The Party
Aymorin, Protector Assimar Paladin of Ehlonna
Aymorin is an assimar who was raised by elves and, until recently, thought he was a human. For years, he remained a devout pacifist, and even swore an oath to himself and the elven goddess, Ehlonna, to not harm a living thing.
Aymorin is fiercly protective of his adoptive older brother, Findir and will oft put himself in harms way if it would mean Findir was kept safe. This bond was strengthened even more so since they were separated years ago by orc raiders who routed the Nirahel elves and stole Findir away for a number of years.
After being reunited with his brother and the remnants of the Nirahels, he remained with them and trained under their spiritual leader, Thiala as a paladin of Ehlonna and a protector of the forests.
When Findir left the clan, Aymorin followed right behind him. Always the younger brother, Aymorin will follow and protect Findir to the ends of the earth if that's what it takes.
Aymorin recently broke his oath to Ehlonna and is currently seeking penance for the act.
He's also recently learned of his aasimar heritage and of the existence of his sister, Ichyryns. He left his childhood name of Aym behind in favor of his adult name, Aymorin on the fifth day of Greentide in the year CE 1003.
Aymorin is fiercly protective of his adoptive older brother, Findir and will oft put himself in harms way if it would mean Findir was kept safe. This bond was strengthened even more so since they were separated years ago by orc raiders who routed the Nirahel elves and stole Findir away for a number of years.
After being reunited with his brother and the remnants of the Nirahels, he remained with them and trained under their spiritual leader, Thiala as a paladin of Ehlonna and a protector of the forests.
When Findir left the clan, Aymorin followed right behind him. Always the younger brother, Aymorin will follow and protect Findir to the ends of the earth if that's what it takes.
Aymorin recently broke his oath to Ehlonna and is currently seeking penance for the act.
He's also recently learned of his aasimar heritage and of the existence of his sister, Ichyryns. He left his childhood name of Aym behind in favor of his adult name, Aymorin on the fifth day of Greentide in the year CE 1003.
Kas, Half-Elf Enrapture Bard
Rel'kastel Prinalore. Her friends call her Kas. Actually, everyone calls her Kas. Really, the only one who still calls her by her given name is her elven mother back in Mystwood.
Kas made a living for herself as a craftswoman, namely in the leatherworking trade. She also served as her own merchant, and traveled around the Amber Plains peddling her wares wherever she could. She unfortunately very recently lost her cart and tools to bandits, who waylaid her on her way to Cloudharbor a few months ago.
They might have killed her had she not been saved by a passing human, Valron Minsten, who trained at the bard's college in Two Rivers. He was highly skilled in the controlling magics, and forced the bandits to turn against each other until only one remained, which he dispatched with ease.
With nowhere else to go, she went with Valron, even so far as following him to the college in Two Rivers, where she studied in hopes to better protect herself should she ever need to again. She was introduced to her trainer there, a dwarf she still keeps up with and occasionally visits at his home in Cloudharbor.
Kas made a living for herself as a craftswoman, namely in the leatherworking trade. She also served as her own merchant, and traveled around the Amber Plains peddling her wares wherever she could. She unfortunately very recently lost her cart and tools to bandits, who waylaid her on her way to Cloudharbor a few months ago.
They might have killed her had she not been saved by a passing human, Valron Minsten, who trained at the bard's college in Two Rivers. He was highly skilled in the controlling magics, and forced the bandits to turn against each other until only one remained, which he dispatched with ease.
With nowhere else to go, she went with Valron, even so far as following him to the college in Two Rivers, where she studied in hopes to better protect herself should she ever need to again. She was introduced to her trainer there, a dwarf she still keeps up with and occasionally visits at his home in Cloudharbor.
Sticky Halfknuckles, Halfling Arcane Trickster
Sticky is obviously a nickname, but at this point, even he doesn't remember exactly what his birth name is. He's the youngest of numerous siblings, all of which he's burned bridges with. His parents were both elderly when he was born and were both feeble and infirm, which meant Sticky had to fend for and feed himself and sometimes his parents.
It didn't take long for frustration to set in and Sticky began wondering why his siblings got so many opportunities and full bellies, yet he gets left to deal with parents that can't even take care of themselves.
He turned to theft for coin and even wears that fact as a badge of honor, as if he made the most of those opportunities from what little he was given. Now in his late teens, he has struck out on his own. If his parents are dead if he ever gets back there, then so be it. They never really meant anything to him anyway, they just held him back.
Despite the rather difficult childhood, Sticky enjoys a little mischief. It's that love of mischief which put him in the path of another, more experienced urchin. The man caught him stealing, but instead of punishing him, began teaching him better ways to do it and even began instructing him in the ways of petty magics.
It didn't take long for frustration to set in and Sticky began wondering why his siblings got so many opportunities and full bellies, yet he gets left to deal with parents that can't even take care of themselves.
He turned to theft for coin and even wears that fact as a badge of honor, as if he made the most of those opportunities from what little he was given. Now in his late teens, he has struck out on his own. If his parents are dead if he ever gets back there, then so be it. They never really meant anything to him anyway, they just held him back.
Despite the rather difficult childhood, Sticky enjoys a little mischief. It's that love of mischief which put him in the path of another, more experienced urchin. The man caught him stealing, but instead of punishing him, began teaching him better ways to do it and even began instructing him in the ways of petty magics.
Findir, Wood Elf Scout
Findir is the adoptive brother of Aym. He was born and raised among the Nirahel elves of the Quiver, a wooded peninsula along the western edge of Nostra Celeste. The elves were migratory hunters who enjoyed more peace than strife for centuries.
It is because of this peace, according to Findir, that the elves were overrun by a band of orcs. Many were slain, some escaped, and the rest were taken as slaves. While Aym got away, Findir was taken to do hard labor among the orcs. Over time, the orcs began to value his skills in tracking and hunting and began taking him with them on various hunts skirmishes through the woods.
