NPCS - TIW

Here are some of the more (in)famous NPCs of my campaign world, including some "retired" PCs. Those listed here are from The Illithid War campaign, and are in 2nd Edition format. The information given here reflects what the PCs have discovered over the course of the campaign. For NPCs in the current campaign (3rd Edition), This Sundered Land, click here.

NPCs LISTING
By First Name:By Section:
A - Adar, Alan, Aleana, Asrexius, Atu'an DragonsIridesce, Karaman, Tassrith
B C D E FDwarves
G - GarrodElvesAmbassador Aleana Til'haren, Prince Regent Seloveyan
HHumansDuke Adar Borel, Duke Alan Markkson, Garrod selDraco
I - Iridesce
J
K - KaramanLichesAsrexius, The Witch King Atu'an
L M N O P Q ROthers
S - Prince Regent Seloveyan
T - Tassrith
Z -



NPC Sheet primer
Most of the stuff is pretty self-explanatory. But some of the shorthand I use needs a little extra explanation. Some spells are listed (such as Improved Armor I, Assassin Bolt, etc.) that are unique to my world. The rest can be found in one or more of TSR's publications.
Symbol: Any type of heraldic symbol or identifying mark the NPC typically uses.
ST Bonuses: Saving throw bonuses. Also lists immunities, magic resistance (MR) and similar protections.
SP/PSP:Spell points/Psionic Strength Points. Listed below are the spell points or PSPs for the NPC. Spell points are given as - Class: #SP - max lvl of spell usable. In cases where #SP has two numbers added together (123 + 19), the NPC usually has a magic item that gives extra SPs. The second number indicates the bonus SPs.
Weapon: A number in square brackets [] is the THAC0.
Magic Items: Given in 3 column format. Standard magical items from the DM Handbook are simply listed. Items with extra enchantments have their powers listed beneath the name, usually indented by one space. Permanencied or innate powers will also be listed here or in the Notes.
Skills and Proficiencies: The numbers in parentheses indicate the number of profs gained from class(es) + Int. A proficiency with a number in parentheses (such as x3 or x5) indicates level of specialization - extra slots put in that particular non-weapon prof - as per the Player's Handbook. Those profs listed next to "Bonus:" are bonus profs from race, kit, role-playing, etc.
Languages: Languages the character can speak. A (R/W) next to it means this language can be spoken, written, and read. Those profs listed next to "Bonus:" are bonus profs from race, kit, role-playing, etc. Bonus languages marked as (R/W) means the NPC spent the necessary slot(s) to be literate in that language - the (R/W) ability isn't usually a bonus prof.
Weapons: The numbers in parentheses indicate the number of profs gained from class(es). A weapon prof with a number in parentheses (such as x2 or x4) indicates level of specialization. Bonuses from weapon specialization are included in the Bonuses Column above.
Notes: Any information not included above.




NPC RECORD SHEET Symbol: Sapphire Rose
Name: Adar Borel Handedness: Right Height: 6'
Duke of Borel, Tyris
Location: Castle Borel, Tyris Eye Color: Grey Weight: 190lb
Class: Ftr Hair Color: Brown Build: Solid
Level: 9 Sex: Male Alignment: NG
Race: Hartlander Date of Birth: 3155Deity: Crom, Avaryan
Str: 12 HP: 83SP/PSP:
Int: 12 AC: 7 (ring, dex)
Wis: 13 ST Bonuses:
Dex: 15 0/-1 |+2 Ring
Con: 16 +2 hp |
Cha: 15 |
Com: 10 |
Weapon #Att/Rnd Bonuses Damage Range
Broadsword [10] |2/1 |+3/+3 |2-8/2-7 |
Sh.Comp. Bow [11] |2/1 |+1/0 |1-8/1-8 |5/10/18
Spear [12] |3/2 | |1-6/1-8 |1/2/3
Magic Items:
R. Prot +2
Skills and Proficiencies: (6+3)
Bonus: Etiquette
Military Tactics & Strat (x2), Hunting, Ancient Hist - War, Leadership
Languages:
Bonus: Perhadese (R/W)
Tradespeak

Weapons: (7)
Broadsword (x3), Comp. shortbow, Spear


Notes:

Description: Husky man who prefers earth-colors. Very down-to-earth minded. Determined that he will not become stuck-up nobility. Has the look of a commoner about him, but his presence is commanding. Scrupulously fair and honorable man, even when faced with political hostility by the other Dukes. He is loyal to a fault.

A former mercenary captain, Duke Borel was granted his title by King Darende for clearing the lands along the northern edge of the Ironhearts. He took his good friend Joseph Faler with him to be his Captain of Guards. Recent revelations of secrets Joseph kept from him - which resulted in great embarrassment for Borel - have strained that friendship.

Adar hates his younger twin brother, Carl - whom he believes dead, burned and the ashes scattered.

At one point, Duke Borel had Jade (Lady Jennifer Griffonspryde, one of the Seven from the prophecy) as one of his guards. However, Duke Borel is under the impression that she left his service because she was angry with him. He has kept track of her and tried to aid her since then (even though there's little he could do), discovering who she really was and learning about the prophecy at the same time. In the intervening couple of years, he has slowly forgiven his friend Joseph and has come to trust Cpt. Malek Durgesson more.





NPC RECORD SHEET Symbol: Gold lion rampant on black
Name: Alan Markkson Handedness: Right Height: 5'9"
Grand Duke of Ardenia, First Councilor to the Emperor, Imperial Chancellor and Regent, Knight of the Hartland
Location: Ardenkep Eye Color: Brown Weight: 180 lb
Class: Ftr Hair Color: Black Build: Slim
Level: 10 Sex: Male Alignment: CG
Race: Hartlander Date of Birth: 3164 Deity: Avaryan
Str: 10 HP: 94 SP/PSP:
Int: 15 AC: -4 (bracers, ring, dex)
Wis: 16 ST Bonuses:
Dex: 17 +2/-3 |+3 Ring
Con: 13 |
Cha: 16 |
Com: 16 |
Weapon #Att/Rnd Bonuses Damage Range
Rapier [11] |3/2 | |2-7/2-9 |
Longsword [8] |2/1 |+3/+3 |1-8/1-12 |
Spear [11] |3/2 | |1-6/1-8 |1/2/3
Md. Xbow [9] |1/2 |+2/0 | |
Magic Items:
Bracers AC2, R. Prot. +3, R. Neutralize Poison (13)
Skills and Proficiencies: (6+4)
Bonus: Etiquette
Dancing, Leadership (x2), Religion, Ancient History (Hartland), Hunting, Riding-Land
Languages:
Bonus: Perhadese (R/W)
Trader, Tastarien (R/W), Orcish, Athosi-veyr
Weapons: (7)
Rapier, Longsword (x3), 1-wpn style (x2)

Notes:

Description: Young and far too serious for his age, Grand Duke Markkson is a controlled man, clever, and has a political cunning rivaled by few. He has a fencer's body, and indeed was famous for his skill with the blade in his youth, and keeps in very good shape. He is a fair man, devout in his beliefs, and is reknown for his guardianship of his people.

Grand Duke Alan Markkson is young, politically brilliant, and an accomplished duelist. He once fought 6 duels in one day, winning all of them. He put up his sword afterwards, saying he would not abuse Kitai's luck a second time. The sword snapped in half a month later as servants were cleaning it.

Lord Markkson knows who the true descendents of the Kenthyrson line are. He also knows that Jade (PC) has the Emperor's sword. He will take this knowledge to the grave if necessary. Azzeln Vaetha has been a friend of the Markkson family for well over 200 years. In fact, the Drow has taught most of the Markkson heirs the use of a blade. Azzeln is more than a second father to Alan, much more than a friend.

Much of the weight of responsibility has been lifted from Markkson's shoulders by his marriage to Josephine Wingrove, and her resultant pregnancy. He no longer feels the burden of being the last of the Markkson line. The birth of his son, Erik, is a source of great joy for him. The pleasure he takes in his family has soured somewhat, since his wife now blames Alan's close friend, Azzeln Vaetha, for the Illithid attack on their home - an attack which would have killed Dutchess Markkson and their child if not for the haphazard interference of Dale Sedresson, Advisor to the Emperor. Lady Markkson no longer tolerates the Drow's presence. The situation is exacerbated by Duke Markkson's absence (he has travelled with Emperor Karaman's army to reunite the Hartland).

Alan's friendship with Azzeln has been further strained, now that an Emperor has been crowned. The Markkson family has known for many generations that the next Emperor would not be a member of the Kenthyr Family, but were sworn to secrecy by the Advisor to the Last Emperor. Alan Markkson can well imagine how Azzeln must feel, having done nothing for the last two hundred plus years except look after the survivors of one small family, ensuring their safety, even at the cost of his own happiness, loves, and children. It is very fortunate for the Grand Duke of Ardenia that Azzeln is a very forgiving Elf.

Grand Duke Markkson is unquestioningly loyal to the ideals of the old Empire, and would like to see it restored. His work towards that goal is unceasing. This may sometimes blind him to more interpersonal considerations.





