“I am Ruphus Laro”

I wrote this for my Distilled Prose night class (back around 2008). It’s based on the Ruphus Laro background NPC from the Shackled City Adventure Path. My version of Ruphus is a lot different than the official one from DUNGEON Magazine. I’ve modified this version (slightly) to incorporate it more into my Lands of Harqual campaign.
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The doors opened and a young soldier entered the room from the vestibule.

“Master Ruphus, they are ready to leave.”

The young priest of the Bast the Protector did not move a muscle as he knelt before the statue of his goddess.

“I will be there shortly,” Ruphus replied.

The young soldier left the priest to finish his prayers closing the door quietly behind him.

Ruphus of Cauldron went over the events of the past few months in his mind. The journey from his homeland had been arduous and long. He had been relieved to see the looming gates of the city of Tallawan appear over the horizon. The relief soon turned into sorrow as he passed through the gates of the city and saw the conditions in the city.

The citizens of the city were a beaten down people living in abject fear of a race of catfolk that were more like beasts then men. The people shirked from the streets as he and his escorts walked through the city towards the temple dedicated to the Protector. The city was on the verge of collapse. Hundreds of buildings laid in ruins from a dozen assaults by the tabaxi.

It had taken Ruphus over three weeks to gain any sort of trust from the city’s populace. Hours of ministering to the sick and wounded had helped but his skirmish with the tabaxi outside the city had been the real turning point. He had been asked to help treat an outbreak in one of the nearby villages.

The tabaxi had come out of nowhere.

The battle had been quick and brutal. The catfolk wore savage headdresses and wielded wicked weapons with jagged edges. They showed no mercy attacking both soldiers and villagers alike. Ruphus had balked when he first saw their catlike forms—with long, sharp claws and razor-like teeth.

Ruphus had looked into their faces and couldn’t help but see the face of the Protector but twisted into a horrid form. One of the catfolk had jumped him and only the instinct to protect his life had saved him. He had skewed the tabaxi warrior with his sword but not before it had clawed away half his face including his left eye.

Ruphus let out a breath of sorrow as he opened his good eye and looked up into the catlike visage of Bast the Protector. The attack on the village had occurred over two weeks ago. He still wore the scars of the tabaxi’s claws across his face. He had underestimated the creature’s ferocity. It was a mistake he would not make again.

“Now I understand why you chose me to make this journey, goddess. I have always doubted my own ferocity. I have always felt out of place at home. Here, I have found my purpose. I am Ruphus Laro, battle priest of Bast.”

Ruphus stood donning his helmet. He walked from the temple to join the soldiers going to war.

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SCAP Legacy: Jefferie Knobel

Jefferie “Redshirt” Knobel (CR 10)
Jefferie Knobel grew up in the city-state of Caloric, the favored son of one of the city-state’s most powerful mercantile families. His life was full of pomp and ceremony and he lived a sheltered life until the age of 13 when Eddanar Westergard came to his family and insisted that they entrust the aasimar boy to him.

The Knobel Family initially rejected Eddanar’s claim that the boy was the reincarnated soul of a powerful cleric of Jalivier that lived nearly 300 years ago. Only when Jefferie began to manifest psionic abilities and have insightful dreams, regarding obscure lore of the Outer Planes, did they relent and allow the High Lightservant to take the boy with him to the Temple of the Burning Sun.

Jefferie’s life at the temple was anything but easy. Eddanar is a hard taskmaster that brooks no dissent and when Jefferie began having dreams about the Interloper God known as Apollo, in the distant future, as a member of the North Gods (married to a resurrected Hela), did the High Lightservant decided he didn’t want the young man around his other acolytes anymore.

Eddanar had learned that there were some difficulties occurring in Cauldron City, so he decided to dispose of the young “prophet” there; and if the boy died, due to some unforeseen incident, then all the better. Eddanar hadn’t met Argo Flameheart yet, but hoped that Jefferie would falter under the shadow of such a strong believer in Jalivier.

Jefferie, instead, has flourished under Argo’s leadership and is now the Minister of the Sun Sanctuary. He still has his dreams, but tends to keep them too himself. He is a masterful student of planar lore and is both charismatic and diplomatic.

hp 55 (10d8+10)
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Male aasimar ³ cleric of Jalivier 6 / psychic warrior 4 ¹
LG Medium outsider (native)
Init +5; Senses Darkvision 60 ft.; Listen +7, Spot +7
Auras Good and law
Languages Celestial, Common, Elven
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AC 23 (+1 Dex, +6 armor, +3 shield, +3 deflection), touch 14, flat-footed 22
Resist Acid 5, cold 5, and electricity 5
Fort +12, Ref +8, Will +13
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Speed 20 feet (4 squares); base 30 ft.
Melee +2 shortspear +12 (1d6+4/x2) or
Melee +2 shortspear +12/+7 (1d6+4/x2) or
Ranged +1 light crossbow +9 (1d8+1/19-20/x2, 80 ft.) or
Ranged +1 light crossbow +9/+4 (1d8+1/19-20/x2, 80 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Special Actions Turn undead 6/day
Combat Gear Potion of cure serious wounds
Cleric Spells Prepared (CL 5th)
3rd (3+1/day) — create food and water, dispel magic, magic circle against evil *, wind wall.
2nd (4+1/day) — align weapon, cure moderate wounds *, resist energy, spiritual weapon, zone of truth.
1st (5+1/day) — command, detect evil, endure elements, protection from evil *, remove fear, sanctuary.
0th (5/day) — create water, detect poison, guidance, purify food and drink, virtue.
Domains Good and Healing (+1 to caster level for all good and healing spells) (* Domain spell)
Psychic Warrior Powers Known (ML 5th; 19 power points/day; max power level known – 2nd) ¹
2nd — body purification, thought shield
1st — astral traveler *, detect psionics, stomp, thicken skin
* Gained with the Expanded Knowledge feat
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Abilities Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
SA Daylight, divine spells, psionics
SQ Prophecy, turn undead
Feats Brew Potion, Expanded Knowledge ¹, Improved Initiative, Inquisitor ¹, Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus [Knowledge (the planes)] [B], Weapon Focus (shortspear)
Skills Autohypnosis +12, Concentration +8, Craft (stonemasonry) +8, Diplomacy +12, Intimidate +3, Knowledge (psionics) +8, Knowledge (the planes) +10, Listen +7, Spellcraft +7, Spot +7, Survival +5 (+7 on other planes)
Possessions +2 shortspear, +1 breastplate, +1 heavy steel shield, +1 light crossbow w/20 bolts, boots of landing ¹, cleric’s vestments, cloak of resistance +2, gloves of object reading ¹, magic sleeping bag ², periapt of wisdom +2, ring of protection +3, silver holy symbol of Jalivier, and a belt pouch containing 62 gp.
Extra Gear Two magical suits of banded mail (+2 enhancement), which originally belonged to the Necrocants, given to Jefferie by Arn Myddion. (Jefferie also received his magic ring from Arn, as well. The ring once belonged to the Necrocant named Oster Zandridge.)
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Daylight (Sp) Jefferie can use daylight once per day as a 10th-level caster.
Prophecy (Su) Jefferie has prophetic dreams of the future, which acts just like the prophecy spell (see below). He can use this supernatural ability once per month. This is a bonus ability gained as a reincarnated soul of his past life.
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Level Adjustment +1; ECL 11; Favored Class Paladin
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¹ D&D Expanded Psionics Handbook
² D&D Miniatures Handbook
³ D&D Monster Manual

