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Post by ancientempathy on Feb 18, 2008 18:32:17 GMT -5
I thought this would be a fun thread for all to participate in, if they wish too. Don’t be shy now. The purpose of this thread is to provide insightful information on famous, or infamous, NPC’s found in the Forgotten Realms. People participating need not provide a full, omega description of the NPC, unless they really want to I guess, and no one needs to detail an NPC’s statistical information either, as that can be very meticulous. Ultimately it’s just up to those who wish to provide information in here. Perhaps you have a favorite NPC you want to share to others? All I ask is that players please cite your source of information =) Enjoy! P.S. Players, please be mindful that the information stated here is likely information that your characters do not know of. Aside from knowing an NPC’s name, and possibly where one of the NPC’s mentioned here operate, I doubt much else will be known past that. Deeds of certain NPC’s may be know. Please use sound judgment =) Pictures of NPC's may be found here: 64.223.12.31/default.asp?x=dnd/ag/20010614a&page=5//Special thanks to Charon's Claw for finding the link, AND providing neat pictures of Artemis, Drizzt, and Larloch!
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Post by ancientempathy on Feb 18, 2008 18:32:59 GMT -5
Elminster Male human (Chosen of Mystra) Ftr1/Rog2/Clrg3/Wiz20/Acm5/Epic4 Like his onetime apprentice Vangerdahast, this ancient wizard is finally starting to seem truly old, prone to long reveries in which he sees again people and places now long vanished. The strongest of Mystra’s Chosen rarely moves directly against his foes, preferring to work through younger and more vigorous heroes. The Sage of Shadowdale for years confounded the Zhentarim, the Red Wizards of Thay, and a hundred rival mages while at the same time training and rearing a long succession of apprentices who all became superb spellcasters in their own right. Before that he foiled renegade Chosen, helped found the Harpers, and raised several of the Seven Sisters. During the Time of Troubles, he saved Toril by holding Mystra’s power inside himself, surviving by his wits and the aid of the ranger Sharantyr rather than by his magic. He’s also a passable fighter and thief and a superb dancer. Elminster is a consummate actor and delights in acts of whimsy, helping the needy and lovelorn, and dispensing poetic justice to those who deserve it. He has a heart of gold, a deep need to bring tyrannical, pompous, and cruel persons low, and a crotchety, “Don’t push me” manner. After knowing the love of the goddess Mystra, nothing awes him or leaves him much afraid. //From the Forgotten Realms Campaign Setting, page 7
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Post by ancientempathy on Feb 18, 2008 18:33:35 GMT -5
Hadrhune Male shade Wiz10/Sha10 Cold, calculating, and evil, Hadrhune fought his way to the top of the hierarchy of the city of Shade with talent, determination, and manipulation of his enemies. He stands at the right hand of Most High Telamont, the ruler of Shade, functioning as his personal emissary and agent. A powerful wizard unafraid to create magic items to complement his spells or use as bribes, Hadrune spies on his underlings and rivals, feeding information to other person of power to guard his interests and eliminate threats to himself. Hadrhune is very curious about the state of the world and frequently uses scrying magic and other divinations to learn about the nearby lands. He is probably the best informed of the shades about the happenings in the Heartlands, and it was he who proposed eliminating nearby cities that might discover the shades’ return, for he understands the threat that modern-day spellcasters and adventurers pose to the plans of his people. His agents in Faerun search for rumors of Netherese ruins and information on known spellcasters of power. Ever an ambitious man, when the shades conquer Faerun Hadrhune plans to have himself appointed governor of Thay or the North so that he may explore the magic of the Red Wizards or the hidden treasures of Undermountain. Still relatively young, he intends to pursue the path of the undead when his body begins to fail him. Hadrhune’s characteristic magic item is his dark staff, which he uses to punish incompetent minions and fend off attacks from envirous princes. Although he is very quiet and reserved in his manner, when agitated he grinds his thumbnail against the handle of the staff, which has worn a groove in it. The staff sometimes “leaks” harmless black energy from this point. //From the Forgotten Realms Campaign Setting, pages 102-103
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Post by ancientempathy on Feb 18, 2008 18:56:28 GMT -5
Larloch Male human lich Wiz20/Epic12 Larloch is said to be the last surviving Netherese arcanist-king, who ruled over his flying city for years and abandoned it before Karsus’s folly. Now a lich and one of the oldest non-draconic beings in Faerun, Larloch has amassed an arsenal of spells, magic items, and servants. The Shadow King, as he is known in the Sword Coast, now rules the Warlock’s Crypt (which is actually a corruption of Larloch’s name) and its inhabitants--liches (many from Netheril), vampires, wights, and lesser undead. Larloch’s form has succumbed to the ravages of time. His flesh is completely gone, leaving only white bone draped in fine garments. His empty eye sockets glow with pinpoints of red light, and over two dozen ioun stones drift around his head. His mind has been affected by his extreme age as well, for at times he is crazed, hurling spells at random, and others he is completely calm. Most times he slays intruders outright. At least sixteen powerful Red Wizards have tried to kill him and take his power, but they all failed. He has been known to converse with adventurers before slaying them, and has a reputation for freeing some in exchange for a service These services usually involve bringing him some powerful and well-guarded magic item, and he shrouds his captives in contingent curses and geases should they think to abandon their task. The Warlock’s Crypt, located in the western Troll Hills on the Sword Coast, is a series of wizard towers linked into the form of a large walled castle. Within the central courtyard are other buildings, which house the undead forms of Larloch’s armies. Bridges connect the towers and their individual courtyards, with bonebats and other strange creatures flitting about in search of live creatures, which are brought to Larloch for experimentation. Those foolish enough to enter the Crypt should avoid the tallest tower, for that is the home of Larloch himself. The others house the vampires and liches, each controlling a few levels and conducting their own vile research. If