NPC RECORD SHEET Symbol:
Name: Aleana Til'haren Handedness: LeftHeight: 5'1"
Princess Til'haren, Ambassador of Peacewood
Location: Peacewood Eye Color: VioletWeight: 123 lb
Class: Ftr/Mu Hair Color: Pale goldBuild: Willowy
Level: 9/5 Sex: Female Alignment: CG
Race: Drow Elf Date of Birth: 2576 Deity: Corellon
Str: 17 +1/+1 HP: 53 SP:
Int: 14 AC: -7 (chain, sh, dex)Mu:11 - 3rd
Wis: 15 ST Bonuses:
Dex: 19 +3/-4 |+3 Ring
Con: 16 +2hp |+1 Wisdom
Cha: 15 |+4 Fire, ½ dmg
Com: 25 |90% Charm/sleep
Weapon #Att/Rnd Bonuses Damage Range
Longsword [5] |2/1 |+7/+7 |1-8/1-12 |
Longbow [7] |2/1 |+5/+2 |1-8/1-8 |5/10/17
Shortsword [10] |3/2 |+2/+2 |1-6/1-8 |
Magic Items: Longsword +4 (Faerie Fire 4/d, Globe of Inv. when drawn, Dispel Magic by touch), Cloak of Elvenkind, Boots of Elvenkind, E. Chain +4 (Acid Resistance), Shield +3 (Rebound), R. Protection +3 (Fire Resistance), R. Jumping, Necklace of Missiles (6 1-die, 5 4-die, 7 5-die, 1 8-die), Bag of Holding, Longbow +1, Arrow of Direction, 10 Arrows +1, 2 P. Vitality, 3 P. Extra-healing
Skills and Proficiencies: (6+5+4)
Bonus: Survival-Forest
Singing, Heraldry, Ancient History, Riding Land-based
Languages:
Bonus: Athosi-veyr, Drow
Jin Asi-veyr (R/W), Tradespeak

Weapons: (7+1)
Longsword (x2), Longbow, Shortsword

Notes:

Description: The most beautiful woman you will ever meet. Her soft violet eyes seem to drown you, and her pale gold hair is a striking contrast to her ebon skin. She is poetry incarnate, every motion surreal, every nuance of body and inflection of voice unconsciously perfect. She normally dresses in light, flowing, diaphonous robes, with a single bright evergreen colored scarf (a gift from Kelsenellenelvial) loosely tied around her throat. A beaded silver necklace lies under the scarf (the necklace of missiles), and an intricately worked gold ring showing leaping stags circles the little finger of her right hand (R. Jumping). On her left index finger is a simple band of silver.

Aleana is the only child of King Ferain Til'haren. She is a tomboy and a warrior of some note. Her first real battle was with ogres in the Corinian Forest with Seloveyan Keliveyr, Warden of Trailkeep as her captain. She personally slew five ogres, including their leader. At court, her father tried to get her to act like a princess, but she absolutely refused. In the Hartland, her behavior would have been scandalous. Among the Elves, she was and is a source of much enjoyment and love.

Aleana's voice is considered a Royal Treasure. "She should have been a Bard," Belgar Ironheart, the King of the Western Dwarves, once said. When the Hartland asked that an ambassador of direct royal blood be sent, Ferain agonized over sending his own daughter. She made the answer for him - charming a warship's captain and crew with her beauty and voice, and sailing the lot of them west to Calanport, and then overland to Danar. Her trip was a great success, until she returned to the Silver Forest and was kidnapped at the direction of Seloveyan's half brother, Vaeron. She was rescued by Elven adventurer Garth and the rest of the Iron Company, recaptured by Vaeron Keliveyr, finally being used as a pawn to discredit Seloveyan and gain control over her father, King Ferain Til'haren.

The Iron Company failed to rescue Aleana in time. Vaeron succeeded in sacrificing her life to Bael to gain power. Her soul was imprisoned somewhere in the Abyss until Kitai Analor rescued her soul at the cost of his own life (2807). Her soul was placed in the body of an evil Drow priestess who had been born on the same day as Aleana. The priestess's soul had been destroyed by the Baelites. She was then taken to Peacewood where she still lives. Aleana has given up her claim to the throne of the Silver Forest. For a time, she was somewhat bitter about her fate, but slowly came to accept it.

She served Peacewood as an ambassador to the Hartland, though few Hartlanders knew her true identity. She is also the main reason why Peacewood Elves avoid the company of Silver Forest Elves. In the centuries that have passed, she has become a friend and admirer of Azzeln Vaetha, in whom she sees a kindred spirit. She often looks after his younger children when he and their mothers are away. Her romantic intentions towards Azzeln were successfully thwarted, and they are now comfortably friends.

With the crowning of Dragonmage Karaman as the new Emperor of the Hartland, Aleana has resumed her duties as ambassador. While she is not very familiar with the Prophecy of the Seven, she has aided the principals involved to the best of her abilities. Her main goal is to improve relations between the Peacewood and Silver Forest Elves.

Aleana tends towards great reserve. She much prefers the gentle approach, as her own past has taught her many harsh lessons about recklessness. She fears the Karanukese and for the safety of her new home in Peacewood. She is somewhat easily distracted by bright, beautiful things, though her attention seldom wanders where Prince Regent Seloveyan or Count Azzeln Vaetha are concerned. Now that the Empire of the Hartland is being reborn, she plans to move slowly and carefully, with great deliberation before any major decisions are made. Aleana is fascinated by Humans, especially their ability to sacrifice themselves, even unto death, for complete strangers. In this she is much like Seloveyan's hated, and deceased, brother Vaeron.




NPC RECORD SHEET Symbol: Dark circlet crown and lightning strike
Name: Asrexius Handedness: LeftHeight: 5'9"
Location: Battleplain Eye Color: Dark glistening black Weight: 124lb
Class: Mage/Priest Hair Color: Grey Build: Skeletal
Level: 26/12 Sex: Male Alignment: NE
Race: Teshian Lich Date of Birth: 106(?)Deity: Dargoth
Str: 17 +1/+1 HP: 105 SP:
Int: 20 AC: -7 (lich, magic, etc.) Pr: 71 - 6th
Wis: 16 ST Bonuses: Mu: 235 - 9th
Dex: 12 |Immune to mind, poly, cold, |+1 Robe
Con: 16 +2hp | & electricity magics |+2 Cloak
Cha: 9 |+2 Staff of Magi |+1 Scarab
Com: 3 |Immune 2nd lvl ill. |+1 wpns to hit
|Save vs. Unsaveable (scarab) |MR 65%
Weapon #Att/Rnd Bonuses Damage Range
Dagger, melee [10] |2/1 |+1/+1 |1-4/1-3 |
Dagger, thrown [10] |2/1 |+1/+1 |1-4/1-3 |1/2/3
Dart [10] |3/1 |+1/+1 |1-3/1-2 |1/2/4
Staff [10] |1/1 |+1/+1 |1-6/1-6 |
Claws [10] |2/1 |+1/+1 |1-10/1-10* |
* A lich’s claws also cause Paralysis (save negates). Paralysis can only be dispelled.

Magic Items:

Note: Asrexius cannot summon, conjure, or otherwise bind any fire elemental to his will (see the Description below). Any fire elemental who spots Asrexius will immediately attempt to break control to attack him, gaining a +2/+2 bonus for berserk fury.

Aura: Asrexius has performed deeds and rituals that give him a palpable aura of malevolence. This has given him several additional abilities, as well as a few vulnerabilities. He cannot conceal his alignment or nature from any priest of good alignment. All similar holy objects and enchantments (Detect Evil, if cast by a Good priest) will react to his presence at twice their normal range. Normal creatures (including plants), even if summoned, cannot approach within 60 yards of him. Magical creatures or beings of less than 5HD, including Familiars, will flee uncontrollably. Magical creatures and beings with 5-10HD must save vs. Death Magic at -4 or likewise flee. Good priests (including Paladins) will take 1d6hp damage per round if they approach within 20’ of the lich and he even looks at them (By contrast, Asrexius takes twice that damage per round if he ever ventures on holy ground dedicated to a Good deity). Holy water, incense, and similar perishable blessed items become polluted within the same distance, unless they are kept in an extra-dimensional space or have similar protections. As a result, holy water no longer affects Asrexius.

Claws: Damage inflicted by Asrexius actually striking a creature in melee combat with his bony hands can not be healed save by a Heal (or more powerful) spell cast by the high priest or leader of a religous order. Even then, it must be done upon an altar sanctified to the priest’s god/goddess.

Identify Spell: Asrexius has studied magic for so long that he can identify a particular spell, its level, and the level of the caster, by the opening incantations or gestures. This gives him a +1 penalty to his initiative when he does it, but does not otherwise affect his own spellcasting or attacks.

Death Knights: Asrexius knows how to create Death Knights. In fact, he takes a particular delight in doing so, since it involves the corruption of a Paladin. Asrexius will usually have 1 or 2 Death Knights in attendance, outfitted and equipped by him, as well as with his own spells cast upon them. (He is fond of using a variant of Elemental Aura that can be cast on others for this purpose.) Furthermore, he can Gate in a Death Knight once per month with 100% chance of success. The Death Knight will remain until it has performed 3 services. Until the summoned Death Knight has finished its task(s), he cannot summon another.

