|Class:||Wizard 5 / Dweomerkeeper 10 / Mithrandir 4|
|Played by Pale|
- Abilities & Skills
- Feats & Special Abilities
- Ambarmenal Sul Sornion
- Character Notes
|Ability||Score||Mod||Temp Score||Temp Mod|
|Total||Base 10 + Dex 5 + 8 Armor + 1 Luck + 2 Shield + 5 Defending = 31|
|Saving Throws||Base||Mod||Misc Res/Lck||Total|
+1 Bonus on Saves vs Paralysis or Sleep
+5 Bonus on Saves vs any magical effect
+5 Bonus on Saves vs Poison or Disease
+10 Insight Bonus on First Save (Insightful Divination)
Can Replace Concentration for 1 Fortitude save per day
|+9||Dex: +5 / Str: +0||Ranged: +14 / Melee: +9|
|Dex/Insight/Competance/Luck = +5/+5(10)/+2/+2 = +19|
+10 from Insightful Divination
|Skills||Ranks||Stat Bonus||Synergy||Misc Bonuses||Total|
|C||Decipher Script (Int)||+22||+14||+0||+0||+36|
|X||Disable Device (Int)||+0||+12||+0||+0||+12|
|X||Escape Artist (Dex)||+0||+5||+0||+0||+5|
|X||Gather Information (Cha)||+0||+1||+2||+0||+3|
|X||Handle Animal (Cha)||+0||+1||+0||+0||+1|
|X||Move Silently (Dex)||+0||+5||+0||+0||+5|
|X||Open Lock (Dex)||+0||+5||+0||+0||+5|
|X||Sense Motive (Wis)||+0||+0||+0||+0||+0|
|X||Sleight of Hand (Dex)||+11||+5||+0||+0||+16|
|X||Speak Language (n/a)||+11||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+0||+1||+4||+0||+5|
|X||Use Rope (Dex)||+0||+1||+0||+0||+1|
Where X is Cross Class and C is a Class Skill
Drawing/Painting, Metallurgy, Sculpting, Masonry
Arcana, Dungeoneering, Local, Nature, Planes, Religion,
Abyssal, Aquan, Auran, Axios, Celestial, Common, Discordian, Draconic, Goblin, Giant, Ignan, Infernal, Literacy, Parselmouth, Sylvan, Terran, Trade Tongue, Undercommon, Wildlander
Collector of Stories:
When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can’t tell that you’re casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.
As a swift action when casting a spell, you can adjust the spell’s verbal and somatic components to
mimic those of another spell of your choice of the same level. Any creature using Spellcraft or any other means to identify the spell you’re casting believes it to be the other spell instead.
If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.
When you succeed by 5 or more on a Spellcraft check to determine the school of magic of the aura surrounding a magic item (by casting detect magic), you can then spend 1 minute concentrating to also learn the properties of the item, as if you had cast identify. You can use this skill trick once per day.
You can stand up from prone without provoking attacks of opportunity.
You can maintain concentration on a spell or similar effect as a swift action
Skill Point Total:
2,3 - 9
4 - 10
5,6,7,8,9,10,11 - 10
12 - 11
13, 14, 15, 16, 17 - 11
18, 19 - 14, 14
Wizard - Summon Familiar
Wizard - Scribe Scroll
Familiar - Alertness
Human - Dragontouched
Level 1 - Heighten Spell
Level 3 - Versatile Spellcaster
Wizard 5 - Domain Substitution - Spell Domain
Level 6 - Draconic Aura - Energy - Cold
Level 9 - Snowcasting
Level 12 - Split Ray
Level 15 - Combat Casting
Mithrandir - Empower Spell
Level 18 - Insightful Divination
Mithrandir - Silent Spell
REP1 Spell Reprieve: Ray of Stupidity
REP2 Rapid Metamagic
REP3 Cold Focus
REP4 Planar Touchstone: Catalogues of Enlightenment (Pride Domain)
REP5 Craft Wondrous Item
REP6 Landlord ( http://therafimrpg.wikidot.com/landlord )
REP7 Energy Substitution (Cold)
REP8 Still Spell
REP9 Lord of The Uttercold
Class Abilities: http://therafim.wikidot.com/dweomerkeeper & http://therafimrpg.wikidot.com/mithrandir
Arcane Sight (Su)
Supernatural Spell 5/day
Cloak of Mysteries -1 Metamagic Cost
Specialist Diviner, Prohibited Enchantment
Spellguard - Personal Range defensive spells may be cast as touch range spells.
Plain ol' Human
An icey chill runs through his veins, an emnation of cold follows him wherever he goes.
The 'Mithrandir Ancestors' invested their power in him during the reclaiming of their ancient fortress from the depths of the Astral Plane. Their power manifested itself in White Hawk by enhancing this lineage of cold that ran through his veins, the inherant chill that once emnated only from his Icey Carapace now radiates from his very being. It is as thought ice runs through his veins, and chests can get tight when he allows this aura to intensify to a bitter cold.
The Frostweave can be supressed as a free action during which time you might never know that it was there, however whilst it is active the magic of those long since passed from this world becomes visible on his flesh as a faintly blue glowing webwork like arterial vessels of magic. In his local environment even the condensation in a persons breath could freeze, but the most prominent feature is that it generally snows peacefully wherever he roams.
