Calhan Mar’Troon, Lord Marshall

by Nael, Kranar Drogin, & Joe Mashuga

Calhan Mar’Troon (7/12/329 AD – current) was a young Gildanesti noble who began to make a name for himself towards the end of the Years of Silence. He was the commander of a small outpost in the Disputed Territories with Thule, and began to make a name for himself through a series of clashes with the goblins. After a few years, he was promoted to the Command of the Northern Regions of Gildanesti.

As Commander, he learned of a large black dragon that had been devastating the southern regions of Etlarn and the northern villages of the Republic. He made this his highest priority, and put his entire Command on tracking down this terror. With very little loss of his forces, he was able to defeat the menace. This brought a lot of fame to Calhan, and the people of the northern villages and Twelve Towers began to revere him.

His exploits caught the eye of the current corrupt Lord Marshal Cadminian Levardus in 382 AD. A conspiracy was cooked up between the Lord Marshal and the other corrupt members of the Synod. They viewed Calhan as a threat since he was growing in popularity among the populous. The Lord Marshal started a war with the Corinesti, which Calhan did not agree with and spoke out about. Calhan had always viewed the Corinesti as a good people, and an ally the Gildanesti should keep. Secretly, he had kept in contact with the daughter of the Speaker of the Tide, Emeranta. In paranoia, the Lord Marshal ordered the assassination of Calhan.

This was a huge mistake, because the assassins came to kill Calhan, and never got within fifty feet of the Commander before being captured. They were summarily “questioned”, and then executed as traitors to the Republic. The Northern Legion revolted and began a march to Elinost, with the Southern Legion and Home Legion called back to the capital to defend it against the rebels.

The Lord Marshal began a lengthy diatribe against Commander Mar’Troon, which resulted in the complete revolt by the Southern Legion. They held great respect for the Commander since he had fought by the side of many of them, and been a regular soldier, while the Lord Marshal had never served outside of Elinost being a career politician. The Lord Marshal left his legions, and retreated behind the safety of the walls of Elinost.

The Home Legion sent heralds and envoys to Calhan, who at the same time presented to all the evidence against the Lord Marshal. This not only included the failed assassination, but evidence that the Lord Marshal traded in drugs and slaves, which he had done since the beginning of his promotion of Lord Marshal. The Lord Marshal was arrested, and brought to trial. At the trial, the Lord Marshal challenged Calhan to a duel with the winner being the innocent one. Calhan accepted.

Calhan easily won the duel, but a scratch from the Lord Marshal’s blade poisoned him, knocking him to the ground. At this time, Chaos struck Krynn with his invading armies. Disir were summoned up, and they attacked Elinost. Even though the poisoning was mortal, it was slow acting. Calhan would lead the armies of Gildanesti against the Disir, eventually defeated them, and killed the Disir Queen.

Following these victories, Calhan collapsed from the poison just outside of the Synod. A strange elf of unusual coloration arrived and couched Calhan. Flames coated the fallen hero, but did not burn him. He was restored back to full health, and the elf vanished. Calhan was promoted to Lord Marshal, and he declared that he would cleanse Gildanesti of the forces of Chaos.

He would spend the next four years reclaiming the undead infested city of Twin Sails, and other chaos-touched areas left over from the initial conflict. Following these victories, he began to reconstruct the fractured alliance with the Corinesti. As a sign of reconciliation between the two races, Calhan married Emeranta, the daughter of the Speaker of the Tide in 387 AD. This was not only a marriage for political reasons, but the two had been keeping in contact with each other over the years since they had first met as children, which had blossomed into love.

During the Time of the Prophet, Calhan was troubled by what he saw coming from the Midlands. He built strong alliances of mutual defense with Etlarn and Onar. Calhan then turned attention to some of the members of the Synod, and began to gather evidence to remove them from power. Calhan also did not waste any time. The War of the Prophet began in the Midlands shortly after the disappearance of Darga Nos (Takhisis), and he proposed for the creation of a fourth legion. He saw that the Gildanesti would not be kept out of this war forever.

 

Gaming Stats

3.5 Edition

 

Calhan Mar’Troon, Lord Marshall

CR 13

Male Gildanesti fighter 7/duelist 7
NG Medium humanoid (elf)
Init +8; Senses elvensight (darkvision 30 ft., low-light vision); Listen +13, Spot +6


Defense


AC 24, touch 14, flat-footed 20 (+6 armor, +4 Dexterity, +4 shield)
hp 109 (14d10+28)
Fort +9, Ref +11, Will +7 (+9 vs. enchantments)
Defensive elaborate parry, enhanced mobility; Immune sleep; SR 17


Offense


Spd 30 ft.
Melee +3 rapier +21/+16/+11 (1d6+4/18-20)
Ranged +2 composite longbow +20/+15/+10 (1d8+2/x3)
Special Attacks acrobatic charge, precise strike +1d6


