreciation of his comrades. Many of them soon began to wonder if Govlin's delusion of being king was less insanity and more destiny. Could he be? Perhaps he could and he'd be a better ruler than most in the lands.

Description

Govlin is a handsome gnome in appearance. With his red hair, ruddy skin, and goatie, he resembles his great-uncle Tiax somewhat. His clothes are garish, but of high quality. He keeps himself well-groomed and it is not obvious to casual observers that he is completely bonkers.

However, despite his insanity, the core personality of Govlin remains intact. He is compassionate and self-sacrificing; truly desiring to be not just a king, but a good king. The well-being of his subjects (i.e. his adventuring companions) is tantamount to him. He treats most people with respect, but shows little mercy to his enemies, particularly after his experiences with the Storm King, giants.

.....

Character Sheet here

Ebrahim al'Moro

Human Fighter (Battlemaster) Lvl 1


Inspired by the painting The Moorish Chief at the Philadelphia Museum of Art

History

Ebrahim was born in far away Zakhara; his father was a wealthy sultan and doted upon his son. Ebrahim never wanted for anything as he grew up. Spoiled, with more than just a bit of a chip on his shoulder, Ebrahim made few friends. If anything, he made enemies pretty much wherever he went. During his teen years, he was often in scraps in the local taverns, battling with guards, merchants, sailors, and whoever, often over gambling or the affections of a pretty girl.

Ebrahim had really only one friend in the world, a silk merchant and fellow rapscallion named Bassam. The two were often seen together tearing up the town. As Bassam rose in the Silk Guild, he was ordered to travel to make some new trade agreements in Calisham in Faerun. Needing a bodyguard and not wanting to be parted from his friend, Bassam invited Ebrahim to join him.

While they were away on their first voyage, a mysterious tragedy struck. Ebrahim's father disappeared under mysterious circumstances. Without his father's powerful influence, Ebrahim's many enemies would make a return home his last. So Bassam returned to Zakhara without him and Ebrahim set out to make a name for himself as a bodyguard and freelance adventurer in this strange new land of Faerun.

Description

Ebrahim is a young man in his early 20s. He is well adorned in the Zakharan style, proof of his wealthy upbringing. His skin, hair, and eyes are all dark as befits his desert origins and he speaks with an accent not well known in Faerun. Overall, he is an oddity.

Ebrahim has lost little of his swagger and arrogance. He is always eager for a fight and will take offense at just about anything, hoping to prove himself to prospective employers, potential enemies, and himself alike. When he is working as a bodyguard however, he tempers these impulses, using his battle skills to keep his charge protected at all costs.

....

Character Sheet here

Alandar the All-Knowing (NPC)

Human Wizard (Diviner) NPC
Sage


History

Alandar was a wandering preserver wizard in the Tyr Region of Athas. He was knowledgeable and wise, determined to make life better for as many as he could in the harsh conditions of his home land. Unfortunately, this made him a target for the Templars of Kalak who hunted him down and imprisoned him.

In the months prior the death of Kalak, it amused the Templars to force Alandar into the arenas. Here, he met the young bladesinger Avouz and the two formed a friendship. During the coup that destroyed Kalak, Alandar and Avouz found themselves on a slave caravan traveling out of the city, a desperate gamble by their arena master to preserve his fortunes in the chaos. That slave caravan, in turn, ran afoul of Haplo and his Zhentarim exiles. The iron-equipped Zhentarim soldiers made short work of the slavers and Haplo gave the slaves a choice, serve him or take their chances with the desert. Sensing great power and knowledge in the necromancer, Alandar chose service.

His gamble paid off. Haplo was indeed immensely powerful, the equal of any sorcerer-king in magic at least. His library was a treasure to Alandar, whose magical knowledge began to expand greatly. Cocky with new found power, Alandar took to calling himself Alandar the All-Knowing. It was not as wild a boast as it might seem at first, since Alandar had knowledge of two worlds and two worlds' magic. Add to that his potent powers of divination, and Alandar soon proved a worthy addition to Haplo's court on Athas.

Like Avouz, Alandar journeyed with Haplo back to Toril and Faerun when the necromancer determined his time of exile to be over. As Haplo began to surround himself with new allies from his homeland, such as Moric and the priests of Shar, Alandar grew increasingly alarmed and began to distance himself from his former mentor. He focused instead on forming a new wizard school in Darkhold, hoping to teach the Athasian way of magic to a generation of wizards in Faerun.