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Prophecy

Divination
Level: Chr 7, Clr/Fvs 8, Time 8
Components: V, S, DF
Casting Time: 1 minute
Range: Personal
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast prophecy you receive a vision in answer to a specific question concerning the future if a certain thing happens (“What will happen if Xuar succeeds in his plans?”) Prophecy generally reveals the goals of a creature but sometimes it instead reveals unforeseen consequences. Prophecies do not give advice; they give insight. (For instance, you cannot task how to stop something from occurring but you may gain clues from the vision as to what events happened to cause the events to pass.)

Prophecy gives relatively complete information concerning the central events concerned. (You might see the evil prince you’ve been battling as king, with the maiden whose virtue you’ve been defending locked in a tower as his queen and your party in chains, but you wouldn’t see the fate of your uninvolved father.)

SCAP Legacy: Ruphus Laro

Ruphus Laro, Battle Priest of Bast (CR 16)
Ruphus Laro grew up in Cauldron City, an orphan from birth. He became a favorite pupil of Mistress Jenya of the Temple of the Cat when he was only 12. For years he worked alongside her to help protect the city’s population, especially the orphans of the Lantern Street Orphanage, where he grew up.

He would have stayed with the temple in Cauldron City if not for one fateful night when he was attacked by thugs working for the Last Laugh Thieves’ Guild. While Ruphus was a capable fighter, he couldn’t have held them off on his own. It was on this night when he first met a group of adventurers who would become known as the Order of the Silver Hand.

Ruphus had several tough years in a row, soon after that night, and became a solid ally of the Order and adventured with them on several occasions, at the request of Mistress Jenya. He has also fought in several pitched battles, outside the city, against evil humanoids, as well as against several warlords from the City-state of Flamerule. His face is scarred from fire, but his will remains strong.

Ruphus has also been to the west (including Eversink) and the entire length of the Storm Peninsula. Thus, he has seen first hand the violent actions of the tabaxi and their servants. He even lost an eye while traveling in the west. He has first hand knowledge of the tabaxi and their servitor slave race known as the griff.

Ruphus left for the western lands, at one point, soon after the Order of the Silver Hand began searching for Alek Tercival, who had gone missing. A messenger was sent out to find him after Jenya fell into a somber mood, after the avenger’s death. He returned to Cauldron to report to Jenya and to try to console her.

Once Jenya was back on her feet, Ruphus begged her permission to be released from service at the Temple of the Cat. She agreed to let him go, begrudgingly. Many were sad to see him go, including the orphans that were so fond of him. Leaving Cauldron was a hard decision for the young warpriest, but he knew that the city would survive, as long as the Order of the Silver Hand remained the city’s protectors.

Ruphus has become obsessed with fighting the tabaxi of the Storm Peninsula, as well as helping the beleaguered citizens of the City-state of Tallawan. Several times, he has penetrated into the heart of the Storm Jungle alongside small strike forces, to rescue slaves taken from Tallawan. He has become a hero in that city and has built a new Bastite temple there called the Temple of War’s Claws.

Ruphus’ closest friend is the horizon walker known as Karr’Toomba, one of the key members of the Order of the Silver Hand. It was Karr who gave Ruphus his bow, and the man often visits Ruphus in the west to help battle against the tabaxi and sow dissent amongst the cat race’s people. He is also a good friend to Toryn Stonecutter, another founding member of the Order, and to Zachary Aslaxin II, a cleric/ranger dedicated to Kord.

His greatest ally in Tallawan is the feline warrior known as Shenda Lionmane (NG female rakasta, Scout 12). It is rumored that the two are lovers. He also has several young acolytes (CG male and female humans, Clr3–5) as members of his growing militant order dedicated to Bast. His most promising student is a young man named Matheus Namorado (NG male human, Clr8), whose family was originally from Caer Valora.