PERMANENCY: (may be altered)
Detect Evil/Good, Detect Invisible, Detect Magic, ESP, Infravision, Non-Detection, Prot. Cantrips, Prot. Evil/Good, Prot. N. Missiles, Read Magic, Shield, Unseen Servant

R. Spell Turning, R. Prot. +3/Regen (1hp/rnd)*, Amulet vs. Det/Loc, Boots of Speed, Cloak of Displacement, Crystal Ball w/ Clair., Rod of Absorption ("Goribas", 50), 4 Dust Sneeze/Choke, Pearls of Power (1-6), Portable Hole, Brooch of Shielding (100hp), Staff of Magi w/ changes ( Identify, featherfall, Det. magic, Identify, featherfall, Magic missile, (1 char) Inv., Knock, Str, Stink. Cloud, Web, Dispel magic, Fireball, Light. bolt, Wall of fire, Passwall (2 char) Trans. rock-mud, Plane shift, Conj. Elem., Telekinesis), Ioun Stones (Regenerate 1/rnd, Absorb 80 lvls of 8th); Censer, Brazier Bowl, Gem for Elementals; 12 P. Extra-healing, Teshian Sceptre of Power, Scarab of Protection +1, Traveller's Crown, Sphere of Annihilation (16'rnd, 80% control), W. Fire (90), W. Frost (90), Talisman of the Sphere (+24% control), W. Lightning (90)

It is almost certain that Asrexius has far more magical devices available to him than this.

Skills and Proficiencies: (12+8+9)
If it deals with magic, planes, or magical creatures, Asrexius knows it. Since he has existed throughout much of Teshian history, he has first-hand knowledge of that, too. He really has no need for etiquette and similar skills of polite society.
Languages:
Asrexius is fluent in, and can read and write, all known languages. If, by chance, he encounters one he is not familiar with, he can use magic.

Weapons: (5+5)
Dagger, Dart, Staff




Notes:

Asrexius has all the powers applicable for a human lich as described in the Monstrous Compendium.

Also, a lot of information about Asrexius remains hidden - mostly because some of his plots and machinations are still ongoing, even though Asrexius himself has been destroyed. We hope.

Description: A skeletal figure of a slender man dressed the ragged, dirty remains of rich robes. His eye sockets are deep pits of oily black, with faint glistening gleams of horrific intelligence within. The flesh has decayed from his face, forever erasing what must have once been a noble, powerful countenance to which the whole of the Teshian Empire bowed in submission. Upon his bony brow he wears a platinum crown set with bright diamonds and emeralds, bearing figures of dragons and stars. In his right hand he holds a golden scepter, topped with a single huge piece of glowing yellow-green quartzite crystal. Each bony hand is adorned with a multitude of beautiful rings, some set with the finest of gemstones, others intricately worked with vines, weaves, and sigils of power. His neck, arms, waist, and feet bear similar jewelry.

Asrexius is old and mighty. The name he was born with has been lost to antiquity, whether through design, or perhaps as punishment for a crime so heinous it is not recorded anywhere save in the nightmares of gods, is unknown. Now, he is simply known as Asrexius, The King Hereafter. He it was who first devised the formula by which a mortal mage could sacrifice an Elven soul and thereby extend his own life past death. He it was who founded the priesthood of Dargoth, raised it once in the Empire of Tesh and a second time in the Free City of Anryth, long after the Teshian Empire was swallowed into dust, to spread its dread shadow across the world. He it was who sundered the Gates of the Abyss, loosing the Demon Prince Arrkhryn on his unsuspecting subjects, bringing about the end of his own realm as a sacrifice to his foul Lord. Even those who are acknowledged masters of the history of Ular’s Children, the people of Tesh, have only the barest hints, the faintest whispers of this entity’s existence. There are no records of his life, his death, or the beginnings of his unlife. Those few magi who have met and spoken with Asrexius - Melein the Blue, Maliki Masters, Calvebar Entharien, and others - hint that even Asrexius himself may well have forgotten his own origins.

For ages after the fall of the Teshian Empire, Asrexius remained hidden in his palace, buried under the sands of the Battleplain, alone save for those of his students with whom he’d shared the secrets of unlife. There, he conducted magical researches and experiments, occasionally sending forth his students or servants to collect those materials, or creatures, he needed. Since the Shin Faer Calun, the Holy Warriors of Essea, were gone, few even suspected his existence, let alone possessed the power to oppose him. Safe, hidden, Asrexius created magics and rituals undreamed of by mortal wizards and Dragons alike. Even the Dragonmage Karaman does not know the full extent of the lich’s accomplishments. What Karaman suspects is enough to cause him to lose several years worth of sleep every century or so. Asrexius’s power and library grew.

Finally came the day when an unsuspecting group of heroes, who called themselves The Iron Company, discovered a set of three Teshian plaques, each depicting a different part of a Teshian city, now lost and buried. They quickly discovered that these plaques acted as magical gates to the pictured areas of the city. Two of those gates were still open. Girding themselves for a truly dangerous, and equally rewarding, journey, they entered the first of the still-active gates...

And entered one of Asrexius’s libraries, where the lich himself was engaged in research.

More curious than angry, Asrexius decided to wait and watch, to see if the wards and guardians he’d set about that gateway so long ago would hold against these less civilized, younger people. It was a catastrophic error.

By accident rather than design, the heroes burned most of the library. Asrexius, unprepared for the sheer ferocity of this group of warriors and warrior-priests, retreated, after a furious, violent battle. During this battle, Asrexius destroyed several powerful magical items used by the Iron Company, including a Greater Sword of Elemental Fire wielded by one of his attackers. He returned moments later with spells and servants ready - only to be confronted by the sight of the last of his attackers fleeing back through the gate (laden with as much of the unburnt library as they could carry) just as the first of several dozen enraged fire elementals arrived, having been sent by the Elemental Prince whose fragment of life essence had been bound up in the Greater Sword of Elemental Force.

Asrexius destroyed the elementals, going so far as to banish the Fire Elemental Prince responsible back to his own plane for one thousand years. But what was left of his library was reduced to fine powdery white ash. All that survived was what the Iron Company had stolen.

For the first time in ages, Asrexius took an interest in the outside world.

He first set about exacting vengeance on the various members of the Iron Company. Dyran Topaz, Tatheari Warpriestess of Crom, had her entire family killed. Slowly. Painfully. Blade Bloodsbane was captured, tortured, and released - with a message to the rest of the Iron Company inscribed on the flesh of his body. The wounds would never heal. All of the Plainsman’s goals fell into ruin. Two of the Desert Elven Prince Rakir’s children were stolen and never heard from again, save when fresh portions of their bodies were delivered to his tent every few decades. It is believed that his children yet survive, as the fingers and toes have slowly become those of adult Elves. Thorick, a Duanan, was killed and his soul imprisoned in a crystal globe, fully aware of everything going on around him. Asrexius placed him on his mantlepiece, where Thorick could helplessly watch Asrexius plan and execute his revenge.

Eventually, Asrexius and his minions took over the Free City of Anryth, turning it into a new center of power for the priesthood of Dargoth. Asrexius assembled about him other powerful wizards and priests, luring them with the secrets of lichdom and magics that he’d mastered. He was careful to maintain Anryth’s neutrality, and while his presence there became more widely known among various groups, none of his opponents were quite able to gather enough evidence to justify an assault on the city. Slowly, the lich’s influence grew.

At last, though, even a lich’s span must come to an end, and Asrexius felt his time approaching. Perhaps it was his design, or he took advantage of an existing situation. Whatever the case, when the Drow Elf Kashai, his mind and body corrupted by the Dragonstaff and the former Red Dragonmage Verilon, assaulted the Free City of Anryth - backed by the power of the Dragonstaff - Asrexius let him in.

Hundreds died as the Drow battled his way to the center of Anryth. But none opposed him as he strode up through the Guardsmen’s Tower to stand before Asrexius himself. No one outside of the room knows what happened next save Asrexius: The lich taunted the Drow, who stepped forward to attack - straight into a Sphere of Annihilation. The Dragonstaff fell to the ground. Asrexius, who knew the Dragonstaff had been made by Karaman, then polluted and changed by Verilon, took it up and destroyed it. The resulting explosion of the artefact and the magical defenses of Anryth left a crater over one hundred miles wide - what is now Lake Anryth.

Asrexius knew that Kashai Kith’ain would be blamed for the deaths of all the people of Anryth (several hundred thousand). Indeed, the priesthood of Kamarr has spent several centuries seeking out all that Drow’s works and destroying them. They’ve been quite thorough and successful. So has the Drow Kashai Kith’ain gone down in history as the greatest mass-murderer known, reducing the atrocities of Khasil and even Verilon to a mere pittance.

Thus did Asrexius make a final offering to his god.

Asrexius possessed several unique items. Here are some of them.

Traveller's Crown
A platinum crown set with 3 diamonds and 3 emeralds with a central bloodstone. Worked with images of dragons and stars.

Made long ago by Asrexius as a favor to the mage Ardeval neHask DeShay. When Ardeval passed on, Asrexius searched out and found the crown. All powers operate at 23rd level of ability, unless otherwise noted.

Powers (known and suspected):
- 3 Teleport gems (Diamonds). Each gem can be set to Teleport without Error when set conditions are met. Such conditions must be made in a single statement. Each gem is usable 1/month.
- 3 Gates (Emeralds). Each emerald allows the weare to either Gate to a location, or to Gate in any being whose True Name is known. Each gem can be used only 1/year.
- Teleport Without Error 1/week.
- Dimension Door at will.
- Negate all Teleport-type magics (except the Crown's) in a 100'r.
- Worldwalk 1/month.

Teshian Sceptre of Power
A golden scepter topped with a large, yellow-green glowing quartzite crystal. The scepter is covered with thousands of winding, twisting, smoky tendrils.