Although Findir hated them for what they did to his friends and family, he began to become attached to the orcs. That is, until Aym and Naivala and the remnants of the Nirahel elves rescued him and slaughtered the unprepared orcs.
Conflicted with where he belongs, Findir left the elves shortly thereafter, and with his brother in tow, left to find his calling in the world.
Recently raised from the dead.
It is because of this peace, according to Findir, that the elves were overrun by a band of orcs. Many were slain, some escaped, and the rest were taken as slaves. While Aym got away, Findir was taken to do hard labor among the orcs. Over time, the orcs began to value his skills in tracking and hunting and began taking him with them on various hunts skirmishes through the woods.
Although Findir hated them for what they did to his friends and family, he began to become attached to the orcs. That is, until Aym and Naivala and the remnants of the Nirahel elves rescued him and slaughtered the unprepared orcs.
Conflicted with where he belongs, Findir left the elves shortly thereafter, and with his brother in tow, left to find his calling in the world.
Recently raised from the dead.
Niceserious, Half-Elf Assassin
Niceserious is a long-term member of Marcello's spy ring. He has gone so far as to have been the number three boss in the infamous Razor Syndicate, operating within the city of Stonekeep.
When Marcello was dispatched, Niceserious was out of town conducting business in the nearby city of Valeport. He returned to find he had a new boss as well as new colleagues.
Without Marcello pulling the strings, Niceserious decided it was time to act upon the criminal cambion who was currently in charge of the Syndicate. With his new colleagues, he took out both the cambion and his right-hand, thus putting Niceserious in charge of the now somewhat depleted gang.
When Marcello was dispatched, Niceserious was out of town conducting business in the nearby city of Valeport. He returned to find he had a new boss as well as new colleagues.
Without Marcello pulling the strings, Niceserious decided it was time to act upon the criminal cambion who was currently in charge of the Syndicate. With his new colleagues, he took out both the cambion and his right-hand, thus putting Niceserious in charge of the now somewhat depleted gang.
Everyone Else
Quell, Halfling Monk
Quell is a one-armed halfling monk. Those words alone typically bring a bit of mirth and laughter among those who hear it. As odd as it sounds, Quell has found himself at least as effective as any other monk from his abbey.
He lost his arm after being caught stealing from the wrong noble. When he was caught again, instead of losing his other arm, the constable took pity on him, seeing as how he was still a youth. Quell was instead sent to an abbey, far from any valuables he could possibly eye.
It took him a while, but Quell eventually came to enjoy the abbey and even excelled at his martial training. He even developed his own signature one-armed style of combat.
When it was deemed that he had learned his lesson, he was released from the watch of the abbey. He left wiser than he arrived and struck out on his own to find his own path.
He, like Zede, was summoned back to his abbey for unknown purpose.
He lost his arm after being caught stealing from the wrong noble. When he was caught again, instead of losing his other arm, the constable took pity on him, seeing as how he was still a youth. Quell was instead sent to an abbey, far from any valuables he could possibly eye.
It took him a while, but Quell eventually came to enjoy the abbey and even excelled at his martial training. He even developed his own signature one-armed style of combat.
When it was deemed that he had learned his lesson, he was released from the watch of the abbey. He left wiser than he arrived and struck out on his own to find his own path.
He, like Zede, was summoned back to his abbey for unknown purpose.
Zede, Aaracokra Monk
History: Unknown
Whereabouts: Unknown
Motives: Unknown
Zede spent a brief amount of time with the party and was immensely helpful in the return of Jago's daughter in Whitehall.
He mysteriously disappeared the following night with naught but a few feathers and a short note left behind.
"I must go.
May fortune find you.
-Zede"
Whereabouts: Unknown
Motives: Unknown
Zede spent a brief amount of time with the party and was immensely helpful in the return of Jago's daughter in Whitehall.
He mysteriously disappeared the following night with naught but a few feathers and a short note left behind.
"I must go.
May fortune find you.
-Zede"
Galarion, High Elf Archwizard, Adviser on Magical Affairs to Governor Arlings
Galarion is rich, eccentric, and incredibly powerful. The only thing keeping him from overpowering the realms and taking control for himself is his own sense of morality, which is not a common trait among practicing learned wizards.
He currently lives, works, and studies in his own immense tower on the northeast quarter of Cloudharbor. While he claims he will take no part in any political dispute, the governor has openly stated he hopes to have Galarion's support should the need arise.
Some have placed his age between 450 and 600 years old, but some claim he is much older and is masking his otherwise venerable appearance with a false youth through the use of magic.
He currently lives, works, and studies in his own immense tower on the northeast quarter of Cloudharbor. While he claims he will take no part in any political dispute, the governor has openly stated he hopes to have Galarion's support should the need arise.
Some have placed his age between 450 and 600 years old, but some claim he is much older and is masking his otherwise venerable appearance with a false youth through the use of magic.
Mithrillion Fragicalirupes, Gnome Tinkerer and Wizard
Mithrillion is the Stonekeep counterpart to Galarion. He has lived in Stonekeep for nearly 60 years now, and so far has not blown the whole place up with his experiments. The towsfolk keep their distance, as there are always strange noises, smokes, and smalls coming from his tower. Not to mention the occasional tremors and booms.
Milthrillion counts himself a tinkerer, and gets along better with his creations than he does with actual people. Even his second, a giant gnome by the name of Rickles Frazleaxe has the personality of a shoe, which is probably the only reason he stays loyal to the rude and narcissistic wizard.
Nevertheless, Mithrillion has pledged himself to Governor Stockwood and the advancement of Stonekeep's neutrality, thus making him a valuable ally to the governor and the town itself.
Milthrillion counts himself a tinkerer, and gets along better with his creations than he does with actual people. Even his second, a giant gnome by the name of Rickles Frazleaxe has the personality of a shoe, which is probably the only reason he stays loyal to the rude and narcissistic wizard.
