Nalmir Baelnil was an Eladrin Warrior from the Gray Vale who had a typical adventuring life. He did many of the things that most adventurers do. Fight evil, do good deeds, rescue kittens from trees. That is until he was returning from the Moonshae Isles. His ship was taken by pirates and he was lost at sea, presumed dead.
Really, though, he awoke in Wheloon in Cormyr, his mind fractured in pieces, a humming sound in his head. He knew he was Nalmir, that he had done what he had done, but he looked very different. There were other memories there, too, but they seemed foreign and distant. He was in a makeshift lab of a mad wizard, smuggled supplies and workarounds for expensive tools. All he knew he had to do was escape. And that he did. He paid a price to Caiphon, the guide star, who showed him a way out.
He met up with friends who no longer recognized him. And truth be told, he barely remembered them himself. He could feel the Elven places of power calling to him. Myth Drannor at first. Caiphon showed him where a piece of Its soul was hiding, a sun sword of wondrous power that glowed with purple flame. At least, that must be what happened. Why else would he have found it? Caiphon started to pulse in his head, overpowering at first, until he journeyed to the second place of power in a dream, that of Evermeet, the radiance of the fey softening and muting the harsh purple.
He returned to Myth Drannor in control of himself, even if he could still hear buzzing and wisps of voices in the background. But he hid them and succeeded on a great quest, obtaining a Knighthood of Myth Drannor as a result.
The future is calling him, to be the true wielder of the Sword of Caiphon. If only his mind can survive getting there first.
He was originally an Eladrin Fighter. I played him up to 5th level and then they errata'd Urgrosh to be an Axe or Spear instead of an Axe/Spear. This meant that Eladrin Soldier didn't necessarily work on the Axe end. So I semi-retired him for about a year.
Then our group had a need to play 7-10th level games, so I re-created him as an 8th level character. He was going to use a Rapier, but when I found the purple sun blade(and therefore longsword), there really wasn't an option to turn it down from an in-character standpoint.
From a what's really going on standpoint, basically, the mad wizard grafted the ghost of Nalmir onto this mostly mind-wiped young Eladrin wizard. They fused, with the much stronger personality of Nalmir taking control, but the intellect of the wizard being the focal point of his skills and abilities.
Altair grew up as an only child in the affluent Sea Ward. Waterdeep – a fast-paced city infatuated with juicy gossip and the clink of coin. Her father was a merchant, and, like most other Waterdhavians, he was obsessed with gold. So although they were already wealthy, her father worked unceasingly to make increasingly more money. Always more. Altair’s mother cared more about what to wear for her afternoon tea than she did for her only daughter. Wealth bored Altair. She always had anything she wanted or needed, but the lavish lifestyle of her parents did not interest her.
They say that wealth brings respect, respect earns influence, and influence is power in the City of Splendors. But wealth is a superficial basis of power. The Waterdhavian nobles saw how quickly their influence crumbled during the chaos of the Spellplague. Their power was built on a house of cards and as soon as the wind blew a little too hard, entire families tumbled into the crashing sea waves, reduced to nothing.
No, there are other roads to power. Real power. While her father was counting and recounting his gold and her mother was out cavorting at an extravagant dinner party, Altair began to realize that the stars were more than simple pricks of light. For her 16th birthday, Altair’s father bought her a strange viewing glass from which she could see the night sky more clearly. She only looked through it because she was bored, and curious. It all started when she thought she saw a star wink at her. When she tried to talk to her father about it, he forgot that he had even bought her the viewing glass.
Scared, she refused to look through the thing for weeks. She did what she could to distract herself, trying to forget the pale green light that seemed to watch her when the sun left its protective post in the sky. The strange glowing globes that have drifted through the streets of Waterdeep since the Spellplague sometimes followed Altair and seemed to whisper to her, though she couldn’t understand what they were saying. Out of the corner of her eye, it would seem as if the entire night sky had shifted, stars dancing or changing places. Though when she turned to look the constellations would all be in order and the pinpricks of light would be perfectly still, not even shimmering with the movements of the atmosphere.
