Centuries ago, before the rise of the empire of Nerath, the lands of the Nentir Vale were ruled by the wizard king Kul'zudar. In those days, the vale was covered in a dark fog of magic that made the rivers run red and the trees turn black as coal. Kul'zudar ruled Nentir Vale with an iron fist, enslaving the dwarves, elves, men, and halflings that lived there, forceing them to build his spell fortress in the Witchlight Fens.
With the rise of the Nerath Empire, Kul'zudar fell from power. He vanished from sight, and many heroes claimed to be the one who killed the wizard king, though none could offer proof. Kul'zudar's great spell fortress sank into the marshes and was soon forgotten, lost to the ages. In time all knowledge of the dark rule of Kul'zudar was erased from memory, and the people of the Nentir Vale rebuilt their homes.
Centuries have passed since Kul'zudar vanished and his spell fortress sank. But a recent earthquake has revealed the upper spires of the ancient wizard's keep, deep in the heart of the Witchlight Fens. Since its appearance, rumors have started about dark fog surrounding the fens, and strange lights seen comeing from within the spell fortress's spire. Most disturbing of all, the river south of the Moon Hills has turned as red as freshly spilled blood. Could it be that the wizard king Kul'zudar lives? Or has someone else laid claim to the anciant wizards abandoned magic?
There is a world just around the corner of your mind, where reality is an intruder and dreams come true. You may escape into it at will. You need no secret password, no magic wand or Aladdin's lamp; only your own imagination and curiosity about things that never were.
Bloodthirster, ancestor rune axe (battleaxe) 15gp Dwarven plate 50gp Heavy shield 10gp 1 x throwing hammer (+6 vs AC, d6+6, range 5/10) 5gp Adventurer’s kit 15gp (backpack, bedroll, flint & steel, belt pouch, 2 sunrods, 10 days rations, 50' rope, waterskin) Engraved tankard (old dwarven drinking ditty ... 1 gp?) Battle scriptures and Book of Grudges (1 gp?) 3 gp left over
Languages: common and dwarven Dwarven resilience: Minor action second wind (healing surge and +2 defences) Stand your ground: Reduce forced move by 1 square if desired, & save vs prone Low light vision Cast iron stomach: +5 saving throws vs poison +2 dungeoneering and +2 endurance Encumbered speed: Moves 5 even with heavy load or wearing heavy armour
Divine Strength (enc, minor, +4 dmg on next attack) ... Lend me yer strength, Great One.. or Divine Mettle... (enc, minor, burst 10, grant ally a save) ... Shake it off, lad, there's more fightin' yet 3 times / day: Lay on Hands (healing surge to heal ally or self) Whispering a prayer, Argon’s hands shed a dim light that heals wounds with a touch Divine Challenge (burst 5, mark -2 hit and 3 rad dmg if ignore). Argon’s one eye flares briefly with white radiance… “Kord claims ye!”
Holy strike +6 vs AC, d10 + 9 if marked (+4 str, +2 DWT, +3 wis), causes radiant damage. Argon’s axe blazes with holy light as he strikes
Valiant strike +6 vs AC (+1 to hit per adjacent foe), d10 + 6 (+4 str, +2 DWT) When surrounded, the warblade turns his foes numbers against them
Piercing smite (+6 vs ref, 2d10+6 plus mark up to 4 adjacent foes). Argon’s axe slashes through the air, blasting a bright arc of force into his foe, which radiates out to mark others
Paladin’s Judgment (+6 vs AC, 3d10+6 and ally within 5 spends a healing surge – On a miss, ally may still spend a healing surge). Argon chants a healing prayer for an ally as Kord lends him the strength to drive his axe into his foe, rending flesh and bone
Argon is a proud shield dwarf of 120 winters. He has dark red hair, a full beard that brushes his belt (tied in a single braid), and piercing blue eyes. At 5’ and 200 lbs, he is large for his race. His frame is packed with dense muscle, tanned skin crisscrossed with the scars of nine decades of conflict. Argon’s left eye is disfigured, (a wound from the sword of an orc beserker), and weeps fluid on occasion. He can still see with it, but prefers to wear a black eyepatch, relying on the hawk-like vision of his “good eye”.
