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		<updated>2026-07-21T19:17:10Z</updated>
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	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4742</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4742"/>
				<updated>2025-01-26T18:28:08Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4741</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4741"/>
				<updated>2025-01-26T18:25:19Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4740</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4740"/>
				<updated>2025-01-26T18:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
ALignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4739</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4739"/>
				<updated>2025-01-26T18:23:42Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4709</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4709"/>
				<updated>2023-07-29T18:29:19Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander''': Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 (16) || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of uth Thalden - The Story of Amdor uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for many years now.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but with the expulsion of the Knighthood from the nearby city of Solanthus, the peasantry of Amdor's lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs, Amdor declined the knighthood in an attempt to preserve his ancestral holding.  Thinking his estates safe for the time being, Lord Amdor answered the call of loyal members of the Knighthood who had retreated to more distant lands outside of Solamnia to work against the growing tide of evil.  Out in the frontier of the growing tyranny in the broken lands of Taman Busuk, Lord Amdor fought with some of the most valiant Solamnic Knights, operating in remote Estwilde with little direct support from the weakening central leadership of the Knights.  After some victories and being named a Defender of the Crown, Amdor returned home for a time only to find his family accosted by insolent peasants insistent on their rights to own his land.  In a rage, Lord Amdor threw aside the peasants who were attempting to rule his lands in his stead, which caused a mob army to surround his castle.  Amdor thus took his family and what retainers remained to him and abandoning his castle them to far away Gaarlus, near the eastern Solamnic frontier.  A stalwart lord-in-exile, Amdor was approached by his future master and other veteran knights, requesting his remaining monies and retainers.  While Amdor's family stayed in Gaarlus, Amdor and his new company fought in remote wars, often deep into the increasingly evil lands of Taman Busuk, striving to garner enough victories to rally the rest of the Knighthood against the growing power of Neraka and the monsters of the mountains of that region.  Although they fought in many campaigns, they rallied principally around Marshal-General Laca Dragonsbane, Lord of Swords, a remote descendant of Huma himself, until he was slain by the fires of a dragon, and his great army scattered.  From time to time he returned to Gaarlus, but with each visit Lord Amdor grew more suspicious of his family's defenders there.  As the years passed and the Solamnic frontier collapsed into bickering, betrayal and defeat, Amdor joined the Company of the Defiant Crown, which was a small alliance of knights and their men-at-arms who were Solamnic extremists, refusing to retreat despite the threat of near certain strategic defeat.  Basing their secret operations at Kwinter Ranch, they eschewed all other orders and counsel from the great circles of knighthood resting in relative safety in the Solamnic core lands.  Their deeds were many and great, but at length the forces of Neraka discovered their secret outpost and defeated them.  Amdor had been back with his family at the time of the defeat, but hearing from Solamnic scouts of what had happened, Amdor rode with all haste back to Kwinter Ranch, where he discovered that all the knights and heroes of the company had been slain, and the forces of evil masters of the ranch.  However, Amdor decided to come in stealth at night to see what villains had done this so he could think on his revenge, and in the night in the shadows he discovered hidden behind rubble a critically wounded knight, burned and stabbed, who yet still wished to slay the dragon-master who had burned him and his companions.  Amdor carried the knight away.&lt;br /&gt;
&lt;br /&gt;
'''The Story of Amdor uth Thalden - Squire to the Grim Knight''':  Amdorian continued the story of his family to Athander.  Amdor and the Grim Knight, as Amdorian called him, rested not far from Kwinter Ranch.  Regaining himself enough, the knight matter-of-factly ordered Amdor to prepare for the counter-attack in the morning.  Amdor, highly disturbed by this suicidal command, attempted to turn and otherwise argue against this order.  The knight, being much superior to Amdor in rank and office within the order, would not bend, and stated that if Amdor would not obey then he would cut him down as a coward, a traitor, and a shirker of orders, and launch the counter-attack on his own come daybreak, despite his horrible wounds.  Amdor pleaded, saying he would do so if not for the sake of his family in Gaarlus, and offered that he would obey any other honorable command if only the knight would countermand his current terrible order.  Without hesitation the knight recognized that Amdor was not himself officially a knight, despite his great experience and lordship, and said that he would relent only if Amdor would serve him as a squire, dedicating all his remaining monies and energy to the knight's vengeance and crusade against evil.  This Amdor swore.  So the two traveled to the outskirts of Gaarlus, which had already become full of traitors and spies.  There the knight recovered and Amdor collected his family.  Amdor had already invested his money in a reserve ranch not far from Kwinter Ranch, and although the location was perilously close to the power of Taman Busuk, the knight commanded they take residence and base their operations there.  So Amdor moved his family.  It had been some four years there at Amdor's Ranch, hidden in the mountains.  In that time, Amdor and his master had ridden many a times deep into the seats of evil, and done many a great quests.  There was no end to the knight's vengeance, and to ensure no reprisals came he no longer wore badges of office or ensigns of heraldry.  He hid his name, which the enemy still did not know, calling him only the Grim Knight if they were even sure it was he who did great hurt to them.  The knight had by then become disgusted by the knightly order which so cowardly stayed back from the extreme front while evil grew, and although he still in his way loved the Knighthood, he thought all who remained were undeserving of their ranks, offices and very spurs.  Only Amdor, his squire, who accompanied him on all but his most dangerous ventures, maintained his grudging respect.  In those four years Amdorian had trained with the knight, and learned a great deal, and in the last two had even begun to ride out with him on his easier patrols, and for his missions in spying.  Amdorian said the knight and his father still kept faith with the spirit of the slain Company of the Defiant Crown, and still hoped to grow it once more into a small band of iron knights who would fight on, although all others flee and submit.&lt;br /&gt;
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'''Amdorian and the Initial Mentorship of Athander''':  Amdorian had been tasked to test Athander, and Athander had stood up for himself, despite his oath, which was the Grim Knight's purpose.  From then on Amdorian treated Athander with increasing respect.  Much was revealed about their secret armory, and Athander was introduced to the family as closer to an equal instead of as an abject servant.  Yet still Amdorian held authority over Athander, and the elder youth, as acting master of the ranch, trained and tested Athander in weaponry and horse.  Amdorian even showed Athander their hidden smithy, and the pile of enemy weapons they were methodically reforging as best they might into quality weapons and armor for a larger force the hoped would one day manifest.  After yet more months of this, when Amdorian began to fear his father and the Grim Knight would not be returning, they did at last return.  Amdorian was pleased to boast of Athander's progress.  The two had been dueling with practice blades, and all the boys of the family said Athander was already a very promising swordsman.  Amdorian said he was hopeful his father and the knight would train Athander further.  But something of Amdorian's tone set the knight to wroth.  Without a word the thin man threw to Athander his own blade and rushed him with his horseman's mace.  The knight seemed merciless, holding nothing back.  Within but a few strikes of his long hammer, Athander fell to the earth disarmed, the sword flying into the air.  The knight kicked him brutally and then slammed down the mace as if to kill him.  Instead the steel mace crushed a rock beside Athander's head, and Athander nearly swooned.  The knight glared at Athander for a moment and then stormed off and handed the horseman's mace to Amdor, who had been watching nearby.  