Tragedy struck one day when the school was destroyed while Alandar was away. Moric and Haplo planted false evidence that pinned its destruction on the Bhaalspawn. Alandar was tricked by the evidence and put his powers of divination to work to locate the one he thought had slain his students. This led Haplo to the Bhaalspawn, allowing the necromancer to steal his divine essence and ascend to godhood.

Avouz would provide Alandar with the truth. Although his old friend was still fiercely loyal to Haplo, Avouz let slip that Moric had been seen near the school in the hours before its destruction. That gave Alandar enough cause to see through the ruse. He invited the unsuspecting archmage to his chambers and damned him to an eternity of torment through the Imprisonment spell.

Alandar made to rebuild his school by expanding his home, but a resurgent Zhentarim forced him to relocate from Darkhold. He settled about a day's travel away from Darkhold and resumed construction of his new school.

When the Spellplague hit, Alandar was not as adversely affected as many others due to his Athasian approach to magic. This allowed him time to find a cure to its worst effects, a cure which he shared with his students and with Avouz, nursing them all back to health.

In the century since then, Alandar was remained the headmaster of his magic school. Powerful magics have kept him from aging normally, so this 150+ year old man appears no more than 60. He has retired from adventuring, but remains a powerful ally to those who do take up the adventuring cause in the name of knowledge and charity.

Description
Alandar has dark, nearly black, skin and eyes. He shaves his head but his hair when it grows out is curly and grey. He always wears green robes, an affectation from his younger years. He speaks imperiously, still retaining much of his youthful arrogance. He is not cruel or unkind however; he merely believes he is smarter than everyone else (and he's often not wrong about that.) He is not humorless or stubborn however, and will accept when he is wrong with a laugh, seeing it as a new opportunity to expand his knowledge. People who outsmart him impress him rather than intimidate him.

NPC Character Stats

Alandar
The Green Wizard, The All-Knowing
Medium Humanoid (Human), Lawful Good
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Armor Class 15 (Ring of Protection + Bracers of Defense), 19 (mage armor)
HP: 140 (20d6+20)
Speed: 30 ft
Challenge 17
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STR 13 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 19 (+4)
WIS 18 (+4)
CHA 10 (+0)
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Saves: Int +10, Wis +10
Skills: Arcana +10, History +10, Insight +10, Investigation +10
Senses: passive Perception 14
Languages: Common, Draconic, Infernal, Celestial, Elf, Dwarf, Orc
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Spellcasting Alandar is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18. +10 to hit with spell attacks).
  • Cantrips (at will) - Blade Ward, Fire Bolt, Mage Hand, Poison Spray, Frostbite (PoA)
  • 1st level (4 slots) - Mage Armor, Sleep, Magic Missile, False Life
  • 2nd level (3 slots) - Snilloc’s snowball swarm (PoA), Phantasmal Force, Mel’s Acid Arrow, Hold Person
  • 3rd level (3 slots) - Fireball, Lightning Bolt, Stinking Cloud
  • 4th level (3 slots) - Dimension Door, Fire Shield, Greater Invisibility
  • 5th level (3 slots) - Cloudkill, Cone of Cold, Dominate Person
  • 6th level (2 slots) - Chain Lightning, Globe of Invulnerability
  • 7th level (2 slots) - Delayed Blast Fireball, Teleport
  • 8th level (1 slot) - Abi-Dalzim’s Horrid WIlting (PoA)
  • 9th level (1 slot) - Imprisonment
Actions
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Quarterstaff Melee attack: +7 to hit, reach 5ft, one target, Hit 5 (1d8+1) bludgeoning damage












Allichia Limos II

Tiefling Bard (College of Lore)
Entertainer


History

Nearly the twin of her own great-grandmother (for whom she was named), Allichia often plies her musical talents across the taverns of Darkhold along with her cousin, Ellote. She is a dancer while Ellote is a singer and musician and the pair is often in high demand on many nights.

She is also Ellote's match in beauty and ambition. Like her cousin, she seeks to find fortune and glory in the wider world. But whereas Ellote is the naive and innocent tease, Allichia is devious and ruthless, eager and ready to use whatever means necessary to achieve what she desires. Where Ellote is the physical combatant with her bow, Allichia is the magical fighter, using knowledge and spells to her advantage.