hp 124 (10d8+20 plus 6d10+12); DR 5/evil (when wearing tabard)
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Male human cleric of Bast 10 / warpriest 6 ¹
CG Medium humanoid (human)
Init +3; Senses Listen +4, Spot +4
Auras Chaos and good; fear (DC 16)
Languages Common, Tabaxi
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AC 24 (+3 Dex, +6 armor, +3 shield, +2 deflection), touch 15, flat-footed 21
Fort +17 (+19 when wearing tabard), Ref +11 (+13 when wearing tabard), Will +16 (+18 when wearing tabard)
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Speed 30 feet (6 squares)
Melee +3 keen short sword +22 (1d6+4/17-20/x2) or
Melee +3 keen short sword +22/+17/+12 (1d6+4/17-20/x2)
Ranged +3 catbane composite longbow +19 (1d8+3/x3, 110 ft.) or
Ranged +3 catbane composite longbow +19/+14/+9 (1d8+3/x3, 110 ft.)
Ranged +5 catbane composite longbow +21 (1d8+5/x3, 110 ft.) against cat races or
Ranged +5 catbane composite longbow +21/+16/+11 (1d8+5/x3, 110 ft.) against cat races
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +14
Atk Options Combat Reflexes
Special Actions Inflame (+6), rally, turn undead 3/day
Combat Gear 3 scrolls of cure critical wounds, potion of cure serious wounds, scroll of speak with dead
Cleric Spells Prepared (CL 13th)
7th — control weather, sunbeam *.
6th — antimagic field *, spell resistance, undeath to death.
5th — break enchantment, disrupting weapon, holy sword *, plane shift.
4th — air walk, control water, freedom of movement, holy smite *, lesser planar ally, tongues.
3rd — glyph of warding, magic vestment, prayer, protection from energy *, searing light, water breathing.
2nd — align weapon, bull’s strength, cat’s grace, eagle’s splendor, shatter *, spiritual weapon, status.
1st — bless, divine favor, endure elements, hide from undead, magic weapon, protection from evil, sanctuary *.
0th — detect magic, detect poison, guidance, light, resistance, virtue.
Domains Chaos (chaos spells, CL 14th), Glory (+2 to turning check & +1d6 on turning damage roll), and Protection (protective ward 1/day, see below) [*Domain Spell]
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Abilities Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 11 (+0), Wis 18 (+4), Cha 10 (+0)
SA Turn undead (+2 to checks)
SQ Bonus domain (Glory), cannot cast Evil or Law spells, heroes’ feast, inflame, mass cure light wounds, rally, spontaneous casting
Feats Augment Healing ¹, Combat Casting, Combat Reflexes, Extra Turning, Skill Focus (Heal) [B], True Believer ¹, Weapon Focus (short sword)
Skills Concentration +13, Diplomacy +10, Heal +11, Knowledge (history) +7, Knowledge (religion) +7, Listen +4, Ride +6, Sense Motive +11, Speak Language (x1), Spot +4
Possessions +3 catbane composite longbow w/40 arrows, +3 keen short sword, +3 studded leather armor, +2 light steel shield, amulet of health +2, clerical vestments, cloak of resistance +3, gauntlets of ogre power, gloves of Dexterity +2, holy symbol of Bast (eye patch), periapt of Wisdom +2, ring of protection +2, and a Tabard of the Great Crusade ¹
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Age 26; Personality Brash, caring, and determined
Description Ruphus is a tall, thick man with short, cropped red hair. He is missing his left eye and his face is scarred from a claw attack he suffered from a griff warrior, several years ago. His neck, chest, and arms are scarred from burns he suffered from battling fire elementalists from the City-state of Flamerule. Ruphus prefers to wear simple clothing appropriate for being a cleric of Bast. When going into combat he always wears a relic of his faith known as the Tabard of the Great Crusade. Ruphus’ holy symbol is an eye patch that he designed himself. Ruphus never goes anywhere without his magical short sword and composite longbow, almost to the point of being paranoid. (It is rumored he sleeps with his weapons by his bed.)
Height 6 feet 5 inches; Weight 234 lbs.
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Protective Ward Ruphus can generate a protective ward as a supernatural ability. Grants someone he touches a resistance bonus equal to Ruphus’ cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an Abjuration effect with a duration of 1 hour that is usable once per day.
House Rule Clerics of Bast add their Dexterity modifier to their attack rolls, instead of their Strength modifier, with the following weapons: Dagger, gauntlet, kukri, punching dagger, light shield, sap, short sword, spiked gauntlet, unarmed strike, and war claws.
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¹ D&D Complete Divine

SCAP Legacy: Arn Myddion

Arn Myddion, Favored Soul of Jalivier (CR 12)
Originally a member of the Alleybashers, the young man named Arn Myddion converted to the faith of Jalivier soon after meeting Argo Flameheart. He had been an important member of the Alleybashers, and soon after Arn’s conversion, the Alleybashers fell apart. The group’s guild house was uncovered and “cleaned out” through the direct testimony of Arn.

Arn’s immediate superior in the Alleybashers had been a man named Alberich, who was one of the rogues left behind, imprisoned, in the Kopru Ruins. When the Order of the Silver Hand went back for the scoundrels, some had escaped while most of the others had perished at the claws of the demon they called “Shylock.” Alberich’s body hadn’t been amongst the dead the Order found.

Arn moved into the Sun Sanctuary to become an acolyte under Kristof Jurgensen, and took to his new life with vigor. While he was, originally, in awe of Argo, he soon came down to earth, and found a kindred spirit with the acolyte named Mostyn Rhydderch (LN male human, Clr8), who was originally from the Barony of Wolffire, to the east.

When Eddanar Westergard, the High Lightservant of the City-state of Caloric, came to Cauldron to “inspect” the Sun Sanctuary and Argo Flameheart, the high priest ordered Kristof to have Mostyn relocated to Caloric, as he felt the young man had the potential to become an inquisitor. Arn asked Eddanar to transfer him as well, so he could stay with his new friend, and Eddanar agreed, much to Kristof’s chagrin.

DM’s Note: In return, the Sun Sanctuary was assigned three acolytes originally from the Temple of the Burning Sun, in Caloric—Jefferie Knobel, who became the new minister after Kristof’s death; Carcellum Lazio (LG male half-elf, Clr5); and Olaflora Naramore (NG female human, Clr5). These three acolytes were considered “troubling” by Eddanar in the fact they didn’t share some of his more “zealous” views.

Arn has taken to life in Caloric with much zeal and he has come to respect Eddanar even more than he does Argo. And the High Lightservant has come to regard Arn as his most promising pupil, and thinks he’s almost ready to begin his indoctrination into the Inquisitors of Jalivier, formally. Mostyn wasn’t as good a student and Eddanar has relocated the young man to the temple of Jalivier in the Free City of Yuln.