Asrexius made this device shortly after he began his existence as a lich. All of its abilities operate at 26th level of ability unless otherwise noted.

Powers:
- Ray of Withering (as Staff of Withering), 60yds range, 3/day.
- Allows holder to tap ley lines and nodes, as the spells. Constant.
- Grants holder 35% MR.
- Generate a Major Globe of Invulnerability, 2/day.
- Evard’s Black Tentacles, 2/day
- Generate any of the Elemental Aura spells, 1/week.
- Harm, by touch, 1/week. (14th lvl priest)
- Symbol of Death, 1/month. (16th lvl priest)

Asrexius will typically have the following spells active:
Permanent Illusion: No visible spell effects on himself.
Contingency: Teleport to safety if hp <15.
Chain Contingency: Wall of Force (Globe), Fire Aura, Fire Shield (cold) on mental command.
Tenser’s Fortunes of War, Mind Blank, Prot. Fire, Prot. Cold, Prot. Lightning, Prot. Acid, Stoneskin

Given time, Asrexius will also cast the following spells:
[]= long casting time, ()=sps cost for spells he'll cast given a chance
(7) Prismatic Wall, (9) Spell Immunity - Mord's Disjunction, (9) Elem Aura - Earth, (5) Safeguarding, (3) Prot. N. Missiles, (8)[] Screen, (5) Magic Staff, (6) Tentacles, (8) B's Clenched Fist, (7) Shadowcat, (6) Mord's Faith. Pha. Guard, (9) Shapechange, (9) Prismatic Sphere

Priest Spells:
(6) Aerial Servant, (5) Bind Wraith, (3) Caltrops, (5) Elemental Forbiddance, (1) Fleet Foot, (4) Free Action





NPC RECORD SHEET Symbol: Calligraphic "A"
Name: Atu'an, The Witch-King Handedness: RightHeight: 6'6"
Location: Diaun Eye Color: *Yellow Weight: 160lb
Class: Witch/Necro Hair Color: Grey Build: Stocky
Level: 12/18 Sex: Male Alignment: NE
Race: *Human Lich Date of Birth: 2790-3284Deity:
Str: 14 HP: 70 SP:
Int: 21 AC: -6 (lich, bracers, etc.)Witch: 94 - 6th
Wis: 17 ST Bonuses: Necro: 197 - 9th
Dex: 18 +3/-4 |+3 Wisdom |50 hp cold (cube)
Con: 16 +2 |+2 vs. Evil/Good |-2 vs. cold
Cha: 10 |Immune 3rd lvl illusions |
Com: 8 |+1 Robe |
|-2 vs. Fire |
|5% MR |
Weapon #Att/Rnd Bonuses Damage Range
Darts [12] |3/1 |+3/0 |1-3/1-2 |1/2/4
Dagger, melee [15] |1/1 |0/0 |1-4/1-3 |
Dagger, thrown [12] |2/1 |+3/0 |1-6/1-3|1/2/3
Staff [15] |1/1 |0/0 |1-6/1-6 |

Magic Items:

PERMANENCY: (may be altered)
Comprehend Languages, Non-Detection, Unseen Servant, Detect Evil/Good, Prot. Evil/Good, Infravision, Detect Invisible, Prot. Cantrips, Read Magic, Detect Magic, Prot. N. Missiles, Tongues, ESP, Shield

R. Wizardry (3-4th), Witching Staff (15% MR, acts as a Rod of Absorption), Bracers AC0, 9 Darts Hornets Nest +1, Robe of Archmagi, R. El. Command (Fire), W. Ice Storms (56), W. Lightning (34), W. Size Alteration (87), W. Negation (71), Boots of Speed, Cube of Frost Resistance, Mirror of Life Trapping, Necklace of Missiles, Rope of Entanglement

Ioun Stones:
Cerulean Blue (Free Action), Regenerate 1hp/rnd, Absorb 80 lvls spells (up to 8th lvl, x2)

Skills and Proficiencies: 8+10+10
Bonus: Survival-Tundra
Herbalism, Spellcraft(x2), Ancient History - Diaun, Ancient History - Tesh, Religion, Artistic Ability, Direction Sense, Etiquette, Fire Building, Heraldry, Riding - Land, Weather Sense, Healing
Languages:
Bonus: Kehkrian (R/W)
Teshian (R/W), Tradespeak, Jin Asi-veyr, Athosi-veyr


Weapons: 3+4
Dagger, Staff, Dart




Notes:

Description: A hunched-over, dried, skeletal figure of a once tall, strong man, dressed in rich furs and skins, wielding a demon skull-topped staff. Its eyes are hollow pits of corruption and its fanged mouth exudes a palpable odor of decay. The creature glows with both great magical power and great evil.

Normally has the following spells active:
Invisibility on the Ioun Stones, Invisibility, Improved Armor I, Stoneskin, Prot. Fire, Prot. Cold, Prot. Light., Prot. Acid

Contingency: Stoneskin when 1st Stoneskin wears out.

Given a chance, will cast the following additional spells:
Prot. Mag. Miss. (18t)

NOTE: Atu'an has all the appropriate abilities for a warlock, as described in the CWHB (Complete Wizards' Handbook) from TSR.

Atu'an was born among the Diaunese Bear Tribe. Cast out for crimes against his chieftain, he was found by an old woman who began teaching him witchcraft. After mastering her arts, he killed the old woman, took her possessions, and sought out a necromancer. Upon finding one, he again went through training, killed his teacher, and took everything he could. He quickly used his power to begin domination of Diaun, eventually culminating in a series of wars with Dandria and the Freelands.

Facing defeat at the hands of Archimage Maliki and the combined forces of Dandria, the Freelands, and his own people, Atu'an fled north, eventually coming to a valley in a distant mountain range. There, he built a new stronghold, fully expecting his enemies to come seeking vengeance. The Raven's Cry adventurers sought him out there and slew a simulacra of him, allowing Atu'an himself to escape further into the ice and snow. He passed over the top of the world, eventually founding a new city on a previously uncharted coastline. From his new home, Atu'an steadily gained influence over the Orcs of Mnar, building his might anew so that he may destroy Dandria and the Freelands.

With the alliance between the Mnarian Orcs and an Aboleth off the coast of the Silver Forest, Atu'an gained intimate knowledge of the defenses of the Silver Forest and Chakka-Kandr. He used both to great effect. His orcs struck, nearly destroying the Silver Forest Elves entirely. Only the timely intervention of the Dandrians and Diaunese saved them (a certain party of adventurers proved to both Dandrians and Diaunese that Atu'an was still alive and responsible for these events. Further motivation for the extermination of the Orcish army was unneeded.)

His armies destroyed, the few surviving Orcs hiding in the mountains while their cities were leveled, Atu'an lay in Icehold, awaiting a final confrontation with the individuals who'd slowly, achingly destroyed his dreams. They didn't disappoint him. They did surprise him, though, by winning. It was a brutal fight. By dint of luck, numbers, and skill, his opponents won. His phylactery was given as a gift to the Priests of Accuris (who hate undead). His soul was sent on to Accuris after a long, drawn-out, and extremely painful ceremony.




NPC RECORD SHEET Symbol: Double-bitted battle axe w/ flame on each blade
Name: Garrod selDraco Handedness: Ambidextrous Height: 6'2"
Dread Lord of Karanuk, Dragonslayer, Dwarven Liberator, Ruler of Karanuk, Scourge of the Hartland, Warlord of Dwarfgate, Conqueror of Arya, Dwarf-Friend
Location: Karanuk Eye Color: Blue Weight: 210
Class: Warrior Hair Color: Brown Build: Muscular
Level: 15 Sex: Male Alignment: LE
Race: Karanukese Date of Birth: 2893-2936 Deity: None
Str: 18/73 +2/+3 HP: 129 SP/PSP:
Int: 14 AC: -7 (chain, dex)
Wis: 13 ST Bonuses:
Dex: 16 +1/-2 |Acid Resistance
Con: 17 +3hp |+2 Prot. Good 1" r.
Cha: 16 |
Com: 15 |
Weapon #Att/Rnd Bonuses Damage Range
Battleaxe +4 [-3] |5/2 |+9/+10 |1-8/1-8 |
Shortsword [1] |5/2 |+5/+6 |1-6/1-8 |
Dagger [4,3] |2/1 |+2/+3, +3/+3 |1-4/1-3 |1/2/3

Magic Items: Battleaxe +4 ("Vorhael's Bane", Roars when swung - save vs. spells at -4 or take -2 on all rolls due to fear), Black Dragonhelm (Breathe acid 4d6 hp, 1"x4", 1/d, Infravision 6", Eyes of the Eagle, able to see in magical darkness), 2P. Extra-Healing, P. Speed, 2P. Stone Gi. Str, Black Chainmail +6 (Acid Resistance, Prot. Good 1"r.)
Skills and Proficiencies: (8+4)
Bonus: Military Tactics & Strategy (x5)
Blindfighting, Alertness, Etiquette, Riding-Land, Endurance, Tracking
Languages:
Bonus: Tastarien (R/W)
Perhadese (R/W), Athosi-veyr, Trader
Weapons: (9)
2-weapon style (x1), Battleaxe (x3), Shortsword (x2)

Notes:

Description: Tall, built like a Dwarven fortress, dressed in shiny black platemail with a dragonhelm, he looks fully capable of taking on a full-grown Dragon. He has. ("selDraco" is Karanukese for "Slayer of Dragons".) Square-faced and having the harsh features of his Karanukese ancestors, Garrod is calm, controlled, well-spoken, and thoughtful. This is probably the most dangerous person you'll ever meet.