Description / Name:
White Tailed Hawk
Speed: 10ft Land / 60 Flight (Average)
AC: 27 (+2 Size, +3 Dex, +12 Natural)
+0 / -10
Talons +5 Melee (1d4-2)
Feats / Qualities:
Weapon Finesse, Low-light Vision
Special Abilities: http://therafimrpg.wikidot.com/wizard
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master & Animals of Its Kind, Spell Resistance, Scry on Familiar.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Masterwork Decorative Sword||+0||+0||19/20 x2||Financial|
|+1(+5) Mithrandir Sigil Ring of Warning/Spellstrike||+0||+0||19/20 x2||Financial|
|+1(+5) Family Sigil Ring of Defending||+0||+0||19/20 x2||Financial|
Note: Sigil Ring is a 'Snake Ring' type weapon, and Warning gives +5 insight to initiative.
|Armour||Armour Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Stalwart Soulfire Icemail Armour||+8||+5||-1||0%||20ft||15lb|
|+1 Stalwart Mithril Icey Buckler||+2||-||-||0%||-||2lb|
Note: Soulfire has Greater Crystal of Stamina attached, the buckler has the Crystal of Bent Sight.
|Head||Headband of Studious Concentration|
|Face||Third Eye Clarity|
|Shoulders||Mantle of Second Chances|
|Torso||Healthy Tunic of the Vagabond|
|Arms||Bracers of Dex|
|Hands||Gloves of Fortunate Striking|
|Right Ring||Magisters Fortune|
|Left Ring||Ring of Anticipation & Spellbattle|
|Waist||Belt of Battle|
|Feet||Sandals of the Vagabond|
|Slotless||Ioun Stone, Orange Prism|
|Slotless||Bag of Snow|
List of Items Here:
Bag of Snow - Plenty of snow inside of a bag that replenishes daily (1k)
Belt of Battle - +2 Init competance, Charges per day to gain extra actions (12k [6k])
Belt of Healing - 3/day 2d8 Healing +2 comp bonus on Heal skill (.75k)
Blessed Spellbook (12.5k [6.5k])
+2 Bracers of Dexterity (4k)
Crystal of Bent Sight (0.5k) - Don't get any miss chance when not looking at your target, useful vs gazes.
Crystal of Stamina (Greater) (2.7k) - +5 vs Poison and Disease.
Decorative Sword of Some Description (.4k)
+1 Defending Snakes Ring (8,045)
+1 Warding/Spellstrike Snakes Rings (18,045gp) (+3 overall)
Gloves of Fortunate Striking - 1/day reroll one attack roll. (2k)
+6 Headband of Studious Concentration - Int +6 and Headbant of Conscious Effort for 1/day concentration on fort save (36k+3k)
Healthy Tunic of the Vagabond, +1 Luck to AC and Saves, +4 Enhancement to Con (24k)
Hewards Handy Haversack (2k)
Icemail Soulfire Armor [+7] (Stalwart - Calling effect as per MiC and Glamored) (92k)(+2k calling+2.7k glamoring)
A suit of icemail armor appears to be a suit of transparent breastplate armor carved out of ice. Although it feels cold to the touch, icemail armor keeps the wearer warm and protected from cold, granting cold resistance 30. Icemail armor is much lighter than steel, and although it provides protection equal to that afforded by a suit of +3 breastplate armor, it is considered to be light armor. It has a maximum Dexterity bonus to Armor Class of +5, an armor check penalty of -1, and an arcane spell failure chance of 15%. The arcane spell failure chance for casting spells with the cold descriptor drops to 0%, and the save DCs to resist these spells increases by +2.
Ioun Stone, Orange Prism (15k crafted [30k normally]) +1 CL
Mantle of Second Chances (12k) - 1/day Immediate action to reroll any roll.
Magisters Fortune - Ring of Evasion + Ring of Counterspells (Greater, Dispel) (31k)
+1 Mithril Icey Buckler (Stalwart - Calling effect as per MiC and Glamored) - (2,015gp+2k calling+2.7k glamoring)
Orb of Mental Renewal - Restoration per day (3.1k)
Psychoactive Skin of Power Damping - 3/day for one round minimize all numeric effects on own character. Immediate action. (10k)
Restful Crystal (0.5k)
Ring of Anticipation (6k) + Ring of Spellbattle (12k) + (3k for combination)
While wearing a ring of anticipation, you gain a +2 competence bonus on Listen and Spot checks. When making initiative checks, you can roll twice and take the better result.
A ring of spell-battle informs you of all spellcasting that occurs within 60 feet of you, as well as allowing you to attempt a Spellcraft check (DC 15 + spell level) to identify the spell being cast (even if you can’t see its casting or effect). This is a continuous effect and requires no activation. Once per day, when you succeed in identifying a spell in this manner, you can activate the ring (activation is an Immediate action) to counterspell that spell as if with dispel magic, or change the target of the spell to any target within 60 feet of you. If you choose an illegal target (because of the spell’s range limitation or other restrictions), the spell functions normally and the effect is wasted.
Rod of Bodily Restoration - Restoration per day (3.1k)
Rod of Metamagic Extend, Greater 3/day (24.5k)
Rod of Metamagic Extend, Lesser 3/day (3k x2)
Rod of Maximize, Lesser - 3/day up to 3rd level spells (14k)
Sandals of the Vagabond, Immune to Exhaustion, +2 Init Luck (4k)
Third Eye Clarity - 1/day negates dazed/confused/stun/fascinated after failing save as an Immediate (3k)
Artifact & Story Items:
Ithrict's Ring - 1/week Teleport without error to the Archlich's lair.
one platinum figurine that is shaped like them. One time, and one time only, as long as they are carrying this minor artifact upon their person. If any effect or damage would kill the character, The damage or effect is negated, and instead they are subjected to a Heal spell (Caster level 20th), Their turn comes immediately, even if this would interrupt someone else's turn, and they gain a +10 sacred bonus to all stats for that turn only. And then the artifact is shattered. It cannot be purposely activated, and any action that could be deemed as 'suicidal' by the DM or Op in charge, causes the artifact to fail and shatter with no effect.