Statistics


Str 12, Dex 19, Con 14, Int 16, Wis 16, Cha 16
Base Atk +14; Grp +15
Feats Dodge, Improved Initiative, Leadership, Mobility, Mounted Combat, Quick Draw, Ride-By Attack, Spring Attack, Weapon Finesse
Skills Diplomacy +13, Handle Animal +19, Hide +14, Jump +9, Knowledge (nobility & royalty) +11, Listen +12, Perform +19, Ride +20, Tumble +14
Languages Common, Elven, Etlarnish, Gildanesti, Goblin
SQ canny defense*, grace*, improved reaction +2.
*Not applicable due to armor & shield.
Combat Gear dust of appearance, potion of levitation (2); Other Gear +4 leather armor of spell resistance (17), +3 buckler, +2 composite longbow with 20 arrows, +3 rapier, ring of chameleon power, rope of climbing

Nigormi Krestbroke, Voice of the Black

by Carteeg Struve & Joe Mashuga

Nigormi Krestbroke (Ny’-gor-mi Crest’-broke) (5/16/298 AD – current) is the junior member of the Tashramadic Council and the voice of the Black Elder Dragon Xyvren. Her ascension to the post was a few months after Montegron’s outing of the Elder Dragons as the head of the church after her predecessor Praustin Hyvon Oryno was declared missing and possibly dead. Krestbroke is a Nordar dwarf who fled the Ironvald Empire after she had become wanted for numerous crimes.

Born into a wealthy and influential home, Nigormi’s parents and other relations were constantly plotting to put themselves into a better light with the Emperor, or they would be attempting to undermine the royal seat in hopes of one day securing it for themselves. On Nigormi’s seventy-fifth birthday, her parents’ plans against the throne were revealed by her older brother, who had turned spy for the Lord Protector. A raid on their estate in Ironvasser resulted in the deaths of both Lord and Lady Krestbroke and many of her extended family. Nigormi escaped with the aid of family business partner who had lusted after her for years. Once the man got her away on his ship, she killed him, seizing control of the vessel. By the time she was out into the deep sea, Nigormi and her brother Shomach were the only members of the Krestbroke family still alive. Shomach was then honorarily adopted into the Lord Protector’s family as a “beloved cousin”.

With a bounty on her head, Nigormi fled into the Midlands. While there she continued training herself in arcane arts, but she also took to pirating in hopes of rebuilding enough wealth in order to seek revenge against Shomach. Although she aims were proving fruitful for years, her hopes were dashed during the Days of Darkness when the six ships she had acquired were sunk by Chaos’ demonic horde. With her wealth spread out across her ships, she was penniless.

For years Nigormi used her magical talents to find money when she the food ran scarce. The need for survival replaced her need for revenge. In 391 AD, she was stiffed on payment for a bounty on a murderer she killed while defending herself. The local Trejori officials refused to get involved since the killer’s guilt was still in doubt by some. Without money or food, she found a Tashramadic shrine. Upon entering the building, for the first time in her life she prayed.

Seeing a fellow spellcaster down on her luck, the priests took her in. Having lost all shame, she accepted the aid. Nigormi came to learn that the northwestern branch (also known as the black branch) was dedicated to expanding the world’s knowledge in the arcane and magic in general. Having nowhere else to go, she dedicated herself to the church and its pursuits.

With economic backing in addition to a steady influx of necessary supplies, Nigormi proved herself to be an expert in her field. She had also written several papers theorizing how the ambient magic currently available could be used to temporarily mimic the lost focus arcane spells available before the Starfall. Her theories were later shown to be incorrect after the Starfall was undone, but at the time her ability to analyze and theorize in detail let her make a name for herself within the Holy Land of Barja Pendan. In time, the Black Elder Dragon Xyvren himself began testing some of her theories in his attempts to break himself free of the Holy Land. Soon, Nigormi was informed of the black dragon’s existence. Impressed by the power behind the church, she redoubled her efforts in development and research in the magical arts. Upon learning of her family’s background in the Ironvald Empire, Xyvren also inquired to her on techniques in political manipulation.

During the late winter of early 421 AD, Nigormi was placed as a temporary head of the research groups in Barja Pendan. The actual head, Martrya Morgan, had been sent north to inform High Priest Oryno of Montegron’s outing of the Elder Dragons and to assist him in an undisclosed project. None of the clergy who left on that excursion ever returned.

After a month without word from Oryno, Xyvren appointed Nigormi to replace him. This was a shock to Nigormi, especially since this meant that she would now have to focus more on her political training as opposed to her researching skills. Several times Nigormi has been seen in conference with King Durandae of Trejor. It is rumored that soon the king will be making an announcement stating that he is siding with the church in the upcoming conflict between the Sovereignties and the Tashrama.

 

Gaming Stats

3.5 Edition

 

Nigormi Krestbroke, Voice of the Black

CR 15

Female black-scalebound Nordar noble 2/sorcerer 8/loremaster 5
LN Medium monstrous humanoid
Init +5; Senses arcane sight, darkvision 60 ft.; Listen +5, Spot +1


Defense


AC 24, touch 14, flat-footed 23 (+4 armor, +3 deflection, +1 Dexterity, +2 natural, +4 shield)
hp 119 (2d8+13d4+75)
Fort +13 (+15 vs. poison), Ref +12, Will +17
SR 19