That night, once again at the head of his table for his large family but with his eldest son absent, Amdor told much to Athander.  This was why the knight had warned him to return to his father.  This was why he himself had warned Athander.  The Grim Knight would brook no weakness from would-be knights.  Too many youths with fanciful tales of heroism and glory were among the ranks of the Knighthood, Amdor explained, and their weakness and lack of iron dedication now threatened to undo the Order as a whole and the rest of all the lands where evil and chaos did not yet openly rule.  Amdor had sent his eldest son on a lone patrol to contemplate his over-enthusiasm.  Athander was not yet worthy of the secrets of their tiny cell, and much unproven.  The knight was on the verge, Amdor explained, of sending Athander on his way, back to his father or wherever he would go at last, thinking him unsuitable as a prospect.  But Athander spoke up for himself.  He declared his intention to learn and to meet the hard standards of the Grim Knight.  Amidst Athander's response, uncharacteristically the Grim Knight appeared and told Athander that his father had lied, and that although his uncle and cousin were dead his grandfather was very much alive and well, and would love to have his grandson back.  There at Long Ridge Athander could be happy and safe, well away from the troubles of the extreme Solamnic frontier, and even become a knight there, for did not Athander know that his grandfather served as vassal to a Solamnic Knight?  Surely the training and knighting could be arranged.  Athander could stand to inherit a valuable estate and become a shining knight, as was his dream, and enjoy the benefits of servants, good food, peaceful lands, and perhaps the love of a noble lady.  The knight opened the door, declaring he had learned only recently of this truth.  He bid Athander go.  Athander stood and stated he would stay.  Three times he said this in defiance of the knight.  Then at last the knight relented, and said that Athander then must keep to his oath he gave to he and Amdor many months ago, and obey.  The knight then commanded Amdor to train him.&lt;br /&gt;
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'''The Early Training of Athander''':  Amdor was set to great labor.  The training of horses and trouble of ranching cattle took much of his days, and what time remained was set to work at the forge.  In his labors he was accompanied with Amdor's younger sons, and he was closest to the boy closest to Athander in age, Amdor the Younger.  Amdor and Amdorian showed Athander the ways of weapon play, and Amdorian sometimes the smithy, but it was the Grim Knight himself who set to teaching Athander the skills of a weaponsmith.  The knight had no flare for finery in steel armor or weapons, but instead worked with great efficiency and intensity.  He was however keen on great quality in his weapons, and had become skilled in melting down and improving on the steel of their enemies.  Athander could tell that the knight envisioned a strong force one day, should the opportunity arise.  Lances, swords, spears and other weapons besides were their make.  Amdor also took Athander into Bleakstorm to sell horses for finished goods.  From time-to-time Amdor and the knight would leave, and sometimes Amdorian would venture out with the knight instead of his father, but during his second year with them, they were rarely gone for very long, only for a few weeks at most.  Whatever their adventures were it was kept from Athander, and although he saw the three of them speaking at times among themselves, he never knew what was being said.  Later that second year, Athander was taken by Amdor and the knight all the way back to Haltigoth, ostensibly to sell horses, but Athander knew it was also for other matters.  Even in the some two years Athander had been gone the morally degraded port city had somehow grown even worse.  There Athander was given a sword for the first time and wore studded leather under humbler clothes, watching the door as the Grim Knight spoke to men Athander was certain were a local cell of Solamnic Knights living in secret.  During that visit Amdor spoke to Athander, telling him that the Grim Knight and he had their own informants in the city and in the region, and knew of his father if not his sister.  Norton had indeed increased his wealth, but had done so by falling into the slave trade.  By all accounts he had given up his search for his son, thinking him dead, and now chiefly served himself and his desires.  Amdor advised that Athander would gain no peace in meeting or speaking with his father, for he had been corrupted as were so many in the city.  Upon the closing of his second year with Amdor and his family, Athander grew closer to the eldest daughter of Amdor, and although the lord squire's eye and aura forbade any advance from Athander without a word needing to be said about it, their wordless attraction grew.&lt;br /&gt;
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'''Athander Begins to Take the Field''':  After the third year, Amdorian, who was growing ever stronger, experienced and more confident, began to take Athander out on patrols.  Riding on fine horses and being careful to remain largely unobtrusive and unseen as best they might, Amdorian led Athander and sometimes Amdor the Younger on hunts and patrols, some of which lasted for days.  During these times the youths felt free and strong.  Amdorian spoke about his valor and heroism, and although he did so humbly, it would excite the interest of Athander and the younger Amdor, for still Amdorian would offer no specifics about what they did.  Amdorian tracked for spies who might be searching for their hidden ranch, or for monsters, and on several occasions there were monsters to be found, although Amdorian dealt with these personally, keeping the younger boys back until goblins were slain.  One time Amdorian even slew on ogre and scared off another on the same occasion, and Athander began to fully realize the young man's great quality.  At the ranch, lancing tournaments began to be held among the family, and even the knight himself would participate, lancing squashes and even tomato fruits at great speed and with great skill.  Another boy also was brought to the ranch, a homeless youth yet younger than Athander named Tarsten.  Athander learned the Grim Knight had saved the boy from slavery, and his quick mind and already stout body and heart proved themselves readily.  At last, as the autumn came to the ranch of his third year there, the Grim Knight began training Athander personally and very harshly at weapons play.  The knight was a mighty or tall man, and was almost slight of build, but his speed and intensity were impossible for Athander to defeat.  Although struck with the flat of the blade many times, and struck with a boot or a fist on many occasions, Athander slowly gained genuine skill with the long sword.  Winter settled in, and at last Amdor acknowledged Athander's love for his daughter.  Only in valor and knighthood would the lord squire accept Athander as a groom for his daughter, and although he was satisfied so far, Athander had yet much to prove and achieve, but as she loved him too, Amdor would keep the girl from other less deserving suitors.  Amdor trained Athander with the sword all that winter, and forced Athander, Tarsten and his sons into winter training in the snow, in which the Grim Knight would reveal the slightest clues of movement he could see in the passing of beasts, monsters and men.  That Yuletide the Grim Knight joined the Amdor family for the festivities, and even smiled some.  Athander knew their victories (whatever they were) had been many that year, and that the Grim Knight's hope and ambition were rising.  Could the power of Neraka truly be undone?  So it then seemed possible, for Athander increasingly suspected he served under the greatest knight that then lived, sequestered and unknown with a tiny band of followers at the very edge of Nerakan territory, even if all of Solamnia did not know or recognize it.&lt;br /&gt;
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'''Athander Takes the Lance''':  Late that winter Athander was tasked to make his own lance and sword in their snowy mountain home, and the Grim Knight himself made him plate mail fitted to his person.  When the snows at last parted, The Grim Knight oversaw a test of Athander's lancing skills to the young man's great consternation.  Thinking he had done well, once again the knight without warning came at him with his sword.  Athander fought with all his might and newfound skill, despite the death by steel that the Grim Knight promised.  Three times Athander found himself with steel to his neck, but each time the knight threw him down into the mud and earth to fight again.  Athander, though tears forming, refused to yield.  At last the knight had had enough and retired.  That night Amdor, his son and the knight spoke in private, and Athander wondered after his fate, and wondered why he even endured the cruelties from a man whose name he did not even know.  But in the morning the knight unceremoniously told Athander to ready himself quickly for they were to go on a great ride.  Thus four men left Amdor's Ranch:  the knight, Amdor, Amdorian and Athander, leaving Amdor the younger master of the ranch.  Taking two horses each, at last Athander felt he was on the track to the knight's true trust and respect.  The road was stark, traveling the wilderness between the wild low mountains of the fallen Solamnic frontier.  But Athander felt a great sense of accomplishment.  The other three men gave him at least seemed to have truly embraced him as one of their own, even if he were the most junior.  Athander was on his way to becoming a true Knight of Solamnia.&lt;br /&gt;