Arn has been spending a great deal of time in the western lands, near the Storm Jungle, fighting the tabaxi alongside Ruphus Laro. Eddanar sent Arn to the west after receiving a request for aid from Ruphus. The young warpriest of Bast had tried to get in touch with the Order of the Silver Hand but they were on the outer planes at the time. Arn likes the west and would like to remain there after the war against the tabaxi is over, but he feels a sense of obligation to Eddanar, and won’t leave unless the High Lightservant lets him go willingly.

hp 84 (6d6+6 plus 6d10+6)
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Male human rogue 6 / favored soul of Jalivier 6 ¹
LN Medium humanoid (human)
Init +7; Senses Listen +10, Spot +10
Languages Anorian, Celestial, Common
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AC 22 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; AC 27, touch 18, flat-footed 23 with shield of faith potion; Dodge, Mobility, uncanny dodge
Resist Cold 10
Fort +10, Ref +15, Will +10; evasion
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Speed 30 feet (6 squares)
Melee +2 heavy pick +12 (1d6+3/x4) or
Melee +2 heavy pick +12/+7 (1d6+3/x4)
Melee +1 longsword +12 (1d8+2/19-20/x2) or
Melee +1 longsword +10/+5 (1d8+2/19-20/x2) and
Melee Mwk silvered dagger +9 (1d4-1/19-20/x2)
Ranged +1 composite longbow [+1 Str] +14 (1d8+2/x3) or
Ranged +1 composite longbow [+1 Str] +14/+9 (1d8+2/x3)
Ranged +1 composite longbow [+1 Str] +15 (1d8+3/x3) within 30 ft. or
Ranged +1 composite longbow [+1 Str] +15/+10 (1d8+3/x3) within 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Point Blank Shot, Precise Shot, Two-Weapon Fighting, sneak attack +3d6
Combat Gear Potion of cure serious wounds (x2), potion of cure light wounds, potion of hide from animals, potion of hide from undead, potion of pass without trace (x2), potion of shield of faith +5
Favored Soul Spells Known (CL 6th)
3rd (3/day) — cure serious wounds, invisibility purge, remove disease.
2nd (5/day) — bull’s strength, deific vengeance ¹, owl’s wisdom, zone of truth.
1st (6/day) — cure light wounds, dispel evil, magic weapon, protection from chaos, resurgence ¹.
0th (6/day) — create water, detect magic, detect poison, guidance, light, virtue.
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Abilities Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2)
SA Divine spells, sneak attack
SQ Evasion, trapfinding, trap sense +2, uncanny dodge
Feats Dodge, Improved Initiative [B], Mobility, Point Blank Shot, Precise Shot, Two-Weapon Fighting, Weapon Focus (longsword) [B]
Skills Balance +4 (+6), Bluff +10, Climb +8 (+10), Concentration +8, Craft (weaving) +8, Diplomacy +5, Disable Device +9, Disguise +4 [+6 acting], Escape Artist +9 (+11), Hide +9 (+11), Intimidate +6, Jump +3 (+5), Knowledge (arcana) +9, Knowledge (religion) +9, Listen +10, Move Silently +9 (+11), Open Lock +11, Search +10, Spellcraft +11, Spot +10, Survival +2 [+4 following tracks], Tumble +12 (+14), Use Rope +3 [+5 involving bindings]
— (Skills with armor check penalties are listed with a set of braces that shows the skill while “unarmored”)
Possessions +2 chain shirt, +2 heavy pick, +1 composite longbow [+1 Str] w/40 arrows, +1 longsword, 100 ft. of silk rope, 2 vials holy water, cloak of resistance +2, climbers kit, explorer’s outfit, Heward’s handy haversack, lesser bracers of archery, mwk. silvered dagger (in boot sheath), mwk. heavy steel shield, mwk. thieves’ tools, periapt of Wisdom +2, silver holy symbol, and a belt pouch containing 40 gp.
Mount Light warhorse w/ bit & bridle, riding saddle, and saddlebags.
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Age 28; Personality Zealous and practical
Description Arn Myddion is tall and wiry, with a brown shock of unkempt hair, ready smile and forgiving demeanor. He always wears his magical chain shirt over his traveling clothes. Since relocating to Caloric, he has begun wearing the trappings of a Church Inquisitor of Jalivier including a tabard he hand-made himself. (Eddanar felt it was important for Arn to learn some sort of craft, and Arn chose weaving.) The tabard is weaved with silver thread and depicts the holy symbol of Jalivier on its front and a representation of the City-state of Caloric on its back. Arn always carries his magical longsword and composite bow when protecting the High Lightservant.
Height 5 feet 10 inches; Weight 192 lbs.
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¹ D&D Complete Divine

SCAP Legacy: Sil’mukre the Spell Weaver

Sil’mukre (CR 25)
Sil’mukre was born as one of the last of his kind. He had never met another spell weaver until Fate directed him to the ruin known as Vaprak’s Voice. It was there that he came into conflict with the Order of the Silver Hand and lost his hands. Hezekiah Grofus turned him to stone and the Order decided to break off the spell weaver’s hands before casting break enchantment on him. They did heal him so that he didn’t bleed to death, but the damage to his mind was done.

Normally, spell weaver’s do not communicate with other races, but Sil’mukre was so distraught after the conflict with the Order that he felt he needed to find out “why” the members of the Order had so violated him. He knew they had been in the wrong, as all “two-arms” always are but he couldn’t find a way to explain it to them. He tried to use his race’s natural telepathic abilities to communicate with them but all he got from them was static.

However, the one he would later come to know as “Archmagus” was able to hear and understand Sil’mukre’s thoughts to a limited degree. He was able to come to an accord with the “two-arms” and agreed to let them off with a warning. (At least, that’s how Sil’mukre interpreted it at the time.) While waiting for them to restore his hands his telepathic thoughts made contact with another of his kind. He immediately made contact.

The other spell weaver immediately teleported to Sil’mukre’s location, they exchanged their lineages through mere thought, and then teleported away from Vaprak’s Voice. It was after that that handsome “two-armed” female regenerated Sil’mukre’s hands. Sil’mukre would have stayed with them longer but they were in the middle of a necromantic ritual that lacked the subtlety that Sil’mukre preferred to incorporate into his own magical studies and obsessions.

Now, back to his old self, Sil’mukre has begun to explore the region around Vaprak’s Voice for more ancient ruins created by his people. He has learned a great deal about why his people fell from grace and now he is determined to restore the spell weaver nation, but without the necromantic ceremonies. He has managed to avoid direct conflict with the “two-arms” of the region by learning a simple form of sign language, which allows him to communicate with many of them on a limited basis.