pressed in combat or bored with a situation, he prefers to disappear, either with teleport, etherealness, or by a custom spell that lets him walk through walls. Hidden within his tower are chambers that rapidly heal undead bodies, and he spends much of his time in such places. If forced to fight (or in the mood to do so), he enjoys using a rapid arsenal of haste, time stop, and quickened spells to overwhelm opponents before they even have a chance to react. Against powerful spellcasters he often uses the haste partial action granted by one of his ioun stones to ready a counter spell every round, either using dispel magic or his Improved Counterpsell feat to negate his opponent’s attack spells. With his armor of items he carries with him, it is extremely doubtful that he could ever be caught unawares, and even if he were suddenly overwhelmed by attacks, he is protected by a contingency spell that teleports him to one of his safe rooms if he ever loses half or more of his hit points. As a being nearly two thousand years old, Larloch has thought of ways to deal with almost any situation, and with his super genius intellect he can compose near perfect plans at will about situations for which he had not prepared. //Found in the Forgotten Realms - Lords of Darkness, pages 161-162
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Post by ancientempathy on Feb 18, 2008 22:35:17 GMT -5
Alusair Obarskyr Female human Ftr7/Rgr1/Prp2 Named the Steel Regent of Cormyr upon the death of her father Azoun IV, Princess Alusair Nacacia Obarskyr now rules the kingdom for her infant nephew, Azoun V. Once a rebellious tomboy, the hot-tempered, impulsive youngest child of Azoun and Filfaeril won the hearts of commoners for her valiant battles against the Tuigan horde. Accomplished in battle, strategy, and hard living, and mastery of horses, Alusair spent her life fighting and riding the Stonelands with other young noble-born knights, who admiringly dubbed her the Steel Princess for her battle prowess and spirit. She is Cormyr’s best battlemaster--more at ease in raids and skirmishes than in matters of diplomacy. Alusair hates court life, gossip, and endless revels. Her anger at her role makes her precise, clear, and cold in diplomatic dealings, but the wise advice of Caladnei and Filfaeril, coupled with her own battlefield experience, means that she misses very few nuances in the games of the court. She aims to rebuild Cormyr’s morale and military strength by reclaiming and resettling all lost territory, replanting crops, and rebuilding steads. At the same time she denies investors from Sembia and Westgate who want to gain firm holds in Cormyr--and rebuffs all their attempts to control and influence Cormyrian affairs. As long as she can pour out her rage in short, savage sword-bouts against the Blades (the young nobles she rode with and trusts), Alusair will be an efficient regent, and an increasingly contented one. She’s good at ruling, and her father’s death--a fate he embraces, she believes, because he would not flee his duty--makes her determined to preserve the realm for the next Azoun. She’ll avoid being goaded by clever-tongued envoys into doing anything that’s not best for Cormyr. //From the Forgotten Realms Campaign Setting, pages 114-115 Alusair has ash-blonde hair, black eyebrows, and oak-brown eyes in a face that’s just acquiring its first, tiny crows-feet wrinkles. In battle she wears mithral full plate, a gift of the dwarves.
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Post by ancientempathy on Feb 18, 2008 22:38:27 GMT -5
Caladnei Female human Sor11/Ftr4 Raised in Turmish by her Cormyrian father and Turmian mother, Caladnei (Kay-lad-nay) left home to join an adventuring company. Traveling far via portals her group discovered, she became acquainted with the people and cultures of other parts of the world. She trained with fighters in Waterdeep, exchanged spells with Halruaan wizards, and learned to forge metal with the gold dwarves of the Great Rift. She came to Cormyr to tend to her ailing father, who returned to his homeland after Caladnei’s mother drowned in a storm at sea, and supported herself as a local mercenary spellcaster and crafter of minor magic items. Caladnei attracted the attention of Vangerdahast, the Royal Magician of Cormyr, when she single-handedly wiped out an orc raiding party from the Thunder Peaks. The fact that this powerful sorcerer was content to lead a life without fame impressed him. Her refusal to accept the knighthood he arranged for her cemented his interest. In subtle ways he began trainign her for work under the royal banner of Cormyr, and when Vangerdahast decided to retire after the recent troubles, he named her as his successor. Humbly, she accepted. Despite her typical humility, Caladnei is feisty and opinionated, which makes dealing with court intrigue difficult for her at times. Fortunately for her, the Regent Alusair is of similar temperament, and the two can discuss matters of state in a direct fashion. Caladnei prefers to remain a silent figure in the background, but she is slowly being pushed into the limelight by Alusair as the Steel Regent seeks time to herself away from the gossip and infighting. //From the Forgotten Realms Campaign Setting, pages 115-116
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Post by ancientempathy on Feb 18, 2008 22:47:42 GMT -5
Jezz the Lame Male drow Rog6/Sor6 Jezz the Flame is one of the leaders of House Jaelre, commanding the drow who make raids on the Dales to divert attention from those who now reside in the old elven sites of Cormanthor. Jezz scouted for his tribe while they wandered the Underdark. His leg was badly broken during a fight with an umber hulk in which a cavern ceiling collapsed. His companions thought him dead, but he managed to drag himself into their camp a tenday later. One of the clerics was able to snap the healing bone and reset it in a normal position, but the old injury still pains him from time to time, and he wears a special brace and shoe to help him walk more easily. Young and confident, Jezz knows how hard he can push the Dalesfolk before they become so enraged that they descend upon the forest in great numbers. He prefers to keep his band small and his followers ready to move on short notice. Given his charisma and the respect his followers have for him, if House Jaelre does manage to obtain a permanent foothold in the forest, Jezz may be presented as a speaker to the outside world. //From the Forgotten Realms Campaign Setting, page 126
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Post by ancientempathy on Feb 18, 2008 22:55:57 GMT -5
