"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys
above. She called her Provider's name, and all could feel the power she commanded.
[name3] summoned his wards, but all that watched knew his efforts were in vain.
The next name she offered was his, and the misery of [name3] was legend."
translated from Dekàlan fragment found in ruins of Ilduùn
 |
|
Book of Wizards
Since the dawn of Third Age, Uren have strived
to weave the Tapestry that the elder races had been tying
into knots ages beforehand. Control of the Chaos has
always separated the dominate people of the world from the
weaker races. The only power greater than the coursing
magics is the secret of how to connect with and control those
energies. The story of emergent races is the story of
wizard hunts in an attempt to maintain the balance of established
power but with each age that passes another people break the
yoke of their elders, the scales tip and power is rearranged.
Therefore, it is the historic burden of wizards to peel
back the mysteries of the Tapestry and learn to control its
secrets to promote one's people and secure their place in
a crowded world.
The approach to manipulating the Chaos
is generally unique to one's race. Whereas the Elve
have a relatively simple time of coaxing the energies to
do their will, the Dwürden process to achieve a similar
result is a chore. From the beginning, Uren practitioners
were beset with an added disadvantage for they were not by
nature magical creatures, unlike their elder forebearers. This
fact was long seen by the elders as an insurmountable obstacle
to the race ever rising to prominence. The Uren persevered
however and discovered crude
and unseemly means to orient
themselves to the Tapestry, disgusting and alarming their
elder peers. Still it was believed that their "false
magics" could never amount to anything for the energies they
muddled were not pure and their understanding of metaphysical
law was far and beyond the hold of their primitive minds. These
ancient viewpoints are regretted to this day.
Despite fantastic advances in Uren magery,
the art remains an anomaly in the socities of their people
ushering fear more often than wonder. Because fear breeds
contempt (and worse) there are few Uren societies where blatant
magic-use is acceptable. Regardless of whether people
understand the intentions of the weaver, enough folklore has
trickled-down into most societies giving example of great
tragedy unleashed at the hands of those that "trick"
the Chaos. Few wish to become part of the next tragedy
and so view poorly those who tempt such doom. This is
all to say that the majority of those to follow in this gallery
of wizards practiced and honed their prodigious skills sheltered
from the prying eyes of the fearful and somehow emerged into
an intolerate world to become wielders of power never meant
for Uren hands.
Starting
Wizard (8d6* seasons) |
City
|
x1
|
Rural
|
x3
|
Wilderness
|
x5
|
No Teacher
|
na
|
* A player may re-roll one die (and keep the lowest of the two) for each +1 Intelligence modifier to determine the length of training. Every five ranks of Profession: Teacher that an instructor has reduces the time by 1 season.
Name Index |
Androth,
male Uren, Wiz10; CR 10; Medium-size Humanoid (5 ft.
10 in. tall); HD 10d4+10; hp 40; Init +0; Spd 30 ft.; AC
10; Atks +5; AL NG; SV Fort +4, Ref +3, Will +9; Str 10;
Dex 11; Con 13; Int 20; Wis 14; Cha 9. Feats: Craft
Wondrous Item, Extend Spell, Heighten Spell, Maximize Spell,
Scribe Scroll, Wizardmaker. Wizard Spells:
(6/5/5/4/4/2) (0); (1) [Comprehend
Languages], [Feather Fall],
[Grease], [Hold Portal], [Nystul's
Undetectable Aura], [Shield],
[Sleep]; (2) [Continual
Flame], [Daylight], [Fog
Cloud], [Knock], [Magic
Mouth], [Mirror Image]; (3) Androth's
Books of Binding, [Dispel
Magic], [Fly], Asalayd's
Wind, [Illusory Script],
[Secret Page]; (4) [Confusion],
[Fire Trap], [Shout],
[Solid Fog]; (5) [Dream], [Hold
Monster], [Magic Jar], [Seeming]; Possessions:
Rod of Elemental Control (Air). Notes: An
old wizard of Oth, Androth has studied the dusty and crumbling
tomes of that city longer than most. A native of
southern Taldàna, Androth came to the shrouded city
in 593 DR having heard of the renown Iron Library with
its intact volumes dating from before the Second Acentran
War. Reaching the city he quickly depleted his resources
and found himself without means to leave. Settling
in the Temple Ward, he soon discovered a plethora of other
resources to delve into and has remained ever since. Androth's
familiar is a large cat named simply "Demon".