Nevertheless, Mithrillion has pledged himself to Governor Stockwood and the advancement of Stonekeep's neutrality, thus making him a valuable ally to the governor and the town itself.
Rendel Stockwood III, Governor of Stonekeep
The one-armed Governor Stockwood is the second Stockwood to become governor of Stonekeep. His father, Rendel Stockwood II, was elected to the seat by a unanimous vote after leading the local militia to defeat an orc uprising. He led the city to growth and influence for over twenty-five years before giving up his seat.
The current Governor Stockwood has been in command of the city for about twelve years now, with little else new to show for it. He has been keen on maintaining the status quo and ensuring his citizens have nothing new to fear, which in itself is not a bad thing.
Stockwood has remained firm that Stonekeep would remain neutral in the coming conflict between Cloudharbor and Valemont and his constituents back his decision. He sees no benefit to join either side and sees nothing but loss should they enter into fealty to either political opposite.
However secure he feels from his citizens, he fears that either Valemont or Cloudharbor may soon make an attempt on his life in efforts to influence the coming seat to choose a side.
The current Governor Stockwood has been in command of the city for about twelve years now, with little else new to show for it. He has been keen on maintaining the status quo and ensuring his citizens have nothing new to fear, which in itself is not a bad thing.
Stockwood has remained firm that Stonekeep would remain neutral in the coming conflict between Cloudharbor and Valemont and his constituents back his decision. He sees no benefit to join either side and sees nothing but loss should they enter into fealty to either political opposite.
However secure he feels from his citizens, he fears that either Valemont or Cloudharbor may soon make an attempt on his life in efforts to influence the coming seat to choose a side.
Count Sideon Black
Count Black is a nobleman within the city of Stonekeep and sits on the council with eight others. He is the champion of the Order of Valor, which is a sect of religious knights, paladins, and clerics who drive out evil and chaos at the behest of their lord, Heironeous. Black is Governor Stockwood's most trusted adviser, even though he does not always follow the Count's advice.
Draxxis Karn
Draxxis Karn is Count Black's squire and follows him wherever he goes. Karn is a red dragonborn and says about ten words every day. Little is known about this curious young knight other than he never lets the Count leave his sight.
Tormdim Mountainfury
Despite being viewed as a black asset to the governance of Stonekeep, the Blood Order has still managed to create a target for themselves. Their brash leader, Tormdim, moved the gang into the wilderness nearly a decade ago to escape the clutches of civility. He has a death warrant in two counties and countless misdemeanors across the land. Somehow, he's always managed to slip away and continue his drug manufacturing empire.
Until recently, when his camp was infiltrated by a group of freelance adventurers turned government agents, masquerading as initiates. The five impostors stole away the heavily tattooed, pierced, and scarred dwarf and have brought him to book in Stonekeep.
The once proud dwarf is now a shell of a man, having been broken to the service of Marcello of Stonekeep.
Until recently, when his camp was infiltrated by a group of freelance adventurers turned government agents, masquerading as initiates. The five impostors stole away the heavily tattooed, pierced, and scarred dwarf and have brought him to book in Stonekeep.
The once proud dwarf is now a shell of a man, having been broken to the service of Marcello of Stonekeep.
Sovereign Lord Temberlain Arlings of the Northern Sovereignty
In response to Governor Xander's claim to emperor, the former Governor Arlings of the city-state of Cloudharbor proclaimed himself free of Xander's claim and claimed lordship over his united northern allies, naming them all as "sovereign" on the fifth day of Greentide in the year CE 1003.
Emperor Xander Aynzodel of the Vale Empire
Formerly the Governor of the city-state of Valemonte, Aynzodel proclaimed himself emperor of all of Nostra Celeste under the banner of the Vale on the first day of Greentide in the year CE 1003.
Inovindiil
Even until herlast days, Inovindiil remained mostly a mystery to those around her. She was a halfling, but of obvious difference to others met by-and-by. This is due to her ghost-wise heritage. The ghost-wise halflings were greatly diminished after the Hin Ghost Wars, and the few remnants fled north in the aftermath.
The first of the ghost-hin to renounce the animalistic teachings of Desva was Inneth, the thrice-great grandmother of Inovindiil, which played a great role in Blackthorn's selection of her.
Wherever she went, she never seemed to fit in, and was always on the lam from one thing or another. Her strange hin customs, combined with her wanderlust kept her moving from town to town. Her inability to fit in nearly cost him her life with one of her traveling companions in an altercation involving a deer.
In the end, it was her bold foolishness and overabundance of confidence that cost her dearly. Thinking herself hidden from a hungry pack of wolves, she ventured alone into the woods, only to find their strength greater than her initial perceptions. By the time she realized her mistake, it was already too late.
The first of the ghost-hin to renounce the animalistic teachings of Desva was Inneth, the thrice-great grandmother of Inovindiil, which played a great role in Blackthorn's selection of her.
Wherever she went, she never seemed to fit in, and was always on the lam from one thing or another. Her strange hin customs, combined with her wanderlust kept her moving from town to town. Her inability to fit in nearly cost him her life with one of her traveling companions in an altercation involving a deer.
In the end, it was her bold foolishness and overabundance of confidence that cost her dearly. Thinking herself hidden from a hungry pack of wolves, she ventured alone into the woods, only to find their strength greater than her initial perceptions. By the time she realized her mistake, it was already too late.
Redfeather
Redfeather hailed from the forsaken Dead Lands, in the southwest. The area was set ablaze bya fiery magical eruption more than a thousand years ago, due to a magical mishap during a duel between two powerful wizards of the age. The results produced a magical fallout that altered the very DNA of the creatures that survived the initial blast.
Enter: Redfeather. Centuries after the event, Redfeather of the aarakocra happened upon the still-standing wizards, forever frozen and encased in a mystical, dusty shell. He boldly approached closer than any in his clan. As he did so, the two wizards attacked his mind, each with the intent of obtaining his allegiance as an ally to finally destroy the other, each pouring their knowledge of the arts into him.