Storm Silverhand Female human (Chosen of Mystra) Rog1/Ftr4/Sor12/Brd8/Hrp3 The famous Bard of Shadowdale is known for her merry manner and her bold adventures as a leader of the Harpers. She approaches life with endless high spirit and gusto, has little personal arrogance, and spends much time training young Harpers, protecting Shadowdale against its foes, and aiding unhappy youngsters. About all that upsets Storm is the unhappiness of good folk; working to make mothers happy drivers her through the days. Folk of Shadowdale see her as their local healer, midwife, herbalist, and a fellow farmer who’ll pitch in to help them at harvesttide, bringing along several willing Harpers to serve as unpaid, somewhat skilled “hands.” They bring their injured and sick to her--and no matter what the hour, Storm greets them all with a smile and a gentle hand. Children love her, the common folk adore her, and the elves of Evereska awarded her with high noble titles never before given to a human. The stupidity of rulers causes her exasperation--but deliberate misuse of authority infuriates her. Storm’s grim, get-even temper leads her to arrange “poetic justice” (punishment fitting the crime) for swindlers, thieves, arsonists and vandals, and tyrants--and she’ll combat such foes with no thought for her personal safety, but a deep regard for what danger her actions may bring upon others. Rulers whom she thinks can be “rescued” by education or guidance, she’ll work with. The Harpers regard her as their most valuable member. Others may be more powerful or wiser, but Storm is the perfect teacher and inspiration. She’s also a personal favorite of the goddess Mystra, who several times whisked her away from certain death (though Storm never expects or counts on such aid). //From the Forgotten Realms Campaign Setting, page 140
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Post by ancientempathy on Feb 18, 2008 23:14:55 GMT -5
Arrk Male troll Ftr2 Possessions: +1 spell storing greatsword (currently holding an inflict serious wounds spell, bears an odd curse drawback that it drips blood when unsheathed) Smaller but smarter than most of his kind, Arrk abandoned his tribe after years of fighting to survive among his cruel kin. Leaving the Neth Stand where he was born, he convinced a band of brigands to lend him a sword and let him join them. He took to the work exceptionally well but found the rewards insufficient. Arrk eventually left the bandits and joined a mercenary company, where he became rather successful, was able to travel, and was expected to give in to bloodlust from time to time. Arrk is now a relatively well-known figure in the Lake of Steam region, although hardly a popular one. He sells his services to anyone with money as long as the job doesn’t take more than a tenday, for Aark has a short attention span and tires of other people quickly. He has the unnerving habit of licking his bleeding sword when he grows bored or nervous, and his hygiene is no better than that of a common troll, so civilized folk can’t tolerate him for long. Despite these faults, Arrk can be counted on to hold up his end of a bargain. Given that he tends to eat people who steal from him or refuse him his pay, other folk deal with him honestly. Arrk commonly works as a caravan escort or personal bodyguard through hostile territories but also hires on as additional muscle for adventuring parties. //From the Forgotten Realms Campaign Setting, page 153
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Post by ancientempathy on Feb 18, 2008 23:22:58 GMT -5
Sahbuti Shanardanda Male human Mnk6/Sor4/Shd3 Sahbuti is a member of the Dark Moon order of monks. These monks seek out the enemies of the dark deity Shar and are dedicated foes of the followers of Selune. Terse, straightforward, and sure of himself, Sahbuti accepts no criticism of his skills and is quick to accept any reasonable challenge of a duel. Born and raised in Amn, Sahbuti now travels from Waterdeep to Calimshan for the order and the church of Shar. He is likely to turn up anywhere Shar’s work needs to be done. Aided by his loyal shadow Shemnaer, he guards shipments of goods valuable to the church, escorts important officials from his order, and acts as an assassin from time to time. Sahbuti loves nothing and no one. Indoctrinated in the worship of Shar at an early age, he nurses a cold bitterness and loneliness, which he believes will abate when he dies and his awareness is extinguished by the Mistress of Night. //From the Forgotten Realms Campaign Setting, page 155
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Post by ancientempathy on Feb 18, 2008 23:31:53 GMT -5
Artemis Entreri Male human Rog4/Rgr1/Ftr12/Asn1 Artemis Entreri was born in Memnon and spent his youth as a thief in Calimport. He has become one of the most accomplished thieves and assassins in all Faerun, active all over (and under) the Sword Coast North. His determination, iron self-control, and natural agility make this small, wiry man dangerous. Artemis is a swift learner and always in control of himself. He may taunt foes (a favorite tactic), but he never allows his emotions to hamper his cold, efficient professionalism. Artemis is an expert swordsman and a cunning master of tactics. He kills only when it’s necessary, keeps himself in top physical form, and is always seeking to improve his martial skills. As he travels he learns the latest news and the little details of life everywhere in Faerun. He can perfectly impersonate a camel driver here and a lifelong native of Baldur’s Gate there. He doesn’t forget faces and names--least of all those of his archenemy, the drow Drizzt Do’Urden (against whom he’s very closely matched). Artemis is compact, carries not an ounce of fat, and has thick, raven-black hair. Though he prefers to be clean-shaven, he always looks like he needs to shave. Above this heavy growth, his eyes are lifeless. They mirror his empty existence--beyond satisfaction at tasks well done, Artemis seems to derive no pleasure from life. //From the Forgotten Realms Campaign Setting, pages 158-159
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Post by ancientempathy on Feb 19, 2008 0:42:55 GMT -5
Fzoul Chembryl Male human (Chosen of Bane) Clr17/Hie2 For years, Fzoul Chembryl served as the second-in-command of the Zhentarim. His shrewd superior Manshoon enjoyed the support of powerful beholders, while Fzoul contended with the dictates of his deity and rivals inside his own faith. But within the past two years, Fzoul forced Manshoon from power and seized control of the eastern Zhentarim and Zhentil Keep itself. Cunning, self-centered, scheming, and quick-tongued, Fzoul responded to visions sent by Iyachtu Xvim by pursuing a whirlwind path to becoming the Bane-son’s Chosen Tyrant. He allied himself with the zealot Teldorn Darkhope in Mintar, and together the two forged a new relic for the faith, the Scepter of the Tyrant’s Eye. With the reincarnation of Bane, Fzoul came full circle in his worship of the Black Hand and has been greatly rewarded for his service. Thanks to the power of his deity and his political maneuvering, Fzoul became the Tyrant of the Moonsea. Fzoul is capable of anything. Quick-witted and a lover of power, he is dedicated to spreading tyranny across Faerun. He rules Zhentil Keep and holds the titles of High Priest of the Temple of Bane and High Lord of the Zhentarim. In the immediate future, he plans to gain control of Arrabar and Reth to dominate the slave trade from the Lake of Steam. Chondath and Sespech will be next, and Fzoul would like to see Banite temples everywhere. Fzoul exudes an almost tangible feeling of power. If pressed, he can magically summon no fewer than eight death tyrant beholders to fight for him--and even whisk himself to their hidden refuge, if need be. //From the Forgotten Realms Campaign Setting, pages 163-164