|
Dras (628-
DR) appears as nothing more than a gimpy peasant. He
hobbles through the cobblestone streets of Oth's Harbor Ward
in peasant
rags and a tall woolen cap with the aid of a bent crook beneath
his arm. His broken teeth glow muted gray between the
wide gaps in his smile. Dras lives in the Tower where he
runs errands for the proprietor, Oddus Maddire. Oddus
took pity on the young man after seeing the affliction which
has transformed Dras' now useless left leg into what looks
like the rubbery skin of some dried yellow fruit. Dras
does not remember how his leg came to be that way but blames
it on Natan, the wizard to whom he was apprenticed for many
years. Dras has been seeking Natan for some time.
Dras was born in Caleth within the Southswall
of Oth during the summer of 628 DR. Seeing no prospects
in the forsaken shadow of Oth, Dras ran away across the Run
Rul and was soon panhandling on the roadsides of Oris; which
is little better than Southswall. It was in Oris that
Dras met Cr. Silys Tarant who fed the boy in exchange for
his help around the smithy. Dras was a slight boy with
no hope of ever gaining the brawn to work a forge but he
welcomed the chance to learn what he could and never passed-up
a free meal. When Cr. Silys took on an apprentice
in 637 DR it became apparent that there wasn't room for three.
Next,
Dras was hired as a servant on Cr. Silys' recommendation
to an elder gentleman that stopped on occasion by the smithy
to buy locks. The man's name was Natan and he was a
cruel master who fed his servant infrequently and when cross,
not at all. Natan lived in a run-down mill along the
north shore of the Run Dul and it was Dras' duty to clean
the cobwebs and dust from the place, to skewer the river
rats with iron pokers, and to wash the master's laundry which
seemed of inordinate quantity for an old man.
One Woad's
Night as Natan watched his servant brushing webs from the
shaky rafters the old man called Dras down to his chair. Dras
climbed slowly down and approached with great hesitation
for he expected another beating. Natan explained to
Dras' surprise and horror that he knew that over the last
few months that Dras had been looking through his books when
he'd left for town during the day. Dras immediately
tried to deny the but the man silenced him. Natan explained
that he'd been impressed at how his servant would place the
books back exactly as they'd been left without a trace of
handling on their dust-covered leafs. Dras was confused. Natan
then asked if he'd learned anything from the books and Dras
reluctantly nodded. "Show me," urged the old man. This
time the surprise was Natan's as the young man made an arcane
motion with his hands and with an ancient phrase summoned
a mote of light in the air before him. To describe
Natan as impressed would do no service to the story. From
that day onward Natan worked his servant twice as hard but
piled books near his mattress and quizzed him on his lessons
come morning. After a time Natan no longer showed his
surprise or pleasure in Dras' accomplishments, only expecting
more and more. It is important to note at this time
that Natan offered no teaching or aid to the young man, merely
providing him with books to decipher and learn from. Needless
to say, there were many mistakes, each followed by painful
punishment, but despite these set-backs Dras' continued to
learn and develop his powers. At one point, following a display of control
that would have made most any teacher proud, Natan took a
board and broke it across Dras' head, knocking him out. Dras
awoke in an alley near the Temple Gate, abandoned to the
City. He returned to old mill but the place looked
as though it had been abandoned years before. As we
sought the smithy of Cr. Silys he became aware of a throbbing
pain growing within his leg. Pulling-up the sleeve
of his trousers he could see his skin swelling and growing
yellow. Cr. Silys mended the wound on his head but
could do nothing for his leg except ask the Temple Guard
to investigate Natan. Nothing came of their searching,
if indeed they ever looked. Eventually Dras found himself
back inside the City hobbling up and down the Sulyard hills.