The sudden rush of knowledge and ability nearly killed the raptor, and he fell into a deep sleep, awakening back in his home. The malice of the wizards towards the other were gone. The years of unmolested knowledge of wizardry, however, only got stronger.
As Redfeather grew older and stronger, he found himself able to utilize the wizards' gifts with more acuity and precision. He soon left the Dead Lands altogether, intent on unlocking the secrets and power within his own mind before his comparatively short life came to an end.
Sadly, the end came sooner than expected for the youth. Redfeather fell prey to a pack of wolves not long after attaining the ripe old age of 7.
Enter: Redfeather. Centuries after the event, Redfeather of the aarakocra happened upon the still-standing wizards, forever frozen and encased in a mystical, dusty shell. He boldly approached closer than any in his clan. As he did so, the two wizards attacked his mind, each with the intent of obtaining his allegiance as an ally to finally destroy the other, each pouring their knowledge of the arts into him.
The sudden rush of knowledge and ability nearly killed the raptor, and he fell into a deep sleep, awakening back in his home. The malice of the wizards towards the other were gone. The years of unmolested knowledge of wizardry, however, only got stronger.
As Redfeather grew older and stronger, he found himself able to utilize the wizards' gifts with more acuity and precision. He soon left the Dead Lands altogether, intent on unlocking the secrets and power within his own mind before his comparatively short life came to an end.
Sadly, the end came sooner than expected for the youth. Redfeather fell prey to a pack of wolves not long after attaining the ripe old age of 7.
Marcello of Stonekeep
Undone by his own hubris, he gravely injured himself in an effort to kill everyone around him. Only Aymorin had the fortitude to withstand his psionic blast and smite him. So far, no one has volunteered to perform his eulogy.
Hildemar of Stonekeep
Marcello's replacement as spymaster.
Rickles Frazzleaxe
Rickles is the largest gnome in Nostra Celeste and stands over four and a half feet tall. What he lacks in brains, he makes up for in brawn. He is the personal bodyguard to Mithrillion.
Rickles has a pink mohawk and is usually found shirtless.
Rickles has a pink mohawk and is usually found shirtless.
Ichyryns of Duernegar
Ichyryns is the older sister to Aymorin. She is a powerful aasimar druid whose "grove" is the great inland lake known as Duernegar and the forests that surround it. She is a follower of Ehlonna.
Valron Minsten of Two Rivers
Valron is a retired bard who currently resides in Cloudharbor. He is a brash, sometimes crass man, but has always shown a softer side toward Kas, whom he saved from a group of brigands a few years ago. He later took Kas to train at the bard's college in Two Rivers.
Father Samuel
Father Samuel is the chief priest of the Shrine of Pelor in Stonekeep.
Brother Duggins
Brother Duggins is the chaplain of the keep in Stonekeep. He follows a small pantheon of good-aligned deities, including Pelor, Heironeous, and Moradin.
Father Shepherd Elijah
Shepherd Elijah is the high priest of the Temple of Pelor in Cloudharbor and across Nostra Celeste. He was the chief priest who raised Findir from the dead.
Mara Stronghammer
Mara is the head of the paladins within the Order or Light in Cloudharbor, which are aligned to Pelor. She is a dwarf with hetero-chromatic eyes and wields a mighty hammer called Bane.
Hector, the Steward
Hector is the steward of Stonekeep and is one of the busiest people in all the realm.
Duke Selian-Vald
The duke is the favorite to succeed Governor Stockwood as the governor of Stonekeep and is the de facto lieutenant governor. He is a wealthy man from an old money wealthy family. He's sired seven sons and three daughters, born to his two wives. His estate spans over a thousand acres and his vineyard produces some of the finest wines in all of Nostra Celeste. While his fortune was inherited, he has grown his wealth through various trade partnerships across Nostra Celeste. He is one of the top three wealthiest known living men across the known world.
Countess Velora
Not much is known about Countess Velora. She sits on the council of Stonekeep and runs a small county to the south of the city. She's had four husbands in her life. Her first was her only true love of her life who passed away, while her other three ended in bitter divorce. Although she has had so many romantic adventures, she has yet to birth any children, which is likely due to infirtility. Rumors say it's a curse from her family's "blood purity" and marrying within the family.
Count Knighthill
Count Knighthill operates land of his own a few miles outside of the city of Stonekeep. He is currently being blackmailed by Caelvanna, a high elf from the city of Valemonte. He admitted, privately, that he had a hand in the assassination of Rendel Stockwood II, the previous governor of Stonekeep and the current governor's late father. He sits on the council of Stonekeep.
Lady Avasha "Vash" Amepennal
Lady Vash lives with her husband and two daughters in a small estate to the north of Stonekeep. She owns a little land, which she rents to farmers, but otherwise makes her living as an ambassador. She was recently caught in the act of infidelity with another woman and was being blackmailed by a cloaked, possibly horned man, who has remained anonymous even to her. She sits on the council of Stonekeep.
Felix Blackthorn
Like the duke, Felix Blackthorn is a very rich and powerful man. He owns nearly every ship that sails around Lake Duernegar. He is a self-made man, who although does not rank among the richest in the world, came up from nothing to build a merchant empire that spans from one corner of Nostra Celeste to the other. He owns a home in nearly every major city and stays only a few months at a time at any one of them. Despite his routine absence, he sits on the council of Stonekeep.
Shryndel of Stonekeep
Shryndel recently replaced the late Marcello on the council of Stonekeep
Zurin Arctus, the Underking
An apparent string-puller among nefarious groups around central Nostra Celeste. He was given up as a name from interrogating the Blood Order, yet no other proof of his existence has even been found.
Caelvanna of Valemonte
A currently unknown high elf living in Valemonte. Has knowledge of Knighthill's assassination involvement and is using it as blackmail.