Having studied in Alandar's magic school, her spellcasting leans towards divination, which she combines with her skills at stealth and subterfuge to uncover secrets with which she can blackmail and manipulate people. 

Description
Dexterous and quick, Allichia prefers light clothing that both reveals her beauty and allows her easy movement on the dance floor. She is no virgin tease like Ellote, but takes many lovers from among her admirers, often using the same whip she uses in combat to live out her kinks with them.

Allichia cuts a striking figure. Her hair is light blue, her skin pale, and her eyes yellow, giving her an unworldly cast. According to her great-grandfather Avouz, she is the spitting image of his late wife, the original Allichia Limos.

Character Sheet here

Ellote, Granddaughter of Avouz

Half-elf Bard (College of Valor)
Entertainer


History

Ellote, the Star-flower, is the eldest daughter of Kishward and Allercia and great-granddaughter to Avouz. Young, overenthusiastic, and mite too beautiful for her own good, Ellote wishes to travel the worlds of adventure much as her great-grandfather once did (and seeks to do again.) Gifted with a talent for music, she has honed her bardic skills in the fortress city of Darkhold, often entertaining the many Zhentarim who visit the taverns owned by her grandfather Anaelar.

But she hungers for more and has set out into the countryside on occasion to make a greater name for herself. She is, unfortunately, naive and overconfident and is likely to get herself into great trouble as she seeks to match her great-grandfather's prestige.

Description
Ellote is charming and gorgeous. She is a notorious tease however, dragging along men (and women) who are charmed by her beauty without granting them any payoff. She is too naive to realize how this can make her enemies, nor is it likely that she would care even if she did. Regardless, she wields her beauty as a weapon to get what she desires and is as quick to charm her foes (magically or otherwise) as she is to fight them.

Lithe and quick, Ellote prefers to fight from the back ranks. She is a vicious shot with a longbow and that is her preferred weapon. Her armor is less functional than it is seductive, revealing plenty of her youthful body, which may be part of the reason she avoids close combat.

Ellote sports long black hair, with pale skin and bright blue eyes.

Character Sheet here

Jhera. the "Horny Halfling"

Lightfoot Halfling Wizard (enchanter)
Charletan


History

Over 100 years ago, there was great turmoil in the kingdoms of Mulhorand and Uther, Spurred by machinations of the Cult of Set, the two great kingdoms went to war, weakening each other enough that Setite cultists were then able to essentially take over both great kingdoms.

While adventurers would eventually set all to right, there were many innocents caught up in these tumultuous events. One such individual was the halfling Jhera, who ran a brothel, named the Horny Halfling, in the capital of Mulhorand, Skuld. This brothel, at times, served as a base of operations for the very adventurers who would bring down the Cult of Set.

Jhera was a powerful sorcerer and a follower of Sharess, the goddess of pleasure. As time went on, she settled down and raised a family of her own.

Two generations passed, and a new Jhera has emerged. Grand-daughter to the original and named for her, this Jhera is devoted worshiper of Bast (Sharess' original name and form) and now seeks adventure in lands far to the west of her forebears.

Unlike her grandmother, this Jhera is an enchanter, a wizard who specializes in dazzling the mind and heart of others. She uses her magic to live life to the fullest, finding lovers of all sorts in all the towns she travels.

Description

As befits a worshiper of Sharess (or most anyone from the desert kingdom of Mulhorand), Jhera wears light and often revealing clothing. She is extremely attractive for a halfling and very flirtatious. All this is in alignment with the teachings of her religion, which focus heavily on experiencing pleasure of all sorts. Jhera drinks hard, sleeps around with anyone she chooses, and generally lives life to the extreme.

Character Sheet here

Sunday, June 18, 2017

Allwyn The Devout

Bugbear Paladin/Monk Lvl 5


History

Allwyn is the "great experiment." During a vicious battle between a warren of goblins and knights of Lathander, the knights proved victorious. Found in the remnants of the warren was a bugbear pup, newly born and totally defenseless. One of the knights, a betting type, wagered he could raise the pup as a creature of civilization and civility. His companions took the wager, so the first knight brought the pup home and raised it as his child.