No-one wanted to hire a cripple, even one with his talents. Finally,
he found Oddus Maddire and agreed to any job the man might
offer, the man refused. Grod, an Ogdar guard at the
Tower overheard the conversation and pled on the stranger's
behalf. Oddus still refused until Grod offered him
a portion of his own pay. To this offer, Oddus could
not refuse. Dras has since made the Tower attic his
home and does whatever odd jobs need doing around the inn. He
is close friends with the Ogdar Grod and deals and purchases
for him in the City streets where his kind are not welcomed.
Recently, Dras believes that he has unwittingly
got himself into dire trouble. A
man named Vamna Drakan hired him and Grod to find a woman
named Malyn who
had skipped town with his Tal. The
next morning,
following a local lead, Dras and Grod found the body of the
female mercenary wedged in a crag of stone half-way down
the cliff wall of the Kre Dùlnar (a failed harbor
toss). Grod
retrieved and carried the body back to the Tower. Drakan
arrived to examine the woman's body. Once he was satisfied
that she had not cheated him, he paid the finders' fee and
left. The
two loaded the body into
a wagon and delivered it to Ossis of
the Gray
Guild. Dras received a message from the caretaker
days later that the mark of "a dead rat" had been
found on the back of the woman's neck. The note explained
that while researching the mark, the woman's body vanished
from
the cellar
and has yet to be found. Ossis
enclosed a sketch of the tattoo along with the name "Kelor". Dras
lives in fear that someone will connect the missing corpse
to him and his "ailment". It wouldn't take
authorities long to make the connection that he is also a
servant of the Dark God. His best hope, he has reasoned,
is to find out who she was, what her story was and how she
came to die in the Sulyard. Without clearing her name,
he can't hope to clear his own.
|
STR |
11 (+0) |
DEX |
12 (+1) |
CON |
10 (+0) |
INT |
15 (+2) |
WIS |
11 (+0) |
CHA |
10 (+0) |
HP |
10 (4,3+3) |
AC |
11 (dex) |
ATKS |
+1 (unarmed) |
RNGD |
+2 |
MV |
15' (crippled) |
FORT |
0+0 = 0 |
REF |
0+1 = 1 |
WILL |
3+0 = 3 |
RACE |
Uren, male |
AGE |
25 |
SKIN |
White, pale |
HAIR |
Brown |
EYES |
Brown |
HT |
5 ft. 5 in. |
WT |
128 lb |
|
Alertness
|
Endurance |
Mobility (anti) |
Polyglot (anti) |
Toughness |
Speak
Language, Othic |
Speak Language, Dekàlan |
Speak Language, Swallish |
Read/Scribe*
(int) |
2
|
(2)
|
Concentration (con) |
3
|
3
|
Know.,
Arcana (int) |
5
|
5+2
|
Know., Oth-Local
(int) |
4
|
4+2
|
Know., Religion (int) |
4 |
4+2 |
Spellcraft (int) |
4 |
4+2 |
Spot (wis) |
3
|
1
|
Scribe Scroll |
Summon Familiar |
0 - Wizard Spells =
4 |
1 - Wizard Spells =
2+1 |
|
* Read/Scribes Othic and
Dekàlan.
Other than a rudimentary spellbook (left behind
in the Tower by a mage in a hurry to leave), Dras owns nothing
of value.
GM Note: [Dras sounds like "draise"] Dras
was the first NPC developed for the Othic Chronicle. While
unconscious, Natan performed arcane surgery on his servant, hollowing
out his left femur and inserting an ancient and powerful scroll.
The scroll is wrapped in gold foil which has been enchanted to
resist orykul magics. Since the surgery, the bone has died
and his leg shriveled. Or Halam magics have proven ineffective. |
Ildàus
Foulstern (606-653 DR) was born in the Kelspar neighborhood
of Sulyard, Oth in 606 DR. A common boy born to working-class
parents, a chance encounter with a young Edgur of Oth would
change the path of his life forever. In 611 DR, Ildàus
and other neighborhood children were playing in the streets
when a carriage stopped and opened. Stepping from the carraige
was a lean young nobleman who in an effort to exert fleeting
power (he was third in line to the Iron Throne with no real
hopes of ascension) chose a young man at random to see if a
commoner, given the benefits of wealth and influence could amount
to a man of honor and respect. This gamble was in part
a bet between himself and his twin sister, who claimed at the
time that privilege was more than a circumstance of birth, but
that fortune acted upon the chosen through birth and that all
others were through preordained misfortune doomed to iniquity.