Sir Velda
Sir Velda is a female wood elf who chooses to go by "sir" in an effort to distance herself from the perspective that feminine leaders cannot gain as much respect. She is the captain of the guard in Stonekeep and will likely sit on the next empty seat within the council. She is loyal to Stonekeep, regardless of who sits in the governor's seat and will sometimes openly oppose other leaders if she views their actions to negatively affect the city. Governor Stockwood respects that in her, even if he doesn't sometimes like it, which is one of the reasons he promoted her to her current position five years ago.
Lieutenant Roger
Lt. Roger is Sir Velda's most trusted leader within the Stonekeep guard and the second highest ranking officer under her.
Fiddle, the Halfling
"Fiddle" is the name a halfling has been giving to various inn keepers and others who rent rooms around the area of Stonekeep. Only stories and rumors have been told of this strange travelor, but everywhere his name has been spoken, a sickness of undeath has followed. He is currently largely unknown, despite his crimes. he has worked relatively quickly--faster than his name and description have been spread, allowing his deeds to continue. It is believed he is concocting vapors which cause a sickness. The sickness usually kills its victims within a few days and these victims then arise undead to mindlessly terrorize others.
Edward Cormac II & III
Edward Cormac II was the patriarch of the Cormac Family Farm to the north of Stonekeep until he succumbed to the sickness of Fiddle. He had to be put down by his eldest son, Edward Cormac III, who is now the head of the household.
Ruan, the Transient
Ruan's parents were some of the first to succumb to Fiddle's sickness to the north of Stonekeep. He ran off with his inheritance a decade ago and came back to pilfer the rest from his late parents' home. He became irritated at his parents when he found more trouble than treasure awaiting him. He's currently staying in his old bedroom until he runs out of alcohol, or money, or both. He earned the transient moniker begging in Ravensfoot and was kicked out of town.
Zolst, the Half-Orc
Zolst is a retired farmer of around 55 living north of Stonekeep along the north road. His two sons both left a few years ago to seek their own paths through life. His wife passed away just before that. Now, with his strength failing him, he retired from farming and turned his home into a bed house of sorts. Despite being only one of a few half-orcs in the region, Zolst is respected by the other farmers in the area.
Lady Frances
Lady Frances lives near the Cormacs, just east off of the north road from Stonekeep. She is in her late eighties, now, and is feeble and frail. Her husband used to serve on the council of Stonekeep before he passed away nearly thirty years ago. She's been getting by ever since, getting the occasional help from younger men, whom she pays for work around the home. She usually always tried to woo them, according to local gossip. Whether or not she succeeds is usually discussed over a night of drinking. Her latest beau, James, however, succumbed to Fiddle's sickness and raised again to attack her.
Rosaline Gernette
One of the neighboring farmers to Zolst and the Cormacs.
Daini, the Ferris
The only female armorer, blacksmith, and leatherworker within 1000 miles (besides Kas) of Stonekeep. She owns a shop in Stonekeep called "The Ferris Wheel"
Nathaniel Hunt
He's an amoror in Stonekeep and owns a shop along the wall, aptly named, "The Stonewall".
Red Billy
Owns Red's Sh*thole and was a known associate of the Blood Order before their dismantling. Red's was a favorite stop for members of the Order.
Bouv of Stonekeep
Bouv owns the Sinkhole Inn in Stonekeep. He was a known associate of the Blood Order and one of their informants and drug dealers.
Durdin of Cloudharbor
A half-orc who owns the Best Defense in Cloudharbor.
Growler, the Dog
Growler, the Dog is the leader of the Red Lions in Stonekeep. He is heavily tattooed and pierced.
Nibben & Jaccobi; of the Red Lions
These are "recruiters" for the Red Lions. Their methods include, but aren't limited to kidnapping, blackmailing, and coercing.
Alden, Rendel, & Joul; of the Blood Order
The only three surviving members of the Blood Order after the rout by the Order of Valor. They were at first sentenced to life under the dungeons, but were later pardoned by Marcello. Their current whereabouts are unknown.
Klembourne, the Cleric of Oghma
Klembourne is a dwarf cleric of Oghma and lives in the dwarven stronghold of Evengral. He is one of the scholars who helped write the Notion of Mysterium. He is nearing 300 years old and has since retired from most of his work besides instruction.
Lythmeric, the Lonely Wizard
Lythmeric is a half-elf wizard who will turn a century old this year. He is a cranky old man who has no time for other people, pets, or beings. He is the younger brother of Athena, another great mage. He is described as a "grouchy old wretch" by Klembourne in the first few pages of the Notion of Mysterium. Lythmeric was one of the authors of the book. He currently lives alone in a remote tower on the Loney Isle, just south of the ruins of Gaz.
Athena, the Grand Witch of Palincheyd
Athena is two years older than Lythmeric, but not quite as powerful. She has maintained her beauty through the ages and likes to use her magic for fun and vanity rather than actual purpose or study. She inherited the aloof genetics of her elven mother, who still lives with her in Palincheyd--her human father having died seventy-five years ago. She is reverently referred to as the "Grand Witch" despite rarely ever displaying her prowess for magical abilities. She is a member of the same order of wizards as the likes of Galarion and Lythmeric. She pays her dues, but rarely attends any functions.
Mordecai, the Hermit
Mordecai is a githzerai monk and is described as being the most powerful mortal to ever live. Because of this, he has completely withdrawn from civilization so not to tempt him for authority or power over others. He devotes his time fully to the pursuit of wisdom, meditation, and self-study. He lives in the Dead Lands--an area that is incurably inhospitable--just to make sure he never has any visitors.
Lobi, Feivi, Fnippi, and Cloffle
Lobiumscintii Fithrinscitence the Fourth, Freieverrt Frizzlethorpe, Fnippfertgas Ornthdropple, and Cloffledweit Gerjensnooter are the four gnomish tinkerers who run the Artisan's guild in Stonekeep. They tend to keep their distance from Mithrillion despite everyone assuming that because they are gnomes they must be friends with the odd wizard. They are not, nor do they want to be.