Offense


Spd 20 ft.
Melee +3 spell storing dwarven waraxe +12/+7 (1d10+5/x3) and
claw +4 (1d4+1)
Special Attacks inspire confidence 1/day
Spell-Like Abilities (CL 15th)
1/day – detect magic, know direction
Spells Known (CL 13th, +8 ranged touch)
6th (4/day)—acid fog, greater dispel magic
5th (7/day)—break enchantment, sending, teleport
4th (7/day)—charm monster (DC 19), fear (DC 19), scrying (DC 19), solid fog
3rd (7/day)—clairaudience/clairvoyance, deep slumber (DC 18), fireball (DC 18), slow (DC 18)
2nd (7/day)—detect thoughts (DC 17), elemental dart* (DC 17), mirror image, resist energy, touch of idiocy
1st (8/day)—charm person (DC 16), detect undead, magic missile, shield, true strike
0 (6/day)—arcane mark, dancing lights, detect magic, disrupt undead, light, mage hand, prestidigitation, read magic, resistance
*From the Dragonlance Campaign Setting


Statistics


Str 15, Dex 12, Con 20, Int 16, Wis 12, Cha 20
Base Atk +7; Grp +9
Feats Empower Spell, Heighten Spell, Improved Counterspell, Improved Initiative, Silent Spell, Skill Focus (Knowledge [arcana]), Widen Spell
Skills Bluff +14, Concentration +16, Decipher Script +10, Diplomacy +15, Gather Information +7, Intimidate +7, Knowledge (arcana) +21, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility and royalty) +15, Listen +5, Profession (sailor) +3, Sense Motive +6, Spellcraft +23, Swim +3, Use Rope +3
Languages Aquan, Common, Dwarven, Trejori
SQ bonus class skill (Spellcraft), favor +1, lore +10, loremaster secrets (bonus feat, lore of true stamina, secret knowledge of avoidance), reef dwarf traits, save bonuses
Combat Gear +3 spell storing dwarven waraxe (touch of idiocy currently stored), lesser empowering metamagic rod, potion of cure serious wounds (CL 15th), ring of counterspells (dispel magic currently stored), wand of invisibility (21 charges), wand of magic missile (CL 7th; 32 charges); Other Gear +3 mithral buckler, amulet of health +2, bracers of armor +4, cloak of resistance +3, crystal ball, ring of protection +3


Special


Arcane Sight (Sp) Nigormi has a permanent arcane sight spell on herself.

Save Bonuses (Ex) Nigormi has a +2 racial bonus on saves against magic sleep effects and paralysis, in addition to the normal dwarven +2 racial bonus on saves against spells and spell-like effects.

Grigk’shreeztuc, The Wandering Protector

by Carteeg Struve & Joe Mashuga

Grigk’shreeztuc (Greegk-shreez-took’) (11/10/364 AD – current) is a middle-age bakali who had been born and raised in the city of Trel’ock in the Vacant Lands. In his younger days he had an easier life in the fruitful region, but during the Days of Darkness most of Grigk’s family, including his parents, were among the forty thousand bakali who died defending Trel’ock from annihilation.

Since then survival has become a fought-for luxury. With the surrounding lands stripped bare of vegetation, Grigk took up hunting in the renamed Pro’trok Hills and the Tavacan Plains. Grigk aided the city when he discovered that the vicious creatures augmented by the taint of Chaos could be hunted and used for their meat. Their prey was often horrific, but the large beasts provided the people with the most food. Trel’ock turned away from a vegetarian society, and many locals declared Grigk a hero while those from other cities believed Trel’ock was falling into barbarism.

When the cat-folk began to penetrate further westward through the Tavacan Plains, Grigk left the food gathering to others and conducted raids with the closest allies against the incurring prides. In time bakali from the other major cities came to respect his ability to fight the feline elves, even if they continued to view him as a savage.

In 411 AD, after years of successful campaigns, Grigk’s party was ambushed by the cat-folk. Many were slaughtered, but Grigk was recognized and dragged into the Wilds as a prisoner. Over the next several years he was tortured and toyed with by several prides he had defeated in past skirmishes. The elves joyfully referred to his treatment as “worrying”, to see how long they could figuratively shake him until he died.

Eight years later, a young Sekhnesti boy named Revsaha took pity on the bakali and used herbs to put the guards watching Grigk’s cage to sleep. Unfortunately, Grigk was not in a clear state of mind when the boy opened his cage, intending to give the bakali his freedom. After so many years of torture at the hands of the cat-folk, Grigk took the opportunity to lunge at the Sekhnesti child and kill him before sprinting from his imprisonment. Unarmed he killed six more in his escape: some intended harm, a few didn’t. Unsure of his surroundings it would be another month before he finally escaped the Wilds and returned to his own people’s lands. Upon resting and receiving proper care, he realized that he had murdered not only innocents but also the one who had been his savior.

Feeling the shame hanging around his neck, Grigk exiled himself from Trel’ock, swearing never to return home or venture to any place that saw him as a hero. Instead he swore to himself he would wander Adlatum, hoping to better things and atone for his crimes. The first place he traveled was back to the Kahkarian Wilds, but the cat-folk were only interested in killing any bakali that came close to their prides’ territories. Unable to seek forgiveness from those he harmed, and with his own people finding nothing wrong with him having killed just another one of the hated Sehknesti, Grigk’shreeztuc continued his travels elsewhere, hoping to find some peace for his soul.