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'''Stories and Lessons on the Road''':  While on the road and on their nightly camps, Amdor quietly educated Athander more clearly on the Oath and the Measure, and of the history and nature of the Knighthood.  Amdor was very knowledgeable, and in a short time Athander learned much.  Their master, the only true knight among them, had grown so callous and resentful of what had become of the Knighthood that he eschewed all outward signs of the Order, holding it now wholly in his heart.  Amdor warned Athander that the knight had a terrible temper regarding such things, and to never call him &amp;quot;sir&amp;quot;, or to speak of the Lord Officers of the Knighthood, for the knight hated them, although he fought to defend them and their honor and lands.  Within him the knight keeps what he feels to be the truest essence of the Oath and the Measure, Amdor explained, and they were grimly privileged to serve at his side.  Regarding his name and past, for at last Athander asked of this, Amdor said that he had not yet earned this level of trust.  There was power even in a name, and should Athander be captured or betray them, it would be more difficult to betray a man who had no name, and whose quests Athander did not know.  But Amdor said that Athander was well on the way to earning this trust, which he could only due by battle and shedding blood for their cause.  When Athander protested that he would never betray his party, Amdor gave him a chilling look, and suggested to Athander that greater men than Athander had done just that in recent years.  But for the rest of the journey, all three of Athander's companions taught him more about keeping the watch and tracking game for the hunt.  The Grim Knight himself explained how one might survive in the harsh wilderness of those mountainous lands.  They passed settlements on their journey, but stayed well away.  Amdor explained that the knight wished his movements to now be almost unknowable, and that they must stay unseen as best they might, for the knight might kill any who saw them.  They also actively slew goblins.  With great speed and no hesitation Amdor and the knight would go off in the night to slay bands of goblins that they tracked.  They would then call up Athander and Amdor, and the four of them would quickly and rudely bury the bodies as best they might, and took the best steel the victims had to offer.&lt;br /&gt;
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'''The Tale of the Mouth of Truth''':  After a long journey, to Athander's surprise they rendezvoused with a small band of other Solamnic Knights and their retainers.  Hardy veterans, they gave a certain respect to the Grim Knight, and for the first time Athander heard his true name:  Kharthen.  Although road-worn and battle tempered, Athander beheld more traditional Solamnic ensigns and badges of office, which Amdor explained.  The were Knights of the Order of the Sword, and they pleaded with the Grim Knight to reconsider his course of action.  He would do best, they argued, to ride to the Council of Palanthus and inform the high knights there of the extreme importance of what was happening on the collapsing frontier, and the danger it meant for Solamnia and the other neighboring lands.  Kharthen refused their counsel, and demanded they they fulfill their oaths to aid them, threatening to label them as cowards if they had ridden this far only to turn back now.  At last they subordinated themselves to him, and when one seemed too proud, boasting of his higher rank and experience, the Grim Knight seemed nearly to kill him, so fierce were his eyes.  This knight too relented, and would do as they had promised to come and aid him in his bold mission.  It was then that Athander learned that among his numerous quests, the Grim Knight had in but the last year traced the one most principally responsible for the destruction of the Company of the Defiant Crown.  Kharthen had already slain the evil knight commander who had led the raid on Kwinter Ranch, as he had slain the red dragon that had overwhelmed their number, slaying the great beast in his very nest.  But he had learned the evil knight was the Lord of Telvan, a town not far away.  Amdor and he had burned Telvan's keep and slain its officers.  Before they killed him, Kharthen learned from the castellan that the evil knight was but a servant of another, the Prophet of Truth, a powerful priest who lived in the nearby Madmen Mountains, and that the town's grandees had become worshipers of this god of truth.  Kharthen threatened the castellan for the secret name of this god, which in his fear of fire was revealed to be Sargas, otherwise known as Sargonnas, the almost forgotten evil god and consort of Takhisis herself.  In telling the story, Amdor produced the cinnabar amulet of the god, a red condor, which the castellan had been wearing.  When Amdor had explained to Kharthen what it represented, Kharthen threw the castellan into the flames he so feared, then helped the fire spread to the rest of the town.  Kharthen and Amdor then quested after this Prophet of Truth, who sometimes resided at a place call the Mouth of Truth high in the Madmen Mountains.  The location they found was wreathed in powerful illusions, but awaiting pilgrims they followed them into the mountain, pretending to be postulants.  A macabre temple had been built next to a volcanic vent from which poisoned gasses eternally arose, and it was this that was the &amp;quot;Mouth of Truth&amp;quot; from which the Prophet of Truth periodically emerged.  Learning that the &amp;quot;Prophet of Truth&amp;quot; was then absent, they awaited a pilgrimage ceremony in which the high priest was going to sacrifice a virgin, but before they could do this Kharthen and Amdor revealed themselves, and slew the high priests, his subordinates, and all their temple guard.  With the occult worshipers fleeing in panic before their bitter swords, Kharthen and Amdor entered the interior of the temple, where after defeated fiends of shadow and fire they were once again they were beset by illusions.  Amdor became trapped in a prison of his own mind, and a magical terror was set upon Kharthen that was so terrible it might have slain him, but ultimately Kharthen prevailed and the Grim Knight hunted their invisible assailant.  With a slice of his sword the wizard's hand was cut off and he teleported away screaming.  Knowing that the small army of monsters and evil men that was there was mustering, Kharthen and Amdor quickly searched the temple.  Seizing the most promising of the wizard's scrolls and books, they fled, but were met at the temple gate by a great red-robed minotaur of diabolical demeanor and his warriors.  The minotaur called on spells of power from the Mouth of Truth, but Kharthen rushed the monster faster than his warriors could react, slicing his face, his belly and then cutting off one of his horns.  Amdor then called on his longtime companion to make their escape, exclaiming that they had records and evidence of what was coming here.  Amdor pulled Kharthen away from the fight before they were utterly overwhelmed, and with great reluctance the Grim Knight fled.  They had since compelled wizards to interpret the magical codices they had taken, and learned that the Red Wizard whose books they were had been studying how to summon very powerful fiends from the Abyss, using hitherto unknown spells.  Wishing to crush this cult once and for all and end this vile threat to the West, Kharthen had spent recent months calling on the last of the nearby Knights of Solamnia who might still be willing to aid him, some of whom had been former members of the Company of the Defiant Crown.  And so they had come, even bringing a wizard of the White Robes and a fearsome dwarven henchman named Malkas.  Kharthen intended no less than to slay the Prophet of Truth, whom he had learned was named Kulkas-Mog, and collapse the Temple of Sargonnas into the Mouth of Truth.  For this he knew he needed more men, and valiant ones at that.  Now he had them, and Amdor opined to Athander that it seemed that the Company of the Defiant Crown was forming once again.&lt;br /&gt;