He had help. The knights were attached to a monastery and the local acolytes and monks found the pup adorable. They gave it a human name, Allwyn, and taught it the ways of civilization and human society. They taught it the religion of Lathander, the god of the morning sun. His father taught Allwyn chivalry and the code of honor to which all knights of his order were bound.

Allwyn grew quickly and absorbed all that he was taught. Steeped in honor and nobility, Allwyn soon proved the equal to his peers among the human children and began to be taught both the ways of knightly warfare and the martial arts of the monks. Seeing this as the ultimate test, Allwyn's father hoped Allwyn could handle the savagery of combat without losing himself to his monstrous nature.

His faith proved well founded and Allwyn excelled yet again. Seeing his wager won, Allwyn's father was honored to knight Allwyn and welcome him into their knightly order. Allwyn then set out into the world as a knight errant, seeking his own glory.

Description

Allwyn seeks to defy the common perception of bugbears in every way he can. He is cultured, well-spoken, and immensely polite. He still, however, has an element of goblin savagery in him, which he often saves for his enemies on the battlefield.

Allwyn is quite large, with beige fur. In most ways, he looks like a typical bugbear, save for his fine clothing and armor, which is always well maintained.

Character Sheet here


Stofnar

aka "the Insane," the "Savage", and the "Orc-bane"
Hill Dwarf Barbarian (Berserker)/Fighter


History

Stofnar was born over one hundred years ago with no intentions of ever taking up the adventuring life. He lived a peaceful life in a hill dwarf village somewhere within the Sword Coast. He married, had children, and lived a good life as a blacksmith for the village.

That all changed when an orc raid attacked the village, slaughtering nearly everyone. Stofnar himself watched his wife and children slain before his very eyes, mere moments before an orc warhammer came down upon his head.

The blow should have killed him, but Stofnar's helmet (which he had crafted himself) proved strong and Stofnar survived. The blow however still did significant damage and he lay senseless in a coma for many weeks. He awoke in a monastery of Ilmater, whose acolytes had come upon the devastated village a few hours after the raid.

When he awoke, Stofnar was a changed dwarf. His mind had been damaged by the blow and his only thought was vengeance. He spent several weeks in the monastery forge, crafting for himself new weapons and armor. Once he was as physically healed as he could be, he set out for Waterdeep to begin a life of adventure, with his primary aim to slay as many orcs as possible.

His adventures eventually brought him to the Zhentarim stronghold of Darkhold, where he first met Avouz, Haaman Khalten, and a number of other adventurers. His arrival also brought him to the attention of Falafel, who recruited Stofnar for a special mission.

This mission was to recover an artifact of Amaunator, so Falafel could drain it of its divine essence and become the god of wild magic. Stofnar gladly accepted the challenge and led the charge into the dungeon to find the artifact. He and his companions were successful. As reward, the newly deified Falafel offered to make Stofnar his chosen, an agent of chaos and slaughter. Stofnar, seeing divine patronage as a powerful tool in gaining his revenge, gladly agreed.

For a number of years, Stofnar traveled up and down the Sword Coast, inflicting genocide on every orc encampment or settlement he found. With divine patronage, he was nearly unstoppable. Eventually thought, Falafel grew bored with Stofnar's single-minded pursuit of orc blood and invited him to his infamous "party." There, he withdrew his sponsorship of Stofnar just before casting his infamous time-stop spell that trapped everyone in the village in suspended animation for nearly a century.

Trapped like everyone else in Falafel's botched time-stop spell, Stofnar had nearly 100 years to rethink his life. Feeling betrayed by his patron, Stofnar renounced Falafel, but not his quest to slay orcs. When the time stop spell ended, Stofnar resumed that quest, signing on with the Order of the Gauntlet and heading east to the Moonsea. He settled in Phlan and began taking missions for the Order against the Cult of the Dragon.

Description

Stofnar's most obvious affectation comes from his head injury. Because of the blow to his mind, he is unable to speak very coherently, so he constantly refers to himself in the third person. He is not stupid by any means and can reason and deduce as well as anyone, although he may then struggle to explain what he has learned.

Stofnar cares little for personal hygiene. His red hair is long and unkempt, as is his beard. His armor and weapons however are kept in immaculate shape, thanks to Stofnar's skills as a blacksmith.