He has even managed to get on the good side of the human he now knows as “Archmagus.” He avoids the other members of the Order of the Silver Hand, however. He finds them too simple-minded.

hp 104 (10d8 plus 15d6 plus 6)

Male spell weaver ² wilder 15 ¹
N Medium monstrous humanoid (psionic)
Init +3; Senses Darkvision 60 ft.; Listen +14, Spot +14
Languages Cannot speak; knows the regional Sign Language of Harqual; telepathy 1,000 miles with other spell weavers

AC 31 (+3 Dex, +10 natural, +3 armor, +5 deflection, +1 insight), touch 23 (+4 Cha), flat-footed 27
Immune Mind-affecting spells and effects
PR 21; SR 21
Epic Save +2
Fort +10, Ref +15, Will +20

Speed 30 feet (6 squares)
Melee Rapier of puncturing +22 (1d6+3 plus 1 Con/x2) or
Melee Rapier of puncturing +22/+17/+12/+7 (1d6+3 plus 1 Con/x2) or
Melee Slam +20 (1d3+1/x2) or
Melee 2 slams +20 (1d3+1/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +18; Epic Atk +3
Atk Options Surging euphoria +2
Special Actions Wild surge +5
Combat Gear Bead of force, potion of cat’s grace, potion of cure serious wounds, potion of protection from energy (electricity), wand of dispel magic (20 charges), wand of major image (18 charges), wand of lightning (CL: 6th, 21 charges)
Sorcerer Spells Known (CL 13th; base save DC = 14 + spell level, or 15 + spell level for Abjuration and Evocation spells)
6th (3/day) — chain lightning.
5th (5/day) — cone of cold, teleport.
4th (7/day) — dimension door, lesser globe of invulnerability, shout.
3rd (7/day) — dispel magic, fireball, lightning bolt, nondetection.
2nd (7/day) — gust of wind, protection from arrows, resist energy, scare, scorching ray.
1st (7/day) — alarm, identify, mage armor, magic missile, shield.
0th (6/day) — arcane mark, daze, dancing lights, disrupt undead, flare, prestidigitation, ray of frost, read magic, resistance.
Wilder Power Known (ML 15th; power points 225; max level 7th; base save DC = 14 + power level) 1
7th — energy wave.
6th — breath of the black dragon.
5th — shatter mind blank.
4th — energy adaptation.
3rd — time hop.
2nd — cloud mind, energy stun.
1st — energy ray, mind thrust.
Spell-like Abilities (CL 13th; save DC = 14 + spell level): always active—see invisibility; at will—detect magic, invisibility; 1/day—plane shift

Abilities Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
SA Psionics, spell-like abilities, spells, surging euphoria, wild surge
SQ Chromatic disk, elude touch, psychic enervation, shielded mind, spell weaving, volatile mind
Feats Empower Spell, Enlarge Spell, Expanded Knowledge (energy stun) ¹, Extend Spell, Ghost Attack ¹, Great Fortitude, Heighten Spell, Psionic Body ¹, Silent Spell [B], Spell Focus (Abjuration) [B], Spell Focus (Evocation) [B], Spell Penetration [B], Weapon Finesse.
Skills Autohypnosis +16, Balance +13, Bluff +10, Climb +9, Concentration +22, Diplomacy +0, Disguise +4 [+6 to act], Escape Artist +11, Intimidate +12, Jump +11, Knowledge (arcana) +16, Knowledge (psionics) +13, Knowledge (the planes) +16, Listen +14, Psicraft +13, Sense Motive +10, Speak Language (Sign Language), Spellcraft +18 [+20 to decipher spells on scrolls], Spot +14, Survival +4 [+6 on other planes], Tumble +13, Use Magic Device +16 [+18 involving scrolls], Use Psionic Device +5 [+7 involving power stones], Use Rope +6 [+8 involving bindings].
Possessions Amulet of natural armor +5, bag of tricks (tan), black robe, boots of landing ¹, bracers of armor +3, chromatic disk ², chime of opening, cold weather outfit, dusty rose ioun stone, folding boat, gloves of object reading ¹, Heward’s handy haversack, horn of blasting, major cloak of displacement, mirror of time hop ¹, orange ioun stone, pale blue ioun stone, psicrown of fiery ruin ¹, rapier of puncturing, ring of protection +5, ring of regeneration, rod of absorption, staff of abjuration, staff of divination, third eye of concentrate ¹, traveler’s outfit, and a belt pouch containing 200 pp.

Age 202; Personality Equivocal, peculiar, and shrewd.
Description Sil’mukre is hardly typical looking for a spell weaver. He takes the idea of coveting magic to an extreme, and is always looking to add to his horde of gear. He covets psionic items almost as much and always wears his third eye and psicrown. These items are as important to him as his chromatic disk. Sil’mukre carries a variety of custom made clothes with him at all times, in his magical haversack, as he prefers to be prepared for any sort of weather. Regardless of the outfit he wears he always completes it with his powerful displacement cloak. Three ioun stones continuously circle Sil’mukre’s head.
Height 5 feet 1 inches; Weight 112 lbs.

Level Adjustment +7; ECL 32; Favored Class Sorcerer

Surging Euphoria (Ex) When Sil’mukre uses his wild surge ability, he gains a +2 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If Sil’mukre is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.
Wild Surge (Su) Sil’mukre can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, Sil’mukre gains phenomenal psionic strength, but may harm herself by the reckless use of her power.
Sil’mukre can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +5 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power Sil’mukre manifests with his wild surge. This improvement in manifester level does not grant him any other benefits.
Chromatic Disk Sil’mukre is never without its chromatic disk. This 6-inch-diameter indestructible disk glows with colors that slowly shift through the spectrum. This object stores ten additional spell levels of energy that Sil’mukre can tap and use as he wishes. To tap this spell energy, Sil’mukre must hold the chromatic disk in at least one of his hands. The disk automatically recharges itself to full power every night, at midnight. A spell powered by the disk is cast as though the caster had the Spell Focus feat for the spell in question.
Only a spell weaver can utilize a chromatic disk. Should any other creature pick one up and try to tap its energy (by employing the Use Magic Device skill, for instance), it explodes, dealing 4d10 points of damage to everything within a 30-foot radius.
Psychic Enervation (Ex) Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, Sil’mukre may be overcome by the strain of his effort. The chance of Sil’mukre suffering a psychic enervation is equal to 80%.
If Sil’mukre is overcome by psychic enervation he is dazed until the end of his next turn and loses 15 power points.
Shielded Mind (Ex) Attempts by creatures of other races to communicate telepathically with Sil’mukre, or read his mind, always fail. A creature making such an attempt must succeed at a Will save (DC 17) or be affected as if by a confusion spell (CL 12th) for 1d6 days. This effect can be dispelled or removed worth a heal effect.
Spell Weaving (Ex) Spell weavers are infamous for their ability to cast more than one spell at a time. Casting a spell occupies a number of Sil’mukre’s arms equal to the spell’s level (max 6th). Sil’mukre can cast more than one spell simultaneously, as long as the sum of the spell levels is six or less.
Volatile Mind (Ex) Sil’mukre’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on Sil’mukre of 5th level or higher, the manifester of the power must pay 3 power points more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply wasted power points. Sil’mukre’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Sil’mukre can choose to lower this effect for 1 round.