Inherant Bonuses - Int +5 (27.5k+20k EXP)
+Around 100k spent on spellcasting gubbins.
|19 Lvl + Ioun Stone = CL20|
CL+1 Snowcasting if 'Cold' descriptor
CL+2 if Spell Enhanced
|Spells per Day|
|Spell Level||Int Mod||Misc||Total + 10(Base DC)|
Orb of Cold, Lesser
Protection from X
Ray of Clumsiness
Ray of Enfeeblement
Wall of Smoke
Chain of Eyes
Cloud of Bewilderment
Gust of Wind
Ray of Ice
Ray of Stupidity
Shroud of Undeath
Greater Magic Weapon
Heart of Water
Assay Spell Resistance
Evards Black Tentacles
Globe of Invulnerability Lesser
Greater Mirror Image
Heart of Earth
Orb of Cold
Orb of Force
Otiluke’s Resilient Sphere
Ray of Deanimation
Voice of the Dragon
Flesh to Ice
Wall of Force
Wall of Stone
Delayed Blast Fireball
Waves of Exhaustion
Moment of Prescience
Polymorph any Object
Veil of Undeath
Maw of Chaos
Wail of the Banshee
Odysseus is on a quest of personal discovery, intruiged by all things magical he follows only the course dictated to him by the wind.
See the 'Questionairre' for a more complete history.
In ages pasted the world was sundered, wracked by bloody war after bloody war. Those were the days before Humanity, although that is not to say that Humans were a great boon to the world, however their short lived kind have contributed much in the time they have resided here.
When the Humans arrived the Gods washed away the bloodshed that had covered the land, a great rain of healing waters that lasted for many days and nights. When the rains finally subsided, their potent magic was realised and a shrine of the tears was constructed to preserve them in the Lost Valley of Autumn Land.
Stalwart adventurers by the names of Belle Hibiki, Kaellack, Kara'nyandress, Olivia, Tammuz and White Hawk, would not be born for many millennia, and so the tears would rest.
Change is ever a constant, and this current age is a tumultuous one. Powerful as the tears were, there were those that would seek to covet them for their own personal gain. As a result they needed to be moved, and their apparent Guardian, the boss of a Pink Faerie Dragon, recruited a straggle of mortals in whom it saw great destiny.
Venturing into the Lost Valley was a matter of urgency, somehow they were there instantly in spite of it being impossible to teleport there by any means known to the adventurers at hand. So they were forced to trek in search of the ancient shrine, through thick jungle and hostile flesh. With an army of Gnolls, an army of Yuan-ti hot on their heels they climbed up giant sized steps to reach the shrine.
They were not alone in the ornate chambers, traps surrounded them, puzzled eluded them, and two great Iron Golems swung down to crush them when they finally made their approach to the 'Tears of Heaven.' Battered and bruised, they emerged victorious, some had fallen but their spirits remained on the mortal coil and each member of their group except the Warlock chose to receive the blessing of the ancients.
The effect of the tears was powerfully rejuvenating, restoring years, for some offering immortality. The great artifact which they were charged to carry now weighed heavy upon them as they came to understand its power.
When they emerged from the shrine they fell into the welcoming embrace of the Yuan-ti army, an army wiped clean. What happened afterwards to the Tears or the adventurers is a mystery.
In lands beyond the perception of mortal eyes the Keep of the Scarred Wall towers over a nightmare landscape. Preternaturally powerful Orcs littered the landscape, and a flight of Gargoyles guarded the parapets of the mighty hundred foot tall walls. Its only connection to the surrounding landscape came in the form of a bridge over a brackish lake, inhabited by both an Umbral Dragon and Tarnwurms.
The occupants of the ancient landmark ranged from Dread Wraith to Devil to Demilich, a cornucopia of malcontent, wrath, and potent disregard for anything good or pure. The Keep was not unique in its position as a bastion of darkness, they scatter Therafim and the planes yet within this place of power sat an artifact sought by a group of adventurers from the city state of Avalon. The mighty sword of Arcanaethall, a weapon powerful enough to deliver the deathblow required defeat an Elder Evil and banish it from the Prime Material.
Bindings held the sword within the Keep, each attached to one of the occupants who siphoned its power for their own nefarious gain. Each was fought in turn, a price paid in sweat, blood, and life to reclaim the sword. Several of their number were felled in the process, their spirits barely restored to their bodies after the Demilich ripped their connections to their mortal bodies in a violent assault.
It was a swift and deadly expedition that recovered Arcanaethall from the forces of evil, the first stepping stone on their path to defeating the great evil that prompted the adventurers into action to save a friend and ultimately all of Therafim.
Elder of Madness: Part 2
Evil comes in many forms, the Elder of Madness presented itself in the form of a trusted friend and ally. That which shall not be named tethered itself to the psyche of the Abberant Psion, anchoring itself to the Prime Material using her body and mind as a vessel. Beyond vile and abhorrant an act, the process risked the life and personality of Yuria Townsend as her mind could not cope with the strain of harbouring the vastness of the being crammed within it.