A rumor reached the ears of Altair’s mother that the faintest purple glow surrounded Altair when she was seen on the streets at night. Worried about how this gossip would affect her social standing, the socialite forbade Altair from being out after dark. Of course this simply made the night even more alluring. Altair’s initial fear of the night sky turned into a cautious fascination. She began to study and worship Selune, the Moonmaiden. She gathered books about those elusive points of light and dared to peek through the viewing glass once again. Soon Altair would look at the stars every night, gazing at them for hours. She saw many curious things, things unfathomable to Waterdhavians who had surrounded themselves with the false comforts of gold. If only they knew. No, they would never believe her. She would keep the secrets to herself. After all, common knowledge holds no power.
She began to have fantastic dreams. Great wonders, horrifying images. She dreamed of a star pulsing with light of piercing blue, rich purple, pale green, blazing red, icy-white, consuming black… Ribbons of color streamed around it, searing a path across its surface. The star hummed, sang almost. It was a beautiful, haunting melody filled with joy, sorrow, laughter, pain, light, and madness. Altair gazed into the depths of the star that flashed with brilliant colors. It was as if she were looking into the soul of the world. She felt herself being pulled into its pulsing light that beat like a heart. The star surrounded her, warm and comforting. The knowledge the flowed through those streaks of energy was immense. She could feel its intensity. It seemed as though she could just reach out and touch it, consuming all the knowledge of the world. Other times she dreamed that all the stars in the sky suddenly crashed to the ground, screaming as they fell. And when they hit they erupted into hideous monsters that seemed to feed off of each other’s light. These mad beings wrecked havoc and consumed everything, even each other, sometimes even themselves.
Altair’s mother, increasingly concerned about the whispers she heard, encouraged her strange daughter to spend time riding her horse Isabel far into the countryside, away from the prying eyes of their neighbors. Despite her mother’s warnings, Altair frequently rode late into the night (not that her mother ever noticed). The stars would play a symphony for her and Altair would sing along as Isabel whinnied and shifted nervously. Preoccupied with the night sky, Altair did not sense the danger. Isabel stumbled in the darkness and tumbled down a steep slope, throwing off her rider. The horse must have broken something for it reared, screaming in agony. Wolves howled in the distance and Isabel’s eyes grew wide, rolling wildly in fear. In a crazed panic, the horse reared again and charged towards Altair who was blocking the only exit of the ravine they had fallen into. Altair tried to move out of the way, but her limbs wouldn’t function. “Stop!” she shouted, but Isabel still rushed towards her, sharp hooves pounding the ground. The stars hummed louder and their cacophony seemed to emanate directly from Altair. “Stop!” she screamed again as a brilliant shaft of cold-white starlight flung itself at the horse. Rearing sharply and whinnying in terror, the horse again tried to charge towards Altair, ready to trample her. But the beam of starlight became brighter as the horse drew nearer, searing Altair’s former faithful companion and stopping the deadly charge in its tracks. Again and again Isabel tried to rush at her master, but each time Altair threw up her hands to protect herself and the horse was drowned in a cascade of excruciating light. The horse ran around wildly, trapped in the ravine and unsure of what to do. The pain from the mysterious light was holding off Isabel for now, but soon terror and panic would take over and the horse would surely trample Altair to death in her flight. The madness of the stars gleamed in Isabel’s eyes and the horse made one final dash towards Altair. Feeling an overwhelming panic of her own, Altair closed her eyes, pledging anything to anyone that her life be spared. She felt a feeling as if the whole world shifted and when she opened her eyes again she was lying a good distance away from where she had been and Isabel was charging off into the darkness. She couldn’t be sure how she got there, out of harm’s way, but it sounded as if one of the stars was chuckling softly.
And then she knew. Her eyes had been opened. Altair had dreamed often about the night sky, but now she saw more clearly. It was the stars that had given her power. She had read about this before. There were dire warnings about how the stars could consume you, drive you mad. But no. She could shift the very fabric of the universe. She was not afraid of the stars any longer. If anything, they should be afraid of her. Altair has always had anything she wanted, so why should this be any different? She is intelligent and has great vitality. She should be able to control the powers of the night sky, wielding their might to her own ends. This is real power. And it’s certainly more interesting than the material things Waterdeep is so obsessed with. The stars glitter brighter than their precious gold and cannot be lost or stolen.
