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Renegade Paladin

Renegade Paladin's characters

Lord Gaheris Trollbane of the Church of Tyr

[Stats and Description]



Name: Gaheris Trollbane
Race: Human, with faintly elven build and facial features
Class: Rogue 7/Paladin 11
Alignment and Temperament: Lawful good. Easygoing, detests the Lawful Stupid stereotype.
Age: 29 years
Height: 5' 11"
Weight: 176 lbs.
Hair colour and length: Red, shaggy but not too long.
Eye colour: Green
Weapons: Holy longsword, composite shortbow, blackjack, thrown knives, iron bands of Bilarro.

[Backstory]

Gaheris was born to unknown parents in Westgate, on the plane of Abeir-Toril. An orphan, he grew up on the streets and in the slums of the city, fending for himself through scavenging and petty thievery.

This all changed one day when he made the mistake of burglarizing a shop at the same time that a crew from the Night Masks thieves' guild, which had recently gained control of the city's underworld after a decades-long shadow war, came to shake down the shop's owner for protection money. Gaheris managed to kill the Masks, and was forced to flee the city a hunted boy.

Stowing away on a ship to Sembia, the young Gaheris soon found himself pursued across the Merchant Kingdom by assassins. They caught up to him in the northern grasslands as he fled from the coast. An all-night chase followed, culminating in Gaheris falling outside a small stone structure, a crossbow bolt lodged in his back.

He should have died, but he did not. His eyes opened the next morning to take in the beautiful stone form of a perfectly shaped sculpture of an astral deva gleaming in the morning sun. Raising himself up on his elbows, he saw that he was within the stone walls of the building he'd fallen outside, and was surrounded by men in armor, their tabards marked with a set of scales balanced atop a warhammer.

He had come to the Chapel of Resounding Justice, and it would forever mark his life. He was taken in by the Chapel, and was trained as a warrior. He earned the moniker of Trollbane when he first displayed the potential of a paladin, channeling the righteous wrath of Tyr into his dagger out of sheer instinct as he leaped onto the back of a massive troll that had attacked the shrine.

He was trained further in the path of the righteous warrior, but never forgot his roots. Uncomfortable in plate mail, he took up his old leather armor and set out to wander the world. After a rather typical adventuring career spanning about four years, he decided that it was time to take up a more concrete duty to Tyr than haphazardly taking the fight to random evil creatures. Evaluating his skill set and the needs of the church, he hit upon the idea of a new kind of holy order: One to bring justice to the streets and back alleys of cities. A typical paladin, while well suited to ride down enemies in the field and to provide just rule and judgment to the common folk, was not at all adept at fighting a shadow war, and that was just what was needed to bring down entrenched thieves' guilds... like the Night Masks. And the Shadow Thieves, and Shadowmasters, but although he barely admitted it even to himself, his reasons for wanting to create such a tool to battle insidious evil were not entirely selfless.

He petitioned the high justiciars of Tyr's church to allow the creation of his order within the church hierarchy, but was refused by the orthodox clergy, though some of the more broad-minded clerics were not unsympathetic. Gaheris, having long before decided that his organization must become a reality for the good of the downtrodden, didn't take long to go over their heads. He created the Vara'Dome, literally meaning Guardians of the Night in the tongue of the elves, through appealing to the churches of other gods in the pantheon, bringing together a wide array of misfit paladins of all faiths as well as men and women of other professions and good heart, and effectively creating a broad-based interfaith knightly order, forcing the Tyrran heirarchy to accept it as a fait accompli.

Chapters were dispatched in secret to all manner of cities across the continent, but though Gaheris helped several in turn, it did not take him long to assume personal command of the chapter in Westgate.

The Vara'Dome's Westgate chapter was one of the biggest and most effective in the order, but it was against a frighteningly competent thieves' guild, and could not imagine at first what it was really facing. The Night Masks were a front and a tool for a coven of vampires, long since taken over from the inside as a tool to advance the Night King's agenda of bringing about a kingdom ruled by the creatures of the night, where the living would be used as mere cattle. Gaheris and his closest companions penetrated the Night King's plots after many years of investigation, but in the battle with the vampire, who was a powerful archmage in his own right, Gaheris was exposed to a teleportation circle forced awry by the vast arcane might being thrown around the sewer lair, and was transported to the Town. He does not know where he is, but he is determined to get back to whence he came. While here, though, he will not shirk his duties as a paladin.