Argon wears silver dwarven plate armour from the previous age, decorated in ancient style and still baring the mark of it’s forger, the obscure battlesmith Ox Gravehelm. Covering his plate is a dark blue, almost black, tabard baring a white symbol of Kord. His black shield is in the circular style of his clan, and has a built-in whetstone on the inner top ridge. His helmet is a steel cap with a single iron spike. In cold climates he dons a worn dark blue cloak, edged in black.
Argon’s rune-axe, Bloodthirster, originally belonged to a clan ancestor, his great-great-great-great-grandmother (a particularly brutal beserker named Frithit Hellhammer), and has been passed down to him. The mahogany handle has a dragon motif carved into it, and it’s black, razor sharp blade is etched with dwarven runes for fury and retribution.
Argon was raised in the dwaven town of Hammerfast. His clan's excellent brewing skills garnered a steady income and trade with nearby Fallcrest, his family making regular trips to the town. The remainder of his family, including his twin sister Bertha, continue to work in the business still. Though it was hard for Argon to leave the brewery, a calling far stronger than potent ale dragged him from his life of comfort, and thrust him into conflict.
Argon became a Kord devotee at 25 and was quickly admitted into the Paladin Order of the Warblade. At 30, he was present when Fallcrest was razed by the Bloodspears Orc horde. He has never forgotten the last days of that war, the friends he lost, and the bitter defeat that ultimately befell the town. Guilt over the many who perished haunts Argon still, driving him to acts of bravery and self sacrifice. But he is proud of the town’s refusal to yield to the surrounding wilds, and believes in Fallcrest's steady rejuvenation.
Argon has been a member of the town militia for almost 90 years, regularly volunteering his services to the Fallcrest Guard. In times of peace, he tends to the small and mostly forgotten Kord shrine, and is a friend to Father Grundelmar, whom he considers a kindred soul. After hearing tales of cursed happenings in the Witchlight Fens, and with Grundelmar's counsel, Argon has again offered his services to the Guard, hoping to bring glory to Kord, honour to his clan, and security to the town.
Argon is a paladin of Kord, a sacred battle brother and tireless defender of Fallcrest. He considers battle his holy duty, its consequences as much a force of nature as any other, shaping the future as the victor decides. Small skirmishes are rites of strength and devotion, testing and honouring all who engage their foe in the struggle for life.
Living among short lived humans in Fallcrest has made Argon outgoing, decisive and prone to action. He makes and loses new acquaintances easily, trusting his instincts, and embracing the now, because tomorrow he may be dead. Argon often forms strong bonds with those he fights with, developing a fierce loyalty to his "battle brothers/sisters" over time. He prefers warriors to spell slingers, but has a grudging respect for the arcane and it's many mysteries. He is less easy around warlocks and witches, suspicious of their "bargains" with otherwordly powers. Kord called Argon to war. There was no bargaining involved.
Argon prefers to heft his axe for a worthy cause, but is happy to simply fight for glory, offering his strength to Kord. Though he will raise a goblet to sparing and tournaments, he does not participate in such, somehow considering it inappropriate for a devout warblade. He favourite pastime is drinking strong ale (... or whatever’s on hand).
Courageous and honourable, stubborn and vengeful, Argon is a mix of the best and worst in dwarves. He has a seething hatred for orcs and goblinoid vermin, rooted in his clan history and the disfiguring of his eye. He is not acquisitive, but appreciates fine workmanship, and believes renown is more important than wealth. Bloodthrister, his ancestor rune-axe, is his most prized possession. His nightly ritual involves a bout of mediation and the cleaning, oiling and repairing of all his battle gear, but he takes particular care of Bloodthirster. Argon hopes to bring glory to his clan (and the dwarves of the Fallcrest region in general), while honouring the ways of his warrior ancestors.