Altair’s leg had been broken in the fall and she hobbled back home, giggling quietly to herself. It was not just the power that drew her, but the challenge and adventure. Resisting the power of creatures who perhaps dwell in the Far Realm? Who else has successfully done that? She returned home just long enough to gather up her things – her viewing glass, books, and notes – and headed off again into the darkness.
She renamed herself “Altair” after the twelfth brightest star in the night sky. Twelve is a sacred number, holding secret significance – you wouldn’t understand. Altair – “The Flying Eagle.” Altair, the star with an extremely fast rotation, spinning and swirling like the frenzy of her mind. “Altair Eclipse.” “Eclipse” because she would overshadow the very stars in the night sky. They hold no power over her.
So Altair, only 18 years old, shed the burden of her old life, spread her wings and soared.
Altair was my first LFR character and is currently level 11. I haven't played her in about 2 years due to the very limited options currently available for CON-based Star-pact Warlocks, especially the extremely limited options for paragon paths (there are basically only 1.5 options). I'm keeping my fingers crossed that they fix Starlocks in the final version of the upcoming Warlock errata... Hopefully I'll be able to pull her out of retirement and play her again. I won't post my build here since it may change drastically depending on how they fix Starlocks (and, well, I haven't played her in 2 years, so I might retrain her to use newer options). (She's still running around with pre-errata Veteran's Armor... Haha. It HAS been a long time since I played her. )
For those who are curious... Altair is infamous for killing horses. There were several early LFR adventures where the bad guys are trying to get away while riding a horse and buggy or something similar. Altair would stand in the way and cast Dire Radiance at the horse over and over again to prevent the horse from coming closer to her and the bad guys getting away. After she killed escaping horses several times in this manner, it became a running joke and I just had to write that into her backstory...
Lori Anderson WotC Freelancer, LFR author @LittleLorika
CALI3-3 The Agony of Almraiven (co-author) NETH4-1 Containing Shadow (co-author) CALI4-1 Plain of Stone Spiders (author) QUES4-1 Liberation (co-author) EPIC5-1 Plaguewrought Prism (co-author)
Kelnat appears to be a Tiefling. He's really a Human under a curse.
He was an insignifcant nephew of Tharchion Sylora Salm who played the part of minor gnat. He would foment small rebellions that usually ended up with someone other than him taking the blame for it or never really amounted to anything. He made some inappropriate remarks about Szass Tam during a court dinner. Due to his status as nephew to Sylora, he was not killed outright. However, to teach him a lesson, he was cursed to be a Tiefling. For a few weeks, he was the mockery of the court, the butt of every joke, a member of the slave races. He finally fled Thay.
His journey has taken him many places, given him titles aplenty and plenty of enemies out for his blood. He calls Myth Drannor his nominal home, but truly, Thay burns in his heart. He plans an elaborate revenge on Szass Tam if he ever gets powerful enough.
He's a full-blown Controller who happens to also be a Skill Monkey/Leader. He's scary powerful in play - the last several mods have been a bit too easy for my taste and that includes the Battle Interactive - he wasn't the only powerful PC at the table, but no one at the table even got bloodied with the DM sticking us on effectively Glory mode after we destroyed the first few encounters. He even strongly contributed with a dkay character that dkay retired for being too powerful. I don't think it would be particularly fun to play him in Epic if this continues, so that's a problem.