[Common Knowledge]

* Gaheris does not hail from this area, or perhaps even from this plane of existence.
* He is a mysterious figure, though it is possible to get to know him.
* Watch the skies if you end up fighting him. His mount is a gryphon named Percival, and he's fond of diving out of the sun onto his enemies.

[Notes]

Gaheris has the following capabilities:

* Class abilities as an 11th level paladin and a 7th level rogue. In simple terms, this means that he is adept at avoiding damage from most magical sources, is immune to disease, can heal himself and others by touch, is very difficult to take by surprise, and has great skill at picking out and attacking vulnerable parts of an enemy's anatomy when fighting.
* Summoning of his special mount, in this case a powerful gryphon.
* Capable of limited flight, thanks to his winged boots.
* Great skill at parrying the attacks of his enemies, represented in D&D game terms by the Dodge, Mobility, and Combat Expertise feats.
* Limited spellcasting ability, with a favorite being a teleportation variant that whisks him behind an enemy in the blink of an eye.

A very important note: If anyone tells me that paladins cannot be rogues or that a paladin cannot use sneak attack without falling from grace, we need to have a talk.

[Associates and Agents]

Gaheris now has a small contingent of agents and knights of the Vara'Dome in Town and at his disposal.  See below posts for details on most of these individuals.

[Ongoing Storyline]

After helping to track down the serial killer of the Slums, Gaheris dropped out of sight.  He took on the guise of a rogue and assassin, calling himself Gar and joining the Mafia.  From within the ranks of the criminal organization, he worked to thwart their ongoing jobs and ultimately to bring down the Family itself.  Unfortunately, his cover was blown during a hit, though he is not sure that word of Gar's actual identity made it's way back to the rest of the Mafia, as the avatar that Iames the Dark had been using was retaken by the Light aspect of the deity almost immediately afterwards.  

Gaheris helped Iames' cleric, Lyrak, hunt down a foul warlock named Vahlziir who had been indirectly responsible for the serial killings in the Slums, though the fiend-spawn escaped them.  He then actively sought a means to return to Westgate, finally hitting upon hiring El Jaspero's ship to take him to Baldur's Gate.  Once there, he found that the Night Mask menace was truly finished off in the fight he was teleported away from, and returned with Vara'Dome agents to establish a presence in the Town.  

Not long after his return, cart bombings started to occur in the Town with startling regularity, some of them heralding the establishment of a new thieves' guild calling itself the Stiletto Guild.  Alarmed by these developments and fearing a third guild war, Gaheris secured the assistance of the Lady Amiria in constructing a portal back to Faerûn so that he could quickly move more powerful members of the Vara'Dome as well as equipment back and forth between Town and the Realms if need be.  The portal was recently completed, allowing several of the Vara'Dome's high-ranking members to come to Town and join in their commander's efforts.  (See below.)

D&D 3.5 stats

The beginnings of a short novel I'm writing starring Gaheris.
Renegade Paladin

Erek Fletcher, Knight of Song

[Stats and Description]



Name: Erek Fletcher
Race: Half-elf
Class: Bard 7/Paladin 5
Alignment and Temperament: Lawful good.
Age: 35 years
Height: 5' 9"
Weight: 159 lbs.
Hair colour and length: Blond, shoulder-length.  Usually worn in a ponytail
Eye colour: Blue
Weapons: Keen rapier, composite shortbow

[Backstory]

Erek, a native of Baldur's Gate, is the Vara'Dome's Knight of Song and second in command.  (The two positions are unrelated; the second commander could as easily be any of the other head Knights.)  He is devoted to Sune, Faerûnian goddess of beauty.  He maintains his personal appearance even more carefully than his cover, despite being nearly fanatic about the latter as it is.  

Erek is a veteran infiltrator and undercover operative, despite being the least skilled at combat among the Order's leaders.  He commanded the Vara'Dome's expedition to Dambrath for some time, despite the fact that as a non-drow half-elf, he would be killed on sight if recognized for what he was.  His magic combined with his more ordinary skill at disguise allows him to pass as almost any variety of humanoid.  His most frequent pursuit when information-gathering or simply laying low is to seek work as a musician.  He's quite daring in this; in Dambrath he often disguised himself as a Crinti half-drow and performed in upscale establishments catering to the Crinti nobility, any of whom could and would have had him killed if his disguise was penetrated.  