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Post by ancientempathy on Feb 19, 2008 0:54:34 GMT -5
Scyllua Darkhope Female human Pal5/Rgr4/Blk6 of Bane Scyllua Darkhope is the Castellan of Zhentil Keep, the High Captain of its armies, and the city’s acknowledged champion. She is a sword in the hand of Fzoul Chembryl, a zealous agent of her dark god and a foe of all that is good. Under her leadership, the Zhents are recovering from the destruction of their city four years past and marshaling their strength once again in their home territory. In Scyllua, the soldiers of Zhentil Keep have their most determined, persistent, and intelligent captain in generations. Scyllua was not always a champion of evil. She grew up in the Dalelands and was carried off to slavery in Zhentil Keep with her mother when she was still a child. Her mother attracted the attention of a Zhent noble (a cousin of Teldorn Darkhope of Mintar), and they were taken into his household. Scyllua took his surname for her own. Despising the circumstances in which she grew up, Scyllua took service in the army of Zhentil Keep, but at the same time she devoted herself to Tyr. She meant to bring justice to the Zhentarim by someday leading the downtrodden common folk against the parasitic network in their midst. In 1368 DR, Cyric leveled Zhentil Keep in retribution for what he saw as the faithlessness of its people. Scyllua rose through the ranks quickly in that dark time, proving herself over and over again in personal combat. By the end of the siege, she was one of the city’s foremost champions and an outspoken critic of the ways of the past. Because the Black Network largely abandoned the city during the siege, Scyllua set her sights on Lord Orgauth, determined to penetrate the layers of corruption and evil surrounding the city’s de facto ruler and bring about the fall of the evil lords. With determination and courage, Scyllua sliced through Orgauth’s deceptions like an avenging scythe through grain. She finally cornered the lord and confronted him on a cold winter night in 1370 DR…but Orgauth, in reality a pit fiend of great power and cunning, surrendered to her wrath and offered humbly to help put right what he had marred. Scyllua listened to his honeyed words, and so she fell from grace. Led deeper and deeper into corruption by Orgauth, Scyllua repudiated her vows to Tyr and became a blackguard in the service of Bane. As the final act of her fall, she turned on her tempter and destroyed him a few months later--after which Scyllua was approached by Fzoul and brought willingly into the Black Network she worked so long to destroy. Scyllua is lean and athletic, with a fierce charisma that inspires her allies and gives pause to her foes. She leads Zhent raids in person, riding a great white nightmare named Targaraene and wading into battle with joyous abandon. //From the Forgotten Realms Campaign Setting, page 164
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Post by ancientempathy on Feb 19, 2008 1:05:56 GMT -5
Klauth: Dragon of the North Male red great wyrm dragon Klauth is one of the largest and most fearsome red dragons ever known to Faerun. Huge but graceful, he’s as supple as a cat and covered in old, wicked-looking scars where scales have been torn away and never grown back. His facial expression has won him the nickname “Old Snarl.” He brutally attacks other dragons, seeking to slay any wyrm that might rival him in power, in a fighting style marked by sudden attacks and just as sudden disappearances. Klauth spends his waking time scrying Faerun with spells, and he probably knows more about the deeds and whereabouts of surface-world creatures in the Sword Coast North than any other being alive today. The expertise thus gained is as formidable a weapon as the jets of fire and beams of magic that spurt forth from Klauth’s wings as he swoops down on foes--the discharges of wands he’s learned how to control with his wing-claws. His knowledge also gives him something to bargain with when dealing with foes he’d rather not challenge. Klauth hunts for and devours all dragon eggs and hatchlings--except for red dragon eggs, which he uses in a secret magical process to increase his size, health, and vigor. Old Snarl has mastered the art of tricking dragons out of their lairs, so he can slip in and snatch away unguarded offspring, eggs, and magic. His appearance sends other dragons fleeing for cover as fast and as frantically as they can get away. Old Snarl obeys strange whims that lead him to perform acts of kindness for creatures he doesn’t think can harm him. He’s also been known to scatter armies, land atop an orc horde and roll around (crushing thousands), and swoop without warning to topple wizards’ towers with their owners inside. As his reputation grows ever darker, he may soon become the subject of the first Great Hunt in more than eighty years, wherein archmages band together to hunt down and destroy a common menace. Word is spreading of his lair: Klauthen Vale, a narrow, winding valley in the mountains west of Mirabar filled with dragon food (sheep, goats, and rothe seized from all over the North). Klauth likes to lie on a ledge high on one of the valley walls, from where he can strike at intruders descending from above. Those walls hold numerous caves, two of them large enough for Klauth to shelter in. He keeps his legendary hoard in a tunnel network beneath one cavern, which can be entered only by lifting a huge slab of stone--a task restricted to creatures as large and as strong as dragons. If word ever spreads of Klauth’s death, Klauthen Vale may see a rush of adventurers hungry for gold and mages eager for magic. //From the Forgotten Realms Campaign Setting, pages 167-168
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Post by ancientempathy on Feb 19, 2008 1:13:07 GMT -5