This is an honorable, intelligent man. He will ask for and accept surrenders from opponents. He will fight intelligently, since he is able to analyze most opponent's abilities from simply watching them. He will retreat from an uncertain battle. He will not attack unless he clearly has the upper hand. Garrod is the Sun Tzu of Avamor.

Garrod was a man who always kept his word, though he would twist the meaning as much as possible if he felt he was being betrayed (this rarely happened, since his betrayers usually died soon after). He would typically have many protective spells cast on him by his personal mage. Garrod was a fair, if brutal, man. The best real- world equivalent is Vlad Tepes crossed with Alexander the Great.

Garrod selDraco was called the Dread Lord of Karanuk. He is a military genius. His feats included planning the Karanukese assaults on the Krai Nal Plains, the defeat and capture of most of the Raven's Cry Adventurers (practically single-handed, early in his career), the destruction of all three Overlords of Karanuk, resisting the Hartland/Tatheari/Plainsrider/Dwarven forces at Halash'kar, single-handedly slaying a black Dragon, and the kidnapping of Imperial Crown Prince Arundiel Kenthyr.

He also planned and executed the Dwarven reclamation of their ancient homeland in the Ironheart Mountains, even personally battling the Titans who ruled there - a feat which not only earned the respect of the Dwarven people, but moved them to name him Dwarf-Friend. Following this event, Garrod pulled his forces out of the Lesser Barrier, leaving the Dwarves of Chakka-Luk in peace. On his return from the Ironheart Mountains, Garrod finished training the Imperial Prince in the art of war and returned him to the Hartland, where Garrod was assassinated. He laid a death curse on the Hartland: "I swear by the blood spilled this day, the oaths you have sundered, and the traitor's poison in my wounds that the Hartland shall be laid waste, the Empire thrown down into ruins and its people cursed by pestilence, tyranny, and plague. As your word has been broken to me, so shall all trust between land and lord be broken. Only by an ocean of blood will your cursed soil be cleansed."

All of these events came to pass. Hazuer, a demon prince, arose to power in Karanuk and waged war on the Empire of the Hartland, destroying it and creating the Arnul Waste in its center. The surviving dukedoms eventually became the Seven Kingdoms. No one knows where Garrod selDraco's body was laid to rest.

It is interesting to note that if Garrod could have been turned from evil, he would have become the greatest force for good and justice the world of Avamor had ever seen. However, the attempt was never made.




NPC RECORD SHEET Symbol: None
Name: Iridesce Handedness: Ambidextrous Height: special
Other names: Asadreama Naleev, She Who Glitters As Moonlit Clouds
Location: Far North Eye Color: White Weight: 2000+
Class: Dragonmage Hair Color: NA Build: Dragon
Level: 27+ Sex: Female Alignment: NG(N)
Race: Cloud Dragon Date of Birth: Unknown Deity: None
Str: varies HP: SP:
Int: 24 AC: - (race, magic) Mu:
Wis: varies ST Bonuses:
Dex: varies |
Con: varies |+2 or better wpns to hit
Cha: varies | MR
Com: varies |
*Weapon #Att/Rnd Bonuses Damage Range
Claws |/ |/ | |
Bite |1/1 |/ | |
Kick |1/1 |/ | |rear only
Tail slap |1/1 |/ | |70', rear only
Wing buffet |1/1 |/ | |flanks only
**Breath Weapon- |1/1 | |max hp |cone 5'-30'x80' (wxl)
**Breath Weapon-Gas |1/1 | |paralysis |40'x50'x20' (wxlxh)

*The #Att/Rnd is deceptive. A dragon can use all of these attacks (exceptions noted) on any and all opponents within reach. A Dragon can exchange its breath weapon for the bite, or the kick for the tail slap.

**Dragons of Avamor can do up to 3x their maximum hit points in damage with a breath weapon, distributed however they wish (example: 6 shots of 20hp, 1 shot of 120hp, or anything in between). Those breath weapons that do not inflict hit points of damage can be used 3/day.


Magic Items:

Contingency:

Innates: .

Spells typically in use:

Skills and Proficiencies:()
Through either magic or her own efforts of learning, Iridesce has any and all applicable skills. The degree to which she can remember how to use them is entirely subjective. See below.
Languages:
Iridesce speaks few modern languages. Most languages she knows herself are from lands and peoples now thousands of years extinct.
Weapons: ()
It is not known if Iridesce has any skill with any weapons other than those listed above. She certainly doesn't need such skills.
Notes:

Iridesce has all the normal Draconic abilities described in the Monstrous Compendium.

Description: A shimmering, translucent, serpentine dragon some three hundred feet long. It is difficult to perceive any actual deliniation of shape or form, so translucent is she. On a starry night, her skin glitters, as if the greater moon were wreathed in night sky clouds. Her eyes are so pale and misty she must be blind, and so filled with remembered pain and sadness.

Spells Normally Active:

Iridesce was the eldest of the Dragonmagi, and may well have seen the first coming of humankind to Avamor. She is reclusive in the extreme. Of all the other Dragonmagi, only Karaman was welcome to her lair. Even he was addressed as "young Childe." Her age weighs heavily on her - very unusual, perhaps even unique, in a race that barely acknowledges the passing centuries. Those few accounts of people who have met her indicate that her mind wanders often, lost in remembered past. This is most certainly not the case. The simple fact is that those few guests were simply not important enough to warrant more than the slightest, most distracted attention. Her memories... and events happening elsewhere in the world, were far more important to her.

Little is known of her past. The earliest known accounts of her existence come from the very beginnings of the Teshian Empire, in their wars with the Kathnyri. It is recorded therein that Iridesce created the great Storm Ward, near the Lake Country, to consume the wild surging magics unleashed by the Kathnyri and prevent them from poisoning all the land. According to the fragments of these histories so far recovered, a huge, glittering, cloud in the shape of a Dragon appeared overhead as the Teshians armies retreated before the magical storm unleashed by the Kathnyri, barely protected by all their great wizards. Fearing this was yet another attack by the Sons of Kath, the Teshian Archimagi attacked to no avail. They were simply ignored.

This great Dragon gathered up the full fury of the storms around herself and chained it in place. Bound by a great work of Art, the polluted, voracious magic would slowly be bled away and starved until there was none left, and the lands about the StormWard were cleansed of its warping effects. Then she simply left, leaving the awestruck Wizards of Tesh gaping in her wake.

All of the Dragonmagi knew and respected Iridesce - this much is certain from the Illithid War, when all the Dragonmagi save Khasil gathered to face the mind flayers. Even Tassrith deferred to her, a previously unseen aspect of that one's personality none suspected he even possessed. Most of the knowledge of Iridesce comes from these few well-recorded accounts.

Karaman left, alone, to ask for Iridesce's aid against the Illithid against even Jennifer Griffonspryde's objections. He was successful. From Iridesce's reactions, it is certain that being among others of her own kind, as well as the shorter lived races, was a source of great pain for her. In his memoirs, Zenki the Cursed likened it to being reminded of the death of a loved one. When asked why she acted the way she did, only Paradelion, Karaman, and Syvionur seemed to know... and would not say. Paradelion's only response was, "Leave Her be. Your very presence is an agony She should not have to endure. Do not contemplate adding to Her burden."

To Iridesce, magic seemed to be a mere extension of her own physical body and presence. Indeed, many spellcasters who worked their Art near her reported that unusual magical effects occurred regularly in her presence. They are certain these effects were intended - chairs moving to accommodate her when she sat, weapons sealed to scabbards, food appearing complete with serving dishes, even spells and magical effects draining away if they were focused on her. Iridesce did not even notice, seeming unaware of her own subconscious employment of this power. In the middle of a storm of magically generated fire, no flames will approach or otherwise attract her notice. It is said that Dread Lord Hazuer of Karanuk would not even approach near her, though Idverien Kur'deen certainly had no such inhibition.

By herself, Iridesce made a military victory against the Illithid Spawn possible. She unbound the StormWard, releasing it across the ranks of mind flayers and their creatures. She loosed the full fury of her physical and magical might, laying waste to league upon league of the Desert of Dreams, destroying an entire Swarm of the Hive's Spawn. But in the end, the mind flayers brought her down, using most of their floaters and multiple battlecrabs to rend her limb from limb. She did not die quickly. But even in death, she took her killers with her.

The moment of her passing is recorded in exquisite detail by Zenki the Cursed: "It was as if the whole of Creation stopped. There was no breath. There was no beating heart. The wind was stilled and the battle ceased as the whole of this Realm halted in shock. I felt as if something wrenched at the very core of my being, was torn away, and died. Then as one, all of the Dragons and Dragonmagi turned on the Illithid, roaring, screaming, and slaying her killers with awful, raging fury while the rest of us watched in stunned, awed silence. All save Emperor Karaman, who closed his eyes and bowed his head. To my dying day, I will never forget the expression on his face of relief , as if the pain from a deep festering wound had suddenly been relieved, and sorrow, as if he knew with dreadful certainty the same fate awaited him."