The expedition to Dambrath ended in partial success in the Year of Rogue Dragons.  The Order had managed to severely disrupt the Crinti government, but could not topple it, and many of the agents were forced to flee the country as hunted men after a failed attempt to kill the country's queen.  Erek, along with Bearach Weir (see below), were among those who escaped before being captured.  Erek went on to take command of the Baldur's Gate cell of the order.  There he oversaw low-level operations against the Shadow Thieves until Gaheris called him into service in the Town.  He has just arrived, and intends to find out as much as he can about this strange place before taking serious action.  

[Common Knowledge]

* Erek is new in Town, and is a very skilled bard.  He seems outgoing and friendly, and often spends time talking to appreciative members of his audiences after he has finished playing.  
* He tends to avoid confrontations, usually attempting to talk down anyone who's aggressive towards him rather than going for his blade.  
* He is usually friendly with everyone he meets, even after they have given enough reason for most people to not be.  He will frequently dispense advice on aesthetics and fashion to any who will listen.  

[Notes]

Erek has the following capabilities:

* Class abilities as a 5th level paladin and a 7th level bard.  In simple terms, this means he is a skilled performer, in his case with the lute, and can work magic with his music.  At the most basic level, he can fascinate crowds and exercise limited ability to alter thoughts and implant motivations.  He can also inspire individuals to great acts of heroism and skill.  He can also detect evil within others, inspire courage with his mere presence, smite the wicked with holy wrath, drive off undead creatures, and heal with his touch.  
*Summoning of his special mount, a light warhorse named Finola.  
*Skill at disguise, oratory, the arts of persuasion, and double-talk.  
*Spellcasting abilities as a bard; favorites include spells of disguise and concealment.  He casts undetectable alignment every day.  

[Ongoing Storyline]

Forthcoming.

D&D 3.5 stats
Renegade Paladin

Bearach Weir, Knight of the Hunt

[Stats and Description]



Name: Bearach (BAHR-akh) "Barry" Weir
Race: Human
Class: Paladin 7/Ranger 6
Alignment and Temperament: Lawful good. Taciturn with strangers, grim towards enemies, and confident in his own abilities.
Age: 27 years
Height: 6' 1"
Weight: 189 lbs.
Hair colour and length: Brown and messy, tied back with a simple cord.
Eye colour: Brown
Weapons: Flaming composite longbow, longsword, lance.

[Backstory]

Bearach is a native of Cormyr who follows Mielikki, a Faerûnian goddess of forests and forest creatures.    He's unusual among the Knights in that he doesn't command any specific city's chapter; rather, he nominally commands those who track criminals between cities, hunting bandits and fugitives alike.  He personally usually operates in the North of Faerûn, opposing bandits, Zhentarim agents, and the machinations of the Arcane Brotherhood in Luskan.  

He accompanied the Dambrath expedition until 1373, lending his expertise in horse handling to the mission in a country that depends on the horse trade.  He is an expert archer, adept at firing his bow from horseback.  He's by far the most independent of the top-ranking knights, as befits the nature of his station; he will often engage in outside work unrelated to the Order.  He came to Town through the portal with Erek, and is currently engaged in learning the ways of the wilderness surrounding Town along with his subordinate, Kern Longstrider.  

[Common Knowledge]

* Bearach likes to disappear alone into the wilds, sometimes for days at a time.  
* When in Town, he frequents taverns, where he typically drinks in silence.  
* When not otherwise occupied, he is willing to put his skills as a scout to work for the right client.  He carefully evaluates all potential employers, and will not take any jobs that might potentially serve evil.  

[Notes]

Bearach has the following capabilities:

* Class abilities as a 7th level paladin and a 6th level ranger with the archery specialization.  He's an able tracker and a master archer, able to hit his mark even from the back of a galloping horse.  In addition, he has all the paladin abilities described for Gaheris.  
* Summoning of his special mount, a light warhorse named Whitehoof.  Whitehoof has all the abilities of a ranger's animal companion as well as those of a paladin's mount.  
* Skill in animal handling, as well as expertise in combating undead and evil outsiders.  
* Limited spellcasting, mostly focused on spells to enhance his speed and the deadliness of his weapons.

[Ongoing Storyline]

Forthcoming.