 

Gaming Stats

3.5 Edition

 

Grifk’shreeztuc, the Wandering Protector

CR 12

Male bakali barbarian 6/ranger of Jur’cikk [Habbakuk] 5
NG Medium humanoid (reptilian)
Init +7; Senses Listen +10, Spot +3


Defense


AC 22, touch 13, flat-footed 19 (+3 Dexterity, +5 natural, +4 shield)
hp 118 (7d8+6d12+52)
Fort +13, Ref +12, Will +6
Defensive improved uncanny dodge


Offense


Spd 40 ft.
Melee +3 light mace +19/+14/+9 (1d6+7)
and claw +11 (1d4+2) or
2 claws +16 (1d4+4) and
bite +11 (1d4+2)
Ranged +2 merciful longbow +15/+15/+10/+5 (1d8+2/x3 plus 1d6; nonlethal) or
+2 merciful longbow +15/+15/+10/+5 (1d8+2/x3)
Special Attacks favored enemies (aberration +2, humanoid [elf] +4), rage 2/day (9 rounds)
Spells Prepared (CL 2nd)
1st—pass without trace


Statistics


Str 18, Dex 16, Con 18, Int 14, Wis 17, Cha 8
Base Atk +12; Grp +16
Feats Blind-Fight, Combat Expertise, Endurance, Improved Grapple, Improved Initiative, Leadership, Rapid Shot, Track
Skills Balance +8, Climb +10, Heal +8, Hide +8, Intimidate +10, Jump +19, Knowledge (geography) +7, Knowledge (nature) +8, Listen +10, Move Silently +10, Profession (herbalism) +7, Search +8, Survival +13, Swim +13
Languages Draconic, Elven, Hudieran, Sylvan
SQ animal companion (none currently), hold breath, trap sense +2, wild empathy +4
Combat Gear eversmoking bottle; Other Gear +2 heavy wooden shield, +3 light mace, +2 merciful longbow with 19 arrows, holy symbol

Dervin DuCroix, Paladin in Conflict

by Carteeg Struve & Joe Mashuga

Dervin DuCroix (Der-van’ Doo-Kroi’) (11/25/388 AD – current) is an Etlarnic human Knight of the Argent Crescent. A well-decorated soldier, Dervin was not only almost denied entrance into the Etlarn Defenders when he first enlisted, he was almost executed for treason. Since then he has been sent on many of the most dangerous solitary missions for the Defenders. This is due partially because of his skill and partially because many of Etlarn’s higher-ranking officials still do not trust him. Although handsome, Dervin is short, even for an Etlarnic human, with short dark brown hair and blue eyes.

The noble house of DuCroix had lived in Promesh for centuries. Throughout the war with the Dragonkin Horde, many DuCroix had supplied the city with materials needed for defense. The situation changed in 394 AD. No longer believing that the magocracy would be able to hold with two out of the three Brethrens without magical ability, Dervin’s parents, Lord Joehan and Lady Magern, betrayed their nation and aided the Horde in taking over Promesh. In return for the city, they were made governors. Although Dervin’s prospects in the future looked greater, the treason against Etlarn never sat well with him.

Nine years into their rule, Dervin committed his own act of betrayal by helping an undercover agent of the Defenders in escaping Promesh with a man of unstated importance. Having broken them out, he tried to enlist in the Defenders, hoping to free the city the Horde handed to his family. Dervin DuCroix was instead arrested for the crimes charged against his parents. Months later, with the full details of how he aided the Defenders made known to the courts in Etlarn City, his loyalty to his nation was recognized, and he was cleared of the charges and allowed to join.

Dervin’s training and performance were closely watched over the following years. In the battlefield he fought hard against both the dragons and those loyal to them. In 413 AD, Dervin encountered his eldest brother Lazar at the Battle of Yoref Field, killing him in honorable combat. The battle hit Dervin hard, but he continued to fight for Etlarn’s liberation. However many of Dervin’s critics began to suspect that Dervin’s defeat of his brother had broken him and now he was secretly working for his parents and the Horde. Without evidence, Dervin was sent on a series of solo missions where he was secretly tracked.

He committed no acts of treason and even uncovered a long-term spy the Horde had successfully planted in the ever-moving Anglem. However he was chastised when his affair with a noblewoman was uncovered. As additional punishment he was put on suspension for a year and sent on a variety of missions in which he could redeem his name. When the city of Promesh rebelled against the Horde after the Starfall was undone, the DuCroix family vanished into dragon-controlled territories. Since then, Dervin has been accepted into the newly reconstructed Knights of the Argent Crescent and is secretly trying to gather information on where his family fled to.