Character Sheet here

Friday, June 16, 2017

Avouz (Athasen)

Half-elf Wizard (Bladesinger)
Faction Agent (Zhentarim)


History

Early Life (1340-1355)

Avouz (Ah-vooz) was born around the Faerun year of 1340 in the City-State of Tyr on Athas. His mother was an elven concubine to a powerful and corrupt defiler wizard. This wizard frequently forced Avouz’s mother into congress with his genie slaves in hopes that she would produce a genasi for his fighting pits. Avouz was the product of one such liaison, proving a disappointment when his elven heritage proved more dominant than his elemental.

Regardless, from a young age, Avouz was trained for combat in the gladiatorial arena. Early in life, he was sold to a new master who had him trained in a combination of arcane and martial skills similar to the elven bladesingers on Faerun.

Darkhold on Athas (1355-1356)

Meanwhile, on Faerun, the Zhentarim archmage Haplo had made some powerful enemies, both among his fellow Zhentarim (Fzoul and his Banite followers) and among the gods (Tiamat). His divinations had stumbled upon a far-away world where he might seek refuge from both, so he and many of his allies and followers gated across the stars to this new world: Athas. He was joined there by two of his most stalwart allies: his son, Nilsiar (NILZ-ee-ar), and his bodyguard, Simon.

Haplo’s followers immediately began the construction of a fortress and a city in a hidden valley north of the city-state of Tyr. They named their fortress city Darkhold after their home on Faerun. Immediately, Haplo began to send out scouting parties to get the lay of the land and when they found only primitive tribes and poorly defended trade caravans from the city-states of Tyr and Urik, he began launching raids to dominate the region.

Avouz, meanwhile, was en route to gladiatorial combats in Urik with several companions: a thri-kreen named Qqikuutquew (Kih-Kit-Q), a mul named Uog (OO-og), and two preserver wizards, one named Baub and another Alandar. Their trade caravan was set upon by Darkhold raiders and the slaves were liberated.

Haplo saw an opportunity in these freed slaves, using them as advisors and allies. Freed from slavery, they took up homes in Darkhold and began a life of adventuring, each growing stronger and wealthier as the months passed.

In the early years of Athas' Darkhold, the biggest opposition to the city came from illithid invaders, lead by one known as the "Overmind." In an effort to root out the Overmind's minions, Haplo sent   Uog, Baub, Qqikuutquew, and a few others into the ruins below Darkhold. After battling many Yuan-ti allies of the illithid, they chanced upon a religious chamber and inadvertently released a powerful cornugon devil from his prison. In return for his freedom, the devil rewarded each with powerful, but corrupting, gifts.

Shortly thereafter, Avouz came upon a group of Githyanki traders. He attacked the githyanki in a false flag attacking, hoping to trick them into thinking the yuan-ti and the illithid were behind the attack. The ruse was successful. Avouz acquired two items of note on this raid: his trademark githyanki katana and his mace of disruption.



Eventually, the Overmind was defeated, but a new threat emerged, one from within Darkhold itself. Each of those corrupted by the cornugon Khershidion fell into evil and began, in their own ways, to undermine the Darkhold community. It was not long before even Nilsiar and Simon, once unwaveringly loyal to Haplo, had joined the conspiracy.

Ravenloft (1363)
Some years later, Avouz vanished from Darkhold, being drawn into a strange realm of darkness and evil by an unusual fog that enveloped his home. He found himself in a land called Barovia with a number of companions from other worlds: Mardigillian, an eldritch warrior from the world of Krynn, Falafel, a wild sorcerer from Faerun, Suna, a Sunite paladin also from Faerun, and Mikail, a cleric of Heironeous from Oerth. They combined their efforts to find a way to escape this land and focused their efforts on the castle of the land’s ruler, Strahd von Zarovich.

For his part, Strahd paid the adventurers little heed. His energies were focused on another new arrival to the Land of Mists: the powerful Oerth demigod known as Vecna. When Avouz and his companions attacked Strahd at his divinations of Vecna, they inadvertently fulfilled the requirements of a powerful ritual that could open the borders of the previously closed realm. Strahd, Vecna, and the adventurers were hurled across the Astral plane, escaping from Ravenloft.

The adventurers found their footing on a Githyanki controlled island in the astral plane. It was here that Avouz lay claim to two pieces of his iconic equipment: his katana of quickness and his red dragonscale armor. Here also, Avouz and Suna began a passionate romance. With the group free of the Realm of Mist's obfuscations, Alandar was able to detect his missing ally with his divinations and made a gate for them to return to Athas.