D&D 3.5 stats
Renegade Paladin

Quinlan Lyall, Knight of the Spirit

[Stats and Description]



Name: Quinlan Lyall
Race: Human
Class: Monk 8/Paladin 5
Alignment and Temperament: Lawful good. Serene and friendly, always willing to help those in need.
Age: 31 years
Height: 6' 0"
Weight: 180 lbs.
Hair colour and length: Shaved
Eye colour: Brown
Weapons: Unarmed fighting, sling

[Backstory]

Quinlan hails from Calimshan, where he was trained as a monk at the House of Bound Hands in Calimport.  He came to oppose Calimshan's entrenched system of slavery, and found himself driven from the country after his outspoken public views on the subject drove him to take personal action at the beginnings of his calling to paladinhood.  Fleeing north, he changed his name to a Northern one to avoid having his past come back to haunt him and took up the life of a wandering Ilmatian monk.  

He met Gaheris when his travels took him through Sembia.  At the time, Gaheris had no conception of the order he would one day found,

[Common Knowledge]

* Quinlan is a skilled healer and a compassionate soul.  The only thing that seems to anger him is suffering inflicted on others.  He spends most of his time in the slums, aiding the poorest of the Town's citizens with food and medical attention.
* He seems to project an air of serene calm at all times.  This is completely nonmagical; he simply has a strong calm and calming personality.  
* Quinlan never seems to carry weapons, though any who think to attack him  in the back alleys of the slums quickly discover that he is never defenseless.

[Notes]

Quinlan has the following capabilities:

* Class abilities as an 8th level monk and a 5th level paladin with the charging smite alternate class feature.  In simple terms, this means he is adept at unarmed combat, moves with great speed when he wishes to, and has a variety of abilities related to self-protection, purity of self, and stealth.  He can also channel holy wrath to smite his foes, heal others with a touch, and inspire courage in those around him.  
* Possesses magical items that aid in healing.  
* Has an extremely forceful personality when angered, though no one in Town has witnessed it yet.  

[Ongoing Storyline]

Forthcoming.

D&D 3.5 stats
Renegade Paladin

Ciaran Roche, Knight of Shadows

[Stats and Description]



Name: Ciaran (Kieran) Roche
Race: Human
Class: Rogue 6/Paladin 6
Alignment and Temperament: Lawful good. Coolly professional.  
Age: 23 years
Height: 5' 10"
Weight: 171 lbs.
Hair colour and length: Black, cut short.
Eye colour: Brown
Weapons: Keen rapier, array of magical daggers, composite shortbow of frost, and a grapple-launching crossbow

[Backstory]

Ciaran hails from Waterdeep, where he grew up in the Dock Ward. He was taken in by the clerics of the Hospice of St Laupsenn in the North Ward of that city after nearly being crushed to death in a dockside accident involving some mis-stacked cargo crates. He took up Ilmater's faith after that incident, though it was not until years later that the Broken God chose this unlikely man to stand among his paladins. He is unsure of just why Ilmater selected him for such a lofty calling, but he is beginning to believe that the Vara'Dome is that reason. Erek recruited him soon after the Order's founding. He quickly rose to lead Waterdeep's fledgeling chapter, and though he has earned the title of Knight of Shadows, he still struggles to establish his chapter in the rapidly changing landscape of the City of Splendors' underworld, a task made far more complicated by the recent split of Waterdeep's Harpers and the decision of the leader of the faction loyal to Twilight Hall to move to open operations.

Since Gaheris' initiative to spread the order into Town, Ciaran splits his time between the Town's slums and Waterdeep, facilitated by the portal in Borin Hammerbammer's basement.

[Common Knowledge]

* A new cloaked figure haunts the alleys of the Slums. He seems to have a primary interest in opposing the Town's organized crime elements, though no one has thus far divined his identity or true motivations.
* Ciaran frequents several of the Town's taverns. He acknowledges no connection to any of his cloak-and-dagger activities in the slums, and seems to all appearances to be just another adventurer and possible sword for hire.

[Notes]

Ciaran has the following capabilities:

* Class abilities as a 6th level rogue and a 6th level paladin. See Gaheris' list of general abilities above for further details.
* Ciaran has no mount. Instead, Ilmater has blessed him with a guardian spirit. This celestial entity can heal wounds or imbue those it touches with holy fervor, though it cannot attack or be attacked itself.
* Like Gaheris, Ciaran has a defensive style of fighting, represented in D&D terms by Dodge, Mobility, and Combat Expertise.
* When Ciaran uses his smite powers and strikes a vital spot with the same attack, the holy energies entering into the target's vital organs can stun the creature temporarily.

[Ongoing Storyline]

Forthcoming.