Archimage Zenki later wrote, "Ever afterwards, with the passing of Iridesce and Azurien, whenever I employ the Art to which I have dedicated the whole of my life, I can feel certain magics slip through my fingers, as if it were torn cloth not yet mended. It is not a matter of lack of skill, for that I have in abundance. Instead, it feels as if some anchor, some trick of a weaver's knot, has been cut away leaving nothing to hold down the streams of Power so necessary to Artifice. Slowly, as these many years have passed, I can feel a new knot, a new anchor, forming somewhere. It feels strange to those of us who employed these Arts before their deaths; a feeling that our successors have never known. I can not help but wonder how the very fundamental nature of the Art will be influenced by the forming of this new anchor."

Of Iridesce's abandoned lair, nothing is known. It is almost a certainty that it is warded and guarded by powerful magics unknown in mortal realms. The lure of such a certainly massive hoard has lured many, many adventurers to search for it. However, Dragons of all sort have ruthlessly, and very effectively, hunted down these seekers and eradicated them. Most do so out of respect for the eldest of their kind, thought certainly others seek her hoard for themselves.

Of the Dragonmagi, Paradelion (now the eldest of Dragonmagi) and Karaman (now the second youngest) knew her best. Neither has been at all forthcoming with her history or doings. If the records of the Elvenfolk and Dwarvenfolk are any evidence, Iridesce has had little to no involvement in the affairs of mortals. Perhaps now with the return of Asrexius, and the unearthing of much of the Battleplain and its lost Teshian libraries, more hints may come to light about she who was once the eldest living creature on Avamor.




NPC RECORD SHEET Symbol: Curved silver claw superimposed over runic "K"
Name: Karaman Handedness: Ambidextrous Height: special
Valan, Kadrian Ahlun, Vasaularian
Location: N. Hellsteeth Eye Color: Blue Weight: 2000+
Class: Dragonmage Hair Color: NA Build: Dragon
Level: 23+ Sex: Male Alignment: LG
Race: Silver Dragon Date of Birth: -2,000(?) Deity: None
Str: varies HP: 184 SP:
Int: 23 AC: -11 (race, magic) Mu:207+ - 9th
Wis: varies ST Bonuses:
Dex: varies |+1 Prot. Evil
Con: varies |+1 or better wpns to hit
Cha: varies |65% MR
Com: varies |Immune to cold
*Weapon #Att/Rnd Bonuses Damage Range
Claws |3/1 |+13/+13 |1-8 |
Bite |1/1 |+13/+13 |5-30 |
Kick |1/1 |+13/+13 |1-8 |rear only
Tail slap |1/1 |+13/+13 |2-16 |70', rear only
Wing buffet |1/1 |+13/+13 |1-8 |flanks only
**Breath Weapon-Cold |1/1 | |max 552hp |cone 5'-30'x80' (wxl)
**Breath Weapon-Gas |1/1 | |paralysis |40'x50'x20' (wxlxh)

*The #Att/Rnd is deceptive. A dragon can use all of these attacks (exceptions noted) on any and all opponents within reach. A Dragon can exchange its breath weapon for the bite, or the kick for the tail slap.

**Dragons of Avamor can do up to 3x their maximum hit points in damage with a breath weapon, distributed however they wish (example: 6 shots of 20hp, 1 shot of 120hp, or anything in between). Those breath weapons that do not inflict hit points of damage can be used 3/day.


Magic Items:

Contingency: Wall of Force around entire body if Hp <= 27.

Innates: Polymorph Self 3/day, Cloudwalk at will, Feather Fall 2/day, Wall of Fog 1/day, Control Winds 3/day, Control Weather 1/day, Reverse Gravity 1/day.

Spells typically in use:
Detect Good, Detect Evil, Prot. Magical Weapons, Non-Detection

It's safe to say that Karaman has access to a huge variety of magical items, including many unique items and spells. Unlike most Dragons, he is not averse to using such "toys".

Skills and Proficiencies:(11+12)
Karaman is old enough that he has nearly every proficiency there is. The only areas that he is a master at are languages, histories (he's seen most of the important events happen first hand), and magic. Most other non-weapon profs he has around 2 or 3 slots in.
Languages:
All of them. He is most fluent in the Elven and human languages. The others he can speak with a very archaic accent. Because of the frequent conflict between Dragons and Dwarves, Karaman tends to be very cautious around Dwarvenfolk.
Weapons: (4+)
Karaman has basic proficiency with Elven (longsword, dagger, longbow) and human weapons (taking the most popular for a particular culture). He much prefers to fight with words or spells.
Notes:

Karaman has all the normal Draconic abilities described in the Monstrous Compendium.

Description: A shining silver dragon over 200' long, sleek and powerful. His body is perfect, muscular, strong, and beautiful. He fairly radiates power and magic. His blue eyes hold wisdom as well as compassion, even when angered.

Spells Normally Active:
Improved Armor I, Prot. Cold, Stoneskin, Prot. Lightning, Prot. Fire, Prot. Acid, Unknowable Alignment, Mind Bar

Karaman is the Silver Dragonmage, a dragon who has seen the times before the Cataclysm and lived through that great devastation. He is ancient, wise, and powerful, for he is also a Dragonmage of immense power. He taught the Teshians the use of Draconic magic, though came to regret the teaching as the Teshians used his knkowledge to make war on others, and to hunt and kill Dragons. His magical skills are unsurpassed.

In times of conflict, Karaman prefers to use illusions and deception to turn possible attackers aside. By preference, he will cast spells so that unwanted "guests" will see what they expect to see. He will then manipulate the images so that such guests are led astray with as little fuss as possible. When direct confrontation is unavoidable, he will do so only from a position of absolute superiority. Karaman has not lived as long as he has by being stupid. He will not sacrifice himself uselessly against a superior opponent. Instead, like most Dragonmagi, he will flee to fight again another day.

Karaman has been known by many names, always as a friend to the mortal races. He does not seek the extermination of any species. Rather, he is like an infinitely compassionate and wise father. He will assume various identities to work from within a nation, almost always as a sage or wizard of some power, or perhaps a wealthy merchant, but only rarely as a master wizard or Archimage. He prefers a position of advisor or patron. He will manipulate people and events to place good and just people in positions of authority. His experiences with the Teshian Empire have taught him not to trust the wisdom of shorter lived races (note that he considers Elves to be one of these shorter lived races).

Of the treasures in his lair, it is safe to assume that, if he wished, Karaman could buy himself an empire. As for spells, again it can be assumed that he has at least one of nearly everything, save singular objects or artifacts. Those items of power which he doesn't have, he more than likely knows the location of, or at least their attributes and powers. Karaman also knows the correct formulae and processes for making nearly all potions and scrolls, as well as the vast majority of permanent magical items. Again, that which he does not know, he more than likely knows where it can be found (after all, he watched the making of many items of Power).

Karaman is a generous, kind, and just being. He will not tolerate evil in his presence very well. If such is near him, and no violence has been committed, he will use words or magic to make the evil leave. Karaman does believe in taking his time and never rushing into events without more than adequate planning and backup plans. His speech is deep, vibrating, but can be soft and gentle. He is fond of conversation and enjoys intelligent company, even of the many shorter-lived races such as humans and Elves.

Karaman has met, and was on good terms with, the following beings: Maliki Masters, "Bart" Bartholamule, Lirain Alisar, Iarree L'iahier, Dallod Loguire, The Man in Black, as well as several others (who are either long-dead or no longer in existence).

In more recent times, Karaman has worked very hard to bring about the fulfillment of the Prophecy of the Seven. He spent two hundred and some odd years assuming the lives of various people in the Seven Kingdoms. He worked great magics to accomplish this, since he knew that even a small hole in his guises would have alerted the Illithid or the Karanukese to his presence, and could well cause either or both to attack him with the advantage. To prevent this, he fully assumed normal (if anyone with such incredibly strong natural magical ability could be "normal") lives - from infancy to old age and death - and maintained a mental state appropriate for such a person. Only when mortal danger or death was imminent did Karaman the Dragonmage emerge. So accomplished was his disguise that not even the other Dragonmagi could find him - a feat which all save Dragonmage Tassrith appreciated fully.

You can understand his surprise when Shekahl, the Sword of the Hartland, chose him, in his guise as Valan, Court Mage to Duke Borel of Tyris, as the next Emperor of the Hartland. Karaman's intention was to become the Imperial Court Mage. Shekahl, however, had other ideas. This caused him a number of personal difficulties since Valan, who for all intents and purposes "died" the moment Shekahl brought the Dragonmage forth, was very close friends with a number of people - including some of the Seven from the Prophecy.

Karaman successfully defended the reborn Empire first from the Illithid, and then from the Karanukese. He was fully willing to fight, and if necessary, die, facing the Illithid and Dread Lord Hazuer of Karanuk. His reign, as foretold, lasted some five hundred years and became one of those few shining moments in history when the entire world knew a modicum of peace. Finally, satisfied with the work he had wrought, Karaman turned over control of the Empire to the Kenthyr family, and simply, quietly, disappeared. The Silver Dragonmage did well: The groundwork he laid in place lasted some five hundred years more, and would have gone even further, had not other events taken place.

Where Karaman now resides, none can say. The most powerful wizards of the Hartland insist the Silver Dragonmage yet lives, for they can feel very faint traces of his power, having been directly exposed to Karaman for so long. Of the other Dragonmagi, all but a few returned to their remote homes after the Illithid War. One who remained, to watch over the Kathnyri people, Paradelion, the Gold Dragonmage, was once asked by a Kathnyri Prince where Karaman had gone. Paradelion answered, "Like the eldest of us all, Iridesce, who now lies slain on the field of battle against the Illithid, young Karaman knows now the touch of mortality upon his immortal Dragon soul. He, who once knew the unending passage of aeons, now feels the slow turning of days, the chill touch of death... always. You can neither comprehend nor appreciate the terrible sacrifice he has made for us all. Leave him in peace."