Argon’s old age (at least in comparison to humans) assists him to “read between the lines” and sense untruths. In conjunction with his years of sentry duty, he has developed an excellent “sixth sense” for danger. He is quite unlearned however, with only basic schooling and little appreciation of highbrow etiquette (though perhaps this could change with the right encouragement). Argon prefers drinking games, soldier drills and prayerful chants to bookish knowledge and political intrigue. Argon is a leader only by accident, by virtue of deeds, not words. Although not a big writer, he keeps a rough journal of major conflicts (his “battle scriptures”), and the customary dwarven “book of grudges” (and he complains loudly to everyone within earshot when an entry is about to me made).
In battle, Argon is extremely disciplined, calm and unflinching in most situations. He breaks his focus when calling on his paladin powers however, howling with fury as he slams his glowing axe into his foe with celestial strength and blessed accuracy. As a Kord paladin, Argon obeys the rules of war. He commences combat only in honourable style (ie no ambush), recognises parley and surrender, takes prisoners if required, and protects non-combatants. He does not expect his allies to do the same however, respecting their right to engage a foe however they choose. In keeping with this attitude, Argon will not seek to ruin his party’s attempts at ambush and so on. It is just that he will not participate himself, instead waiting quietly until the “real fighting” begins. These inconvenient tenets do not extend off the battlefield however. Argon has no difficulty using stealth or deception in a non-combat situation.
Argon has chosen to adopt one of the most ancient war cries of Kord (“Blood for the blood god!”), a primitive call to arms which gained popularity among the wild dwarves of the North, with which Clan Hellhammer shares its origins. After voicing this cry and engaged, he will not retreat... as decreed in the holy writings of the Battle Lord... “a warblade wins every fight but the last, and in that one, he dies.”
Blood for the blood god!
Keep yer gold, Captain. There be no charge for righteousness.
I don’t do retreats. Not any more. Get yer men with the runnin’. I’ll hold ‘em here.
Our code? We ain't bookish scholars, lad, arguing right from wrong as the seasons turn. It be deeds that shape the world, no matter what the bards say. Protect the weak, slay the wicked, or die. That is the code of the warblade.
Feats: 1st-Jack of All Trades: gain a +2 feat bonus to all untrained skills.
Half-Elf Abilities: Ability Scores: +2 Constitution and Charisma Size: Medium Speed: 6 Vision: Low-Light Languages: Elf, common and one other Skill Bonuses: +2 Diplomacy and Insight Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power. Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements. Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
Warlock Abilities: Role: Striker Power Source: Arcane Key Abilities: Charisma, Constitution, Intelligence Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Simple melee, Simple ranged Implements: Rods, Wands Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Arcana, History, Streetwise and Thievery Build Option: Deceptive Warlock Eldritch Blast: Gets Eldritch Blast as an at-will power. This is one of his 2 at 1st level. Eldritch Pact: Fey Pact - you know Eyebite as the other at-will power. Misty Step: If someone under your Warlock's Curse drops to 0 hit points or fewer, you can immediately teleport 3 squares as a free action. Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn. Warlock's Curse: Once per turn, as a minor action you can curse the nearest enemy that you can see. If you hit someone you have cursed you can choose to do extra damage (+1d6). This can only be done once per round. The curse stays till the target has 0 or fewer hit points and you can curse multiple targets over the course of the encounter. You cannot curse a creature that is already cursed, whether by you or another.
Equipment: Leather Armor (worn, 15 wt) 25 gp Wand (belt right, 0 wt) 7 gp Standard Adventurers Kit 15 gp Backpack (back, 2 wt) Bedroll (under backpack, 5 wt) Flint and Steel (backpack, 0 wt) Belt Pouch (belt front, 0.5 wt) Rations, Trail x10 (backpack, 10 wt) Hempen rope, 50' (backpack, 10 wt) Sunrods x2 (backpack, 2 wt) Waterskin (backpack, 4 wt) Thieves Tools (location, 1 wt) 20 gp Scythe (held, 10 wt) 5 gp Crossbow (right shoulder, 4 wt) 25 gp 20 Bolts (right thigh, 2 wt) 1 gp Dagger (belt rear, 1 wt) 1 gp
Figurine of Wonderous Power (Boarhound) Command word in Elvish - Goliath Hunt
Coins- 1 gp (pouch, .02 wt)
Background: Chance grew up with his mother (elven) and father (human) in a small elven settlement located in the forests a short distance from Fallcrest. His father is a skilled tracker (ranger) who spent a lot of time at the elven settlement as he preferred being out in nature more than in the city. His mother is a wizard and as he grew she trained Chance in the Arcane. He had the potential, but always seemed to be looking for a short cut.