D&D 3.5 stats
Renegade Paladin

Amargein Ross, Knight of the Spell

[Stats and Description]

Name: Amargein Ross
Race: Human
Class: Paladin 4/Sorcerer 10
Alignment and Temperament: Lawful Good.  Inquisitive, slightly arrogant, and possessed of an extremely forceful personality.
Age:
Height:
Weight:
Hair colour and length: Intense blonde, not quite shoulder length.  Usually tied back.  
Eye colour: Brilliant green
Weapons: Quarterstaff

[Backstory]

Amargein is a devotee of Mystra, though he traces his sorcerous heritage back to a gold dragon servitor of Torm, and hence pays homage to the god of duty as well.  Unlike all of the other ranking Knights of the Vara'Dome, Amargein started off as a paladin; his sorcerous potential did not manifest until later in his life.  

The sorcerer commands the Silverymoon chapter of the Vara'Dome.  This position doesn't entail much in the way of duties within the capital of the Silver Marches itself; Silverymoon's chapter spends more time opposing Luskan-based bandits and the Arcane Brotherhood.

Gaheris brought Amargein to Town after the disappearance of the KNAVES stronghold.  He is working on magically tracing the destination of the organization responsible for bringing the Fourth Empire's attacks upon the Town, and in the meantime is assisting in the effort to find the Slums' latest serial killer.  

[Common Knowledge]

* Amargein seems like a typical arcanist at first glance.  He is supremely confident in his magical power, almost to the point of arrogance, though he is still a charming individual for all that.
* He bears a strange, black staff inscribed with patterns of daggers, domino masks, and symbols used to leave back-alley messages in graffiti.  The staff seems to have no bearing on his demeanor or activities; if anything it seems likely that he captured the item.
* Though he is obviously a sorcerer or wizard, someone skilled at judging combat ability might notice that he carries himself like a warrior, and that the grip on his staff is that of someone ready to use it as a weapon, not a walking stick.

[Notes]

Amargein has the following capabilities:

* Class abilities as a 4th level paladin with the Mystic Fire Knight substitution and a 10th level sorcerer.  In simple terms, this means that he can smite his foes with holy wrath, detect the presence of evil, heal with a touch, inspire courage, and is immune to disease.  He also has a wide selection of magical spells, in his case focusing on spells to enhance himself and his allies and that enhance his own mobility.  
* Trademark spells include an incantation that causes him to sprout dragonlike wings and fly, a conjuration that encases him in mithril plate, and a teleportation spell that permits him to make many small teleport jumps over a prolonged period.  
* Amargein possesses the runestaff of the shadow war, a formidable item that permits him to use magic of disguise and stealth, including a powerful spell that gives him several of the abilities of a rogue for a short time.  
* In addition to his spellcasting, Amargein is a skilled combatant with the quarterstaff.  In addition to it's spell-granting properties, his runestaff is also a formidable weapon, and he is skilled in using it to both attack and defend himself.  

[Ongoing Storyline]

Forthcoming.

D&D 3.5 stats
Renegade Paladin

Gror Hammerbammer

[Stats and Description]



Name: Gror Hammerbammer
Race: Dwarf
Class: Paladin 15
Alignment and Temperament: Lawful good. Personable for a dwarf; enjoys his ale.  
Age: 70 years
Height: 4' 4"
Weight: 186 lbs.
Hair colour and length: Red, midlength on the head, long beard.
Eye colour: Green
Weapons: Holy warhammer, lance, composite shortbow of frost.

[Backstory]

Gror is a cousin to Borin Hammerbammer

[Common Knowledge]



[Notes]

* Class abilities as a 15th level paladin.
* Gror's special mount is a black gryphon named Gorewing.  Gorewing is an even more formidable specimen than Percival, Gaheris' mount; the two gryphons often work together.

[Ongoing Storyline]

Forthcoming.

D&D 3.5 stats
Renegade Paladin

Major NPCs

Kern Longstrider:  A ranger and paladin of Mielikki, Kern hails from Starmantle in the Realms.  He's quiet most of the time, but quite friendly when among those he trusts.  Kern is exceptionally agile and fleet of foot, able to outrun almost every non-monk in the Vara'Dome.  While an expert shot with a bow, Kern specializes in fighting with his paired short and long swords.  Lawful Good.