This Sundered Land stats here
NPC RECORD SHEET Symbol: Golden Griffon, Silver Sword, Emerald Tree
Name: Seloveyan Keliveyr Handedness: Right Height: 5'3"
Prince Regent of the Silver Forest, Warden of the Trail of Tears
Location: Trailkeep Eye Color: Amber Weight: 164lb
Class: Ra/Mu Hair Color: Blonde Build: Moderate
Level: 9/12 Sex: Male Alignment: CG
Race: Silver Forest Elf Date of Birth: 2561 Deity: Corellon
Str: 18/26 +1/+3 HP: 70 SP:
Int: 17 AC: -4 (chain, dex) Mu:66 -6th
Wis: 15 ST Bonuses:
Dex: 16 +1/-2 |+1 Wisdom | 90% Charm/sleep resist.
Con: 14 |+3 Ring
Cha: 15 |+3 Cloak
Com: 19 |Fire Resist. (sword)
Weapon #Att/Rnd Bonuses Damage Range
Longsword +3 [5] |2/1 |+7/+9 |1-8/1-12 |
Dagger +2, melee [9] |3/2 |+3/+5 |1-4/1-3 |
Dagger +2, thrown [8] |2/1 |+4/+5 |1-4/1-3 |1/2/3
Longbow +2 [8] |2/1 |+4/+3 |1-8/1-8 |5/10/17
Magic Items:
R. Protection +3, R. Spell Storing (Teleport w/o Error), Elven Chain +4, Longsword +3 (Frostbrand), Quiver of Holding, Combined Cloak +3/Elvenkind, Longsword +5, Dagger +2, W. Frost (36), Boots of Elvenkind, 3 P. Extra-Healing, Longbow +2 (Doubling), Pouch of Accessibility, 10 Arrows +3
Skills and Proficiencies: (6+8+6)
Bonus: Survival-Forest
Musical Instrument (harp), Cooking, Blindfighting, Riding - Land, Riding - Aerial, Etiquette, Heraldry, Ancient History (Elven)

Languages:
Bonus: Athosi-veyr (R/W)
Jin Asi-veyr (R/W), Trader, Kehkrian (R/W)

Weapons: (7+3)
Longsword (x3), Dagger, 2-Wpn style (x1), Longbow


Description: A slender Elf with shiny blonde hair and piercing amber eyes, he does not smile, though his manner is pleasantly polite. His movements are carefully measured, and he studies all he meets with an age-old wisdom that can come only from harsh experience. It is obvious that the Regent’s Crown sits heavily on his brow, but he stands straight under that burden. Always dressed in fine leathers of forest hues, Prince Regent Seloveyan is an Elf of exceptional talent and wisdom.

Seloveyan is the head of House Keliveyr, cousin to the now-deceased King of the Silver Forest, Ferain Til’haren, and the Warden of Trailkeep, the castle and city guarding the Trail of Tears (a canyon through the Escarpment. He is also the half-brother of Vaeran Keliveyr, formerly First Advisor to the ElfKing. Seloveyan is reclusive but amicable in the company of others. He has always been Human-kind’s greatest proponent to his kin in the Silver Forest, though this has at times caused him to be very unwelcome company indeed.

The Warden of Trailkeep did not like his half-brother Vaeran, and he fully resented Vaeran's influence over King Til’haren. To avoid trouble at court, Seloveyan stayed away when he could, working quietly in the background to end the isolation of the Silver Forest from lands further west. But when, Vaeran proposed a war policy towards Humans, especially after an attacks on the Golden Flyers (which Seloveyan later discovered was planned by his half-brother) and the kidnapping of the King's daughter, Aleana, who was an ambassador to the Hartland, Seloveyan once more took his place at the King’s Council and openly opposed Vaeron.

This conflict nearly tore the kingdom apart, for both Seloveyan and Vaeron were well-liked. As he looked further into his brother’s affairs, Seloveyan became more alarmed as he discovered that Vaeron already had dealings with several other kingdoms, including Karanuk. He used his few contacts with the outside world to interrupt his half-brother’s efforts, eventually discovering a dire truth.

Vaeron was planning a ritual, by which he would sacrifice Aleana Til’haren’s soul to the evil God Bael, in exchange for the power of a Chaos Lord. Once completed, the rite would make Vaeron a direct agent of Bael on Hybrana, with sufficient power to shatter cities and raise all the foul creatures of Avamor against the Elven people.

Seloveyan used his contacts with a group of adventurers known as the Iron Company to stop Vaeron and rescue Princess Til’haren. It was too late for the Princess, but not to late to destroy Vaeron while he was still gaining power. (See Aleana Til’haren for more details). His chosen agents succeeded in that. And Seloveyan quietly told his King what had happened, and provided the proof of Vaeron’s treachery. King Ferain named Seloveyan First Advisor.

Over the centuries since then, Seloveyan has worked hard to finally get his people to accept the fact that they can not live apart in this world; that this is what led to the RaceWars in the first place. He helped Prince Iayz establish the trading city of Tarene in the Corinian Forest, thereby allowing Elven goods into foreign markets. He helped create treaties with the Knights of Shin Faer Calun at Caer Shalun (also in the Corinian Forest), and the people of Dandria. He even encouraged his people to revitalize their skills as shipwrights and sailors, creating one of the few ocean trade routes to Ralkstag. He had finally succeeded when King Ferain Til’haren was assassinated by Bedtime Bob, a notorious Blood Pact Assassin.

Since he was the only Prince of the Twelve Houses that the none of the other Princes disliked, Seloveyan was named regent, until King Ferain’s infant son could assume the throne. Seloveyan accepted with strong reservations, only to be immediately hit by a surprise attack from the Orcs of Mnar, aided and abetted by the Witch-King Atu’an.

Seloveyan has fought and bled himself white for his people. Changing the Silver Forest Elves’ isolationist attitude and keeping them safe is his Crusade. It has made him a very hard person.

The few bright spots in the Prince Regent’s life are his friends Sir Alkirev Keliveyr (Marshall of the Golden Flyers), Sir Rieson (Knight-Lieutenant of the Golden Flyers), Prince Azzeln Vaetha (the Drow bodyguard to Emperor Karaman of the Hartland), his "niece" Aleana Til’haren, and his wife-consort, Iliceria (whom he loves far more dearly than his own personal Crusade, though few outside his circle of friends know this).

Seloveyan is an Elf who thrives on challenge and hardship. The worse the situation gets, the better he becomes. He does not realize just how much the Silver Forest Elves admire, nearly worship, him - including his friends. He does not see himself as worthy of such adulation. After the Silver Forest was decimated by the Mnarian Orcs, Seloveyan saw an opportunity to unite the scattered Elven people - from Peacewood, the Aruitai, Avernia, and the Silver Forest - once more, in spirit, if not physically. It was an unrealized truth that nothing could have stopped his dream from coming to fruition after that near extinction under the blades of Mnarian Orcs, not even Seloveyan's own death. For Seloveyan was one of two Elves universally admired by all the Elven people. Even now, his name is a rallying cry as far away as Peacewood.

Since then, Seloveyan worked hard - first as Regent of the Silver Forest, later as First Royal Advisor to the young King. As Advisor, he travelled far - even to the Ci'thas, distant cousins of the Silver Forest Elves on the Southern Continent - and worked hard to bring together the scattered and decimated Elven Race... even the last remnants of the Drow taking shelter among the Peacewood Elves. On his few visits to the Imperial Court of the Hartland, he was welcomed and hailed as a hero, though his part in the Illithid War was small. There yet remain statues dedicated to his memory in the cities of the Hartland and even the Dwarves of the Twin Kingdoms speak highly of his life to this day.




NPC RECORD SHEET Symbol: Crown of Fire over Red Talon on White
Name: Tassrith Handedness: Ambidextrous Height: Special Image of Tassrith
Emperor of Draccaea, The Red Dragonmage, Tyrant of the South
Location: Draccaea Eye Color: Amber Weight: Special
Class: Dragonmage Hair Color: Red Build: Special
Level: 18 Sex: Male Alignment: CE
Race: Red Dragon Date of Birth: 987(?) Deity: NA
Str: varies HP: 176 SP/PSP:
Int: 20 AC: -11 (race) Mu:147+spec*** -9th
Wis: 16 ST Bonuses:
Dex: varies |Immune to fire
Con: varies |MR 70%
Cha: varies |+2 Staff of Magi
Com: varies |+1 Robe
|Immune to ESP, Detect Lie, Know Align (ring)
Weapon #Att/Rnd Bonuses Damage Range
Claws |3/1 |+13/+13 |1-10 |
Bite |1/1 |+13/+13 |3-30 |
Kick |1/1 |+13/+13 |1-10 |rear only
Tail slap |1/1 |+13/+13 |2-20 |70', rear only
Wing buffet |1/1 |+13/+13 |1-10 |flanks only
**Breath Weapon-Fire |1/1 | |max 528hp |cone 5'-30'x90' (wxl)

*The #Att/Rnd is deceptive. A dragon can use all of these attacks (exceptions noted) on any and all opponents within reach. A Dragon can exchange its breath weapon for the bite, or the kick for the tail slap.