¹ D&D Expanded Psionics Handbook
² D&D Monster Manual II

Kulan Poetry (a Villanelle): Bactra’s Song

Through trees and hills of high woodland,

Swords and spells ready for the bloody skirmish,

Listen to my tale of our lost homeland.

 

Against the demons, so cruel and taloned,

Their dark visages are vile and fiendish.

Through trees and hills of high woodland.

 

We are now so few against countless thousand,

How many can the war-priests hope to banish?

Listen to my dark tale of our lost homeland.

 

I once thought I was old and wizened.

How many of my kin have I watched perish,

Amongst trees and hills of high woodland?

 

A redwing flies high over a burnt-black wasteland.

Its home, like my old Knotwood, will soon vanish.

Listen to my tale of our lost homeland.

 

The last of the elves call me and the Companions legend,

But all I feel is the impending death of all things elvish.

Through trees and hills of high woodland.

Listen to my tale of our lost homeland.

Hex Map: Kul Moren Mountains Region

This region of the Lands of Harqual is a legacy of the Shackled City Adventure Path that I ran many years ago for group of players/friends—Brian, Gerald, Rob, and Scott. And the game ended before the final adventure was played, I consider it a major successes as a DM. Plus, the PCs from that game are now major NPCs in the Dominion of Cauldron and the surrounding region.

Now, this region is more than just a SCAP legacy. It is also where I’ve placed Mor’s End, the old EN World City Project (ENWCP), which was created by a number of members of that gmaing community. In fact, Mor’s End is very close to Cauldron and in many ways it is central to the regions economy, as it stands at a key point along the Milvius Waterway on the northern shore of Lake Anoria.

Since the end of the SCAP adventure, I have advanced Kulan’s timeline, which greatly affected Cauldron, Mor’s End, and reset of the region. The Dominion of Cauldron is now known as the Realm of the Silver Hand and is ruled by Hezekiah Grofus. The Archmagus is the closest Cauldron has ever come to having a king even though Cauldron is still a feudal republic. Many think it is inevitable that Cauldron becomes a Monarchy, even though Grofus doesn’t have a wife or any legitimate children. Argo Flameheart has tried, unsuccessful, to marry off his old friend but The Orphan King would rather work on his latest arcane experiments in his massive tower, which lies outside the city.

Mor’s End hasn’t been as lucky as Cauldron. When war broke out between Cauldron and the Diabolic Enclaves, Mor’s End was caught in the middle. Cauldron has kept the Warlords of Flame from conquering Cauldron but they couldn’t keep the masters of Flamerule from annexing the Domain of Anoria. This has made ‘my’ Mor’s End a darker place than the standard ENWCP. While Mor’s End still has a Lord Mayor, he is little more than a figurehead. The true power lies with a man named Tarsus Oliverio (male Tahrannuti human). Tarsus treats Mor’s End as his own personal dictatorship, but he must answer to the Warlords of Flame.

The other key land in the Kul Moren Moutains is the newly self-proclaimed Monarchy of Kul Moren. The Dwarven Holds are now aligned more to Cauldron than to Mor’s End. When Anoria fell to the Diabolic Enclaves, the dwarves of Kul Moren refused to bow down to the Infernals of Flamerule. Led by Kragg Arduun (male high dwarf), Toryn Stonecutter, and The Stone-Heart Wizard (male hill dwarf), the dwarves beat back the war machine of the Infernals. The dwarves were aided by Toryn’s companions, the Order of the Silver Hand, which helped vs. the powerful vile magicks used by the Infernals. While the three dwarves rule Kul Moren equally, Kragg is most likely to proclaimed Thane of Kul Moren. Toryn is happy in his role as Master Smith, and The Stone-Heart Wizard is the land’s Master Arcanist.

To the northeast of Anoria, Cauldron, and Kul Moren lies the lands of the Diabolic Enclaves. Ruled from the City-state of Flamerule, these lands are filled with darkness, evil and devils—both figuratively and literally. The City-state of Fire and its vassal communities are ruled as an Infernal Dictatorship. Flamerule has nine tiers, which are built down into the earth. The tiers are ruled like the layers of the Nine Hells. Each tier is controlled by a Warlord of Flame with the Ninth Warlord being the ultimate ruler of the city-state. There are over 500,000 evil souls living in the city-sate with roughly 10% of those being devils. (The number of devils in the entire Infernal Dictatorship is roughly 2% of the overall population.)

Other lands officially in the region: Caloric (The City of Spires) – a powerful arcane city-state; Calot (Barony) – a small rural self-proclaimed monarchy; and Pretensa (Principality) – a newly self-proclaimed Monarchy/Theocracy that once used be part of the Kingdom of Izmer to the west. Caloric is the strongest of these three lands due to the city-state’s large population (98,000). However, Pretensa is growing in influence in the region due to the strong ties that it has formed with Cauldron and Kul Moren. Calot relies much on the goodwill of the Dominion of Cauldron, but its ruler, Baron Davil Forestwind (male half-elf) worries that Cauldron might be growing too powerful to keep the Dominion from annexing Calot. He has sought the aid of Tiberiu Cojocaru, High Prince of Pretensa (male Kunnian human), in helping with diplomatic relations with Cauldron.

Other lands shown partially on the map: Liran, Minar, and Verdalf.

See here for the full-sized version of the map.