 

Gaming Stats

3.5 Edition

 

Dervin DuCroix, Paladin in Conflict

CR 9

Male Etlarnic human paladin 6/Knight of the Argent Crescent 3
LG Medium humanoid (human)
Init +1; Senses Listen +2, Spot +2
Aura courage (10-ft. radius, allies gain +4 morale bonus on saves against fear)


Defense


AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dexterity, +4 shield)
hp 78 (6d10+3d8+27)
Fort +14, Ref +7, Will +10
Immune disease, fear


Offense


Spd 20 ft.
Melee +2 longsword +11/+6 (1d8+3/19-20)
Ranged +1 composite longbow +10/+5 (1d8+1/x3)
Special Attacks smite evil 2/day (+3 atk, +6 dmg), turn undead 10/day (+5, 2d6+5, 3rd)
Spell-Like Abilities (CL 6th)
1/week – either remove curse or remove disease
1/week – remove disease
at will – detect evil
Spells Prepared (CL 3rd)
2nd—identify(D), shield other
1st—magic aura(D), protection from chaos, resistance
(D) domain spell; Domain Magic


Statistics


Str 13, Dex 13, Con 16, Int 14, Wis 15, Cha 16
Base Atk +12; Grp +17
Feats Cleave, Combat Casting, Extra Turning, Power Attack, Quick Draw
Skills Diplomacy +13, Handle Animal +13, Knowledge (arcana) +7, Knowledge (religion) +12, Ride +8, Sense Motive +11, Spellcraft +6, Use Magic Device +8
Languages Common, Draconic, Etlarnish, Gildanesti
SQ aura of good (strong), divine grace, divine health, lay on hands (18 points/day), lunar grace +2, special mount
Gear +2 full plate, +2 heavy steel shield, +2 longsword, +1 composite longbow with 20 arrows, holy symbol of Tao-Shin

 

Thunder, Dervin’s Special Mount

N Large magical beast
Init +1; Senses low-light vision, scent; Listen +6, Spot +5


Defense


AC 18, touch 10, flat-footed 17 (+1 Dexterity, +8 natural, –1 size)
hp 45 (6d8+18)
Fort +11, Ref +6, Will +8
Defensive improved evasion, share saving throws


Offense


Spd 50 ft.
Melee 2 hooves +7 (1d6+4) and
bite +2 (1d4+2)
Space 10 ft.; Reach 5 ft.


Statistics


Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Base Atk +4; Grp +12
Feats Endurance, Iron Will, Run
Skills Listen +6, Spot +5
Languages empathic link
SQ share spells

Damrye, Arm of the White

by Carteeg Struve & Joe Mashuga

Damrye (Dahm’-reye) (4/14/397 AD – current) is a young Oguna who was recently made head of Heriacious’ armed forces both in Breenaak and abroad. Damrye is just short of seven feet tall with broad shoulders, and he is very handsome in face for an Oguna. He has dark hair and tends to dress in human styles. By all accounts, he has both skill and luck in great supply during battle.

Born in an Oguna tribe in the Broken Lands, Damrye adapted to the hard life with great skill. He was only six years old when he slew two full-grown savage minotaurs, moments after they killed his parents. He took one by surprise by stabbing it in the back of its neck without them realizing he was there, and he was likely lucky to avoid being cleaved by the other before slipping a dagger into its ribs. However, Damrye gain the respect of his peers after the battle was over, and his turned his regret over the loss of his parents into a love of conflict.

The luck that allowed him to survive his youth stayed with him long after he became a man. When tragedy struck, it was little more than a short-term loss that soon resulted in a long-term gain. From fourteen to sixteen years of age, Damrye’s skill and luck were responsible for the success of at least eighteen different raids into the minotaur-held land in Sakkaras, including the seizure of an ore mine which was quickly used to forge more weapons.

On the nineteenth attack, his mount was killed when an arrow pierced its eye. He fell from his mount and disappeared into a ravine. By unknown means he awoke in a cave in the mountains of northern Hudiechia with no injuries. After hours of exploring, he came upon several chambers built into the rock that looked to be made by a magic user long since gone. In these quarters he came upon an amulet of red and black stone. Touching it wracked his body in pain, and moments later a mirror revealed his face to be much more appealing. He was still obviously Oguna, but his few battle scars were gone and the blue-grey coloring of his skin now was consistent and smooth in shade. He came to find out that his own ability to speak in the Midland tongue had greatly improved. Near where the amulet vanished, he found a tomb. When he opened it and looked at the words, he discovered he could understand the script and was compelled to read everything. Hours or days passed, and the knowledge seeped into his head. By the end, his mind absorbed years worth of lessons in formalized combat techniques. The tomb’s pages were now blank.

Further searching revealed to him not only a strangely fresh supply of food and water, but also a map to a structure hidden deep beneath the mountains. He followed the map’s directions for several days and found a temple to some forgotten religion of the past. Near the altar, he came across a flail of great power. When swung around over his head in one direction, his body shone like the most brilliant daylight for a short time. When swung around in the other direction, a short-lived vortex appeared above his head that swallowed any and all light and heat in the vicinity. After claiming the weapon he named Eclipsing Star, a figure appeared from nowhere and cast magic upon him. Before seeing blackness, Damrye could only make out the figure to be a thin-cloaked form near to his own height. He soon woke up on a hillside above ground in the southern Midlands.

Damrye spent years traveling the Midlands, trying to learn the local customs in order to survive. He took nothing of his old life for granted and did everything possible to understand how one gained power and control in this more complicated society. Soon he figured out that many traits of his days in the north still worked, however there were only specific situations and times in which they would be allowed. He began work as a bounty hunter, tracking down criminals who were wanted dead or alive for various crimes. He also took jobs for a variety of clients who did not wish to get their own hands dirty. Although an Oguna, his skill, luck, tongue, and face earned him respect from many who knew of him, especially women. He combined the fighting techniques learned from the book and the occasional Midlander with the directed rage and aggression he learned in the north. His growing reputation enabled him to gather his own small band in order to complete jobs he would not have been able to do on his own.