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'''Raid on the Mouth of Truth''':  Concerned about the illusions surrounding the mountains of the Mouth of Truth, they scouted the surrounding region for a time, even conducting raids on forlorn outposts, leaving none alive to tell the tale of what had happened to them.  For the first time Athander watched the Grim Knight in action.  Being left to the horses with the squires of the new knights, Athander saw men and monsters fall to Kharthen's sword as if it were hardly a threat.  From these doomed men they learned more of the Prophet of Truth and of his cult.  They learned that a son of Sargas, the Naug-Sargas or Naug, had come amongst them from far away lands, that he was a powerful magician, and that the Prophet of Truth foretold that the Naug would soon be imbued with his father's divine glory, and after leaving for a time would return a mighty god in his own right, and lay vengeance upon all the enemies of all those who worshiped and served him.  Then, when they were ready, they executed their great and second raid upon the Mouth of Truth.  A prayer was held by the more devout knights, which Kharthen avoided, praying or at least meditating alone.  But when the prayer was done and the preparations had been made, Athander and the rest of the junior squires were left behind, commanded to watch the horses, with Amdorian being left in charge.  Amdor left them with parting words of encouragement, and commanded his son to lead the family well if he did not survive.  The raiding party of hardened knights and proven veterans then entered into a hidden fissure at the base of the mountain, thereby avoiding the illusions (or so they thought) that wreathed the approach to the Mouth of Truth.  The youthful squires waited a long time.  That evening, red and brown clouds appeared over the mountains, and red lightning with peeling thunder.  They worried for their masters.  Then at night, illuminated by the bright Red Moon and flashes of red lightning, the squires were beset by goblins.  Taking command Amdorian led a charge on the goblin's forward position, and Athander thought he would enter combat.  But the goblins flighted.  Amdorian then gave Athander the command of the reserve horses, and with the eldest squires they rode after the goblins who meant to shoot at them with their bows and odd weapons.  In the night Amdorian slew many goblins, and Athander wished he was not bound by his oath to obey the elder youth, so that he might fight along side him.  Just as Amdorian consolidated the squires and they grasped victory, a great roar was heard from high up in the mountains unlike anything Athander had heard before.  The horses startled in fear.  Then from the mountain peaks a gigantic dragon appeared, black and terrible in the red moonlight.  From a great and steep gorge running down the mountain men could be heard calling out in terror and panic.  The dragon leaped down on lower cliffs, and with his enormous neck devoured one after the other of the very knights who had come to help the Grim Knight.  Amdorian observed in terror that many of the knights seemed to be lost in the illusion that guarded the mountain, stopping to scream in and terror before screaming yet again as the enormous maw of the dragon reached down to devour them.  As had been planned, Andorian tried to lead the horses up to meet the fleeing knights, but the fear of the dragon overwhelmed most of them, although Athander and Amdorian managed to lead a small team of them forward as the others scattered in terror.  Lightning flashed, revealing blue scales on the enormous beast that was so large it could have swallowed a knight and his horse whole.  For a moment, as lightning flashed, Athander locked eyes with the dragon, and Athander's fear nearly overwhelmed him, but he knew that the Grim Knight would not buckle, so he steeled himself and he did not flee.  At last they beheld Amdor running towards them.  The lord-squire weaved away from the dragon's maw though he was thrown down by it, slicing his sword on the dragon's invulnerable snout.  Amdor rose and immediately mounted his personal horse, telling his son and Athander to move away and help any other survivors if they could.  Amdor called to the dragon, challenging him, but the dragon spitefully ignored Amdor and devoured another screaming knight.  Amdor then rushed his steed at the dragon up the steep incline, and with his lance plunged the steel tip at the dragon's feeding mouth.  The roar of the dragon's pain was deafening as the dead and chewed knight fell from his maw, and with an angry claw he destroyed Amdor's horse with a single pass.  Amdorian charged himself, his lance breaking against the dragon's scales, and his sword just as useless.  Then Amdor took from Athander his own horse and charged once again, even as the dragon reach down to devour his son.  This time the lance tip pierced the dragon's great yellow eye.  The roar of pain was even more enormous than before, and yet despite the dragon's rage Amdor slashed at the dragon's scales uselessly with his sword, commanding his son to go.  Amdor turned about to charge once again, but even as Athander and Amdorian fled, the dragon released an enormous bolt of lightning from his wounded maw, and Amdor was no more.  Pained by his now missing eye and clawing at the wound amidst his roars, the dragon unfolded his tremendous wings and with a leap flew over Athander and the other survivors, and flew away.&lt;br /&gt;
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'''Defeat, Loss and Recovery''':  In the aftermath, Amdorian's resilience and purpose of mind rallied despite his father's death.  Seeing that the dragon had retired and no immediate foes, he ordered the other squires to gather the horses as best and as quickly as they could, and retrieve the survivors of the raiding party.  Of the two dozen or so knights and retainers who had gone on the raid, only four were accounted:  two knights, a sergeant and the dwarf Malkas.  After they had ridden as far away as they could and found what concealment was available, Athander heard at least some of what had happened.  After fighting through the illusions and daemons that guarded the narrow fissure, Kharthen split the raiding party in two upon seeing an opening that led elsewhere, leaving Amdor in charge of the other half.  No one survived from Kharthen's half of the party, but for Amdor's half, they come up through the rear basement of the volcano temple, quietly slew the guards and priests there, and then waited for Kharthen's force to come from the other side before attacking the Prophet of Sargonnas' audience chamber.  But Kharthen did not come, and fearing discovery, they began their surprise attack, only to find the court of the Prophet to be an illusion, which soon was followed by lethal illusions of monsters and fiends.  Amdor led his party out of the temple, only to find the prophet waiting with an attack force of monsters and armored minotaurs.  The prophet mocked them, saying that Sargas had foreseen their coming again, and this time they would be destroyed.  Yet in this moment a wounded and afflicted Kharthen appeared from the rear of the prophet's troops, and threw his spear into the minotaur's throat.  A general melee erupted, and an invisible wizard rained down magic upon them.  Yet despite the prowess of the enemy Kharthen could not easily be stopped.  He threw quick mercury upon the invisible wizard, exposing him to focused attacks, and soon his sword cut down the flower of the mighty minotaur guards.  The white and red wizard dueled, and although the white wizard was destroyed, his enemy was burned and wounded. One of the surviving knights said and he Amdor chased after the wounded wizard who had fled into the temple once more, and after hearing his way through an illusion Amdor throttled the wizard, strangling him to death, after which the other knight beheaded him, causing his body to explode into frozen glass.  But it was then that the great blue dragon appeared.  Yet last they saw him, Kharthen remained fixed on the Prophet of Truth, who feared his sword, and was fighting him at the very lip of the Mouth of Truth.  Kharthen refused to retreat despite the knights being eaten alive by or blasted apart by the dragon, but in uncharacteristic mercy, in a shout gave Amdor the angry order to retreat.  Only upon the third such order did Amdor obey.  After hearing this story, the grieving and broken party that remained traveled all the way to Haltigoth to find refuge with the secret cell of Solamnic knights there.  While at Haltigoth Athander had grown to be friends with one of the squires, and accompanied him to a tavern.  There Athander was spotted by one of his father's old agents, who quickly escalated his questions to commands that Athander come with him, expecting a large reward from his father for the return of his long-lost son.  The old mercenary called for men to obey him to subdue the youth, offering considerable sums.  Athander however would no longer submit to such pettiness, and with his own hands threw each man down with great ferocity.  Athander then told off the agent, telling him that if indeed his father does still want to see his beloved son, he should dare to come to take him back to him himself.  Not long afterwards, once the survivors were settled as best as they could, he and Amdorian returned to Amdor's Ranch.  Desiring revenge for the death of his knight, the dwarf Malkas would not be left behind.  Being now the master of his family and seeing as that Kharthen was presumably dead and he being in charge of the secret of Amdor's Ranch, Amdorian named Malkas his man-at-arms and they returned to the ranch.&lt;br /&gt;