Gerti Orelsdottr Female frost giant Clr5 of Auril/Rnc5 Daughter of frost giant jarl Orel the Grayhand, Gerti worships Auril the Frostmaiden, a domineering and oppressive deity. She will inherit the leadership of the tribe since her father has no sons, and her strength and allies will help her keep it. Her cleric powers are great, and because she teaches rune magic to clerics in nearby tribes, she has strong support within her own tribe and in others. Gerti uses her runes to ward the narrow passes that lead to her tribe’s caves in the Spine of the World, create objects of healing for the tribe’s warriors and hunters, and protect the tribe’s valuables. With her wisdom and skill at negotiation, she is called upon to arbitrate disputes between tribes. She preaches that the frost giants are the chosen people of Auril, for of the creatures that thrive in the cold, only they have hands and minds to direct them in the service of the Frostmaiden. The Grayhand is old, and is expected to die within the next year or two. When Gerti assumes the mantle of leadership, she likely will send more raids into the lowlands or try some great collective magic with the other frost giant clerics of the mountains to bring a great winter of storms to the nearby lands. Gerti is a capable leader and not averse to allying with other kinds of giants if she thinks it would serve her needs and the needs of her deity. //From the Forgotten Realms Campaign Setting, pages 170-171
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Post by ancientempathy on Feb 19, 2008 1:18:49 GMT -5
King Obould Many-Arrows Male orc Bbn5/Ftr4 Obould is fated for a great destiny among his people. Smarter and more intuitive than most of his kind, he completed quests for his chieftain and for his tribe’s clerics before slaying the chieftain and taking control of his tribe. He faced challengers without suffering injuries amounting to more than some attractive scarring. Skilled in the arts of war and capable of fierce rages, Obould is a fearsome opponent in battle. Over the years, he subsumed other tribes into his own, and now has at his disposal a veritable army of over two thousand orc warriors, as well as their wives and children. Obould has four wives, and eight sons who are approaching adulthood. He expects that the time will come soon enough when he must fight his upstart children to defend his throne, and he is ready for it. His only true fear is that after he is dead, they will fight each other, and everything he worked for will fade away. To avert this, he trains his warriors constantly and intends to take hold of the lowlands to the south of the Spine of the World. This dreamed-of orc empire would be large enough that he could grant a piece to each of his surviving sons, and his legacy would survive. War is on the horizon in the North, led by a sharp-eyed barbarian with a sword of fire. //From the Forgotten Realms Campaign Setting, pages 175
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Post by ancientempathy on Feb 19, 2008 1:26:21 GMT -5
Drizzt Do’Urden Male drow Ftr10/Bbn1/Rgr5 of Mielikki Despite his increasing fame (or infamy) across the Sword Coast North as a drow who dwells on the surface, is deadly in battle, fights with great agility and two magic scimitars, and can call on an onyx panther figurine of wondrous power to bring a battle-companion to his side, Drizzt Do’Urden remains an enigma. He worships Mielikki and makes war on the cruel city of his birth (Menzoberranzan), his fellow drow, and all who serve Lolth. He counts as friends human warriors of the North (Wulfgar and Cattiebrie) and the dwarf Bruenor Battlehammer (whom he helped to regain the rulership of Mithral Hall). He has slain dragons and drow matron mothers. He defied fiends (Errtu) and powers (Lolth), battled perhaps the most deadly assassin currently active in Faerun (Artemis Entreri), and sought to forge his own life on the surface. Thoughtful and sensitive to others, Drizzt holds himself to the highest ideals but does not expect the same of others. Ever alert for treachery and danger, he speaks little but is apt to be polite (if terse) in his dealings. A perfectionist who yearns to be accepted into places and groups and to make friends widely, Drizzt is haunted by the danger he brings to those he befriends thanks to the scrutiny of Lolth and his other foes (notably Errtu and Entreri). Those he meets see his manner as grim. Early in his surface travels, Alustriel welcomed him as warmly and personally as she does all in need, but dared not let him openly into Silverymoon at that time. His deeds have, very slowly, made Drizzt Do’Urden more welcome in the Sword Coast North. //From the Forgotten Realms Campaign Setting, 177-178
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Post by ancientempathy on Feb 19, 2008 1:39:11 GMT -5
Halaster Blackcloak Male human Wiz20/Acm5/Epic5 The creator of Undermountain, Halaster Blackcloak is widely and correctly thought of as a very old, very powerful wizard. . . Who is also completely insane. The ancient mage is expert in such diverse talents as gemcutting, engineering, and the breeding and control of monsters (living and undead) from other planes. His insanity makes him constantly chuckle and mutter to himself, and he seems unable to follow arguments or conversations for long. However, his insanity does not prevent him from seeing danger or menace when it threatens--or defending himself with lightning speed and efficiency. Halaster possesses literally hundreds of magic items, and when in Undermountain (where he’s usually “hidden in the walls,” employing his own secret network of passages), he can command constructs such as golems, helmed horrors, and crawling claws. Halaster can also call on contingency spells, clones of himself, and the tricks and traps of Undermountain, including a “moving portal” that can snatch up him or others and whisk them elsewhere. Halaster’s moments of sanity in Undermountain are rare, but outside it he’s usually lucid. On such occasions, Halaster is fastidious, meticulous, dignified, cold, and proper. He remembers any slight or aid given him and brooks no insolence--and also tries to get his own way in everything, caring nothing for the destruction or harm he may do in the process. The Blackcloak’s chief interests include collecting new monsters and magic. After thousands of years, little of either is really “new” to him. While waiting for such delights, he amuses himself by manipulating events and politics to his whims. //From the Forgotten Realms Campaign Setting, pages 180-181
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Post by ancientempathy on Feb 19, 2008 1:46:17 GMT -5
Mirt
Male human Ftr8/Rog5
A fat, wheezing old rogue widely (and correctly) believed to be one of the Lords of Waterdeep, Mirt the Moneylender made his fortune in Undermountain after a colorful career as a mercenary general. As Mirt the Merciless or the Old wolf, Mirt made many enemies, particularly in skirmishes in Amn, Tethyr, and Calimshan. He also made a few good friends, notably the adventurer Durnan.