Edgur had sought to prove her wrong but instead chancing
a poor choice, he brought a Rothic priest along to help him
chose a moon-born child. The priest selected Ildàus
and so then did Edgur.
The great favors heaped upon Ildàus were not
some temporary whim of Lord Edgur, who did not abandon his
patronly responibilities even when Nolda lost interest in
the "game". Instead, the young lord grew
fond of his charge and the two became friends. Ildàus
was enrolled in the finest schools under the tutelage of
the most learned teachers that Edgur could afford. In
614 DR, Ildàus was admitted into a wizard's apprenticeship. His
new master requested that Lord Edgur quit interrupting his
student's studies. Edgur agreed to this. Ildàus
proved to be a quick-learner and finished his studies by
622 DR. In that time, the young lord had continued
to support him but had not visited or written. Ildàus
was surprised to find Lord Edgur awaiting him on the day
of his graduation. The two dined in the Sulyard
and spoke late into the evening about Ildàus' future.
In 628 DR, Ildàus Foulstern stood at the side
of Lord Edgur Rott the Third as the High Priest of Roth placed
the Iron Crown upon his patron's head. As adviser to
the crown, the High Lord's sister's displeasure throughout
the coronation did not escape the young wizard's notice;
not much did anymore. It was also not lost on those
assembled, the gross number of deaths that had preceded the
ceremony. Some secretly accused the new High Lord,
while others (including priests that guessed better) noticed
the Lady's frustration as well. Despite counseling
from his father's advisers and the [dragonspeaker] himself,
High Lord Edgur III appointed his friend as the High Wizard
of Oth but retained their services as well. In time,
Foulstern gained their respect in many matters, except one.
In the tenth year of his rule, Lady Dayla,
the wife of High Lord Edgur III died. Though no evidence
of foul play could be divined, the High Lord was convinced
that his enemies were behind this and would stop at nothing
until he could bring justice to each and every one. As
the weeks and months grew longer the High Lord grew more and
more paranoid finally confiding in Foulstern that he was the
only of his subjects that he could trust. Because of
this great trust, it would fall upon Foulstern's shoulders
to find the High Lord's enemies and to extract admissions
from them. The wizard knew his tormented friend too
well to deny him this, for he dared not give the High Lord
any reason to suspect that he too might be an "enemy".
And so, Foulstern embarked on a grissly and soul-destroying
campaign to find and extract "truths" from the city's
miscreants. Though his magics told him otherwise, he
went through motions of interrogation knowing that from hidden
chambers and through sliding spy-holes the High Lord watched
his "progress" in the dungeons beneath Kry Shùrulm.
In 652 DR, Foulstern was handed an Elve prisoner
captured in the borough of Cenotaph. Above the dungeon-pit
of Kry Shùrulm Foulstern oversaw the torture of the
Elve spy for several days; the first of its kind to be brought
to this place in almost 150 years. Although he
loathed himself and his work, as a torturer these few days
were a masterpiece. None in the history of those ancient
halls had ever suffered as Aren
Zarad had. The information of value gained from
the spy was minimal but in performing his masterpiece on the
body of this immortal prisoner, he in turn sealed his own
fate. In the winter of 653 DR, Foulstern the Mage was
found murdered in his tower. Beside his corpse lay the unclothed
body of an unidentified Uren boy. No wards had been
triggered. The High Lord visited his old friend's chamber
despite protests from his advisers and guards. He knelt
over the man's body for some time before kissing its bloody
forehead and instructing those that stood near to inter the
body of Ildàus into the crypt of Nolda. Her name
was to be removed from the family crypt. This was done.