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'''The Return of Kharthen Starth''':  The death of the family patriarch was most bitter to House Thalden, and the sadness was very great.  But Amdorian bore himself nobly, and considered his next actions.  He offered the release of Athander and Tarsten from his service, but both refused, willing to follow Lord Thalden with whatever he chose.  Amdorian however delayed in any great decision, thinking that time might reveal itself as he inquired after the possibility of leading the retreat of his family back into the Solamnic core lands.  But then, after some three months, Kharthen appeared.  It was as if all were seeing a ghost.  He heard what tales could be told from Amdorian, Athander and the others and sat in dark silence.  Seeing that he had been through a great deal, and seemed hardened now more than ever before, they asked after what had happened to Kharthen.  The knight bruskly explained that they had been betrayed.  Somehow, amidst his call for allies, the agents of evil had replaced one of the called for trusted knights with an evil illusion.  How long had he been among them?  But whatever the details, when Kharthen led his detachment apart from the others, and evil spell of death was cast upon the lot of them, and trapped within the poisonous cloud, it nearly killed Kharthen as well.  A fireball followed the cloud of death, and in the end Kharthen only remained.  He assailed the attacker, who had revealed himself to be a great and dark minotaur with dark red horns, with yet another spell on his fingertips.  Kharthen wrestled with him in the narrow chasm, and broke his hand, and nearly his neck.  But the great monster broke free from his grip and disappeared with a spell.  This minotaur, Kharthen explained, he would later discover to be Naug-Sargas, the claimed son of Sargonnas.  Kharthen explained how much he had wished he had killed him in that moment.  Although his party was dead, Kharthen decided to then continue on his original plan and ambush to the rear of Amdor's enemy all by himself.  As to what happened after the others had been ordered to retreat, Kharthen said he forced the Prophet of Sargonnas down the Mouth of Truth, and leaped after him.  Kharthen found himself in a world of fire and burning, but burst from the flames following the now fearful prophet.  Kharthen found himself in a great temple of burning magma and fire.  He slew minotaur guards that challenged him there, but then hid as they came in numbers.  Creeping about, Kharthen found the red robed wizard they had thought Amdor had slain, but Kharthen said he slew him, strangling him before throwing him into one of the fire pools.  Escaping the temple, Kharthen found himself in Hell.  Of this he does not wish to overly speak, save to say that it is perhaps worse than they can imagine, and that a truly malevolent evil pervades there like he has never before known.  The experience truly struck him.  Yet Kharthen now held a mighty sword, an evil looking blade that could burn with black fire upon his command.  Kharthen took it from a fiend that thought it could trick him.  Kharthen said he destroyed the fiend with his own blade.  Kharthen learned much of evil, and the plans of evil, while in Hell, and learned lore about the dark god Sargonnas.  The god's &amp;quot;Prophet of Truth&amp;quot; had fled in fear of Kharthen to his god's personal palace, but he learned of the supposed son of Sargonnas' plan to travel to the Seven Heavens to become a god.  Eventually Kharthen snuck through the burning temple again and emerged out of the Mouth of Truth.  The ancient blue wyrm had since become de facto master of that place, and Kharthen saw its one eye and knew his fellow knights had not died without wounding evil's face.  Kharthen recovered for several days from his enormous ordeal, but then, having resolved on what to do, decided to travel to Palanthus is Solamnia to demand audience with the knightly counsel there.  Amdorian said that his oath as a squire had been to his father, not Kharthen, but Kharthen obviated this by knighting Amdorian there on the spot, and on his own authority.  When Amdorian asked after the Council of Knights to confirm him, Kharthen replied that there was no greater way to gain one's spurs than by a knighting in the battlefield.  And so Amdorian received his knighthood by Blackfire, or so Kharthen called his sword.  Immediately afterwards Athander was asked if he would serve as Kharthen's squire, which Athander accepted, taking the oath of the Knights of Solamnia for the first time.&lt;br /&gt;
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'''Journey to the Core Lands''':  Leaving Amdor the Younger as master of Amdor Ranch, Kharthen led a small group all the way to Palanthus, including himself, Athander, Tarsten, Malkus the dwarf, and Amdorian.  For once Kharthen rode at a deliberate pace, although he stayed off the main highways, greatly slowing their journey.  Along the way Kharthen taught Athander and Tarsten more of fieldcraft, as well as swordcraft.  He also told more of his experiences and stories of the Knighthood.  Athander learned more about the man, and of how Kharthen had once served in a lord's castle in the core lands before becoming a knight.  His own lord was pulled down by the mob when he was away on a quest, and Kharthen watched it happen when he was pulled apart.  It was then when Kharthen first went to the eastern frontier and served the march knights there, and there where he received his spurs.  It had been years since he had returned to the core lands, and he was certainly not eager to do so.  At the urging of Amdorian they made a detour to Hartford so that the young Lord Thalden could see his abandoned family estate.  This was much against Kharthen's will, but as it was a point of honor, he did not refuse.  Finding his family castle effectively abandoned, housing only animals and vagrants, Amdorian appealed to the local mayor to press his rights for the land.  The village mayor was cordial towards Amdorian, and as he did not press his lordship but merely his land rights, the mayor did not seem troubled, saying that he regretted their rough treatment of his father.  The mayor invited Amdorian and his friends to the town council that evening to discuss the matter over dinner.  Disinterested in such things and discouraging the matter, Kharthen stayed well outside the town at camp with Tarsten.  But Athander and Malkus went to help ensure all went well.  At first Amdorian was treated respectfully, and they even referred to him as Lord Thalden, and wanted to make amends for past wrongs.  But then the council turned.  In one swift series of actions, Amdorian was stabbed through the hand and then seized.  Athander fought with his fists until he was overwhelmed by clubs.  Malkus however was too strong to be so subdued.  He nearly waded through the mob to reach Amdorian, but at last he was lifted up and thrown into the nearby Vingaard River.  Next, they mocked Amdorian in his knightly garb, hacked off his spears, and paraded him as a mock lord tied to a chair for the village, so that they may see their lord upon a throne.  Then they pulled Amdorian apart, limb by limb, and made Athander watch.  It was then however that Kharthen at last came.  He rode through the mob, and slew those immediately around Amdorian's stump of a body.  Badgeless and without any symbols of the knighthood, even armor, they ran in terror from him.  Kharthen took Amdorian's family plate mail and heirloom sword, and what remained of him, and with Athander rode off.  Kharthen said little when they put Amdorian to rest in the distant fields of his familial lands, his face empty.  Malkus swore vengeance and Tarsten insisted they bring the matter before the courts.  Kharsten however said nothing, but gave the armor and sword for Athander to bear, after cleaning them.  They then rode on.&lt;br /&gt;
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'''Tower of the High Clerist''':  At last they arrived at the High Clerist Tower, which Athander by then knew was Kharthen's actual destination.  After words with guards and staff, they eventually were given access to the senior ranking knights there.  It was an unpleasant meeting.  Kharthen wore only the insignia of a junior Knight of the Crown there, which was his version of a dress uniform.  Of this they were offended, which he followed with insults as to their shining armor and vain flags.  Nonetheless, for the first time he announced himself by name as Sir Kharthen Starth, and even admitted to them his nome de guerre:  the Grim Knight.  He told them much news, and told them that the blue dragon he saw was very great indeed, and that no living knight could hope to defeat him, and that certainly more such dragons were to come.  Where could he get a legendary dragonlance of old?  Did the Order have any?  What aid could they give him against such a monster?  He also told them of the Prophet and Son of Sargonnas (although not of hell), and asked for their help in this matter.  Of dragonlances or Sargonnas they had little to offer, but as if expecting this then asked them to commission him to ask after this matter at the Tower of High Sorcery in Palanthus, with the right to petitioner Astinus, the greatest living scholar there.  It was hardly a request, and more of an order from Kharthen, and the high-ranking knights, quick to have him leave, wrote him the letter of introduction he had requested.  Soon enough they passed through the mountain and into Palanthus proper, the greatest city Athander had ever seen.  But business dominated Kharthen's mind, and he and Athander were given access to the great sage.&lt;br /&gt;