More than one foe underestimates Mirt’s agility and stealth because they see only his public act as a roaring, tipsy braggart. However, only a stranger to Waterdeep underestimates Mirt’s cunning and his shrewd judgment of people. These qualities have made him far richer as an investor in business ventures than he ever became as a hiresword or treasure-gathering adventurer.
Mirt is a Harper as well as a Lord of Waterdeep, and has a heart of gold under his boasting and love of horseplay and tavern brawling. He wants to leave Faerun better than he found it, and the long tales of his adventures would seem to indicate that he just might do so.
//From the Forgotten Realms Campaign Setting, pages 181-182
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Post by ancientempathy on Feb 19, 2008 1:52:46 GMT -5
Elaith “The Serpent” Craulnober
Male moon elf Ftr3/Wiz9
Born of a noble family of Evermeet, Elaith was the last of his line when he claimed his family’s moonblade. It rejected him, but did not slay him outright. Filled with despair, he left for Waterdeep that day and has not returned to Evermeet since.
Reaching the mainland, Elaith gave in to the cold rage and icy temper that the moonblade sensed within him. Solely interested in his own profit and survival, Elaith gained quite a reputation in the City of Splendors. Tavern tales circulate about various adventuring expeditions he led from which he was the only one to return.
Recently, Elaith was struck by a poisoned blade while recovering an elven artifact from the Knights of the Shield. As he lay dying, his thoughts turned to his infant daughter Azariah and what would happen to her after he died. This unselfish turn of thought caused his moonblade’s power to awaken, healing him. He stores the moonblade in a safe place until his daughter is ready to claim it, and while he is still ruthless and evil, he avoids situations in which he might get killed, preferring to hire adventurers to do his dirty work. His contacts in all levels of Waterdeep society alert him to unusual events.
//From the Forgotten Realms Campaign Setting, page 182
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Post by ancientempathy on Feb 19, 2008 14:01:27 GMT -5
Ningal
Female air genasi Ftr4/Sor8/Brd4
Often referring to herself as the “daughter of the moon,” Ningal is a mysterious Untherite currently organizing a rebellion against the invaders from Mulhorand. She supplies her followers with magic weapons and shields (each bearing the symbol of Selune) to use against the Mulhorandi, warding them with abjuration magic and encouraging a hit-and-run war of sabotage.
Ningal speaks little of her origin, but her genasi nature is evident in her constantly windblown hair and skin that is cool to the touch even on the hottest day. Her followers genuinely love their leader, for she lends them strength against their enemy and heals their wounds when they have been injured.
Ningal’s most faithful follower is Jeardra of Aglarond (NG moon elf female Clr6 of Selune), who has been with her for over a year.
Jeardra believes that Ningal has been favored with a high destiny in the service of Selune and may eventually become a Chosen of Selune. Ningal herself makes no claim, focusing instead on the liberation of her people through her power and her faith in the Moonmaiden.
The genasi is considered a rabble-rouser and dangerous rebel by the Mulhorandi government, which has offered a bounty of ten thousand gold pieces for her capture. So far she has evaded her pursuers through careful selection of safe houses and the use of her help of teleportation. The Northern wizards of Messemprar would like to gain her as an ally, but Ningal remains wary, fearing Mulhorandi spies and assassins.
//From the Forgotten Realms Campaign setting, page 188
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Post by ancientempathy on Feb 19, 2008 14:28:09 GMT -5
Iyraclea
Female Human Cleric 15/Divine Disciple 5/Hierophant 5 of Auril
The self-styled Ice Queen, Iyraclea lives in or beneath a castle of sculpted ice somewhere in the northern reaches of the Great Glacier. She is a mighty cleric of Auril, and embodies the Forstmaiden’s fury in her relentless assaults on the people of Sossal. She is served by gelugons, called the Icy Claws of Iyraclea.
Iyraclea is said to occasionally use spells to kidnap young, vigorous wizards from Sossal and even the southern lands of Vaasa and Damara. Some speculate that she needs their life essences to prolong her own, for she does seem to be very long-lived. Perhaps she’s assembling a force of wizards loyal to her or coerced into her service, or somehow channeling their spell power to extend the Great Glacier’s reach once again into the Cold Lands.
Iyraclea is known for her fearsome epic spells, bearing such names as icerazor, ice fist, and cold claws.
//From the Epic Level Handbook, pages 302-303
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Post by ancientempathy on Feb 19, 2008 14:35:45 GMT -5
Shuruppak
Male Human Fighter 20/Rogue 3/Wizard 7
The former Chosen of Gilgeam, Shuruppak is still a force to be reckoned with in Unther, even since his patron deity’s demise. While Gilgeam still lived, Shuruppak was an assassin, the enforcer of Gilgeam’s will and law. Known as “the Reaper,” he wandered among the cities of Unther, killing anyone he identified as an enemy of Gilgeam. Even in those days, he was a psychopath prone to fits of extreme violence; since Gilgeam’s death, he has lost any vestige of sanity he still possessed.
Shuruppak still wears the garb of his former office: black robes and a hood adorned with a magical red skull mask that covers the top half of his face. He seems to revel in the terror his appearance causes among the natives of Unther whom he terrorized for so long. Despite the fact that he is considered an outlaw against the occupying forces of Mulhorand, he travels freely through both free and occupied Unther, no one daring to lay a hand on him. He is being actively courted by both the church of Tiamat and the Red Wizards of Thay, both of whom would like to see Unther regain its independence from Mulhorand. He seems reluctant to have anything to do with the goddess who killed his patron, and he has received the Thayans no more warmly. He remains a wild card in the complex political games that will shape Unther’s future.