At the age of 14 his parents got him into the Mages Guild at Fallcrest in the hopes the guild could do what they had failed to and make him a wizard. Chance studied hard and could make spells function when he used scrolls, but he had problems trying to memorize the spells and retain them. He has spent the last 5 years studying in the big libraries and vaults and the guild. During this time he stumbled across some references to a fey power that had assisted others by giving them powers much like a wizards. Something about it tugged at him and he could not stop thinking of it. Further research led him to a hidden alcove which contained an old tome. It was hard to get to the alcove as it was in a locked and hidden room. It took Chance quite a few attempts before he was able to find the room. Then he had to bypass a few traps and one nasty lock before he finally reached his goal.
In that tome he found the rituals he could use to contact this power. In secret he performed the ritual. He actually performed it several times and spoke to the entity many times before he finally agreed to join into a pact with it and was granted his powers.
Chance thought for sure he would get in trouble if anyone found out what he had done, so he tried to hide his new abilities. However, he had to practice them to learn to control them and during one of these practices he was discovered by one of the elders at in the guild. The man laughed at him when he tried to hide what he had been doing. The elder calmed him and explained that although this was not the most common way that people in the guild were taught, that it was still arcane magic and did belong. It was explained that he must never tell anyone how he got the powers, because discovering that information is what leads one to become a Warlock and is part of each Warlocks journey. From then, till now he has trained with the elder and a few other Warlocks that are at the guild.
Now with these strange disturbances around the Witchlight Fens, chance has been called on to go out and investigate. If at all possible he is to bring the cause back, if magical, but in any case he is to stop whatever is causing this trouble.
Personality: Chance is young and excited with his new powers. He is very anxious to try them out, almost to the point of being reckless. Overall, Chance does what is best for him and normally only does things if he can see a profit in it for him. He is not cold hearted or anything, he just believes one should get something for their efforts. Running around doing things for nothing leaves one with nothing.
Chance is careful about who he calls friend, but once he has declared one it takes a lot for him to give up on them. He also knows the value of team work and though a little high-strung he does not usually have a problem working with others.
Description: Chance is of average height and build, even being a bit on the scrawny side. He has taken to wearing Dark Green, almost black clothes. He wears a wide brimmed hat which covers most of his black hair, not quite hiding the two fiery orange stripes that run along both side of his head starting just above the outer edge of each eye and going up over his head and down the back. His small mustache and goatee have identical stripes running down along the edges of his mouth to his chin, both of which are kept trimmed short and neat. His green eyes seem to glow with an inner fire all their own. He has his pack and a crossbow strapped to his back and carries a scythe, mostly to attempt to scare others from coming close and attacking him.
Melee Basic Attack(Staff) At Will * Weapon Standard Action * Melee Weapon Target: One creature Attack: +2 vs AC (+0 Str, +0 1/2 lvl, +2 prof) Hit: 1d8 damage (+0 Str) Critical: 8 damage
Ranged Basic Attack (Dagger) At Will * Weapon Standard Action * Ranged Weapon Target: One creature Range: 5/10 Attack: +3 vs AC (+0 Dex, +0 1/2 lvl, +3 prof) Hit: 1d4 damage (+0 Dex) Critical: 4 damage
Cantrip: Ghost Sound At Will * Arcane, Illusion Standard Action * Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Cantrip: Light At Will * Arcane Minor Action * Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Cantrip: Mage Hand At Will * Arcane, Conjuration Minor Action * Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Cantrip: Prestidigitation At Will * Arcane Standard Action * Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below.
Move up to 1 pound of material.
Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
Color, clean, or soil items in 1 cubic foot for up to 1 hour.