Arcanaethall had been recovered with this task in mind, severing the Elder Abominations connection to the Prime Material and protecting both their friend and the whole of Therafim. Inhabiting a powerful Psions mind would enable the Elder Evil to force itself into our plane, sundering the vessel and releasing unspeakable horrors upon all of creation.
With the weight of the world upon them, the adventurers would be transported within the chaotic mindscape of Yuria's addled psyche, only there could they do battle with the creature in any meaningful way. Their only other option was to many unthinkable, though some held the option in reserve… to kill the Psion, the risks were high, and even if they succeeded the nature of their battlefield meant their friend may never recover.
Within Yuria's mind the scenery was a twisted crystalline abyss, the damage wrought by the Elder Evil was clear to see in the shattered fragments of crystal and cancerous advance of darkness throughout her ego. The being had lodged itself at the centre of her being, wedged against her memories and all that made her who she was. Its mass was gargantuan, a relative township in scope compared to the adventurers. The scale of conflict was legendary, and in spite of their desires to avoid damage to Yuria they soon realised that it was inevitable.
Banishing the Elder Evil took its toll on the adventurers, and Arcanaethall vanished with the abomination. Although something so ancient would not be destroyed without venturing to its home plane, it would be long before it could find another host and the power to influence another as it had done to Yuria.
When they returned to their waking bodies from within Yuria's consciousness it wasn't long before they saw the effect of the legendary beasts Tentacles smashing throughout her very being, and their frantic struggle to force it out… the woman they knew was no more, parts of her existed but there was much that never returned in spite of their best efforts to heal her. Yuria survived, but their adventure was just one more testament to the costs levied against the adventurers that keep Therafim from ruin.
Ambarmenal Sul Sornion: Part 1
Inspiration can come from the most unlikely of places. Within the cloistered vaults of the Avalonian Great Library, I had difficulty heartening the notion that any good would result of my visit. Fey librarians tend to the ancient scriptures, 'Kitsune,' Fox spirits of the like I have rarely encountered. It was curious to behold, and I owe the discovery of Ambarmenal Sul Sornion to one of these spirits. For its kindness, it accepted a token of food, which it may consider payment in full yet in my heart I am indebted and I will protect these generous creatures should ever they require aid.
Within a book I had no interest in reading, titled in the most peculiar fashion, there was a sign of the Mithrandir. Although the book presented as an ordered account of the Astral Planes composition and geography - which is absurd - beyond the obvious it was a guide to accessing Sigil, the City of Portals. A tease of our ancient fortress lay in riddle, within that vast planar metropolis, the memory of which makes me nauseous still from its unabashed scale. Perhaps a second visit would do me good, for our first uncovered such spoils as I had never imagined to find within a lifetime of searching.
A fresh rose, an archway, and the appropriate knowledge allowed us access to that heaving torus of a city. The sensory impact of so many entities crammed into close proximity was overwhelming as we were suddenly deposited into a non-descript ward of Sigil. Kismet, fate, whatever brought us to that place it was not long before we were inviting ourselves to explore a boarded up, derelict library not more than a few meters from our entry point.
Spellweavers guarded the building, coveting their knowledge with greedy distain for outsiders. Kara and Yuria had accompanied me on this venture, the extra flesh was a boon as the aggression of the Spellweavers led to an unavoidable conflict. Hundreds of force missiles rained upon us, a reminder to augment ones defences, especially before impetuously chasing along the paths dictated by ancient writings. I wonder if our intrusion will have consequences, a Spellweavers telepathy is far reaching, yet only ten answered the call - perhaps this was a rogue element, I will remain vigilant.
Garnering what we could from the Spellweavers library, we proceeded through a second portal with unshakable footsteps. The long journey home was drawing to a close. We emerged into the swirling vortex of the Astral Plane, and in the very fibres of my being, I knew the long search was over. Sul Sornion lay before us in a state of disrepair, our aerie, lost to time and history both.
Remnants of the ancient keep remained functional, stirring into life when we approached the main gates. A beam of light pierced through me, projected from an ever vigilant stone eye above the entrance. I remember my feelings vividly, a mixture of jubilance and woe, little remained of what once had been. Reclaiming the lost legacy of the Mithrandir remains my proudest moment, but it was also a storm of other emotions.
Within our vigil we met a betrayer, an honest seeming Elf that claimed to have been trapped for so long that his sanity was clearly in question. There we learnt of our betrayal, both of the present, and of the Mithrandir almost a millennia ago. Astral Doppelgangers in collusion with an Astral Dreadnought had sundered the stronghold from all but the most obscure of records. They assumed the forms of trusted allies, destroying them from within, a vile and despicable act conducted in the name of avarice and power.
One held the form of a Doppelganger, another a Warlock, another a Dread Knight. I remember only their corpses, and the Astral Dreadnought fading to ether. In the moment, my mind recalls the words I spoke, the flow of the weave through my fingertips as the ancestral power of the Mithrandir flowed through me. It is an experience I took months to come to terms with, gaining the Frostweave.
Returning to Therafim was made possible only by use of the skills of old Mithrandir, though it brought further damage to the superstructure. As I write this, repairs continue and there is much to do. This is far from a complete account of my long journey home, but it is an account.
Barin Mithrandir, In remembrance of the dead.
A supposed member of the city guard approached Hawk, Kara, Tammuz and Yuria with a propsition from the Council. There was a Lich causing all manner of problems in the south, and it needed to be dealt with. Although the group had their concerns over the particulars, they set off immediately under the proviso that they could find out what they needed to know as they went. Unfortunately this didn't turn out to be the case, as a blanket of non-detection and non-teleportation covered much of the area which they needed to traverse.