Ildàus
Foulstern (3E)
High Wizard
of Oth, Lord's Adviser, Lord's
Inquisitioner
|
|
STR |
10 (+0) |
DEX |
11 (+0) |
CON |
12 (+1) |
INT |
20 (+5) |
WIS |
15 (+2) |
CHA |
14 (+2) |
HP |
48 (5...) |
AC |
10 (dex) |
ATKS |
+7/+2 (staff) |
RNGD |
+7/+2 (unarmed) |
MV |
30' |
FORT |
4+1 = 5 |
REF |
4+1 = 5 |
WILL |
9+2 = 11 |
RACE |
Uren, male |
AGE |
47 |
SKIN |
White, pale |
HAIR |
Black with gray |
EYES |
Blue |
HT |
5 ft. 7 in. |
WT |
158 lb |
|
Alertness |
Combat Casting |
Delay Spell |
Quicken Spell ([Hold
Person]) |
Signature Spell (Dispel
Magic) |
Spell Mastery (x2) |
Twisting |
[28+(7*7)+(6*8)]
= 125
|
SKILLS
|
Speak
Language, Othic |
Speak
Language, Azálari |
Speak
Language, Dekàlan |
Speak
Language, D'agul* |
Speak
Language, Lowspeak |
Speak
Language, Old Othic |
Read/Scribe*
(int) |
4 |
4 |
Alchemy
(int) |
6 |
6+5 |
Bluff
(cha) |
7 |
3+2 |
Concentration
(con) |
10 |
10+1 |
Heal (wis) |
1 |
1+2 |
Intimidate
(cha) |
10 |
5+2 |
Know., Arcana (int) |
12 |
12+5 |
Know., Oth-History
(int) |
6 |
6+5 |
Know., Oth-Local
(int) |
10 |
10+5 |
Know., Oth-Nobility
(int) |
7 |
7+5 |
Listen
(wis) |
5 |
2+4 |
Prof.,
Torturer (wis) |
12 |
12+2 |
Ritual Casting
(con) |
6 |
6+1 |
Ride
(dex) |
3 |
1 |
Search (int) |
2 |
1+5 |
Sense Motive (wis) |
6 |
3+2 |
Spellcraft
(int) |
18 |
18+5 |
Spot
(wis) |
0 |
0+2 |
Scribe Scroll |
Summon Familiar |
0 - Wizard Spells =
4+1 |
1 - Wizard Spells =
4+2+1 |
2 - Wizard Spells =
4+1+1 |
3 - Wizard Spells =
4+1+1 |
4 - Wizard Spells =
4+1+1 |
5 - Wizard Spells =
3+1+1 |
6 - Wizard Spells =
3+1 |
7 - Wizard Spells =
2+1 |
|
* Read/Scribes Othic, Azálari,
Dekàlan and Old Othic. Understands D'agul but
cannot speak it.
|
Grazzad,
male Murdru Ortor, Wiz7; CR7; Medium-size
Humanoid (6 ft. 2 in. tall); AC 20 (+2 Dex, +2 Natural,
+4 [Mage Armor], +2 Ring);
Int 19; Wizard Spells: (5/5/4/3/1) (0) [Detect
Poison], [Flare], [Ghost Sounds],
[Mage Hand], [Resistance];
(1) [Alarm], [Expeditious
Retreat], [Hold Portal],
[Mage Armor], [Ray
of Enfeeblement]; (2) [Detect
Thoughts], [Flaming Sphere],
[Protection from Arrows],
[Whispering Wind]; (3) [Explosive
Runes], [Hold Person],
[Slow]; (4) [Ice
Storm]; Possessions: Ring of Protection
+2. Notes: Grazzad was the high wizard of
the Bragnar Bar Ort until 653 DR when he was killed in
ancient Dwürden caves near Oth, along the Old Taládan
Road. Grazzad was one of a group of Ortori wizards and
priests who ritually created the Ortori
Colossi. Grazzad studied magic from the elder
of his clan, Hurzar the Bald who died during a raid in
636 DR of the Fertile Coast. As is the tradition of the
Murdru, he faithfully wore his mentor's beads from the
time of Hurzar's death until his own.
|
Jzar
the Mad, male Uren, Wiz18; CR 18; Medium-size
Humanoid. Notes: Infamous Othic author and
scribe of the "Nethertome
of Jzar the Mad" (titled posthumously). The "nethertome" is
a collection of the wizard's life's work, the maddening
study of cosmological borders, particular between the
Waking and the abominable Nether. The razing of
his tower home was inititiated by colleagues wihtin the
City of Oth, occurring shortly after his death circa
200 DR, who believed that the place held dangerous secrets
which were better forgotten. To this date, nothing
that has been erected on the spot has survived.