"Z"
He corresponded regularly and cryptically with Marcello.
Rosaline, the Widow
She is the owner of the little farmhouse between Lady Vash and Stonekeep.
Greyland Stonebrow
Greyland Stonebrow, born of the primitive hill dwarves in the barbarous north of Antonica, left behind hearth and home to seek adventure and lively experience in the rich lands to the south. Intrigued by the mysterious invitation of a distant wizard, the rugged young dwarf now seeks out his destiny, knowing only that is does not lie in the frozen hills of his homeland.
Being from such a harsh land has made Greyland tough as the stone for which he was named, and as wild as the blizzards of the tundra.
Perhaps he will dine with the kings of men in faraway realms, or in the subterranean halls of his distant, more civilized mountain kin. Only time will tell. He knows only that his feet and heart lead him on.
Being from such a harsh land has made Greyland tough as the stone for which he was named, and as wild as the blizzards of the tundra.
Perhaps he will dine with the kings of men in faraway realms, or in the subterranean halls of his distant, more civilized mountain kin. Only time will tell. He knows only that his feet and heart lead him on.
Avasha Mapennal "Lady Vash"
Lady Vash has been under the sheltered care and tutelage of Ichyrix for nearly a year now. Beneath her constant conflagration is the essence of fiery beauty. Devoted to her cause of good, she aims to cleanse the world of evil through her fiery purge.
She hasn't spoken much of her past, but most have gathered that she was born among others of her kind in the Dead Lands to the southwest. Originally of the genasi from the eternal plane of fire, her ancestors found haven among the other strange beings that made the Dead Lands their home.
She hasn't spoken much of her past, but most have gathered that she was born among others of her kind in the Dead Lands to the southwest. Originally of the genasi from the eternal plane of fire, her ancestors found haven among the other strange beings that made the Dead Lands their home.
Ruan'Dee, the Savage
Ruan'Dee has shared little of his past with his newfound companions, however it is obvious he is of an odd temperament. He does not seem to have the gruff temper or violent tendencies so commonly associated with those of his background.
Cautious by nature but easy of manner he seems almost nonthreatening despite his towering height and corded muscles. Belying his calm nature is his ferocity in battle. He almost seems a completely different person when the rage of battle overcomes him.
Cautious by nature but easy of manner he seems almost nonthreatening despite his towering height and corded muscles. Belying his calm nature is his ferocity in battle. He almost seems a completely different person when the rage of battle overcomes him.
Ithilien Arlus
Hailing from the mostly human province of Linden, Ithilien was born of humble origins. His father, though once a distinguished scholar, fell into relative obscurity when he moved from the luxuries of Paradiso to the woods and plains of Linden. Ithilien, though, didn’t take after his academic father, preferring to wander far and wide and experience the world firsthand rather than between the covers of a book. In appearance, he takes after his father: tall, thin, and black hair; but his gray eyes and his spirit, those are entirely his mother’s.
He is never seen without the scar along his cheek, an easy smile on his lips, or the ring which dangles from his neck. Oftentimes, he can be found rolling the ring between his fingers, staring vacantly into the distance.
Ithilien left Linden 5 years ago under mysterious circumstances, uprooting from a comfortable rural life and taking little with him but a few blades and a bow to trek across the world with no specific goal in mind, doing what was required to survive. The letter from Blackthorn had the appearance of another odd job, albeit a strange and lucrative one. Like most jobs, he chuckled, shrugged, and, shouldering his meager belongings, made his way to the great city of Titanfall.
He is never seen without the scar along his cheek, an easy smile on his lips, or the ring which dangles from his neck. Oftentimes, he can be found rolling the ring between his fingers, staring vacantly into the distance.
Ithilien left Linden 5 years ago under mysterious circumstances, uprooting from a comfortable rural life and taking little with him but a few blades and a bow to trek across the world with no specific goal in mind, doing what was required to survive. The letter from Blackthorn had the appearance of another odd job, albeit a strange and lucrative one. Like most jobs, he chuckled, shrugged, and, shouldering his meager belongings, made his way to the great city of Titanfall.
Lady Camilla Chandler
The good Lady Camilla remains mum about most of her past, but it is not tough-dug knowledge to discern her origins. She is the sole daughter of Lord Frederick and the late Carina Chandler of the city of Paradiso. Camilla is a rather short, bright-eyed beauty with her trademark auburn braids circling her head. Everywhere she goes, she looks about with admiration and a wide, yet troubled and anxious smile. Behind her lively outlook, lies a sadness... and a power. When the time comes, she wields a powerful magic and fearlessly protects those around her with tenacity.
At the age of 22, she left her home to seek a life of her own; an adventurous life, far away from the politics and gossip of Paradiso. Even among the most lowly of company, she maintains the etiquette of her station... When she can, at least.
At the age of 22, she left her home to seek a life of her own; an adventurous life, far away from the politics and gossip of Paradiso. Even among the most lowly of company, she maintains the etiquette of her station... When she can, at least.
Throkk Gromuzgobbe
One look at Throkk is usually enough to send most away. At first glance, he is definitely more orc than half, even with his gut as wide as he is tall. If that doesn't do it, his scent will. And if someone ever does get close enough to him hear him speak, that would surely be the final straw. In a word, Throkk is primitive. He comes from the forests atop the slopes of the Truujin Mountains. He has walked many thousands of miles between the jungles and groves of his home. His tribal elders selected him to journey forth and bring newcomers to their ways, either through assimilation... or reproduction.
Everywhere he goes, he carries his staff, made of the beautiful purplewood tree, found only in the hearts of the densest of jungles. Typically, the first words out of his mouth involve "enlisting" either you or your loins for the furthering of his tribe, unless you're injured, in which case he offers a mud salve for any and all ailments.
Do not be fooled. What Throkk lacks in tact, he more than makes up for it in primal power, wielding the magical force of nature herself upon those that would do him harm.