This led to a lengthy journey to the centre of the area in question, later revealed to be an illusion. At the end of their journey they reached a bone white tower in the middle of a barren landscape, the door opened to welcome them but at each level of the tower they faced another challenge hindering their progress. After negotiating these trials, they finally met with the master of the tower, a spellweaver by the name of Ithrict.
The cryptic and ancient being took an immediate dislike to Tammuz, a creature of evil, and the spellweaver pressed the party on why they were there. It was not long after that Yuria was taken from their midst, the old 'bait and switch.' They had been duped… though Ithrict was pleasant enough and gave them rings to return to visit him - it's uncertain what part he has to play in things. Hawk and he had an interesting conversation though, about flying too close to the sun.
In Yuria's wake only a message remained, she had to be found within a day or more innocents would suffer. They wasted little time in collecting themselves to pursue, but their progress was slow after divining Yuria's approximate location. They teleported to a dungeon in the basement of an Avalonian mansion and quickly became confounded by the traps of Madcap White. Kara and Tammuz both wilted under the influence of the archnemesis and turned to babbling wrecks after rescuing a defenceless girl from a nefarious trap. Only Hawk remained to continue the search for Yuria against rapidly mounting odds.
It never occured to the Wizard that he ought turn back, only that he might need to layer more defences before forging on to find his companion. A heated exchange of psionics and arcana ensued in the next room, with a 'posessed' Yuria attacking him now that her alter-ego Sally was in control and manipulated by the unseen evil. Benign methods of overcoming the Psion were proving all but futile as spell after spell reflected from each of them, fortunately the arrival of Gabriel helped turn the odds and Sally retreated before the room collapsed down on them all.
Gabriel and Hawk barely made it into the next room, yet as soon as they did they fell under the spell of Madcap's fascination and began to fight each other rather than the Bardic Evil himself. It gave Madcap all the time he needed to soften them up with a few strong sucker punches before the real challenge began. In the final moments Madcap almost escaped, using Yuria as a 'human' shield, but Sally saw through Madcaps plans just in time and they banished Madcap back to wherever he came from… at least for now.
Whilst Yuria and Sally were saved, the effects of Madcap may linger on, whatever he did affected them both and he certainly didn't seem the type that would give up, even after 'death'…
Ambarmenal Sul Sornion
"There is no chaos in the world, only complexity.
Knowledge of the complex is wisdom.
From wisdom of the world, comes wisdom of the self.
Mastery of the self is mastery of the world.
Loss of the self is the source of suffering.
Suffering is a choice, and we can refuse it.
It is in our power to create the world, or destroy it."
Ambarmenal Sul Sornion, 'Sul Sornion,' Amon Palandir, since time immemorial the stronghold of the Mithrandir has stood vigil over Therafim. Although few have ever been aware of its existance, and fewer still its location, the whirling maelstrom and all that it conceals have been given many names.
Ambarmenal is the name of the floating island that Sul Sornion was built upon, although the origins of this landmass are unknown, it is likely to once have been part of a mountain range. Whether the land has any specific significance is a mystery lost to time, only the name had survived in faded writings when the Mithrandir White Hawk reclaimed it.
Sul Sornion, which translates to 'Aerie…' or 'Fortress of Wind', is the literal designation of the stronghold. The stronghold was so named due to the hurricane force winds that shielded it from the outside world. Literally translated, Sul Sornion is considered an aerie, however either translation is considered correct in parlance.
Various other aliases exist, 'Maelstrom,' 'Tempest Keep,' the list of references throughout history stretches through fact and fiction alike through writings, poems, and other art. Other than the formal name of the land and its accompanying fortress, the few Mithrandir that remain have come to refer to the location as Amon Palandir or 'Pilgrims Vigil.'
Direct historical references to this citadel are few and far between, limited to exotic journals of yesteryears and the scarce few records that remain of the ancient Mithrandir. Following an assault by a team of Astral Doppelgangers the place was considered legend, lost to time, or perhaps merely a myth, few believed it could be reclaimed if even it existed to begin with.
Reconstructing Ambarmenal Sul Sornion
Reconstructing the behemoth superstructure of Ambarmenal required significant investment, not only of time and energy, but of various other resources too; most notably gold. As an Organisation of Spellcasters, the Mithrandir could bring powerful magics to the table. The weave was capable of impressive feats, but with their numbers dwindling in this current age, the restoration has been left under the charge of Odysseus 'White' Hawk.
Although magic can accomplish many things, there were some which he at least required counsel around. 'Legend Lore' was of aid to him in recruiting the various skilled workers that he would require to return the fortress to its former glory. As word spread of a once in a lifetime opportunity, craftsmen and crafting races petitioned for tender, eager to test their mettle against a challenge. Mortal sweat and magical might would be used in harmony, but there was the pressing issue of remuneration.
Funding this venture required significant inward investment from the few remaining Mithrandir. Lost legacies were reclaimed, wealth from throughout the span of the organisation. Although this contributed significantly, many of the reclaimed items were priceless or too practical to dispense with. White Hawk used whatever means he could to facilitate the completion of the mammoth task, harvesting materials from Therafim itself, enlisting Elementals, friends, calling in favours and debts.
The name of the Mithrandir, which was once but a whisper, was becoming a magnificent chorus once again. Sizable donations were made from time to time from anonymous philanthropists, and from people that the Mithrandir had helped either directly or indirectly. Even so, there was much to do, and just as much to maintain after the work was finished. Finding a reliable source of income became an issue - though not an insurmountable issue.