Kul Moren Mountains Region

Hex Map: Thunder Mountains Region

I had finished this map and posted it on Facebook last month, but I just realized I never got around to posting it here. This map now replaces my previous design of this region including my older Thunder Rift hex maps and my Thunder Lands (East) map created using Campaign Cartographer 2. Hexographer allows me to put more details on a larger map than with CC2, so I’ve switched to it almost exclusively. When (or if) I get CC3, I might switch back or use both program at once.

Like with the Cold Barrens map I posted, this map doesn’t have any political division lines on it. I don’t really like using those for World of Kulan although I might use them at a closer scale. (One hex on this map equals 24 miles.)

The key region of Thunder Mountains Region is, of course, the Thunder Mountains. The heart of the region revolves around the southern half of the mountain range and the lands directly to the west and south of it. To the west of the mountains is the Barony of Liran. To the south is the Free City of Yuln, which is also known as the Sovereign City. Liran and Yuln control most of the arable lands in this region, although they don’t have a complete monopoly on food crops. And neither of them control the Thunder Rift in the southern part of the mountain range.

Yuln has more political power, and it is not wise to upset Harian Mal or try to break his feudal grip on Yuln and the communities that pay homage to him. Baron Edward Gaill II of Liran is a little more amiable to outsiders, but he has little tolerance for orcs and half-orcs due to the constant skirmishes his people have had to endure versus the Black Kingdom of Thunder Orcs. Orc raids are commonplace and it is nearly impossible to root the orcs out due to the high Widowfall Cliffs that surround the western half of the mountain range.

To the east of the Thunder Mountains are the lands known collectively as the Strandlands. Ruled, somewhat, from the walled town known as Ironsoul, the communities of the Strandlands are collectively a Gerontocracy (rule by the aged) and a Stratocracy (rule by the military). It is a complicated place with a lot of traditions and taboos. The rulers of the Strandlands are known as The Gerousia, which acts a senate consisting of 25 members, as well as the Seven Lords of the Strand. The peoples of this land, which is also known as the Freeholds of the Strand, are surprisingly welcoming to outsiders, as long as newcomers seem battle tested. The people here love freedom and refuse to elect any one single ruler; they have no patience for tyrants.

There are several numbered locales on the map due to space constraints for writing text on the map using Paint.NET. (The full-sized version of the map is linked below.)

  1. The Tower of the Guardian Knights
  2. Duskriver
  3. The Monolith
  4. Lancaster Inn
  5. Skar’bir Keep
  6. Blood Pits of Hratgurir
  7. Thohemehar
  8. The Hammer of Fire
  9. Obsidian Spire
  10. Silvervale
  11. Gapgard Castle
  12. Echovale
  13. Reikmahk Plantation

Full-Size Image

Thunder Mountains Region
Thunder Mountains Region

Reneg Desrek

Player Dog Moon (EN World Username) | Campaign Crow God PbP Game

Male Human | 7th-level Druid

Starting XP: 23,000

Core Stats

N Medium Humanoid (Human)
Hit Dice  7d8+14 (47 hp)
Initiative +1 (Dex)
Speed 30 ft. (6 squares)
Armor Class 16 (+1 Dex, +2 armor, +2 heavy wooden shield, +1 natural), Touch 11, Flat-Footed 15
Base Attack/Grapple +5/+7
Attack Quarterstaff +7 melee (1d6+2)
Full Attack Quarterstaff +7 melee (1d6+2)
Space/Reach 5ft. / 5ft.
Special Attacks Spells, Spontaneous Casting of Nature’s Ally spells, Wild Shape 3/day
Special Qualities Animal Companion (mount), Druid Spells, Nature Sense, Resist Nature’s Lure, Trackless Step, Wild Empathy, Woodland Stride
Saves Fort +7, Ref +3, Will +8
Abilities Str 14 (+2), Dex 13 +1), Con 15 (+2), Int 14 (+2), Wis 18 (+4), Cha 12 (+1)
Skills Concentration +14, Handle Animal +11, Knowledge (Nature) +14, Ride +11, Spellcraft +12, Spot +14, Survival +16
Feats Spell Focus (Conjuration) (1), Track (B), Augment Summoning (3), Natural Spell (6)

Equipment

Leather Armor, Heavy Wood Shield, Quarterstaff, Feather Token (Tree) [x2], Bag of Tricks (Tan), Handy Haversack, Amulet of Natural Armor +1, Robe of Useful Items [see below], Stone of Alarm (heirloom item), Small iron box built with handles with numerous insects inside, Heavy Warhorse w/Riding Saddle, Dagger, Bullseye Lantern (filled and lit), Mirror (a highly polished 2-foot-by-4-foot steel mirror), Pole (10-foot length), Hemp Rope (50-foot coil), Sack; coins 570 gp.

Robe of Useful Items: Number of Patches: 12

  • 1d100 → [77] = (77): Minor scroll of one randomly determined spell
  • 1d100 → [13] = (13): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [46] = (46): Mule (with saddle bags)
  • 1d100 → [3] = (3): Bag of 100 gold pieces
  • 1d100 → [9] = (9): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [65] = (65): Potion of cure serious wounds
  • 1d100 → [55] = (55): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [54] = (54): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [74] = (74): Rowboat (12 ft. long)
  • 1d100 → [39] = (39): Ladder, wooden (24 ft. long)
  • 1d100 → [29] = (29): Gems, 10 (100 gp value each)
  • 1d100 → [84] = (84): War dogs, pair (treat as riding dogs)

Druid Spells

Spells per Day: 6/5/4/3/2 (save DC 14 + spell level)

  • 0—create water, detect magic, detect poison, mending, purify food and drink, read magic
  • 1st—charm animal, cure light wounds, entangle, longstrider, shillelagh
  • 2nd—barkskin, bull’s strength, soften earth and stone, wood shape
  • 3rd—dominate animal, poison, stone shape
  • 4th—giant vermin, spike stone

Background

Reneg Desrek was destined to be a Druid. Well, not be Destiny, capital D, but because his father and mother had both been Druids and he was expected to become one as well. They taught him everything he should know about being a Druid and though he hadn’t really wanted to be one [a Bard seemed more much DASHING, a Paladin seemed much more awe-inspiring, and a Barbarian was fearsome], but he sort of ended up being one anyways because he was sort of lazy at heart. That’s probably why he enjoyed summoning companions so much. Why do the work when an animal could do it for him?