**Dragons of Avamor can do up to 3x their maximum hit points in damage with a breath weapon, distributed however they wish (example: 6 shots of 20hp, 1 shot of 120hp, or anything in between). Those breath weapons that do not inflict hit points of damage can be used 3/day.

Magic Items:

Contingency: Teleport on thinking command word to Lair.

Innates: Immune to fire, Telepathy, Affect Normal Fires 3/day, Pyrotechnics 3/day, Heat Metal 1/day, Suggestion 1/day, Hypnotism 1/day, Detect Gems (kind & number) 100'r 3/day.

Fear Aura: Tassrith's Dragonfear is stronger than normal. All creatures of less than 4HD are automatically paralyzed with terror on sighting him in his natural form. Creatures with 4-7HD run in terror (no save). Creatures with more than 7HD gain a save vs. petrification at -8. If the save is successful, they still suffer a -4 on all to hit and damage rolls.

Spells typically in use:
Anti-Psionic Shell, Detect Scrying, Eyebite, Know Alignment, Prot. Magical Missiles

Crown of Fire*** (Artefact - see below), R. of Mind Shielding, R. Spell Turning, Cube of Frost Resistance, Robes of the Archmagi, Staff of Magi

Tassrith has access to all the magical resources of Draccaea. The list above consists of those items he is known to possess. It is highly probable that Tassrith also has armor, katana, wakazashi, and daikyu appropriate for his station as Emperor of Draccaea. He has also inherited much from his predecessor, Verilon.

Skills and Proficiencies:
Spellcraft (x3), Ancient History - Draccaea (x3), Military History (x4), Military Tactics/Strat (x2), Leadership (x3), Etiquette (x2), Planar Lore (x3)

Tassrith, being over 2,000 years old and active in the political and military aspects of Draccaean life, apparently has all of the skills appropriate for such activities. He is most lacking in cultural skills (Etiquette, to him, is a political tool) such as calligraphy, philosophy, dance and music. Assign other skills as appropriate.

Languages:
Draccaean (R/W), Perhadese (R/W), Karanukese (R/W)

The Emperor of Draccaea has learned a few Northern languages, mostly due to Taro Kamakura's interests and achievements with regard to the writings of Garrod selDraco. This is not widely known. Though Tassrith does not yet have the patience to pursue selDraco's wisdom, he has at least made the attempt - probably to better understand his one-time advisor Taro and determine if the Kamakura family posed a threat to his rule. Remember that Tassrith is magically telepathic. Between that ability and the Tongues spell, there are few languages beyond his grasp.

Weapons:
Katana, Wakazashi, Daikyu

Tassrith disdains the use of "mortal" weapons for the most part. The only reason he learned the uses of the above weapons was to secure his claim to the Imperial Throne of Draccaea. Unlike the now deceased Dragonmage Verilon, Tassrith will refuse to engage any opponent in formal combat. His preference is to crush opponents beneath his claws so he can lick their remains from his talons.

Notes:

Tassrith has all the normal abilities of a Red Dragon listed in the Monstrous Compendium.

Description: A blood-red dragon over four hundred feet long from nose to tail, Tassrith is mighty and terrible to behold. His chest and underside bear terrible scars - a testament to the many battles he has fought and won against other Dragons. His claws and teeth are a dark, dull black, deeply scored by the armor and weapons of those he has slain and consumed. He fairly exudes arrogance and contempt for all other beings, including the other Dragonmagi.

Spells normally active:
Prot. Cold, Prot. Acid, Stoneskin, Psionic Armor, Non-detection

Tassrith is the successor to Verilon, former Red Dragonmage and Emperor of Draccaea, by right of might and viciousness. The youngest of the Dragonmagi, Tassrith has only recently mastered patience and his temper. Though he is the least magically skilled of his peers, with the possible exception of Paradelion, Tassrith also inherited the Crown of Fire from Verilon (see below). With this artefact's ability to draw upon the magical ley lines and nodes on a continent, Tassrith's raw magical power could be nearly the equal of Karaman's.

Tassrith does not appear to have the full measure of greed and acquisitiveness inherent in his kind. In fact, he seems to follow a higher ethical calling. His predecessor, Verilon, spent thousands of years conducting a breeding program to mix Draconic and Human heritage in an effort to create a cadre of magically and physically powerful, but easily dominated, soldiers in a quest for domination of the Southern Continent. Tassrith, and many of the Dragonmagi, believe this mad plan was a result of insanity brought on by the Crown of Fire. And madness it was. Tassrith has inherited a land torn by not only political and military strife, but also by the machinations of Verilon's experimental by-blows. Tassrith realized early in his life that the Human heritage was unable to contain the Draconic lust for wealth and power. Instead, the blood of mortals seemed to weaken what little control the Draconic heritage exercised over the passions of the Draconic nature.

Secretly, Tassrith has halted Verilon's breeding program, and now actively discourages the T'ang houses from having any children of Draconic blood. His aim is to put an end to those of mixed heritage without having to conduct pogroms or ethnic cleansing (though it must be said he seriously considered those options). With the advent of the Prophecy of the Seven, and the arrival of the Prophecy's principal agents in his domain, his efforts to mitigate Verilon's insanity have been put on hold.

Now Tassrith has journeyed north to Hybrana, accompanied only by a few trusted guards, to throw his full power against the Illithid. It is a strange sight indeed to see the Red and Silver Dragonmagi battling side-by-side against the mind flayers. Tassrith is being forced to use the Crown of Fire more and more to mitigate the Illithid's ability to drain away magical energy. He fears that the growing frequency of his reliance on that artefact's abilities will destroy his sanity as it did Verilon's.

Tassrith does not get along at all well with the other Dragonmagi. He is not used to being the least powerful or the youngest and least experienced. Though he and Karaman have come close to open conflict on a number of occasions, Tassrith has always managed to pull back from the edge of losing his temper. Which is fortunate, as Tassrith is far from his own assets and allies, while Karaman is in the center of his power. Tassrith's open contempt and pervading arrogance have not won him any friends on Hybrana. However, his willingness to fight, even die, against the Illithid has at least gained him respect from various quarters.

Tassrith is further aggravated by Karaman's crowning. For two centuries, none of the Dragonmagi had been able to locate Karaman, or contact him by any magical or mundane means. All the Dragonmagi save two (Khasil and Iridesce) were present when the Emperor's Sword chose Valan, Court Mage of Duke Borel in Tyris, as the next Emperor of the Hartland - and revealed him as Karaman. Tassrith took this as a personal affront, since his peers did not seem anywhere near surprised enough. The Red Dragonmage has concluded that he was deliberately kept in the dark by his peers. Tassrith does not like surprises. He does not deal well with surprises. He is furious over this perceived deception. (What Tassrith does not realize is that the other Dragonmagi were actually more appreciative of Karaman's cleverness and innovation, as well as respectful of the sacrifice the Silver Dragonmage was making on all their behalfs. They took it as a well-played joke.)

Tassrith is a strange mix of high ideals and rage barely held in check. He is a firm believer in "If you want it done right, do it yourself!" and respects those who see to their responsibilities in person. His rule of Draccaea is a strong reflection of that. He will assign tasks to the most capable people he can, then bloodily eradicate them and their families if they fail. He views Karaman as "soft". Where Karaman will use a gentle word of encouragement, Tassrith will scourge with a whip. Tassrith will readily defend nearly anyone who stands up for their personal rights (provided they have the might to do so) while at the same time decrying that person for being "cattle suitable for breeding."

As a final note, during his time in the north, Tassrith has realized that words can be as effective a weapon as his own claws. Even if he's not very good with them.

Crown of Fire (Artefact)
A red and gold crown of living flame that seems to crawl and shift as it is watched.

The exact origins of the Crown of Fire are unknown. It is remotely possible that the deceased Red Dragonmage Verilon created the device, but most scholars believe this unlikely. It's powers, both known and suspected (marked with a ?) are:

- The Crown gives the wearer the ability to tap any unlocked ley line or node on the entire landmass on which he stands. This allows the wearer to replenish his or her magical energies (primarily mage spell points) virtually at will.
- The wearer may also tap locked ley lines and nodes, having a 3% chance per level of successfully breaking any magical lock on the ley line/node on the first try. If the attempt fails, no further tries may be made by that particular wearer. Any breaking of a lock is permanent, barring re-locking the line/node.
- As its name implies, the Crown surrounds its wearer in a shroud of ghostly red and gold flames whenever it is used. During this time, the flames will inflict 3d10 hp magical fire damage on any creature that approaches within 20'. The wearer has no control over this ability.
- The wearer is immune to flame of all sorts while wearing the crown (?).
- Each use of the Crown incurs a cumulative 1% chance that the wearer will contract some form of insanity (usually megalomania). (?)
- The wearer may neutralize and absorb the magical power of a magic item by concentration. Total up the levels of all spell-like powers an item has, add in any magical plusses - this is the number of spell points the wearer can absorb. If the item has charges, each charge counts as 1 spell point. Potions, for some reason, are immune to this ability. There is a 15% chance this procedure will cause the item being drained to explode (as a retributive strike from a Staff of the Magi). (?)
- It is believed that the crown also gives the wearer ability to control the size, direction, and flow of any fire, including magical ones such as a Fireball. However, this may be due to Verilon's (and later Tassrith's) own personal spellcasting abilities.

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