Soon after completing an assignment for one of the more influential noble women in Charant Aros (with whom he had been having an affair), his name had circulated its way to Karsuhon and the Great Sovereign Lord Montegron. By an odd happenstance, the fact that Damrye was an Oguna was lost in the circulation. Using several intermediaries, Damrye was hired out for numerous assignments the Great Sovereign Lord did not wish directly tied to him if they became public. Damrye completed them with great swiftness while keeping his own people in the dark as to who was their true client. In time, Damrye realized that other than payment, there was no large benefit to his current employment by the Midlands. He began to consider himself a part of the larger Midlands infrastructure and had dreams of eventually succeeding the aging Lord. Luck again turned in his favor as one of his contacts suggested to Montegron that Damrye might be suitable for the Midland Guard, or at least one of the more secretive subsets of it. Making sure that the head of the Guard Jermon Cavlin was not informed, the Lord agreed. Damrye accepted the invite and traveled to Karsuhon.

In a private chamber, Damrye was allowed to finally meet his employer for the first time. When Montegron laid eyes on him, he was angered that he had not been informed of Damrye’s race. In the conversation that followed, friction built between the two and Damrye let slip that he was from the Broken Lands to the north. Montegron’s anger peaked, and he ordered Damrye arrested. Seeing his chances for more power squashed, Damrye jumped for the Great Sovereign Lord. He came within an inch of grabbing Montegron’s neck before the Lord’s guards dog-piled on the Oguna and disarmed him. Ironically, he was dragged out of the room screaming his loyalties. His luck did not abandon him long. That night in the dungeons, just as his death warrant was being signed up above, a figure appeared out of nowhere in his cell. Damrye recognized it as the robed figure from the underground temple. It tossed to him Eclipsing Star and quickly started to cast a spell, but Damrye lunged at the form and this time he reached his target. Magic covered him and the world started to disappear around him. Before the figure disappeared, Damrye thought he saw the face of a bakali. The world reformed around him, and he was in a massive cavern with a massive white dragon. Heriacious, stunned at Damrye’s sudden appearance, stared down at him.

Surprise was likely the only thing that stopped the White Elder Dragon from instantly killing the intruder of her lair. She demanded to know who he was and how he got there, and he quickly recounted his tale. Heriacious knew of Damrye and was very well aware he, via his jobs from Montegron, had been a noticeable harassment for her movements, but she saw an opportunity. Her military forces were recently without a leader, and the ability to steal one of Montegron’s own foolishly discarded assets pleased her greatly. She offered Damrye a deal. If he could complete to her own satisfaction a number of challenges which would test both his own skills and ability to lead, she would place him in charge of her own military forces.

Damrye was no fool. He knew it would be difficult, but he also could feel the hostilities between the Sovereignties and the Elder Dragons. He figured if he could not succeed Montegron he would instead best him in the coming conflicts, and perhaps take the throne by force. Damrye was also well aware if he turned down the Elder Dragon’s offer he would either be killed or re-jailed. He accepted.

By the end of 420 AD, on the same day Noragaen Veliya became Second Protector of the Midland Guard, Damrye took control of the Breenaak forces. Using what he was able to learn about Karsuhon and the Midland Guard before his meeting with Montegron, he is revamping the armies to be better skilled against his new enemies.

 

Gaming Stats

3.5 Edition

 

Damrye, Arm of the White

CR 13

Male Oguna ranger 3/fighter 6/legendary tactician 3
NE Medium humanoid (ogre)
Init +2; Senses low-light vision; Listen +5, Spot +5


Defense


AC 23, touch 13, flat-footed 21 (+6 armor, +1 deflection, +2 Dexterity, +1 natural, +3 shield)
hp 111 (6d8+6d10+48)
Fort +15, Ref +8, Will +9


Offense


Spd 30 ft.
Melee Eclipsing Star +19/+14/+9 (1d8+8) and
+1 light darkwood shield of bashing +16 (1d6+3)
Ranged mwk composite longbow +16/+11/+6 (1d8+4/x3)
Special Attacks direct troops, favored enemy (humanoid [minotaur] +2), inspire courage (+2, 2/day)


Statistics


Str 21, Dex 15, Con 18, Int 14, Wis 12, Cha 12
Base Atk +12; Grp +17
Feats Combat Expertise, Endurance, Improved Disarm, Improved Shield Bash, Leadership, Mounted Combat, Power Attack, Self-Sufficient, Track, Two-Weapon Fighting, Weapon Focus (flail), Weapon Specialization (flail)
Skills Climb +8, Diplomacy +11, Handle Animal +10, Heal +5, Hide +9, Intimidate +9, Jump +8, Knowledge (history) +10, Knowledge (nature) +9, Listen +5, Move Silently +9, Ride +12, Sense Motive +8, Spot +5, Survival +12 (+14 above ground)
Languages Common, Hudieran, Ogre, Trejori
SQ leadership bonus +2, wild empathy +6
Combat Gear elixir of hiding, elixir of sneaking, potion of cure serious wounds (2), thunderstone (2); Other Gear +1 mithral breastplate, +1 light darkwood shield of bashing, ring of protection +1, Eclipsing Star (+1 cold iron flail), mwk composite longbow (+4 Str) with 20 arrows, short sword, healer’s kit