The mineral wealth of Therafim would be their bounty, plans were already being made of how to best handle mining or extraction and internal agreements made on tariffs to limit their involvement in mercantile matters. The Mithrandir weren't going to become businessmen, merely major stockholders. Fortunately an organisation so old as theirs has plenty of networking. Most likely they would work in conjunction with likeminded Dwarves, Elementals or Giants, but that is yet to be made public.
Nearly a millenia since the stronghold last rested on the material plane, since the hurricane of the mighty citadel roamed the far reaches of the world, Ambermenal Sul Sornion has been reclaimed by the Mithrandir. Although they have fallen from their past glory, the discovery of their ancestral stronghold brings with it new hope, change is on the wind.
Interior, when designed and repaired. Also any other features of note.
102,600GP / 500,000GP Landlord Pool.
XP spend: -3,600XP from White Hawk.
Extended Anticipate Teleportation
Extended Contingency: Ray Deflection
Extended Detect Scrying
Extended Heart of Water
Extended Greater Magic Weapon x2, (+5 Defending) (+5 Spellstrike)
Extended Mind Blank 48hr
Extended Superior Resistance: 48hr
Foresight - Not included in statblock
Buffs = 5 Uses of Lesser Extend Rod & 2 Uses of Greater per two days.
Extended Lifespan: 8 Years and Looks like his 'Ideal self' (Quest to recover Tears of Heaven) [Can spend 10 Rep for 'Immortality']
Frostweave: See Feats
Frostfell (From Frostburn)
Level: Druid 8, sorcerer/wizard 9
Components: V, S, M/DF
Casting Time: 1 round
Range: Medium (100 ft. 10 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: See text
The area you designate becomes a frigid and icy environment, immediately dropping the temperature by 3 temperature bands. For example, if the temperature is moderate, it drops to extreme cold (see page 9 Frostburn). If the new temperature is below the cold band, all water is turned to ice and all earth and stone becomes everfrost to a depth of 10 feet per caster level. Air within the area freezes, resulting in a heavy snowstorm lasting for the duration of the spell. Snow accumulates only if the ground temperature is below the moderate band.
Living creatures caught within the area when the spell is cast instantly turn to ice (as per the ﬂesh to ice spell). If a creature successfully saves, frostfell deals 1d6 points of cold damage per caster level (maximum 20d6). Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of cold, snow, and ice for the duration of the spell.
Objects in the area, including those held by creatures, are instantly covered in a thin layer of frost, making them slippery. When a creature uses a frosted item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops
the item before it can be used.
Cold spells cast within the area gain a 1 caster level. Multiple frostfells may be cast in the same area to increase the effects (dropping the temperature by an additional 3 bands) but not stacking the increase in caster level. The temperature band cannot be dropped below unearthly cold, no matter how many times frostfell has been cast.
Arcane Material Component: A pinch of dust and a few drops of water.
Lightning Leap (From Complete Mage)
Level: Sorcerer/wizard 5
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to 60-ft. line
Saving Throw: None and Reflex half
Spell Resistance: No and Yes
With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you. You transform yourself into a line of lightning, similar to that created by the lightning bolt spell. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit).
You can't bring along other creatures except for your familiar. The line deals 1d6 points of electricity damage per caster level (maximum
15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.
Saltray (From http://www.wizards.com/default.asp?x=dnd/fw/20040131a )
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell creates an instantaneous thin beam of salt crystals. A creature struck by a saltray takes 1d6 points of slashing damage per 2 caster levels (maximum 5d6) and must make a Fortitude save or be stunned by the excruciating pain of the wound for 1d4 rounds.
If this spell is cast within 300 feet of the shoreline of a large body of salt water, a second saltray is created. You can target this second saltray as you see fit against any target in range of the spell.
Streamers (From Shining South)
Level: Cleric 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard
Range: 100ft (+10 per level)
Effect: 1 or more Streamers
Duration: 1 round per level
Saving Throw: None
Spell Resistance: Yes
You cause a number of glowing, red stramers to shoot forth from your hand when you cast the spell. You may fire one streamer plus one additional streamer for every three caster levels beyond ninth level (to a maximum of four at level eighteen).
Each streamer targets one creature, multiple streamers can target a different creature each or they can all target one creature. A streamer moves on its own pursuing its target without your concentration, hovering in the same space as the target with a readied touch attack.
Whenever the target next takes any sort of action, the streamer makes a touch attack against it (at the casters base attack bonus). On a successful attack roll, the streamer deals 5d10 points of damage. If a target takes no actions for the duration of the spell, the streamers around it disappear with no effect.
Streamers can be attacked (AC20) but only magic weapons have any effect on them. Any successful attack destroys a streamer.
Venom Bolt (From Serpent Kingdoms)
Level: Cleric 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Area: 100ft Line
Saving Throw: Reflex Half, Fortitude Partial (see text)
Spell Resistance: Yes
You release a beam of fell energy from your eye, mouth, fingertip or tail tip that travels in a straight line. Every creature in its path takes 2d8 points of acid damage though the beam is not composed of any acidic substance. A successful reflex saves halves this damage.
Furthermore, every creature in the path of the venom bolt must also make a successful fortitude save or be paralyzed for 1d4+1 rounds. Success means that the subect is slowed for 1 round. Creatures do not block the beam, but walls or other solid barriers do.