FEATS Level 1: Weapon Proficiency (Spiked chain) Level 2: Action Surge Level 4: Inspired Recovery Level 6: Improved Inspiring Word Level 8: Master at Arms Level 10: Superior Fortitude (retrained to Superior Fortitude at Level 14) Level 11: Versatile Master Level 12: Combat Commander Level 14: Fleet-Footed Level 16: Superior Will Level 18: Inspired Tactics Level 20: Lashing Flail
POWERS Dilettante: Eldritch Strike Warlord at-will 1: Viper's Strike Warlord at-will 1: Rousing Assault Warlord encounter 1: Hammer and Anvil Warlord daily 1: Bastion of Defense Warlord utility 2: Inspired Belligerence Warlord encounter 3: Warlord's Strike Warlord daily 5: Stand the Fallen Warlord utility 6: Rousing Words Warlord encounter 7: Sudden Motivation Warlord daily 9: Blood Designation Warlord utility 10: Instant Planning Warlord encounter 13: Death from Two Sides (replaces Hammer and Anvil) Warlord daily 15: War Master's Assault (replaces Blood Designation) Warlord utility 16: Press on Together Warlord encounter 17: Battle On (replaces Warlord's Strike) Warlord daily 19: Exhorted Counterattack (replaces Bastion of Defense)
ITEMS Adventurer's Kit, Helm of Heroes (heroic tier), Potion of Healing (heroic tier), Greaves of Maldeen (paragon tier), Dwarven Braidmail Armor +3, Resounding Spiked chain +4, Iron Armbands of Power (paragon tier), Belt of Mountain Endurance (paragon tier), Ring of Flight (paragon tier), Horreb Ritual Cube (paragon tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Medallion of the Mind +4, Battle Standard of Healing (heroic tier), Elixir of Flying (epic tier) (2), Veteran's Weavemail Armor +5 RITUALS Scroll of Water's Gift
Brallan is a young (twenty or so winters) short and slight half-elf with curly and close-cropped red hair. Serious blue eyes regard you from a handsome face. He is clad in a suit of fine chainmail, wears a holy symbol of Torm, and bears a battle standard with the holy symbol of Torm. An old and pitted looking spiked chain (as though it was exposed to a great deal of acid at one time) is wrapped about his waist. On his left hand he also wears a silver ring (in the shape of two hands clasping a torc and holding a heart aloft [a Hard DC History check reveals that it is a Dawlwynn friendship ring).
Brallan grew up on stories of the adventures of his human father told to him by his elven mother. On occassions when his father was home he would tell Brallan stories of his grandfather, a knight who made his way from humble origins in the Dalelands to rise to prominence in the service of Torm while adventuring in the city of Ravens Bluff.
Brallan's teenage years were spent training with the spiked chain, a weapon that is father had no talent for, but that had been his grandfather's signature weapon. When he was deemed ready Brallan was allowed to go out into the world to burn his name into the sagas. The final gifts his parents gave him were the spiked chain wielded by his grandfather (the Spellplague had robbed it of its powerful magics) and the ancient silver ring that had been passed down through their family ever since his grandfather had given it to his grandmother while they were courting.
Brallan has much more of a magnetic personality than his father or grandfather, unfortunately their native intelligence seems to have passed him by. Still, Brallan does his best to follow the precepts of Torm and avoid the pitfalls that befell his grandfather in his early adventuring days.
John Colt-Human Ardent Amontaur Paldin of Impultur. Always serious, willing to take a hit for his team and take on most of the brunt himself. Character is paterned after Gibbs from NCIS. Nuff said.
Skaint Rockwell Halfling Chaos Sorcerrer. He is always in it for the big score, willing to play the odds and is somewhat of a jerk. Has been asked to never step foot back in Ravens Bluff after informing a certain NPC of his mothers kidnapping in a not so suble way. "All those with a loving mother please stand up...you, not so fast."
Natalya Thornwinter Elven Seeker. She started as an Explorerer of Undermountain searching for Halaster's Apprentice, then took out a White Dragon, and a ship of Pirates in Raven's Bluff, had a Sex Change (I found a cooler mini) and just recently broke out of the prison city of Weloon. Constantly trades insults with a Tiefling Warlord.
The origin, through birth or otherwise, of Temper is as much as mystery as his name. Which is to say, Temper knows, but few if any bother to ask and he is not the sharing type. But assuming someone asked:
Although vaguely, Temper recalls a childhood filled with other dragonborn children. Traditional exploits like pin the tail on the dragon, who can kill the most flies in one breath and the classic lets play cleri.. err .. templar are remembered fondly (or with apropriate shame as the case may be). Formal schooling was something for the rich, Being from a typical lower middle class family, Temper instead started an apprenticeship at a merchants house as soon as he turned 12. After several year of counting rows upon rows of inventory, memorizing sale prices and learning to make a profit selling firewood to fire elementals, he was finally ready. Ready to work for his father in the family business.
About a decade passed unevenfully. Buying, selling, inventory, doing the books (rarely, because he never had a head for numbers) and if needed guarding his father's wares. A normal day to day existance that came to an end when at around 30 years of age Temper underwent what he now knows to be a catharsis (admittedly that word gave him trouble for quite some time). Having known nothing but his work for going on 18 years Temper, like many in that situation, started wondering if there was not something else, something ... more.