After becoming fed up with working for someone who openly deceived him, Throkk abandoned Blackthorn's tasks and set back on his own to the Northlands, seeking the legendary heart trees.
Everywhere he goes, he carries his staff, made of the beautiful purplewood tree, found only in the hearts of the densest of jungles. Typically, the first words out of his mouth involve "enlisting" either you or your loins for the furthering of his tribe, unless you're injured, in which case he offers a mud salve for any and all ailments.
Do not be fooled. What Throkk lacks in tact, he more than makes up for it in primal power, wielding the magical force of nature herself upon those that would do him harm.
After becoming fed up with working for someone who openly deceived him, Throkk abandoned Blackthorn's tasks and set back on his own to the Northlands, seeking the legendary heart trees.
Felix Blackthorn
Felix Blackthorn was born to the fifth generation of Blackthorn magicians living in Titanfall. Their principal estate, a 13 floor tower at #1 Blackthorn Way, was built by his great-great grandfather, Avens Blackthorn. Although he is considered to be one of the most desirable bachelors in the city, Blackthorn is approaching his forties and has yet to marry. Instead, he has devoted any of his spare time to his studies.
Felix has always been involved in the local government and routinely is sought for his advice in such matters. Although he spends most of his time within the confines of his tower, he has a number of callers of various backgrounds to arrive throughout each year. In his youth, he spent over a decade traversing the country-side, adventuring into places unknown and yet unexplored. These adventures landed him a host of friends, acquaintances, and treasures.
His powers have grown intensely over the past few years and he has developed a host of spells of is own design that both intrigue and inspire his invited company. Chiefly of these are his works in the areas of scrying and divination; powers that have brought him as much ire as it has curiosity to those he entrusts to have knowledge of such things.
Felix has always been involved in the local government and routinely is sought for his advice in such matters. Although he spends most of his time within the confines of his tower, he has a number of callers of various backgrounds to arrive throughout each year. In his youth, he spent over a decade traversing the country-side, adventuring into places unknown and yet unexplored. These adventures landed him a host of friends, acquaintances, and treasures.
His powers have grown intensely over the past few years and he has developed a host of spells of is own design that both intrigue and inspire his invited company. Chiefly of these are his works in the areas of scrying and divination; powers that have brought him as much ire as it has curiosity to those he entrusts to have knowledge of such things.
Mithrillion Fragicalirupes
Mithrillion has been under the employ of Felix Blackthorn for over fifteen years, now. At one time, a traveling circus performer, Mithrillion was nearly killed when his fire-spitting trick turned awry, engulfing him in a violent conflagration. He had hardly time to drop to the ground when the flames diminished and were doused by an unseen magic cast from the audience. It was Felix Blackthorn.
Feeling a life-debt owed, Mithrillion quit the circus and devoted his life to Felix's service--it was a vast improvement on his life from that moment on. His old habits of pranks and harmless tricks, however, have never gone, much to the dismay of Felix and his guests.
However, that being said, Mithrillion is as loyal as they come. Through his somewhat off-putting and aloof demeanor, Mithrillion is forever grateful to have the opportunity to spend his days among the grounds of Blackthorn Tower. However, he still shies from the sight of an open flame.
Feeling a life-debt owed, Mithrillion quit the circus and devoted his life to Felix's service--it was a vast improvement on his life from that moment on. His old habits of pranks and harmless tricks, however, have never gone, much to the dismay of Felix and his guests.
However, that being said, Mithrillion is as loyal as they come. Through his somewhat off-putting and aloof demeanor, Mithrillion is forever grateful to have the opportunity to spend his days among the grounds of Blackthorn Tower. However, he still shies from the sight of an open flame.
Draxxis Karn
Draxxis Karn is the leader-apparent of the orange-clad cultists that have sprang along the mid-western reaches of Nostra Celeste. Not much is known of Karn, save for his intimidating appearance and stature and his mind-piercing psionic abilities.
Draxxis Karn stands at a lofty 6'4", well above the heads of most other humans.
Draxxis Karn stands at a lofty 6'4", well above the heads of most other humans.
Ichyrix
Ichyrix has recently surpassed his 500th birthday, and is still well-regarded as somewhat youthful by dragon standards. He hopes to see a full millennium before the sun sets on his quiet life. Cautious by nature, Ichyrix prefers not to meddle with the affairs of humans and their like. He prefers, instead, to live out his days within a day's wing of his lair, high in the Amber Mountains at the source of the Navid River.
Although remote, Ichyrix is not alone. He has surrounded himself with various peoples he's encountered throughout his long life. He is consistently joined in his lair by a host of others, some staying longer than others. He enjoys the company of lesser beings and enjoys hearing their histories and backgrounds.
Not too long ago, Ichyrix had been ensnared by a dragon hunter from a faraway plane. He was a viscous, deplorable creature, that lured Ichyrix into his clever trap. To this day, Ichyrix has not disclosed what that lure was. He is rather open, however, of how he escaped. He is not too proud to say he was saved by a human magician--no other than Felix Blackthorn.
Grateful for his deliverance, he promised Felix a single favor to be cashed in at his will. It was recently revealed, however, that Ichyrix will commit to such a favor for Felix in person, only, and no messengers will be granted any request.
Although remote, Ichyrix is not alone. He has surrounded himself with various peoples he's encountered throughout his long life. He is consistently joined in his lair by a host of others, some staying longer than others. He enjoys the company of lesser beings and enjoys hearing their histories and backgrounds.
Not too long ago, Ichyrix had been ensnared by a dragon hunter from a faraway plane. He was a viscous, deplorable creature, that lured Ichyrix into his clever trap. To this day, Ichyrix has not disclosed what that lure was. He is rather open, however, of how he escaped. He is not too proud to say he was saved by a human magician--no other than Felix Blackthorn.
Grateful for his deliverance, he promised Felix a single favor to be cashed in at his will. It was recently revealed, however, that Ichyrix will commit to such a favor for Felix in person, only, and no messengers will be granted any request.