|
Dwurn
Nildroon, male Uren, Wiz14; CR 11; Medium-size Humanoid
(5 ft. 11 in. tall); HD 14d4+28; hp 63; Str 7; Dex 10;
Con 14; Int 19; Wis 15; Cha 6. Skills: Feats: Scribe
Scroll. Wizard Spells: (5/5/5/5/4/3/3/2) (0);
(1); (2); (3) [Dispel Magic];
(4); (5) [Dominate Person],
[Fabricate], [Major
Creation], [Permanency],
[Sending]; (6) [Antimagic Field],
[Contingency], [Eyebite],
[Permanent Image], [Stone
to Flesh]; (7) [Finger of
Death], [Forcecage], [Spell
Turning]; Possessions: As a ranking member
of the Othic House of Eldra, Dwurn Nildroon has access
to any number of magical and mundane equipment. Following
his brief visit at Oddon Keep, he is also believed to be
in possession of the Book of Faces. Notes: Dwurn
has been known to operate out of abandoned warehouses throughout
the City of Oth, such as the one Dammon found (O-12)
in the Temple Ward. He is careful to keep his activites
secret from the High Lord and Temple authorities. His
arcane pursuits are purely in the interest of furthering
the knowledge of his sirkùli, and are not due to
any malice toward local authorities. Though Dammon,
remembers only fragments of his encounter, he witnessed
a Temple Sentinel being
dissected under Dwurn's supervision.
|
Halagir
Nost, male Uren, Rgr4/Wiz15; CR 17; Medium-size
Humanoid (5 ft. 7 in. tall); HD 15d4+15 plus 4d10+4;
hp 62; Init +2 (+2 Dex); AC 21 (+2 Dex, +2 Ring of Protection,
+5 Robe); Atks +12/+7 melee (Bastard Sword of Brilliant
Energy +2, 1d10+3, crit 17-20), AL N; Str 12; Dex 15;
Con 12; Int 21; Wis 15; Cha 13; Feats: Exotic Weapon
Proficiency (bastard sword), Favored Enemy (Werrid);
Improved Critical, Maximize Spell, Quicken Spell, Spell
Mastery [*], Still Spell, Twisting; Spells (6/6/5/5/5/5/3/2/1)
(0) [Arcane Mark], [Dancing
Lights], [Ghost Sounds],
[Mage Hand], [Open/Close],
[Read Magic], (1) [Endure Elements]
x6, (2) [Detect Thoughts],
[Melf's Acid Arrow], [Mirror
Image], [Protection from
Arrows], [See Invisibility],
(3) [Dispel Magic] x3, [Tongues],
[Haste], [Invisibility
Sphere], (4) [Charm Monster]*,
[Locate Creature], [Remove Curse],
[Stoneskin]*, [Wall
of Ice], (5) [Cone of Cold]*
x3, [Feeblemind], [Transmute
Rock to Mud], (6) [Disintegrate],
[Globe of Invulnerability]*,
[Project Image], (7) [Limited
Wish], [Sequester], (8) [Horrid
Wilting]; Possessions: Bastard Sword of Brilliant
Energy +2, Gray Robe of the Archmagi, Staff of Earth
and Stone, Ioun Stone (Pale Lavender), Medallion of Thought,
Scroll - Stoneskin (x6). Notes: An insouciant
mage and world-traveler, Halagir answered Morgomir's
call to Jadth more out of professional interest than
wishing ill toward the dragon Izarradragulth. He
had never been to the continent of Tasserus having spent
most of his life traveling back and forth from Vulmura
to eastern Lyrast. This is not to say that Halagir is
not aware of the dangers before him, only that the chance
to encounter (and perhaps learn from) a living ancient
comes once in a lifetime, and he could not bring himself
to abandon the opportunity. Having met with Morgomir
and the assembled group, he is looking for ways to turn
this to his advantage, with a minimum of death to either
side. He was originally entertaining the idea of
brokering peace, but is too interested in seeing the
great wyrm in the full-fledged majesty of its power to
intercede in the flow of events, at least until after
the battle's begun.
|
Nolda
Rott, female Uren, Wiz11;
|
|
|