Temper's memory of the search the followed is hazy at best (or so he maintains). Going through a delayed adolescense at breakneck speed, Temper experimented with different jobs, religions and even crime and drugs, many different drugs. In the end he found himself. He found himself stranded in a dirty hovel, stripped of all belongings and both emotionally and physically weakened, but instilled with one solid unshakeable thruth; Io must return!
Through a vision or dream (he is reluctant to say) Temper has become utterly convinced that all that is wrong with the world can be attributed to the absence of the once whole dragonic Deity Io. This is what drove him to a life of adventure and it is what continues to drive him. He knows for a fact that he will somehow, one day, end the terrible division that allows the lesser gods to dabble in good or evil. The reunification of Io and the usurpation of the lesser aspects (i.e. Bahamut and Tiamat) is unavoidable. Temper is clearing a path towards that, although how, he is not sure.
Instilled with a strong sense of decency and good through his upbringing Temper chose Bahamut as the main guide in his quest. The accompanying monnicker of race-traitor he takes for granted. His poor misguided dragonborn brothers and sisters know no better, yet. While Tiamat is of course a part of the whole and essentially an aspect of Io, the chaotic, senseless evil in its distilled form that she portrays was not appealing to Temper.
In his adventuring days upto now Temper has seen and done a lot. Kings have offered him honor, dragons have died a his hands, some deities hate and dispise him while yet others look on in wonder. Many allegiances were offered, but alas. Temper is beholden to but one goal, and the return of Io allows for no division in loyalties.
He strives for balance between the aspects in his life and legacy, but at times gets overwhelmed by one or the other.
Dragonborn, Paladin, Champion of Order Build: Virtuous Paladin Versatile Expertise Option: Versatile Expertise (Hammer) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Dragonborn Racial Power Option: Dragon Breath Dragon Breath Key Ability: Dragon Breath Strength Dragon Breath Damage Type: Dragon Breath Acid Durpar, Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES STR 22, CON 14, DEX 12, INT 10, WIS 14, CHA 22
STARTING ABILITY SCORES STR 15, CON 13, DEX 11, INT 9, WIS 13, CHA 15
Dragonborn, Paladin, Hospitaler Build: Virtuous Paladin Versatile Expertise Option: Versatile Expertise (Hammer) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Dragonborn Racial Power Option: Dragonfear Durpar, Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES STR 12, CON 16, DEX 14, INT 10, WIS 20, CHA 22
STARTING ABILITY SCORES STR 11, CON 13, DEX 13, INT 9, WIS 15, CHA 15
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Dragonborn Racial Power: Dragonfear Paladin Feature: Divine Mettle Paladin Feature: Divine Strength Paladin Feature: Divine Challenge Paladin Feature: Ardent Vow Son of Mercy Feature: Lawbreaker's Doom Paladin Attack 1: Holy Strike Paladin Attack 1: Ardent Strike Paladin Utility 2: Call of Challenge Paladin Attack 3: Winter's Edge Paladin Utility 6: Aspect of Ferocity Paladin Utility 8: Spirit of the Virtuous Charger Paladin Attack 9: Death Angel Son of Mercy Attack 11: Dispensed Justice Son of Mercy Utility 12: Red Death Paladin Attack 13: Castigating Strike Paladin Attack 15: Divine Vengeance Insight Utility 16: Insightful Riposte Paladin Attack 17: Mark of Terror Paladin Attack 19: Wheel of Fate
FEATS Level 1: Battle Awareness Level 2: Virtuous Recovery Level 4: Weapon Proficiency (Fullblade) Level 6: Superior Will Level 8: World Serpent's Grasp Level 10: Heavy Blade Expertise Level 11: Weapon Focus (Heavy Blade) Level 12: Improved Defenses Level 14: Dragon's Terror Level 16: Honored Foe Level 18: Mighty Challenge
ITEMS Adventurer's Kit Backlash Tattoo (heroic tier) x1 Strikebacks (heroic tier) x1 Grappling Hook Hammer Pitons Silk Rope (50 ft.) Helm of Able Defense Ring of the Dragonborn Emperor (paragon tier) x1 Siberys Shard of Radiance (paragon tier) Skyrender Javelin +2 Resplendent Cloak +4 x1 Shadowfell Signet (paragon tier) x1 Soulforged Warplate Armor +4 x1 Diamond Cincture (paragon tier) x1 Pursuer's Boots (paragon tier) x1 Iron Armbands of Power (paragon tier) x1 Battle Standard of the Hungry Blade (heroic tier) Storm Shield Heavy Shield (paragon tier) Bradaman's Warhammer +4 x1 Climber's Kit Symbol of the Champion's Code +4 Bracers of Tactical Blows (paragon tier) Battle-Scarred Champion (paragon tier) Sunblade Fullblade +4 x1 Warhammer
---- Mechanically Temper is a Paladin with 3 completely different builds. I play balance (pretty pure defender) mostly but every now and then I will play a level as one of the other builds (i.e. Healadin or Strikerdin). I will freely admit that when the retraining rules came into effect I saw the option of playing around with the full versatility of the Paladin class and created Tempers Io based split personality as an excuse. He has always been... shall we say.. touched. I just fleshed him out as full blown crazy, but in a functional way.