Avouz’s return was none too soon. For years, Baub and Uog had been conspiring to overthrow Haplo in the name of their cornugon master and, with Avouz gone, they saw their chance to strike. A great battle erupted across Darkhold between those loyal to Haplo (Avouz, Alandar) and those who had turned on him (Uog, Qqikuutquew, Baub, Simon, and Nilsiar). With the addition of Avouz’s new allies from his time in Ravenloft, the traitors were defeated. Uog, Qqikuutquew, and Simon were killed, Baub fled into exile, and Nilsiar was taken prisoner.

But not all was well. On Mikail’s homeworld of Oerth, Strahd and Vecna had appeared anew and were threatening to dominate the entire world. Alandar discovered this soon after the end of the rebellion when he set to work returning the Avouz’s allies to their homes. The four agreed to make amends for what they’d unleashed upon Oerth by journeying there and confronting their enemies.

After gating to Oerth, Avouz and company pursued Vecna and Strahd into the Vast Swamp south of the kingdom of Sunndi. The dark swamp helped to shade Strahd from the sunlight, making him a formidable opponent. Vecna forced his weaker ally to strike at the adventurers while he escaped and a mighty battle ensued. Mikail and Suna were slain but the other three overcame Strahd. As the killing blow was struck, the mists rose anew and reclaimed Strahd once again for his prison in Barovia. Vecna vanished and was later defeated by other adventurers.

Heartbroken at the death of his lover, Avouz returned to Athas and resumed his duties in Darkhold.

Apotheosis of Haplo and Falafel (1365-1372)
Recognizing that the rebellion left him in a weakened position in terms of his rivals among the Athasian dragon-kings, Haplo began making preparations to return to Faerun. Over the next two years after the revolt, Haplo made ready and reopened the gates that connected Darkhold on Athas with its namesake on Faerun. He launched an attack through the gate, with Avouz and Alandar leading the charge.

Forged in the hellish reality that is Athas, Haplo's new army quickly overwhelmed the Zhentarim defenders. Avouz and Alandar together defeated and slew the Pereghost on the pinnacle of the tower, claiming the fortress once and for all for Haplo and his allies.

Haplo settled in as the ruler of Darkhold. He appointed Avouz as the new Pereghost, granting the former gladiator the pinnacle of his personal power. Alandar began a school of magic to teach young Faerun wizards the ways of Athasian magic.

The new Darkhold soon drew a great deal of attention from the surrounding countryside. A number of adventurers soon began using the fortress as a base of operations, including Falafel (Avouz's fickle ally in Ravenloft), Haaman Khalten (a spy sent by the Lord's Alliance to keep an eye on Haplo), Stofnar (a vengeful dwarf determined to inflict genocide on the orcs), and Moric (a powerful dark wizard who would soon become a rival to Alandar). But foremost among these was Allichia Limos, a tiefling wizard, with whom Avouz, now recovered from the loss of Suna, fell in love and married.

Meanwhile, another eye cast its view on Haplo and his fortress, that of the goddess Shar.

Haplo had been conducting further experiments on the newly created Shadow Weave, a form of magic counter to that of Mystra and under the control of Shar. Eager to entice the necromancer, Shar made an offer Haplo could not resist; if he could achieve godhood, she would make him the god of the Shadow Weave.

Fortunately for Haplo, this offer was made during the midst of the Bhaalspawn crisis. Recognizing that he could steal the essence of a god from a Bhaalspawn, Haplo set in motion a plan. It began with the destruction of Alandar's wizard school, slaying nearly all the students within. Believing the Bhaalspawn responsible, Avouz signed on to avenge his friend's loss. Moric and several others joined in the chase, a chase which led to the very Throne of Bhaal itself.

Just as the Bhaalspawn was about to shed his divine essence and rebirth Bhaal anew, Haplo and his allies intervened. Haaman intervened and attempted to stop Haplo by assassinating him, but failed as the divine power flowed into Haplo and he was made a demigod. The necromancer vanished from their sight, off to join Shar in her dark realm.

Stunned at what they had been a part of, Avouz, Alandar, and Haaman returned to Darkhold. Alandar soon discovered through his divinations that Moric had been the one to destroy his school. Alandar confronted his rival and imprisoned him for eternity with the spell of the same name. He then rebuilt his school on top of the land in which he'd trapped Moric forever.