//From the Epic Level Handbook, pages 304-305
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Post by ancientempathy on Feb 19, 2008 15:39:02 GMT -5
Miklos Selkirk
Male human Ari1/Ftr6/Rog3
A retired adventurer and the son of Overmaster Kendrick Selkirk, Miklos is best known in his homeland as the creator of the Silver Ravens, a large group of mercenary adventurers who are under his command.
A skilled negotiator and diplomat, he also is quite capable of avenging any insults with dazzling swordplay. He engages in battles of wits with other merchant nobles, but his main rival is the self-styled “Countess” Mirabeta, his father’s cousin. Although he knows she is evil to the core, he cannot reveal her nature for fear of shaming his family and losing political power.
Miklos is shrewd, patient, and familiar with intrigue and bizarre circumstances. Having spent time in the Underdark, he understands the drow and their methods of negotiation. He spends his time directing the Silver Ravens, but is called on from time to time by the Sembian Council to handle peaceful contact with the dark elves. A jack-of-all-trades, Miklos can converse on just about any subject. He keeps up-to-date on the happenings in every interesting portion of the world. This allows him better to arrange deals for his family based on excesses and shortcomings in trade, and also means he’s able to respond quickly to developing situations.
//From the Forgotten Realms Campaign Setting, page 191
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Post by ancientempathy on Feb 19, 2008 20:25:56 GMT -5
Bronnia Stonesplitter
Female gold dwarf Wiz7
Dissatisfied with life in the Great Rift and feeling stifled by her clans folk, Bronnia left her home and set off across the Shaar to find money, magic, and excitement. Prone to making cutting remarks in informal situations and indifferent to the sort of person she worked for, she quickly made a number of enemies. She is on the run as often as not, especially since her twin brother Belgard constantly urges her to come home.
Bronnia hires herself out as an engineer, a blacksmith, an adventuring spellcaster, and a wandmaker. Between her greed and extensive traveling, she has worked for the Red Wizards, craftsfolk in Unther, a noble family in Sembia, and a young pasha in Calimshan; some of these jobs ended amiably. Her familiar usually hides or takes the form of a bat when she is in public, and this demon is the only creatures she treats well all the time.
Bronnia is more than willing to join other adventurers if she thinks they’ll help her gain money or magic. She prefers casting spells to using her wands unless she is almost out of spells. She isn’t afraid of using her magic to get her way, including casual use of charm spells.
//From the Forgotten Realms Campaign Setting, pages 193-194
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Post by ancientempathy on Feb 20, 2008 14:52:51 GMT -5
The Simbul
Female human (Chosen of Mystra) Sorc20/Acm2/Wiz10
Alassra Silverhand, one of the Seven Sisters who care Chosen of Mystra, is known to Faerunians today only as the Simbul. She is the Queen of Aglarond (called by some “the Witch-Queen,” and many believe this latter term is part of her official title) and has legendary powers of sorcery and a temper to match.
She mastered metamagic long, long ago, and has singlehandedly defeated attacking Thayan armies with titanic combinations of spells. King Azoun IV of Cormyr called the Simbul “a good friend, but a deadly enemy.” She is currently the lover of the famous (or if prefer, infamous) wizard Elminster of Shadowdale. Thanks to his love, she has mitigated the worst of her dark berserker rages, which makes her even more formidable in battle--she’s still fearless, but no long heedless of the damage she causes. She still seems more driven to master magic than anyone else in Faerun…and seems quite likely to continue to do so.
The Simbul flits tirelessly around Toril and even other planes, never adhering to any routine, shape changing at will (often wearing the form of a black raven). As herself, she’s heedless of personal appearance, and is usually barefoot or adventurer-booted, and clad only in tattered black robe. Her hair is always a wild, tangled mess. Even in her realm of Aglarond, people fear her, avoid her, and think her insane. Red Wizards have been known to faint at the mere thought of facing her in battle. In this, if nothing else, their judgment is wise.
//From the Forgotten Realms Campaign Setting, pages 200-201
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Post by ancientempathy on Feb 20, 2008 15:19:23 GMT -5
Szass Tam
Male lich Nec10/Red10/Acm2/Epic7
Infamous for his wise, cold cruelty and his longevity, Szass Tam is the zulkir of Necromancy in Thay, its most influential Red Wizard, and--observers say--the true ruler of Thay. A lich for the last two hundred-odd years, Szass Tam achieved his present power through great arrogance, the skills and preparations to back up his overweening ambitions, and the brilliant schemes of one of the most cunning and intelligent beings in all Faerun.
Like other Red Wizards, Szass Tam prefers to remain unseen, working through lackeys and servitor creatures (including vast armies of undead led by vampire generals) while he plots and schemes. His own undeath gives him patience. He’s quite prepared to abandon servants and attempts that fail, and simply try again later in a batter way. Tiring of the continual betrayals and slaughter within the Red Wizards, he has decided that the best future for Thay and for the Red Wizards is united under him--controlled through his magic and through fear. He’s not openly exerting power yet, because he wants to preserve Thay’s strength as much as possible, and in doing so control as much as he can before any open conflicts erupt.
Szass Tam possesses a truly incredible collection of magic items, ranging from rings, wands, and other trinkets up through staves and golems to artifacts. In his stronghold northwest of Tyraturos, he’s almost unassailable. Those who meet him (or seemingly real magical images of himself that he creates and sends far across Faerun) discover Szass Tam to be calm, cultured, and even pleasant. He appears as a richly robed, skeletally thin pale man. Balding, he has dark eyes, a thinning black bard, and hands that have shriveled to claws. He can, of course, use magic to change his appearance. His favorite false form is that of a tall scholar, aging but vigorous, with glittering jet-black eyes and a soft, purring voice.