Special


Weapon Eclipsing Star is a +1 cold iron flail of unknown origin that has been crafted with a cold-wrought iron head and a darkwood haft. The wielder gains a +4 insight bonus to Will saving throws as long as the Star is worn. Once per day, if the wielder swings the flail clockwise over his head (as a standard action), he shines with a brilliant light that extends out to a 20-foot radius for 5 rounds. This light dispels any darkness effects that it comes in contact with, and causes 1d6 points of damage per round to all undead creatures within range.

If the wielder swings the flail counterclockwise over his head (which can also be done once per day as a standard action), a dark, swirling vortex appears over his head for 5 rounds. This vortex dispels any light effects within 20 feet, and also extinguishes nonmagical fires within this area. The wielder is also protected from fire and heat, effectively gaining fire resistance 10 while the vortex is in effect.

Pharon Blayda, Voice of the Red

by Carteeg Struve & Joe Mashuga

Pharon Blayda (Fahr’-on Blay’-dah) (8/25/382 AD – current) is the head of the red branch of the Tashramadic Council. Unknown to everyone but a few in the church, the indifferent Red Elder Dragon Traxus has forsaken the church and his armies, instead choosing to torment a single victim within his lair. Pharon has taken complete control of the red branch, claiming his own will to be the will of Traxus.

Pharon was born just within the edge of Brimstone to a nationally known opera singer, Jeanette Blayda, who had been long loyal to the Tashrama. His father Renau Blayda was a stagehand at Onster’s Selrach Playhouse who had met the young Jeanette Huffaneau during her first years on a professional stage. Renau was indifferent to his wife’s religious affiliations, but he had never criticized the church. In time Jeanette achieved fame in Solishairon for her leading role in the surprise hit The Prophet Papers. Two years later her singing talents immortalized her for her performance in The Amulet of Z’na. It was during Z’na’s second year on stage she learned of her pregnancy.

Convinced that her faith in the Tashramadic gods and her practice of the red branch’s lessons on forceful application of one’s will is what landed her fame and fortune, she became an even more devout follower of the faith, or at least her own interpretation of doctrine. After failing to receive permission to give birth to her child within Brimstone, the actress took absence from her career and snuck into the shrouded Holy Land late in her pregnancy. Not even Renau learned where she had gone. Jeanette was discovered during a painful and lengthy labor, but her ferocity shocked them. Even though she could not see in the hellish environment, she used her personality and will to drive mystics of the red branch – one of whom was secretly a Scalebound – into assisting her. Soon her son Pharon was born.

Jeanette and Pharon were escorted out of the Holy Land a month later. Upon returning, Jeanette convinced the owner of the opera house to close down the show for a month rather than let her understudy continue in her place. One month later, Jeanette returned to the stage drawing sold-out performances for the next two years. During that time, she divorced Renau in favor of “more attractive adornments.” She also proved herself to be a genius in composition, writing several operas and musicals in her off time. She performed in none of what she wrote, and instead kept her on-stage talents to the works of others.

Pharon grew up, living just off-stage and in the lap of wealth. His mother made sure he was given the best education and private tutoring available, and the teachings of the Tashrama became mother’s milk. Pharon gained a tremendous appreciation for the fine arts, especially music. Yet he could not understand why his mother continued to live a life in the arts when her own branch of the Tashrama was focused more on building a military force.

Friction first began to come between him and Jeanette in 393 AD when he received what was only one out of many love letters from his father, trying to re-establish relationships with Jeanette. Apparently, in an attempt to fall back in her favor, he had enlisted in the red branch’s army, which was attracting as many mercenaries from Ogun as true faithful. Jeanette dismissed the man’s existence as unimportant to their future. Pharon saw more bravery in his father’s enlistment, especially since it was only to garner her affections, than his mother’s quiet prayers before going out onto the stage to build her own glory. The arguments came to an end in 395 AD when Jeanette accepted an invitation to perform for Lord Montegron himself. Disgusted by her hypocrisy, Pharon traveled to Charnod and began training to join the clergy.

Although he had ended ties with Jeanette, he put the work ethic and drive he gained from her to excellent use. He became a member of the cloth after only three years of study of both church teachings and military tactics, and was able to work his way into gaining a position within Brimstone three years later. By 404 AD, Pharon had become an adviser to two bishops.

Two years after that, Pharon was promoted and began the process of becoming one of the Scalebound. He also participated in overseeing several parts of the preparation for the army’s assault into the Midlands. During this time, the Red Elder Dragon Traxus was taking advice from a human consort named Sianntica. Although her methods of combat training proved extraordinarily useful, Pharon saw too much of his own mother in the seductress. He advised holding off a key attack for six months to be sure additional precautions could be taken and intelligence could be gathered. The request was denied, and plans continued.