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'''Astinus''':  Kharthen had prefaced to Athander that he had encountered Astinus once before with another great knight who had since died for the Oath, but had then asked no questions.  He explained to Athander that although he might appear so, Astinus was no normal man.  Surely his wisdom was such that he was sent by the gods, and now Kharthen needed such advice.  Finding him at his great study with many books in his high tower, the great sage stopped and considered both men.  He remembered Kharthen, and knew Athander's full name and true parents.  Astinus saluted Kharthen's iron dedication to the Oath and the spirit of the Measure, and hailed him as the greatest knight along the eastern frontier, and that by his actions many now lived who otherwise would have not, and much good blossoms where it otherwise would have withered.  For Athander the strange sage provide cryptic comments, as if reading his future, cryptic enough for Athander not to be able to understand.  As for Kharthen's questions, Astinus was direct enough, and told him that only the gods, Paladine himself could grant Kharthen a dragonlance before the time of their return had truly come.  As to his question about Sargonnas' prophet and son, he said that their fate and their effects upon Krynn would not be decided in Fourth Hell but in the Seven Heavens, and there they would have to go to challenge either of them again.  When Kharthen laughed that this was impossible, Astinus remained very serious.  He said very few indeed yet had the power to accomplish this upon Ansalon.  Astinus quickly wrote a letter to Par-Salion, Master of the Conclave of High Sorcery he explained, who resided in far off Wayreth Forest, south of Athander's homeland.  This would be their introduction to the mighty wizard, who Astinus said would never easily leave his mighty tower.  Par-Salian alone knew the spell to take them to the Seven Heavens.  Astinus also gave them an ancient grimoire that would help the wizard with the spell.  Before Astinus put his seal to the letter, Athander noticed that the letter referred to Kharthen as Lord Warrior Sir Kharthen Starth of the Order of the Crown.  But days later, Kharthen requisitioned a ship, crew and captain from the Order, new and better equipment for their journey, and then they were at sea.&lt;br /&gt;
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'''Qualinesti and Wayreth Forest''':  After a long voyage, the heroes arrived at the port of Alsip south of the elven lands of the Qualinesti, for they could not land in the elven lands directly, due to their realm being forbidden to humans.  At the border of elven lands the party met an elven ranger of the Qualinesti named Tharone.  Knowing the elven language from his youth, Athander managed to convince the elf of the righteousness of their cause, and he agreed to escort them across the elven border and to the enchanted Forest of Wayreth.  Unfortunately, Kharthen had refused to abandon their mounts, and although successful for days, they were at last detected when well within the forest and met an ambush.  Tarsten was slain by an arrow to the neck.  Enraged, Kharthen, after commanding Malkus and Athander to stay under cover, braved the arrows of the elves and slew and spoiled the elven ambush party who fell before his lance and sword.  Kharthen then turned to slay Tharone, who had become Athander's friend.  Athander tried to cool Kharthen's rage and turn his sword, but Tharone, although trying to flee, was also cut down, Kharthen explaining that Tharone would have fled to tell his folk of what had been done.  Athander was much aggrieved, and saw perhaps for the first time the darkness that was within the heart of the Grim Knight.  They buried the elves and Tarsten, but with the death of Tharone they were lost in the woods.  Days were lost, and fear came upon the party as their supplies lessened, and they feared they may not find Wayreth Forest.  Turning in a great circle in their bewilderment among the trees, they hazarded upon Tarsten's grave, and Malkus began to say that they were cursed and doomed.  Much aggrieved to see his leadership weakened and the quest near failure due to starvation, Kharthen prayed to Habbakuk for aid and absolution for his sins.  It was the first time Athander saw the knight pray so openly and fervently.  Athander listened as Kharthen opened himself to take on the sins for the slaying of the elves and Tharone, and asked that if punishment must be meted out for what had been done, and for all ill that Kharthen had done in the past, however remote, let not the quest and his party be punished, but he alone.  The forest seemed not to listen.  However, when true despair and starvation began to set in three days later, they hazarded upon the dead woods of Wayreth Forest, beholding the red eyes of dark creatures within, much as Astinus had told them to expect.  Kharthen plunged into the forest heedlessly, and told his party to ignore the apparitions within.  The forest was foul smelling and seemed to absorb all light.  Once well within the angry knight  announced himself with a mighty voice, and demanded the Master of the Conclave hear him and grant him entry, for he demanded the magic of the Master of White Robes, on the invitation of Astinus of Palanthus.  He also offered the book Astinus had provided him as a gift, saying the spellbook was mighty indeed, and would teach its owner a great deal about the highest magic, and the mechanics of the planes of existence.  They waited for a time, and there was no answer, so Kharthen took forth his sword and ordered the party forward, telling Athander to prepare for a charge.  Yet shortly afterward was then that the forest melted and parted with a gleaming white light, and Kharthen relaxed his anger.  The mighty and dark towers of the Tower of Wayreth appeared as they came forward and beheld a wizard in white robes casting a ball of a light from his hands.  They would come to know this wizard to be named Cereben.  He led them into the Tower grounds.  They had arrived.&lt;br /&gt;
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'''Par-Salion and the Tower of High Sorcery''':  Climbing into the Tower of High Sorcery, they were soon given an audience with the Master of the Tower, Par-Salion.  The old man had been expecting them, but did not know how they would come, from where they would come, or when.  But he had foreseen their coming in the stars.  He reviewed the letter from Astinus, and then the book Astinus had given them.  The wizard was stunned by what Astinus had proposed and what Kharthen meant to do, to travel to the Plane of the Seven Heavens themselves, where Paladine ruled in grandeur.  But Par-Salion admitted that great evil was rising in the world, and he was already preparing to aid as best he could by wizardly means.  He had not considered he might also help by empowering a great warrior.  The elderly wizard said that with Astinus' spellbook he might actually be able to do as they proposed, but he needed time to make the arrangements.  And so they waited within the grounds of the Tower of High Sorcery, and Kharthen much impatiently.  Athander heard his bitter complaints of the wizards there, and of Par-Salion, who was obviously very mighty in magic, but excused himself on becoming involved more directly in defense of the good of the world because of his weakness in old age and need for great magical research for the times to come.  Kharthen thought this the excuse of a weakness and cowardice, and bemoaned that such power, enough perhaps to turn the rising tide of evil, remain so idle and in the hands of such a cowardly man.  The wizard Cereben heard these words of anger, and came to then to cool Kharthen's burning mind.  Cereben counseled Kharthen that perhaps his direct manner may not always be the best route, and that a swinging sword or casting spell may not always be the best way to win the wars of the world.  Kharthen eschewed this line of thinking, and sent Cereben away.  Cereben, who was an assistant to Par-Salion, approached Athander, and told him some of what he had learned from Astinus' book of planar mechanics, hoping to teach the squire what he could of what may be before the young man.  Over the days he told him of what he had read of the Astral Plane, and of the various planes of existence, lore of which was all but entirely new to Athander.  Yet he listened and learned what he could, and this more eagerly than Kharthen, who would listen, but in anger.  The rest of the days for Athander were set in sword lessons from Kharthen, and even in jousting before the several wizards that were there at the tower.  When Kharthen saw wizards of Black Robes upon one day of jousting with his squire, with one of them mocking and threatening him for wearing the brooch of the Order of the Crown, he looked to seize the old woman and punish her for her insult, but was stopped by holding spells of the wizards.  When he learned that the woman was a wizardess of the Black Robes of considerable power who served a lord of evil in Taman Busuk, he was outraged for not being able to kill the woman, who was obviously willing to espouse the side of evil, but Cereben said that the Towers of High Sorcery were neutral ground, and such violence was forbidden there.  This only outraged Kharthen further, who thereafter refused to sleep in the Tower of Wayreth, but the more reasoned words of Athander came to him to cool the flames of his raging mind, and Kharthen relented in his more active anger.  But this restraint was not necessary for long, for but a week later, Par-Salion was ready to cast the spell.&lt;br /&gt;