Aleena Brightstar:  Aleena is a cleric of Tymora as well as a rogue.  She is quite cheerful, with a ready laugh, and is fervently devoted to Lady Luck.  She is a skilled cardshark and gambler, as are many of her faith.  Aleena is Gaheris' current love interest.  She is very skilled at getting information out of people without resorting to intimidation, or indeed often without them even realizing that they've given anything away.  She is never without her augury chips, and will use her divine power to confer with Tymora when unsure about the auspices of a course of action.  (In other words, she's fond of casting augury.)  When she needs to fight, she uses her short sword, backed up by her clerical magic.  Chaotic Good.

Borin Hammerbammer:  Borin is a skilled blacksmith and metalworker, possessing a shop in Town that also serves as a safehouse for the Vara'Dome.  The dwarf is also a masterful second-story man.  At a young age, he was trained as a divine seeker for the dwarven god of nonevil thieves, but he converted to Moradin's faith and now will not use his skills for theft for personal profit, though the Vara'Dome finds plenty of work for him in breaking into the installations of their enemies for surveillance or sabotage.  Borin owes Gaheris a life debt, but it isn't something the two of them often bring up.  The dwarf doesn't fight with the traditional weapons of his people, preferring the short sword and hand crossbow to the warhammer and thrown axe.  Lawful Good.  

Earin Duskwalker:  A bard of no small ability, Earin hails from Shadowdale and is a devotee of Milil, Faerûnian god of music.  He specializes in flutes and other wind instruments of that nature.  He makes a living as a freelance performer, occasionally in the company of Mern Gerling, using both mundane and magical means to eke out information useful to the Order.  When he must fight, which isn't often, Earin relies on his rapier while using his magical skills to misdirect the enemy long enough for him to make his escape.  Neutral Good.  

Garnoth:  This half-orc is a street thug by birth and trade, though he is a highly unorthodox one.  He pretends to be stupid even though he is not, to lull those he is seeking information from into believing him easily fooled.  Like Aleena, he specializes in information gathering.  Unlike the soft-spoken and friendly cleric, he uses brutally direct methods, never torturing, but quite willingly putting the fear of the gods into whatever hapless fool has aroused his ire.  Garnoth is a nonstandard devotee of Tempus, following the war god because he's left with no one else to follow.  He possesses a masterwork battleaxe that he wields two-handed, but often leaves it behind in the safehouse in favor of carrying a less conspicuous, but more magical, club.  He conceals daggers on his body.  Neutral Good.  

Joros:  An Ilmatian monk, Joros is a devoted follower of the god of suffering and perseverance.  He has a supremely serene demeanor, and lives to relieve the suffering of others.  To this end, he fights to free the oppressed, and joined the Vara'Dome as the best means available of achieving that goal.  He is an expert at close quarters combat, specializing in tripping and grappling his opponents.  He fights with no weapons, using only his mighty fists and skill at unarmed combat.  When he must meet an opponent at range, he uses a sling that he carries, but it is not often that he meets an opponent that he cannot catch on foot.  Lawful Good.  

Kaer Andorsal:  Kaer is a brash young junior operative, a devotee of Tymora and almost reckless surveillance expert.  Known for taking chances in the field that usually pay off for him, Gaheris tends to compartmentalize him out of any sensitive plans unless he absolutely needs to know, for fear of his capture, which the paladin lord thinks is bound to happen sooner or later.  Kaer thinks Gaheris worries too much, and refers to him as "the old man" when he thinks his boss isn't listening.  Kaer's job doesn't involve much fighting, but when he engages in wet work or is forced to defend himself, the young rogue relies on his short sword and crossbow.  Chaotic Good.  

Mern Gerling:  A devotee of Sune and a paladin bard, Mern is an extreme rarity in his combination of skills.  In fact, he, Gaheris, and Erek Fletcher, the Vara'Dome's Knight of Song, all agree that most such examples fall within the ranks of the Vara'Dome itself.  Mern recruited Earin into the order and the two still perform together more often than not.  Mern foregoes instruments in favor of singing when he performs.  Mern's spell selection is geared more towards combat than Earin's, with magics that distract opponents to leave them vulnerable and that give him insight into making critical strikes against his enemies with his rapier.  Lawful Good.  

Zian Tasck:  Zian is a half-elf and a minor noble of Silverymoon.  He is both a sorcerer and a consummate ladies' man, frequenting noble parties whenever possible.  His spell selection is geared towards surveillance and disguise, with a few hampering spells thrown in to ease any escape should it become necessary.  He packs heavy firepower among his scrolls, however, so his enemies would be well advised to not trifle with him.  Lawful Good.
Renegade Paladin

Added character illustrations. Many thanks to Ceika!

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