Instantly light (or snuff out) a candle, a torch, or a small campfire.
Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
Make a small mark or symbol appear on a surface for up to 1 hour.
Produce out of nothingness a small item or image that exists until the end of your next turn.
Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
1a: Scorching Burst (Staff) At Will * Arcane, Fire, Implement Standard Action * Area burst 1 within 10 squares Target: Each creature in burst Attack: +6 vs Reflex (+5 Int, +0 1/2 lvl, +1 hellfire blood) Hit: 1d6+6 fire damage (+5 Int, +1 hellfire blood). Critical: 12 fire damage
1a: Magic Missile (Staff) At Will * Arcane, Force, Implement Standard Action * Ranged 20 Target: One creature Attack: +5 vs Reflex (+5 Int, +0 1/2 lvl) Hit: 2d4+5 damage (+5 Int). Critical: 13 damage
Racial: Infernal Wrath Encounter Minor Action * Personal Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.
Class: Staff of Defense (Staff) Encounter * Implement Immediate Interrupt Effect: You gain a +2 bonus (+2 Con) to defense against one attack. You can declare the bonus after the Dungeon Master has already told you the damage total. Requirement: You must wield your staff.
1e: Burning Hands (Staff) Encounter * Arcane, Fire, Implement Standard Action * Close blast 5 Target: Each creature in blast Attack: +6 vs Reflex (+5 Int, +0 1/2 lvl, +1 hellfire blood) Hit: 2d6+6 fire damage (+5 Int, +1 hellfire blood). Critical: 18 fire damage
1d: Flaming Sphere (Staff) Daily * Arcane, Conjuration, Fire, Implement Standard Action * Ranged 10 Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+6 (+5 Int, +1 hellfire blood) fire damage. As a move action, you can move the sphere 6 squares. Target: One creature adjacent to the flaming sphere Attack: +6 vs Reflex (+5 Int, +0 1/2 lvl, +1 hellfire blood) Hit: 2d6+6 fire damage (+5 Int, +1 hellfire blood). Critical: 18 fire damage Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
1d (Spellbook): Acid Arrow (Staff) Daily * Acid, Arcane, Implement Standard Action * Ranged 20 Attack: +5 vs. Reflex (+5 Int, +0 1/2 lvl) Hit: 2d8+5 acid damage (+5 Int), and ongoing 5 acid damage (save ends). Make a secondary attack. Critical: 21 acid damage Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: +5 vs. Reflex (+5 Int, +0 1/2 lvl) Hit: 1d8+5 acid damage (+5 Int), and ongoing 5 acid damage (save ends). Critical: 13 acid damage
Comprehend Language (free) Level: 1 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Make Whole (free) Level: 1 Category: Exploration Time: 10 minutes Duration: Permanent Component Cost: Special Market Price: 50 gp Key Skill: Arcana (no check) A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item's cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.
Tenser's Floating Disk (free) Level: 1 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying.
Your Arcana check result determines the maximum load the disk can carry:
9 or lower: 250 pounds 10-24: 500 pounds 25-39: 1,000 pounds 40 or higher: 2,000 pounds
Arcane Mark (20 gp) Level: 1 Category: Creation Time: 5 minutes Duration: Permanent Component Cost: 10 gp Market Price: 20 gp Key Skill: Arcana (no check) You set your personal arcane mark on an object. It manifests as a unique sigil of your devising. After the first moment, it is invisible and can be seen only by a creature using Arcana to detect magic. Ritual casters use arcane marks to identify their property and sometimes to designate places of great import.
Appearance: Seeker is a tall, red-skinned Tiefling with dark reddish-brown hair and blazing red eyes. Long, ivory horns sweep back from his brow nearly to his shoulders. He has a strongly pointed chin with small bits of bone jutting from it, a nose like a hawk's beak, and sharply pointed teeth. His frame is lean - almost gaunt, really - and his tail sweeps the ground behind him when he walks.