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'''Journey Beyond the Stars''':  Summoning the heroes, the old wizard summarized the necessities and steps of the Astral Spell.  He would use a special chamber of the Tower of High Sorcery that had not been used since before the Great Cataclysm that had been designed for such magic called the Star Chamber, or the Black Chamber of Lost Souls.  Hearing of the requirements, and suspicious of the wizards, Kharthen commanded Mulkas to remain and guard their persons and maintain their horses for as long as may be necessary, even though Par-Salion said that they would be utterly sealed in the projection chamber, inviolable to any harm, magical or otherwise.  Seeing what may commence before them, Kharthen gave to Athander the full regalia of a squire of the Order of the Crown, explaining that in fact it was not that he did not care for such ensigns of office and rank, but rather that it was not these things that made a knight.  But he said that in the realm of the planes it seemed that such badges would be of use as signs to those who did not know them.  Their character would be in review likely more than the skill of their swords, he explained, so let those transcendent souls that would judge do so looking upon the outward symbols of their inward achievements.  Therefore both Athander and Kharthen wore their full dress regalia and readied for the spell to be cast.  Cereben places enchanting spells upon their gear, and Par-Salion put charms upon their swords and mail to give them power within the realms of the spirit.  Par-Salion then bid them drink a magical tea, bid them hold hands, and then he cast his great spell, and with that their souls transcended the physical world and entered into the Astral Plane.&lt;br /&gt;
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'''The Astral Plane''':  Arriving upon the Astral Plane, after the normal familiarization, Kharthen immediately began to seek the Golden Color Pool, which was as Par-Salion had told him the magical portal to heavenly realm of Paladine.  Upon this journey they saw many wonders.  Needing rest the set upon a great island that looked like a great man of stone that had grown forests upon it like an island in the Deep.  There they rested, but after a short time they were accosted by strange monsters with powers that sapped at Athander's mind.  Yet once again Kharthen's invincible will overpowered the spells of the strange wormlike creatures, and he cut them in two with his black-flaming sword.  Athander thus learned that they might fight in this realm.  From this encounter they discovered magical potions on the persons of the worms, which Kharthen gave to Athander to hold.  They then proceeded on.  After a further time they experienced an astral storm, and both knight and squire fell to fits of madness.  When Athander awoke from his madness, he found himself adrift and alone, uncertain what next to do.  Yet in a prayer of desperation, a tiny blue kingfisher bird appeared, moving past Athander at great speed.  Athander wondered how an animal was upon the Astral Plane, when Par-Salion had said this was not possible, for they lacked a mind strong enough to move them.  Yet this bird moved more quickly than Athander.  Taking it for a sign of some sort, Athander followed the bird. &lt;br /&gt;
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'''Ambush at the Golden Pool''':  The bird led to a floating Kharthen, unconscious.  The bird sat on his head, and then flew off.  Unable to wake him, Athander took a chance and poured one of the pink potions into the knight.  He awoke, seemingly empowered, and they continued their journey, and but shortly thereafter they reached the golden pool of radiant energy which Par-Salion had described was the gateway to Paladine's plane of existence.  But the gold gateway was surrounded by a field a tightly packed rocks of floating astral debris, some of them quite large.  Amidst these rocks was also a black gas or cloud that weaved its way over it, cloaking the way forward to a considerable degree.  Kharthen was suspicious.  Even the blue kingfisher, having proceeded with such speed for some time now, waited on one of the rocks, not going forward.  The cloud of blackness seemed to mean something in particular to Kharthen, and he bade Athander once again to stay back as he went forward.  Athander asked if this once he not be left behind.  His armor and sword had been given spells by the wizards of the Tower of High Sorcery, which because the astral spell still maintained there power.  He would never gain true experience if he were always left behind.  This once Athander asked, and so Kharthen permitted it.  Therefore both knight and squire went forward, weaving through boulders and the wrapping folds on the black cloud.  They soon passed these obstacles, and the golden energy pool was before them.  Yet just as they floated forward about to touch the pool, a great red whip came from the black cloud, and seizing Athander, dragged him into the inky darkness.  Kharthen immediately responded by throwing a ''light'' stone into the cloud, and dual-wielding both his old and his new sword he came flying into the darkness of the cloud, wherein he beheld the one-horned Prophet of Sargonnas with two minotaur knights, one of which held Athander as if to attempt to hold him hostage.  The prophet and his knights were blinded by the sudden light.  The minotaur that held Athander also had his axe-wielding hand covering his eyes, and so Kharthen skewered his old sword through both hand and the minotaur's right eye, at which time Athander broke free.  Next Kharthen was smashed by the other knight's great axe, which he slashed away, then cut into that minotaur's arm and belly, even as the prophet's spell, which he had been preparing, blasted away in a red ball of flame.  It was then that Kharthen commanded Athander to flee.&lt;br /&gt;
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''&amp;quot;Go!  And if I do not follow, find the dragonlance.  Slay the blue dragon.  Destroy the Son of Sargas.  Slay them all!  And slay this damned prophet of darkness if he is not already dead.&amp;quot;''&lt;br /&gt;
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With that Kharthen kick Athander towards the golden energy pool, and slashed open the prophet's bull-face with his black-flamed sword, ruining yet another spell.&lt;br /&gt;
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As the fight continued and Athander got his bearing, hesitating on what to do, the knight with the now missing eye removed Kharthen's sword from his hand and empty eye socket, then threw his axe so it beat into Athander's chest, cleaving through his breast plate and into his ribs.&lt;br /&gt;
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''&amp;quot;Obey me!&amp;quot;'' Kharthen cried.&lt;br /&gt;
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The blue kingfisher then flew through the portal, and Athander quickly followed.&lt;br /&gt;
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'''Heaven''':  Athander woke up in crystal waters, in a great bay between two sundered ranged of mountains, and underneath a sunless yet gleaming electrum sky.  The blue kingfisher stood upon his stricken steel breastplate, the minotaur's axe still in it.  He awoke to the twittering of the bird, and rose to see a long beach.  Standing upon the rocks above the beach he looked at undone shackles and a chain, and high above him was a great volcanic mountain.  He looked and beheld that his body had changed, that he had become ennobled like living marble.  He saw, heard and felt as never before.  The grievous wound in his chest had been healed.  The light and land he saw was more beautiful than anything he had ever even contemplated before, and high above it all, as if from a mountain above the one before that was impossibly high, there was an indescribable and infinite light that was the most beautiful thing he could ever see.  The kingfisher bird chirped, standing upon his shoulder, and Athander contemplated.  He turned back to look for any sign of Kharthen.  Yet there was none.  But the eternal rolling of the waves.  And then after a time, the kingfisher looking at him, at last Athander resolved, and walked on alone.&lt;br /&gt;
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{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 2/10 || 2/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
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Strength Point Catalogue:&lt;br /&gt;
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Dexterity Point Catalogue:&lt;br /&gt;
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Constitution Point Catalogue:&lt;br /&gt;
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Intelligence Point Catalogue: 2/10 points awarded for concluding the Symposium Arc in Acrogentum&lt;br /&gt;
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Wisdom Point Catalogue: 2/10 points awarded for concluding the Symposium Arc in Acrogentum&lt;br /&gt;
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Charisma Point Catalogue:&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4686</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4686"/>