Szass Tam is polite but blunt, and he can be plunged instantly into cold, controlled rage by insolence or deliberate defiance. On the other hand, he seems to admire those who cross or foil him by cleverness, as long as they treat him politely. He’s always spinning more simultaneous intrigues than most Faerunians have years in their lives, and with his domination ever growing, he seems content to view existence as a great game, with plots and schemes as the playing pieces--or, if you prefer, weapons.
//From the Forgotten Realms Campaign Setting, 208-209
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Post by ancientempathy on Feb 22, 2008 14:27:34 GMT -5
Sememmon
Male human Wiz17
The able lieutenant of Manshoon for years, Sememmon long served as the Lord of Darkhold. He rose to that rank by being unfailingly polite, competent, and obedient to the letter of orders given by Manshoon, Fzoul Chembryl, and various Zhentarim beholders. Beneath his quiet politeness, he’s cunning and calculating, capable of holding grudges (but not allowing himself to be driven by them) for years. He always has a ready escape from any dangerous situation and does not hesitate to use it.
Sememmon is a capable wizard, a former apprentice to Manshoon, and a survivor, swift to ruthlessly eliminate rivals and elude blame. He foiled a number of Fzoul’s bids to seize command of the Zhentarim and thereby earned the priest’s undying enmity--but he also protected and husbanded the power of the Zhentarim through the wildest excesses of both Manshoon and Fzoul, calmly “picking up the pieces” on many occasions. In the process, he became a master of diplomacy and foresight, a good commander of troops, and a master strategist who always has several fallback-plans (and hidden magic items) at the ready.
Sememmon is mild-mannered, observant, patient, and keenly intelligent. Ruthless and tightly controlled, he’s no egomaniac or lover of tyranny, and detests unnecessary violence and cruelty as wasteful. He loves and is loved by his cohort Ashemmi (LE female moon elf Wiz11). For years he remained loyal to the Black Network--indeed, in the opinion of observant Zhentarim, he was the Black Network, having kept everything running while his superiors raved, pursued mad schemes, and fought each other. The radical increase in Fzoul’s power signaled the end of the priest’s tolerance with anyone who opposes him, and Sememmon and Ashemmi fled Darkhold before Fzoul could act against them.
Sememmon is a black-haired man of handsome appearance, middling years, and excellent health, who wears conservative but well-made robes. He uses magical disguises when traveling. He seems calm even in the heart of battle and while facing great danger.
//From the Forgotten Realms Campaign Setting, page 229
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Post by ancientempathy on Feb 22, 2008 14:38:48 GMT -5
Khelben “Blackstaff” Arunsun
Male human (Chosen of Mystra) Wiz20/Acm3/Epic4
A Chosen of Mystra and a grim, inflexible proponent of law and order, Khelben Arunsun (called “the Blackstaff” for his magic staff and several spells that create staff-like effects) is the Lord Mage of Waterdeep and the husband of Laeral Silverhand of the Severn Sisters. Few know of Khelben’s youth in lost Myth Drannor, or even his true age--but many have learned to fear him.
Khelben dresses in nondescript black robes and never appears in public without his black staff. He has a dignified, imposing manner. He prefers to intimidate or fright people rather than revealing his dry sense of humor or his keen, playful intelligence and quick wits. More than one shrewd observer of humankind say they see an old, underlying guilt in the Blackstaff, one that eats away at him--but no one knows (or will say) what this may be.
In Khelben’s pursuit of law and order, he has founded or supported organizations (such as the Lords’ Alliance) and then abandoned them (the Harpers) when they no longer suited his purposes. He recently resigned from the Lords of Waterdeep and later broke with the Harpers over a disagreement about his methods. He formed his own group of likeminded ex-Harpers, known only as the Moonstars.
Khelben acts as the gravely wise, stern tutor who manipulates agents and adventurers he meets by reluctantly dispensing information on a firm “only what you need to know” basis, never volunteering even paltry tidbits. In his words, “A secret isn’t a secret if you tell anyone.”
His beloved Laeral is probably the only person who is privy to all of Khelben’s plans. She is a match for him in both intellect and personal power, and their deep bond of true love has created one of the most formidable magical alliances in contemporary Faerun.
//From the Forgotten Realms Campaign Setting, pages 274-275
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Post by ancientempathy on Feb 22, 2008 14:45:03 GMT -5
Alustriel
Female human (Chosen of Mystra) Wiz20/Sor2/Acm2
The longtime High Lady of Silverymoon and new ruler of the Silver Marches is both a powerful mage and one of the Seven Sisters. Folk in the North revere Alustriel for her gentle, kindly thoughtfulness and caring stewardship of her people. Her serene manner is legendary, and she tends and cherishes the places and people she rules, turning to battle-magic only as a last resort.
Alustriel spent her rebellious youth adventuring and learned very early in life that happiness is something that must be shared, not won alone. She tirelessly pursues dreams of peace, races dwelling together in harmony, and a place where arts would be prized and nurtured: Silverymoon.
It’s seemingly impossible to make Alustriel confused or angry (though she’ll weep at the personal misfortunes of her people), or to overload her concentration on multiple matters at once. This, coupled with her natural talent for perfectly remembering faces, names, voices, and mannerisms, makes her nearly the perfect ruler. Her wits and experience enable her to better anticipate future events in the North than almost anyone else in Faerun.
Folk of Silverymoon love her as their “Lady Hope” or “Shining Lady.” Alustriel has the knack of befriending most people she meets, helping them (even in small ways) with their concerns and needs of the moment. Only injustice and intolerance anger her, but she seldom shows rage in anything more than cold, pointed speech. She is a builder and an administrator whose success is rooted in her understanding of others.
//From the Forgotten Realms Campaign Setting, page 276
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