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"...[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

AndrothAndroth, 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.

Dras (3E)
...

ABILITY SCORES
STR 11 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 15 (+2)
WIS 11 (+0)
CHA 10 (+0)
COMBAT
HP 10 (4,3+3)
AC 11 (dex)
ATKS +1 (unarmed)
RNGD +2
MV 15' (crippled)
SAVES
FORT 0+0 = 0
REF 0+1 = 1
WILL 3+0 = 3
APPEARANCE / DESCRIPTION
RACE Uren, male
AGE 25
SKIN White, pale
HAIR Brown
EYES Brown
HT 5 ft. 5 in.
WT 128 lb
CLASS(ES)
Wizard 2
FEATS

Alertness

Endurance
Mobility (anti)
Polyglot (anti)
Toughness
[20+(1*5)] = 25
SKILLS
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
ABILITIES
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

ABILITY SCORES
STR 10 (+0)
DEX 11 (+0)
CON 12 (+1)
INT 20 (+5)
WIS 15 (+2)
CHA 14 (+2)
COMBAT
HP 48 (5...)
AC 10 (dex)
ATKS +7/+2 (staff)
RNGD +7/+2 (unarmed)
MV 30'
SAVES
FORT 4+1 = 5
REF 4+1 = 5
WILL 9+2 = 11
APPEARANCE / DESCRIPTION
RACE Uren, male
AGE 47
SKIN White, pale
HAIR Black with gray
EYES Blue
HT 5 ft. 7 in.
WT 158 lb
CLASS(ES)
Wizard (Diviner) 14
FEATS
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
ABILITIES
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 NildroonDwurn 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;


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