Seeker is very fastidious about his appearance. He disdains the robes worn by many of his contemporaries, instead favoring a clean, well-cut white shirt under a red vest, with brown or reddish-brown trousers, and sturdy tooled leather boots. When out and about, he adds thin leather gloves and a dark red cloak to the ensemble, and walks with an ornately carved wooden staff. In the tower, he usually has a book or two tucked under his arm or held in front of his face, and soft shoes on his feet instead of boots.
Personality: Seeker is arrogant and self-absorbed, sometimes to a fault. At the same time, he was brought up with a strong sense of duty, and wouldn't think of doing less than honoring his commitments. It would simply be beneath him. He is perfectly willing and ready to face the consequences of his own actions. He is also very careful about giving his word, and completely confident in his ability to do whatever is necessary to meet his obligations.
Like all Tieflings, Seeker has a great affinity for fire. He loves to watch it jump and sizzle, and marvels at the beautiful shades of yellow and red found therein. He also takes great pleasure in controlling it, coercing it to do his bidding.
History: Seeker was raised in a Tiefling community. His parents encouraged him to take a traditional name; but he felt at an early age that he had a destiny, and instead chose a name that would help remind him to always strive to find and fulfill it.
As a child he was always studious, delving deep into history and philosophy texts. His studies led to an interest in the arcane, and he eventually sought out an apprenticeship with a wizard. Seeker excelled at learning the arcane arts - especially those involving fire - and his master had high hopes for his future.
Background: When Seeker's master decided to retire recently, he advised Seeker to travel to Fallcrest and join the mage guild there, under the tutelage of his old master, High Septarch Nimozaran, and gave him a letter of introduction should he elect to do so. Seeker jumped at the opportunity, not only because of the chance to study under a great master. His occasional bed partner, Charity, was hinting at the possibility of nuptuals, and Seeker was far to involved in his studies to deal with a wife. Especially when she was the daughter of an influential merchant, who would just love to have a wizard in the family, and would undoubtedly attempt to put him to work immediately in some boring and meaningless job that would take all of his free time, leaving him little if any time for study. Not to mention the children he would be expected to sire, making noise and interrupting his work and getting into his study and tearing pages out of his spellbooks to draw on..... No, it was just as well that this opportunity came along when it did, as it gave him the perfect excuse to call an end to the relationship before things got out of hand.
Once in Fallcrest, he became so immersed in his studies that he hardly noticed the curious stares he got from the locals (Tieflings were not exactly common in the area). There were so many BOOKS! Books he hadn't even heard of, on subjects he had only imagined. There was so much to learn!
He did take the time - mostly at the urging of the Septarch - to make the acquaintance of the few other Tieflings in the town, but otherwise rarely spent much time outside of the tower. Thus he was shocked when the Septarch asked him to accompany a group of adventurers investigating rumors of strange disturbances in and around the Witchlight Fens. Bad enough that he had to leave the tower, in the company of a band of..of...ruffians, in search of some mysterious magical phenomenon (okay, he did have to admit it sounded quite intriguing, but still...). No, even worse than that, he had to go mucking about in some swamp! Ick! At least Chance would be along as well. The boy had...potential. Though it was annoying how easily magic came to him, seemingly without working for it at all.
Still, it was a request from the Septarch himself, so he was determined to give it his best effort. How could he not? He was determined to determine the nature of the disturbances, and to bring the source back for Nimozaran to study. He would make the Septarch proud! Even if he would have to burn all of his travelling clothes afterwards.
Feats: 1st-Warrior of the Wild Hunter's Quarry: 1/encounter +1d6 dmg vs. designated Quarry. Bonus skill training: Perception.
Elf Abilities: Ability Scores: +2 Dexterity and +2 Wisdom. Elven Weapon Proficiency- Longbow, and Shortbow. Group Awareness-Non-elf allies within 5' gain +1 to Perception. Elven Accuracy-1/encounter: re-roll an attack (use the 2nd roll) Fey Origin Wild Step-Ignore difficult terrain when shifting.