Of course this had gotten him into trouble into the past. Why were there claw marks all over the furniture? Well, the grizzly bear was trying to rearrange. Why were so many of the dishes broken? The dog wasn’t well capable of taking the dishes from the sink and licking them on his own, but he sure had tried. Quite impressive indeed, actually, though his parents of course were NOT impressed.

Still, they couldn’t help but feel a little bit if pride for their son. Despite this lazy streak, he had managed to find a cute girl, a bookish girl who everyone said was evil but Reneg was sure she was just rebelling against her parents like he had. It wasn’t his fault he had gotten her pregnant. Well, maybe it was. At least he hoped it was! When she disappeared, he blamed his parents. He didn’t know why he blamed them; it was just a natural instinct to blame them for his problems. They told him he didn’t know where his girlfriend was. Frustrated, he set out from home in search of his pregnant girlfriend].

As a going away present, they gave him a rock. Can you believe that? A ROCK? Supposedly it was a Stone of Alarm. If he attached it to something and someone touched it, it alerted him to the presence of an intruder. That was apparently how his grandfather had met his grandmother. That was a story he certainly hadn’t wanted to know, but his parents said it was a good-luck charm and he should take it with him. He figured he might as well. It may come in handy, after all.

Reneg speaks Common, Draconic, Druidic, and Sylvan.

Sheyla Bladesong

Player “Thanee” (EN World Username) | Campaign Crow God PbP Game

Female Silver Elf | 7th-level Cleric of Corellon Larethian

Final XP Total 21,350

Core Stats

  • CG Medium Humanoid (Elf)
  • Hit Dice 7d8+7 (39 hp)
  • Initiative +4 (Dex)
  • Speed 30 ft. (6 sqaures)
  • Armor Class 20 [21] (+4 Dex, +6 armor, [+1 shield]), touch 14, flat-footed 17
  • Base Attack/Grapple +5/+9
  • Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Full Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Space/Reach 5ft. / 5ft.
  • Special Attacks Spells, Turn Undead 4/day
  • Special Qualities Elf Traits, Chaotic Good Aura, Chaotic Good Spells, Spontaneous Casting of Cure Spells
  • Saves Fort +6, Ref +6, Will +10 (+2 vs. Enchantments)
  • Abilities Str 16 [18] (+4), Dex 18 (+4), Con 12 +1, Int 13 (+1), Wis 18 [20] (+5), Cha 12 (+1)
  • Skills Heal +10 (5), Knowledge (religion) +6 (5), Listen +12 (5 cc), Spot +12 (5 cc)
  • Feats Simple Weapon Proficiency, Elf Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency (except Tower Shield), Weapon Focus (Longsword), Point Blank Shot, Rapid Shot, Combat Expertise, Improved Trip, Power Attack.

Sheyla BladesongEquipment

MW Cold Iron Longsword, Silver Longsword, Darkwood Composite Longbow (+4 Str), Cold Iron Arrows (40), +2 Mithril Shirt, MW Buckler, Heward’s Handy Haversack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, Everburning Silver Bracelet (10 gp), Silver Holy Symbol of Corellon Larethian, Holy Water (3), Diamond Dust (500 gp), Silver Dust (25 gp), Belt of Strength +2, Periapt of Wisdom +2, Pearl of Power (1st), Wand of Cure Light Wounds (50 charges); 28 gp, 4-7 sp, 0 cp.

Clerical Spells

Spells per Day 6/6+1/4+1/3+1/2+1 (save DC 15 + spell level)
Domains Elf, War.

  • 0th—detect magic (x3), light, resistance (x2).
  • 1st—bless (x2), command, divine favor, shield of faith (x2), magic weapon (D).
  • 2nd—hold person, remove paralysis, spiritual weapon (x2), cat’s grace (D).
  • 3rd—invisibility purge, magic circle against evil, protection from energy, magic vestment (D).
  • 4th—divine power, divine power (D), .

Description

Sheyla stands 5 feet 6 inches tall and weighs 112 pounds. She is 127 years old. Her long, silverblonde hair is worn open, a few strands of hair framing the fine-featured face with emerald eyes. Her slender figure is dressed in comfortable green clothes, on top of which she wears her finely crafted chain shirt. The holy symbol of Corellon Larethian is attached to a simple silver chain around her neck. Along with her small backpack and a grey-green cloak, she wears two crossed sheathes on her back, holding her longswords. Her darkwood longbow is slung over her shoulder and a quiver with arrows is hanging from her weapon belt. A buckler is sometimes strapped to her left arm, on which she also wears a silver bracelet, which is covered in flames, that apparantly do not burn her, shedding light equivalent to that of a torch.

Background

Hailing from the Kingdom of the Silver Leaves in the northern parts of the Great Forest of Harqual in the Northern Heartlands, Sheyla grew up in peace, learning the arts of swordplay and archery. But peace never endures, and her homelands were constantly threatened by attacks of humanoid warbands. When Sheyla was considered mature, she became a cleric of Corellon Larethian, to be able to help and protect her kin. The ideals he stands for, have long been her own as well, so it was just a natural progression.

Sheyla speaks Common, Elven and Celestial.

What Sheyla knows about the World

You have traveled a lot through the eastern lands of Harqual duirng your adventuring career. You known the Great Forest of your homeland well and have many friends and family members still living there. The leader of the Kingdom of the Silver Leaves is an elf man named Menkhar Silversun, the High One of Silverleaf. He has lead your people since the time of the Ogre Wars. He is renown as a hero to your people.

You have visited the elves living in the Duchy of Minar to the northwest of the Strandlands. They were welcoming to you and your companions but they seemed a little strange to you. Many of them live more like humans than elves. Many of them are exiles of the Knotwood, which has fallen to hordes of demons and blood elves.

You have also heard of the rise of great religious leader in the lands west of where you are now, past the Thunder Mountains. He is said to be the chosen of his god, the North God known as Jalivier.

You know their is a land of semi-civilized barbarians just north of the Strandlands and have heard rumors of city-states in the Far South. You quickly learned that the Thunder Mountains are filled with mountain orcs and worse. You’ve even fought some of them.