To DME, or not to DME: that is the question: Whether 'tis nobler in the mind to suffer The slings and arrows of outrageous powergaming, Or to take arms against a sea of Munchkins, And by opposing end them? To die: to sleep;No more;
Being Drow and growing up came with its scrupples when you were born on the surface in Calimshan and forced to live on the street. She was basically forced to learn how to steal and be a cut purse on her own since none of the other street urchins wanted to do anything with a Drow, unless it was to do something... less than savory because she was female. They never got the chance, though. A storm was always brewing when they tried and when they did, they learned that lightning can strike in the same place more than once.
When Calimshan eventually faded from her sights and she stepped off the boat in the Dalelands, adventuring was quickly introduced to her after being attacked by some beatles. Another Drow -- the first she ever met -- named Yellira Am'benuinyl, took her in and introduced her to the Stellar Fellowship at the Fall of Stars in New Velar. In time she traveled Nethril, the Moonshale Isle, the frontier of Tymanther and the Moonsea. She met various friends and received the ire of a few deities, including Shar. In her time of Heroics, Storm learned that there is only one person in all of Faerun that she could trust.
Yazeth Cobb, Priest of Amaunator.
She first met Yazeth early in her adventuring career after making a name for herself and garnering his attention. She took a job to investigate the strange actions of his son, only to be in a race to find information on some sort of tower from the remains of Zhentil Keep. The horrors she and her companions faced would pale in comparison to when she returned with Yazeth to Zhentil Keep to destroy an artifact desired by Shar herself. The battle of light and darkness was long and brutal, but in the end, Yazeth Cobb had placed his trust in her and the Mistress of Storms delievered, bringing down the full fury of a raging storm upon the shades and undead.
It was Yazeth Cobb that brought her to Eltrugard and introduced her to the High Inquisitor and Knight Commander Vessen. Her time undercover in Dark Hold was key to learning of the Zhents dealings with the Underdark City of Sshamath. With her trusted allies Eli the Eladrin Swordmage Academy Master and Oshimeida the Spiral Tactician, they made their way into the ranks of the Zhents and Sshamath in a plan to disrupt the procedings and bring an end to whatever farce they wished to create. They nearly failed when Storm was captured and nearly killed by a Drider warrior, who dragged her into the darkness and spilled her innard upon the ground. If not for Oshimeida's quick thinking, she would have surely died. To this day, she hates Driders and would see to it that Lolth's abominations are cleansed from the planes!
In due time Yazeth called upon her again and again. The expedition into the Plaguelands turned out to be a complete failure and only ended in the attempted assassination of the High Inquisitor by the Order of Blue Fire and the betrayal of Knight Commander Vessen. After being elected into Kira Nenthyn's seat as Burgher of New Velar, she forged an alliance with Aglarond after assisting with the assassination of the Saffron Devil, Vol Zaffras, during the Battle of Menhirs. Yazeth Cobb called upon her and her companions to capture an artifact of the Ice Queen Iyraclea, then destroy it before the forces of the Warlock Knights of Vaasa could capture it and claim the powers of the Witch-King Zhengyi.