Warlord Class features Role: Leader. Power Source: Martial. Armor Proficiencies: Cloth, leather, hide, chainmail, light shield. Weapon Proficiencies: Simple Melee, military melee, simple ranged. Bonus to Defense: +1 Fortitude, +1 Will. Trained skills:Athletics, Endurance, Heal. Combat Leader-Garran, and his allies within 10 squares(50'), gain a +2 power bonus to Init. Inspiring Presence-Ally that sees Garran, and spends an AP to gain an extra action gains +2 lost hp. Inspiring Word-Encounter (special) Martial-Healing 2/encounter: 1/round. Minor action-close burst 5. Target; Self, of ally. Effect: Target can spend a healing surge, and regain +1d6 hp.
Warlord Exploits At-will: Wolf Pack Tactics. Attack: Str vs AC. Hit: 1[W]+Str. Before attack, 1 ally adjacent to Garran, or his target may shift 1 square as a free action. (+6, Longsword 1d8+3, dagger 1d4+3)
At-will: Viper's strike. Attack: Str vs AC. Hit: 1[W]+Str. If target shifts before start of Garran's next turn it provokes an AoO from the ally of Garran's choice. (+6, Longsword 1d8+3, dagger 1d4+3)
Encounter: Guarding Attack. Attack: Str vs AC. Hit: 2[W]+Str. Until the end of Garran's next turn an ally next to Garran or his target gains +2 to Ac vs the target's attacks. (+6, longsword 2d8+3, dagger 2d4+3)
Daily: Bastion of defense. >Used< Attack: Str vs AC. Hit. 3[W]+Str. Allies within 5 squares gain +1 to all defenses. (+6 Longsword 3d8+3, dagger 3d4+3) Effect-Allies within 5 squares gain temp hp equal to 5+ Chr mod. (+7 hp)
Equipment: Hide Armor (body armor worn 25 wt) 30 gp Light shield (left arm 6 wt) 5 gp Longsword (Scabbarded at left hip, or in hand 4 wt) 15 gp Shortbow (bow case on back 2 wt) 25 gp Dagger x2 (belt right side, boot, left 2 wt) 2 gp Standard adventurer's kit ( 33 wt) 15 gp Backpack (on back, 2 wt) Bedroll (in pack, 5 wt) Belt pouch x2 (belt, right side, belt left side, 1 wt) 1 gp Flint & Steel (belt pouch(right), - wt) Trail rations 10 days (backpack, 10 wt) Hemp rope 50' (backpack, 10 wt) Sunrods x2 (backpack, 2wt) Water skin (strapped outside backpack, 4 wt) Arrows x30 (in quiver on back, 3 wt) 1gp
Garran is atypical for an elf. He does not seem prone to the wild mood swings that many other elves have. Where another elf would dance, and sing with joy, Garran merely smiles. Where another elf would be moved to tears, Garran only frowns. Garran takes the short view into account, as well as the long one. Garran makes few impetuous decisions. Unlike many elves, Garran does not shirk disagreeable, or tedious tasks. Garran does hold the love, and respect for nature that other elves have. He feels it is the duty of all intelligent peoples to live in harmony with nature.
Garran is open, and friendly, he assumes folk that he meets are decent people, until they prove themselves otherwise. Once someone has shown themselves as an enemy to Garran, he does not forget. Garran believes in paybacks, for deeds both fair, and foul. In the Stormbreaker Corps, Garran learned the importance of relying on his fellows. Garran does his best to promote teamwork, no matter what group, or unit he may be a member of.
Unusual for an elf, Garran likes his meat, potatoes, and beer.
Garran seems calm, and confidant, he has a direct, and level gaze. Garran is slender, and wiry. His golden-blond hair is cut close in a flat-top. Garran bears no tattoos, or piercings, but his body is laced with scars from hard campaigning against the goblins. Garran natural toned leathers, that are tooled with the leaf, and acorn motif that is loved by elves. The clothing Garran wears under his leather is of a pale tan. Garran bears an unmarked, dark-brown shield. His armor, and weapons, though not new, are well cared for.