Yaunti and their creations are immune to the effects of this spell. Other Scaled Ones are immune to the paralysis effect and need not save against it.
Vitriolic Sphere (From Complete Arcane)
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5, wu jen 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reﬂex
negates and Reﬂex half; see text
Spell Resistance: No
You conjure a sizzling emerald sphere that drenches all within the area with a potent acid. Affected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reﬂex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round).
Both rounds of continuing damage are subject to Reﬂex saves for half damage; if an affected creature succeeds on its second Reﬂex save, it takes no acid damage in the third round.
Material Component: A tiny glass vial ﬁlled with aqua regia.
- 1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Before you stands a reasonably tall Human, quite clearly a male, though a paradigm of one to be sure. His skin is pale and he appears to be a preternaturally handsome twenty-something with flowing red hair. Moreso than the man himself, upon a glance most that behold him take stock of his rare armour, some kind of forged ice which emnates something of a chill. It is in all respects a sturdy breastplate, but of such a unique design it's likely to be both bespoke and one of precious few in creation.
About his person are numerous trinkets, some rare and others pedestrian but all seem to serve a purpose. The crest of the Mithrandir sits upon a signet ring he wears on his hand; though few would recognise it even if learned in history or heraldry, he fits the description of a renowned errant adventurer by the name, or rather alias, White Hawk.
- 2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Any blemish he may have had vanished after a certain adventure to far flung lands, although after questing to recover an ancient fortress of the Mithrandir he became infused with old magic that manifests itself as 'Frostweave;' a faintly glowing blue tattoo running through his veins while it is active.
- 3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Often uses an all too formal manner of address when in the company of friends or strangers alike, this tendency towards the verbose can make him seem a little distant or so he has been told, but it is something that will be slow to change, if it ever does.
B: Birth and Family
- 1) Where and when were you born?
Born in the winter, but it was always winter where he was born, so maybe it was summer. High in snowscapped mountains is as precise as he has ever told another living soul outside those he lived with before setting off on his own.
- 2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
White Hawk will not give the names of his parents, just as he uses an alias himself, there are far too many ills that can befall a person if such information was to be commonly available. Each of them were spellcasters however, one a Wizard and the other a Cleric of Chronepsis, a happily wed pair for many years and many more to come. Between them they made up a portion of the ruling circle in the society where White Hawk grew up.
- 3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Though he avoid saying he had siblings if asked, he does have a sister younger than him by three years. She is also a travelling Wizard and never far behind her brother in her studies. When he last saw her she was going by the name Cossette, though it was an assumed identity and she regularly changes them. Like her brother she has long red hair and pale skin, beautiful by any account, perhaps it's the fresh mountain air that makes them so.
- 4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
All of those that grew up in the Wizards enclave to which he belonged are treated as family, and there was a steady population of around one hundred.
- 5) How did you get along with your family?
In the past, as now, he gets along with his family well and contacts his sister from time to time and vice versa. He rarely returns home, however he corresponds with various members of the enclave every now and then for various reasons, mostly scholarly.
C: Education and Work
- 1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
White Hawk learnt under his father until he was able to strike out into the world on his own, he was in his mid teens before he left home.
- 2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
Much of his study has been from all over, formal and informal teaching, though the bulk of it is self-learnt he rarely passes the opportunity to expand his consciousness of anything magical or even mundane if it may one day prove useful.
- 3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
- 4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
His sister was also trained by her father, although this wasn't ever an issue.
- 5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Highly important, knowledge is something that should be protected and added to when possible.
- 6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
He works for nobody, though he works alongside the Mithrandir and whoever else his duty as a Mithrandir may require him to associate with. His commitment to the Mithrandir is one which comes before all others, perhaps even himself.
- 1) Who were your friends as a child? As an adolescent? As an adult?
The other younglings in the enclave were people he knew, shared knowledge with and got into trouble alongside. As an adult he hasn't ever been in one place long enough to take root and gain friends, though he has countless contacts and acquaintances he has picked up along the way they're all pragmatic contacts - none he would consider a friend.
- 2) How many of these people are still alive? How many are you still friends with?
Most of them are alive, as far as he knows.
- 3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Whilst he would admonish the thought of picking a 'best' friend, that would probably be his sister if there ever was one. The most memorable thing they ever did together would be the years they spent first learning magic.
- 4) What do you look for in a friend?
Loyalty above all else, someone that is useful, trustworthy, and liberal minded. There are many more factors that influence such a decision than could be listed with any brevity.
- 5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Like most adults, he has had the odd tryst, though nothing that lasted. It would be grand to find someone to care for, and who would care for him, but it isn't something he would consider a priority even though it would greatly improve his lot in life to have such a boon as a reciprocated love bestowed on him.
E: Attitudes and Beliefs
- 1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
If there was a religion that he followed, it would be the religion of knowledge, science, and all things magical. If he was ever to pray, it would most likely be to one of the many gods representing knowledge or wisdom, though he has no particular single deity he gravitates towards.
As a learned man he knows things such as the afterlife may well exist, there is enough space for them out there, countless planes, dimensions and so forth.
- 2) Where do spirits of nature, the elements and the dead fit into these beliefs?
They fit without any inconvenience, he has met with many of each of them.
- 3) What gods, religions, or priesthoods will you have nothing to do with?
Any group or individual that seeks to wreck havoc upon the world, though he would break bread with the the epitome of evil if it served a worthy cause.
- 4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
The moral base is best described as liberal, though with conservative views towards sex in regards to public displays and 'loose' behaviour. In terms of 'evil' and other unsavoury things, if there is a good reason to act in a certain way then it's likely he will consider it at the very least. The lesser of two evils is often necessary, so you could call him firmly in the moral gray.