Lystyrix
Lystyrix is the only child of Ichyrix. His mother, Venevera, bore him sixteen years ago and subsequently left him in Ichyrix's care as she returned to her more treacherous home further north.
Lystyrix is approaching a self-sufficient era in his life and is feeling the call for adventure, a feeling not shared by his father.
Seeing an opportunity for his son to get out to see the world, he Ichyrix entrusted him to the care of a recent group of adventurers who had come seeking his assistance. He is not overly worried, as Lystyrix is already a formidible dragonling in his own right.
Combined with the might of the other denizens of his lair departing to join them, he knew well their abilities and anticipates a safe return.
Lystyrix is approaching a self-sufficient era in his life and is feeling the call for adventure, a feeling not shared by his father.
Seeing an opportunity for his son to get out to see the world, he Ichyrix entrusted him to the care of a recent group of adventurers who had come seeking his assistance. He is not overly worried, as Lystyrix is already a formidible dragonling in his own right.
Combined with the might of the other denizens of his lair departing to join them, he knew well their abilities and anticipates a safe return.
Kagarün
Within the Dead Lands in the southwest, there reside a number of mutated beings. Catfolk, lizardfolk, aarakocra. Humanoid beasts and beastial men. The magical fallout from centuries ago have warped the bloodlines of many of those inhabiting in inhospitable area. Many of them have grouped together to form communities and governments and have found ways to survive.
Others have gone feral. Kagarün is one of those beasts. Biologically, he is a member of the catfolk race, but in practice, he is closer to a ferocious were-lion. Somehow, he managed to escape the Wall of Kymer and enter the civilized lands beyond.
On one fateful day, he happened upon a baby silver dragon bathing in a pool at the base of a waterfall. He watched with hungry, uninteligant eyes, waiting for a moment to strike. In a moment, he was upon him, and in a moment more, Ichyrix was upon them both. But that day, Ichyrix showed mercy. After seven long months under the watchful and patient eye of Icemane, and with the help of ancient magic, Kagarün was turned civil... Mostly. He developed a soft spot for Lystyrix and won't let the young dragonling out of his sight and will fight to the death to protect him.
He still has wild tendencies, but only if provoked. He doesn't remember much of his life before finding Ichyrix, and even if he did, you wouldn't want to hear about it.
Others have gone feral. Kagarün is one of those beasts. Biologically, he is a member of the catfolk race, but in practice, he is closer to a ferocious were-lion. Somehow, he managed to escape the Wall of Kymer and enter the civilized lands beyond.
On one fateful day, he happened upon a baby silver dragon bathing in a pool at the base of a waterfall. He watched with hungry, uninteligant eyes, waiting for a moment to strike. In a moment, he was upon him, and in a moment more, Ichyrix was upon them both. But that day, Ichyrix showed mercy. After seven long months under the watchful and patient eye of Icemane, and with the help of ancient magic, Kagarün was turned civil... Mostly. He developed a soft spot for Lystyrix and won't let the young dragonling out of his sight and will fight to the death to protect him.
He still has wild tendencies, but only if provoked. He doesn't remember much of his life before finding Ichyrix, and even if he did, you wouldn't want to hear about it.
Kim & Kin
The elven twins have been with Ichyrix for nearly five years now. They each possess a terrible magical power that they both agree doesn't need to be in the civilized world.
Together, their combined power is a formidable force to be reckoned with, each drawing their essence from an ancient pact their ancestors made with the venerable great wyrm black dragon, Lemoxomalinon, who has long since taken his cruel sleep of sleeps.
The pact, however, remains strong in the blood of the twins, who sometimes can't control their terrible power, leading to accidents small and great, which is what led to their initial exile from the lands of people and instead to the secluded lair of Ichyrix.
Together, their combined power is a formidable force to be reckoned with, each drawing their essence from an ancient pact their ancestors made with the venerable great wyrm black dragon, Lemoxomalinon, who has long since taken his cruel sleep of sleeps.
The pact, however, remains strong in the blood of the twins, who sometimes can't control their terrible power, leading to accidents small and great, which is what led to their initial exile from the lands of people and instead to the secluded lair of Ichyrix.
Icemane
Icemane is an old, wise orog from the arid reaches of the Harzod desert. He spent his youth doing what orogs do--raiding, killing and pillaging. He knows not how many mal-begotten sons and daughters he has sired, but he estimates them to be around two or three dozen.
He was nearly slain by a paragon of good, a paladin of the sun, Pelor. The paladin saw his foe fall before him, beaten and barely conscious. He stole Icemane away to his temple and began the long process of habilitation. It took over a decade for Icemane to lose his barbaric tendencies, and a decade more for him to seek repentance.
When the good paladin passed from this world, Icemane was just past fifty years of his own. He left the service of the temple and sought solitude for he would spend the rest of his days in prayer seeking forgiveness for the crimes he committed in his younger years.
He found the same waterfall as Ichyrix, and the dragon looked upon him with favor and admired his devotion to prayer and personal betterment. Icemane now lives at the cabin at the base of the waterfall, and has turned his home into a prayer room, without even so much as a bed for comfort.
He was nearly slain by a paragon of good, a paladin of the sun, Pelor. The paladin saw his foe fall before him, beaten and barely conscious. He stole Icemane away to his temple and began the long process of habilitation. It took over a decade for Icemane to lose his barbaric tendencies, and a decade more for him to seek repentance.
When the good paladin passed from this world, Icemane was just past fifty years of his own. He left the service of the temple and sought solitude for he would spend the rest of his days in prayer seeking forgiveness for the crimes he committed in his younger years.
He found the same waterfall as Ichyrix, and the dragon looked upon him with favor and admired his devotion to prayer and personal betterment. Icemane now lives at the cabin at the base of the waterfall, and has turned his home into a prayer room, without even so much as a bed for comfort.