Garran Starider was the third-born child of Gwaeneth, and Taelbron Starider ,elves of the Woodsinger tribe. Garran's older siblings were more like uncle, and aunt to him than brother, and sister, they were a great deal older than he. In fact, they had both started families of their own, by the time Garran was born. Garran's mother had missed the patter of little feet in her home. The Woodsinger tribal elders smiled on the birth of another child, after all, the battles against the Daggerburg goblins had taken their toll on the Woodsinger tribe.
Like all elves, Garran Was inducted into the militia as soon as he was of age. Garran was selected for the Stormbreaker Corps. This was the Tribe's small but effective heavy infantry force. If a line needed holding, or a formation shattered, the Stormbreakers were there.
At last, Garran's time with the militia ended. He was expected to join the daily subsistence of the Tribe. To build a treehouse, and perhaps raise a family of his own. Garran could not do it, there was an unease in his soul. Saying goodbye to his friends, and family, Garran left his forest home. The present finds him in the town of Fallcrest. The disquiet in his soul remains, but even seekers need to eat. Garrantree-house has signed on as a mercenary. By chance, the Noble, Armos Kamroth was the only one hiring in Fallcrest, when Garran needed work. So Garran works for him, though he may have prefered one of the more honerable posts such as the Fallcrest Guards.
Hook: Hired Sword. Shadowsilk has signed up with the local lord for her own reasons, the benefit of being payed to pursue her own agenda is not lost on her. Rumors of ancient magic and such intrigue her, as they might offer her a path to her own goals. BackgroundShow
They say life is cruel, so if the Feywild is a realm where everything is more alive, is it also more cruel? And if it is so terrible what price would you pay to be free? These are questions that the woman known as Shadowsilk knows the answers to, for she has seen the cruelty of the Feywild, and she has paid a price to escape it.
How do you count the days, weeks, months, years, without the passing of the sun overhead to mark the passing of days? Shadowsilk does not know the answer to this, and so she does not know how many years she lived in the darkness. She knows that once, before the darkness, she lived in the light, she knows that she changed from a child, to a girl, to a woman in the darkness. So she know s at least 15 years passed in the darkness. Sometimes she would remember hating the darkness, but for far, far longer she has revelled in it. Taken her joy from the darkness far more than the light, and still now even as she has escaped her service of the darkness she clings to it for its familiar embrace.
For those uncounted years those creatures who served the darkness, tormented her, twisting her, changing her, so that at last something inside her broke, some part that could understand pain and feel love. From that time forward her life became a series of times of pleasure, ecstasy, and boredom. Until at last the servants of the darkness felt she was their creature, an agent they could unleash on the Feywild that could further their agenda and bring death to those who opposed them, or put them in danger.
For 4 years she counted the days again, enjoying the freedom, enjoying her work, enjoying the pain she brought to her enemies. Then one day she came to a house and met a woman, the next victim in her campaign. There was something about this woman, something that sent the merciless assassin fleeing into the forest, something that laid her low among the roots of an ancient tree. There among the roots she understood, there it was that long lost memories of a garden of light came back, and of the woman's face alight with the joy of a child that played among the flowers.
For another year she fled from both the authorities and her former masters, seeking ever to be free of the Feywild and her past, to escape and be reborn, and so it was that she met one of the ancient powers of the Feywild and made a pact. A pact that earnt her freedom from the Feywild and made her a servant of yet another power. Now she lives in the Middle World and seeks to relearn how to be a person, to repair that broken part of herself, and be whole again. Where she seeks to find away to repay those who took her and made her what she is, where she seeks to at last be free.
The first thing people notice about Shadowsilk is her alabaster skin, the second thing is her eyes. Her skin appears to be flawless, only marked by design, until one examines her arms, legs or torso in detail and discovers them to be covered with an impossible pattern of scars as if her body had been tumbled in a barrel of razors and she some how survived. Only her neck and head do not show such scars. Her eyes are distinct for the way they clash so strongly with her skin, where her skins seems radiant and alive, glowing with white health, her eyes are twin oubliettes, black empty pools from which no light escapes. She is an adult Eladrin, and as such it is impossible to gauge her age accurately, for she is neither a child nor elderly. So she could be anywhere from 20 to 300 years old, though she herself estimates it to be around 40 years since she was born.