- 5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Highly, unless there is a good reason to take stock of what is being done and reconsider.
- 6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Knowledge and Power come hand in hand, and so he values them both equally. Wealth comes second, as it facilitates the acquisition of the former, and everything else follows. Ranking the value of those he cares about is something he would consider tasteless, it is unlikely to happen except in the course of a moral dilemma type situation.
To preserve any of these things, the lengths he would go depends entirely on the situation. Replacable knowledge for example, no harm, but if it was the final codex of some long lost magical art he might lay down his life to ensure it was reclaimed.
- 7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
They can provide amusement, but Oneiromancy isn't something he was ever a great fan of. Still, he respects dreams can be useful, even if he is yet to have such a prophetic experience as people speak of in legend.
- 8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Magic is life.
F: Edges and Flaws
- 1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
White Hawk is particularly adept with most things scholarly, he can speak most languages of the world without resorting to magical aid and decipher all but the most vexatious of ciphers. In crafts he is similarly adept, trades he has honed over long years but they are passions or hobbies rather than 'jobs.'
The emnation of cold around him may be the most unique attribute he could stake a claim to.
- 2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
None that I would care to share.
- 3) Do you have any enemies? How much trouble do those conflicts cause you?
No nemesis so far.
- G: Likes and Dislikes
- 1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Love is a strong word, not one that I would chose to describe 'likes,' but study, learning magic in particular. New experiences are always appreciated, expanding ones horizons, so it fits that his favourite places tend to be new and unexplored ones.
- 2) What do you hate? How do you typically react to these hated things?
Hatred is another strong word, and he wouldn't say he hates anything, but if he did he would probably react with tempered malice? Hard to say, very situation dependant.
- 3) What do you fear? What is your worst nightmare?
The loss of memory or magic, either of which would end his lifes passion as a Wizard.
- 1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
The first monster he encountered was a Pseudodragon, a familiar, but a mystical one at that. It was his fathers familiar, so perhaps didn't count as a true encounter, though the Wyverns that nested in the mountains probably would count. They could often be seen when the blizzards weren't so fierce, now and then they would attempt to hassle one of the enclave but it was only the children that had anything to fear - and they weren't allowed outside until their proving time as adults.
- 2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
The first time that he cast a spell was unexpected, a fumbling of words that surprised his parents. He can't remember it himself, but he has been told on many occassions that he crawled out of his bed one night when his sister was still a crying newborn and all the lights had blown out. When his parents found him he had made a small mote of a light spell and fallen asleep beside her.
- 3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
The signatures White Hawk that follows him around and offers him its namesake would be loyal to the death, he has had the companion since his early years and reared it from an egg. In this manner his father advised him they would have a bond as strong as family and it seems to have proven true over time.
- 4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
The Ice Armour he wears was gifted to him by his family, so it has a sentimental as well as monetary value. It is the most noticable of his unusual possessions, though he had to do little to earn it besides being a 'good son' to his mother and father and following the call of his heart as a disciple of magic.
- 5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered.
Odysseus began his life far from the traditional norms of society, secluded in a Wizards enclave high in snowcapped mountains. The esoteric existence of the few that inhabited those far reaches was fruitful, though not without peril, and the young boy was from a very early age encouraged to explore his potential as a means of self preservation.
Though some may consider the existence for a child as harsh, he was not wanting for love or attention off of his family. So in spite of a lack of amenities, he had all he needed in childhood and with the guidance of his elders the youngling raced through their teachings as a rare prodigy.
Much of Odysseus' life to this date was spent in those mountains, in and around, never beyond line of sight to the snowy peaks even if they were upon the far reaches of his horizon. Though in time, as do all, he had to leave the nest and chose to adopt an adventurers name under the advisement of his parents.
For many years since he has wondered Therafim, a disciple of magic following only the course dictated to him by the wind. Dweomerkeeping as it happened took him to the far reaches of the world, with versatile spellcasting all that kept him from meeting an untimely end on many an occasion.
The longer he traveled the more he learned of himself, of his abilities, of the weave and everything else. It intrigued him to no end, and before ever reaching the outskirts of Avalon he would return to his family to speak to them of it.
When he heard that there was some draconic ancestry within his veins it came as no great shock, although it was unexpected, somehow he had always felt like there was something that stirred within him, perhaps it was this which gave him the motivation to study magic… or perhaps it was he. It caused no crisis of identity to resolve for the intellectual, and soon he would be on his way, though before he left to continue his travels his family gifted him an heirloom of Ice Armour as they knew instinctively that their son was unlucky to return for a very long time and wished he would do so in one piece, living.
From that day forth wherever he traveled he took a piece of his home with him, and each time he reached to the fresh powdered snow at his belt for spell components he could envision those snow capped peaks with a pleasant nostalgia, but staying there was not his path.
Avalon as it happened seemed to call to him, perhaps equal to those mountains of his childhood. The great metropolis meaning little to him, but its contents and the possibilities it offered, so very much appealed. Though his time there so far has been brief, he has learnt many things, unraveled mysteries of the weave such as few Dweomerkeepers have ever managed and gone further to seek magic in raw form.
On his adventures he has traveled far and wide, across continents, planes, and even into the dark recesses of another's mind. Along the way he has visited Planar Touchstones, sacked ancient fortresses to reclaim lost artifacts, and sent back elder abominations to their domains with tentacles between their legs.