Meanwhile, Falafel had grown envious of Haplo's new found divinity. He reasoned that if Haplo could become the god of shadow magic, then Falafel should be the god of wild magic. He recruited Stofnar and several other adventurers to find a long lost artifact left behind by the dead god Amaunator. Using the divine spark hidden within the item, he too ascended to divinity.

Modern Times (1373 to present day)
Almost immediately after the apotheosis of Haplo and Falafel, the Zhentarim moved to reclaim Darkhold, ejecting all who claimed any manner of loyalty to the new demigods. While most (Alandar, Hamaan, etc.) resettled in other areas and settled down into semi-retirement, Avouz took up adventuring once more as a freelance mercenary.

Freedom, at first, proved very beneficial to Avouz. He had grown comfortable and content on Faerun, a world far less harsh than his homeworld of Athas. Allichia gave birth to their son, Anaelar, and all seemed well. But it was not to last.

When the Spellplague ravaged across Faerun, Avouz fell into madness. He spent much of the decade of the Spellplague being nursed back to sanity by Alandar at his newest magic school (Alandar had discovered several means to avoid the worst effects of the plague and his school had become a refuge for arcane casters fleeing it.)

Once the worst effects of the Spellplague abated, Avouz returned to his family, content now to be retired from adventuring. But things were not to last. Falafel had grown bored as a deity and “missed his friends,” so he spontaneously abducted nearly all his friends and enemies (and a few others to boot), teleported them to a remote village near Darkhold, and threw them “a party.” During the festivities (which the participants were not allowed to leave), Falafel’s wild magic got away from him and he detonated a powerful epic-level time stop spell that froze time over the village for nearly a century.

When the spell finally wore off, the confused participants tried to restart their lives in a much changed Realms. Avouz decided to rejoin the Zhentarim in Darkhold. With the Zhentarim having undergone their own turmoil and transformation over the decades, he found the organization again to his liking. He also found his family had gained great influence in the fortress city over the decades. His son Anaelar is an elder of the city and leader of a powerful mercantile guild. His children and grandchildren are heavily involved throughout the Zhentarim, Darkhold society, and Alandar's wizard school.

With aid from his family, Avouz moved  swiftly through the ranks and has regained some measure of authority and power in the faction. But he maintains a degree of secrecy, using the name Athasen to avoid being associated with his former life. His family members are in on the ruse, but all others are kept in the dark about his true identity.

Avouz knows that Falafel and Haplo are both still out there. He is uncertain what role his old mentor played in the cataclysmic events surrounding the death of magic (although he does know Haplo's boss, Shar, was intimately involved.) He is not eager for a confrontation, not knowing how much Haplo has changed over the last century. Avouz prefers to think of the demigod as the man who rescued him from slavery all those years before, knowing that there was, at least once, a spark of good within him.

Description
Avouz cuts a striking figure. He stands six-and-a-half feet tall, far taller than most “half-elves.” His skin is the color of fertile soil and his eyes are the same sharp blue as sapphires. His hair is a ruby red color (with hints of grey as he is 50 years old now) and his ears are pointed as befits his elven ancestry. Nearly all of his valuable and noteworthy equipment has been lost over the years, so he has replaced everything with inferior copies. For formal occasions, he wears a suit of red-toned splint mail (mimicking the red dragonscale armor he once owned.) He has however forgotten how to move effectively in such armor in combat, so when adventuring he prefers lighter protection. He wields a pair of single-edged longswords in combat. In addition to his armor, he wears a tabard in the same green/gold/black color of the Zhentarim along with insignia befitting his rank and authority.

Avouz’s personality and outlook has changed from the days of his youth. His fall from power, temporary insanity, and awakening from a mad-deity-triggered magical mishap to a vastly different world have colored his demeanor greatly. Long gone is his idealism and his “good” alignment. He’s often quite jaded, which manifests largely as boredom and ennui. He does his job efficiently, but without passion or cruelty. It takes a great deal now to stir him to once-trademark ferocity.

However, the arrival of Lortessa and their budding relationship is helping to melt Avouz's hardened heart somewhat. Still, he is reluctant to trust most anyone outside of Alandar, Lortessa, and his own family.

Avouz's Character Sheet (pdf)