In the end, Sianntica betrayed the church and vanished. She had relayed information about the assault to Montegron and had successfully kept Traxus out of the battle. Many of Pharon’s superiors were killed in the slaughter, along with his proud father Renau, and after Traxus realized what happened, he raged and murdered the rest. By terms of sheer survival, Pharon Blayda was promoted to the Tashramadic Council as head of the red branch.

Unhappy with how the army was implemented, Pharon slowly began to rebuild the forces and have them trained his way. Brimstone’s defensive forces were rebuilt quickly, but it would be a long time before offensive capabilities would be realized. Blayda successfully put out a story that the invasion force Montegron defeated was in truth an Oguna raid from the north. Also, to avoid the dragon’s rage, Pharon remained outside of Brimstone and feigned sending messengers into the Holy Land. His closest associates approved the deception rather than needlessly risk their lives. Contact with their deity would not be re-established until 414 AD.

Traxus was no longer interested in military dominance. Instead he only wished revenge against Sianntica. Pharon dedicated a staff of clerics and sorcerers to help locate the woman, but this was merely a concession to appease Traxus while Pharon continued working on building his army by spreading faith rather than hiring those who were nothing more than bloodthirsty strong-hands.

Several months ago, Pharon hit a major setback when Lord Montegron exposed the Elder Dragons as the heads of the church. Although the gathering army was still itching to take the wealth of the land away from the weak, many of the faithful in the red wing felt deceived. Having been taught that open raw power was the clearest expression of truth, to learn of this massive deception was a blow the red branch might never recover from. Pharon’s faithful began to depart in droves.

The only good to come to Pharon lately is that Traxus apparently was successful in magically summoning Sianntica to him. The dragon is now only concerned with torturing the woman, leaving Pharon to continue cleaning up the mess Traxus made for himself fifteen years ago.

 

Gaming Stats

3.5 Edition

 

Pharon Blayda, Voice of the Red

CR 19

Male red-scalebound Midlander human fighter 4/mystic of War 14
LE Medium monstrous humanoid
Init +6; Senses darkvision 60 ft.; Listen +4, Spot +4


Defense


AC 30, touch 16, flat-footed 27 (+7 armor, +3 deflection, +2 Dexterity, +1 dodge, +2 natural, +5 shield)
hp 143 (4d10+14d8+54)
Fort +18, Ref +11, Will +17
Resist critical hits 10%


Offense


Spd 20 ft.
Melee +4 flaming adamantine longsword +24/+19/+14 (1d8+11/17-20 plus 1d6 fire) and
claw +13 (1d4+2)
Ranged +2 javelin of returning +18 (1d6+7)
Special Attacks chaotic frenzy 4/day
Spell-Like Abilities (CL 18th)
1/day – detect magic, know direction
Spells Known (CL 14th, +19 touch, +16 ranged touch)
7th (3/day)—destruction (DC 21), power word blind(D)
6th (5/day)—blade barrier(D) (DC 20), heal, mass inflict moderate wounds (DC 20)
5th (6/day)—flame strike(D) (DC 19), righteous might, spell resistance, true seeing
4th (7/day)—cure critical wounds, death ward, divine power(D), greater magic weapon, restoration
3rd (7/day)—dispel magic, inflict serious wounds (DC 17), magic vestment(D), prayer, searing light
2nd (7/day)—aid, align weapon, death knell (DC 16), owl’s wisdom, resist energy, spiritual weapon(D)
1st (7/day)—bless, divine favor, entropic shield, magic weapon(D), obscuring mist, shield of faith
0 (6/day)—create water, cure minor wounds, detect poison, guidance, light, mending, purify food and drink, read magic, virtue
(D) domain spell; Domain War


Statistics


Str 20, Dex 15, Con 16, Int 16, Wis 18, Cha 14
Base Atk +14; Grp +19
Feats Armor Distribution (banded mail), Cleave, Combat Expertise, Great Cleave, Greater Armor Distribution (banded mail), Improved Critical (longsword), Improved Initiative, Improved Sunder, Leadership, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +10, Concentration +22, Diplomacy +16, Handle Animal +5, Intimidate +9, Jump +10, Knowledge (arcana) +11, Knowledge (history) +6, Knowledge (religion) +22, Ride +5, Spellcraft +20, Swim +4
Languages Common, Draconic, Infernal, Trejori
SQ save bonuses
Combat Gear dust of appearance (2), potion of barkskin +4, potion of heroism, scroll of mass bull’s strength; Other Gear +1 light fortification mithral banded mail, +4 darkwood buckler of blinding, +4 flaming adamantine longsword, +2 javelin of returning, amulet of health +2, cloak of resistance +3, gloves of Dexterity +4, ring of protection +3, holy symbol, locked gauntlet


Special


Chaotic Frenzy (Ex) Four times per day as a free action, Pharon may fly into a chaos-induced blood frenzy that lasts for 5 rounds. During this time, Pharon gains a +2 bonus to Strength and Constitution, and a +1 morale bonus on Will saves, and his claw damage increases to 1d6, but he takes a –2 penalty to Armor Class. Pharon may use the Concentration skill while frenzied and can cast damage-dealing spells as long as the spell has a casting time of 1 standard action or less. Pharon cannot prematurely end his frenzy once it has begun.

Save Bonuses (Ex) Pharon has a +2 racial bonus on saves against magic sleep effects and paralysis.