After returning to Calimshan and winning a race in the Astral Sea, Storm traveled to Myth Drannor, the Eladrin City in the Cormanther Forest and save the biggot fools from their own destruction. With the help of Eli and Oshimeida and her new friend Ven, Dwarven Cleric of Tempus, they managed to close the Abyssal Rift in the Citadel of Fungi. And just like all trips to scenic territories, Storm, Oshimeida and Eli have to deal with whatever silly problem someone cannot take care off and save the world, or at least Myth Drannor.
But alas, time moves on and the winds of change blow by. The heard from Storm was when she departed the docks of Myth Drannor on the Mistress of the Night bound for Arvandor. None have heard from her since....
ITEMS Adventurer's Kit, Rogue's Gloves (paragon tier), War Ring (paragon tier), Climber's Kit, Disguise Kit, Thieves' Tools, Gem of Colloquy (paragon tier), Hat of Disguise (heroic tier), Ring of Tenacious Will (epic tier), Belt of the Witch King (paragon tier), Tenebrous Shroud +4, Nightmare Ward Feyleather Armor +4, Executioner's Bracers (epic tier), Boots of Quickness (paragon tier), Escape Tattoo (heroic tier), Demonskin Tattoo (paragon tier), Melegaunt's Darkblade Lancing dagger +5, Force Lancing dagger +5, Siberys Shard of the Mage (Paragon tier), Eagle Eye Goggles (epic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Storm was my 5th LFR character and is basically a version of the real Ororo "Storm" Monroe from the X-men. This character was based around her life when she was a pickpocket in Cairo, Egypt before being found by Professor X. Out of all my characters that I did not retire, I enjoy playing her the most and I believe DMs who judge for me enjoy having Storm at the table. I have been at tables were every player including myself played a Drow character and everyone but myself fit that Drow stereotype. Most DMs completely forget that Storm is a Drow.... because it's Storm.
"I burn as hot as hellfire, soon I shall burn as brightly as the stars. The stars guide us and soon I shall be the beacon that guides them."
As is typical for a tiefling from Gheldaneth, High Imaskar, Malfuego sought advanced station through arcane power. But in his twenty-third year, a sealed, but tattered note in a dusty, ancient tome touched him, forever altering his purpose.
The note led him to other ancient tomes, the insane rantings of a priest of Oghma from centuries past. Through all the scrawled passages, Malfuego distilled a new "truth". The idea that the stars influenced people wasn't a novel idea, nor were the names assigned to these celestial bodies, Caiphon, Gibbeth, Ulban... among others. But it is the origin of these stars that formed the basis of this brand new theory. Malfuego concluded that these stars predated creation itself, they were guides, heralds, advisers, and companions of Oghma. That they were witness to the naming of all things. During the Dawn War they came to be imprisoned in the Far Realms where even the Binder of What is Known could not intercede.
The very idea was a far greater thing than he could even hope to accomplish in Gheldaneth. In fact, Malfuego convinced himself, freeing the "stars" from their prison would be an act that would rival the feats of the gods. Thus Malfuego, left behind his home, adopting the alias that he now uses, and began to wander in search of more knowledge, more proof, to find others who would share in his grand vision.
Many who encountered the tiefling would simply think him mad. There are those who dismiss his theory as simple fantasy, others as dangerous delusion. Some think that perhaps the Prince of Lies has set Malfuego upon this path, others argue the god Ghaunadar has the most to gain should Malfuego ultimately succeed. Those with knowledge of the ancient lore of the Dawn War, suggest that he might even be a pawn of Tharizdun, who plots his return from exile. But a few grudgingly acknowledge, that there might be a grain of truth to the ancient texts. While many Oghmites consider his ideas unusual, a few with ties to the Church in Exile believe would view them as a dangerous heresy.
The mostly negative might have shaken his conviction, ultimately caused him to abandon his quest as folly, but fate intervened, setting him running headlong down the path he'd started down the day he left Gheldaneth. Malfuego, having obtained and studied a book of ancient lore known as the Tome of Twisted Truths, Malfuego saw this as the corroborating evidence he'd been seeking. His convictions affirmed, he is convinced his theories are correct and has never strayed from his vision since that day.
To this day, Malfuego wanders the Realms, and even the whole of the cosmos, gaining in magical power until one day, the arcane energy grows hot enough to consume him. When it does, all that power will erupt violently like a supernova and what remains will be a hole that pierces all the layers of the cosmos and into Far Realms, forming the conduit by which the trapped "stars" can return.