				<updated>2023-04-21T23:05:51Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
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&lt;div&gt;'''Athander''': Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 (16) || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of Uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor Uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for some years.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but the peasantry of his lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs,  his noble father having left his family in disgust at the behavior of his ingrateful peasants&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4685</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4685"/>
				<updated>2023-04-21T23:04:50Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander''': Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 (16) || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of Uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor Uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for some years.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but the peasantry of his lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs,  his noble father having left his family in disgust at the behavior of his ingrateful peasants&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4684</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4684"/>
				<updated>2023-04-21T23:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander''': Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 (16) || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of Uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor Uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for some years.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but the peasantry of his lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs,  his noble father having left his family in disgust at the behavior of his ingrateful peasants&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4683</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4683"/>
				<updated>2023-04-21T23:03:52Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander''': Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of Uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor Uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for some years.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but the peasantry of his lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs,  his noble father having left his family in disgust at the behavior of his ingrateful peasants&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4682</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4682"/>
				<updated>2023-04-21T23:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander''' Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of Uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor Uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for some years.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but the peasantry of his lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs,  his noble father having left his family in disgust at the behavior of his ingrateful peasants&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4681</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4681"/>
				<updated>2023-04-21T23:02:24Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander'''&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of Uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor Uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for some years.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but the peasantry of his lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs,  his noble father having left his family in disgust at the behavior of his ingrateful peasants&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4680</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4680"/>
				<updated>2023-04-21T20:53:22Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander'''&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || X || LG || 20 || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of Uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor Uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for some years.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but the peasantry of his lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs,  his noble father having left his family in disgust at the behavior of his ingrateful peasants&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4630</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4630"/>
				<updated>2023-01-02T05:37:20Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Thief Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
'''Oruvyn Torgidal, 8th/9th Neutral Good male Gnomish cleric/thief - S:14 (15), D:16 (17), C:16 (17), I:13, W:16, Ch:10, Age 85'''&lt;br /&gt;
&lt;br /&gt;
''“You are more than capable, Oruvyn. You have my full confidence.”'' - Demetrius Hammerhand, upon the 4th layer of Mt. Celestia&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
====Age====&lt;br /&gt;
&lt;br /&gt;
Born:  23 November 789, in the gnomish village of Sollagon, son of Torgadol and Nelthedra of the ________ (Norwinweller) clan.&lt;br /&gt;
&lt;br /&gt;
Note on Age:  at the age of 90, Oruvyn may, upon the choice of the player, gain a +1 bonus on wisdom, and a -1 to constitution, as he ages&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
&lt;br /&gt;
Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
&lt;br /&gt;
Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
===Personal===&lt;br /&gt;
&lt;br /&gt;
'''The Eye of Empedocles'''&lt;br /&gt;
&lt;br /&gt;
The wearing of this eye provides the beholder with a 25 wisdom.  In addition, the ''Eye'' provides the vision of a deity.  The ''Eye'' provides perfect &amp;quot;ultra&amp;quot; vision, and the beholder may see with perfect acuity at even an infinite distance.  Further, the ''Eye'' provides the ability to perfectly read all writing, even that which is encoded, or of a magical nature.  The ''Eye'' also provides clerical ''true seeing'' at an infinite range, piercing all visual magical illusions and optical deceptions, and reveals the moral alignment of all beings and objects without error.&lt;br /&gt;
&lt;br /&gt;
=== Adornments ===&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Hammer of the Kabeiri]]:  daily charges [25] - 24&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
'''Shield of the Horned Rabbit''', small shield + 2 (medium for gnomes and halflings), forged in Mount Celestia&lt;br /&gt;
&lt;br /&gt;
''Description'':  a handsome shield ringed with shining bolted steel, emblazoned with a dark green field, centered with a brown rabbit with curled horns and a powerful skull plate, leaping over two crossed silver short swords&lt;br /&gt;
&lt;br /&gt;
''Known Powers'':  equipping the shield gives a +1 bonus to dexterity&lt;br /&gt;
&lt;br /&gt;
''Summon Horned Rabbit'', power word &amp;quot;Nakaloo&amp;quot; (speed 3)&lt;br /&gt;
&lt;br /&gt;
HD 4+6  THAC0 15  # of AT 1  DMG 1d6+2 (horns) AC 3 (front), 5 (flanks and rear)  MR 25%  MV 15  INT 12  ML 13  AL LG&lt;br /&gt;
&lt;br /&gt;
Special Attack:  charge (2d6+2 damage, requires 12 feet of space to charge)&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==Thief Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Thief Skills Table (9th level)'''&lt;br /&gt;
|-&lt;br /&gt;
! PP !! OL !! F/RT !! MS !! HS !! DN !! CW&lt;br /&gt;
|-&lt;br /&gt;
| 70% (105%) || 75% (85%) || 70% (80%) || 35% (65%) || 30% (55%) || 50% (60%) || 15% (55%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 0/10 || 5/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: 5/10. 5 points were awarded when the Kabeiri whispered forbidden divine knowledge in Oruvyn's ear when he offered to build a monument in Blackstone.&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4629</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4629"/>
				<updated>2023-01-02T05:34:31Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Statistics Errata */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
'''Oruvyn Torgidal, 8th/9th Neutral Good male Gnomish cleric/thief - S:14 (15), D:16 (17), C:16 (17), I:13, W:16, Ch:10, Age 85'''&lt;br /&gt;
&lt;br /&gt;
''“You are more than capable, Oruvyn. You have my full confidence.”'' - Demetrius Hammerhand, upon the 4th layer of Mt. Celestia&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
====Age====&lt;br /&gt;
&lt;br /&gt;
Born:  23 November 789, in the gnomish village of Sollagon, son of Torgadol and Nelthedra of the ________ (Norwinweller) clan.&lt;br /&gt;
&lt;br /&gt;
Note on Age:  at the age of 90, Oruvyn may, upon the choice of the player, gain a +1 bonus on wisdom, and a -1 to constitution, as he ages&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
&lt;br /&gt;
Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
&lt;br /&gt;
Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
===Personal===&lt;br /&gt;
&lt;br /&gt;
'''The Eye of Empedocles'''&lt;br /&gt;
&lt;br /&gt;
The wearing of this eye provides the beholder with a 25 wisdom.  In addition, the ''Eye'' provides the vision of a deity.  The ''Eye'' provides perfect &amp;quot;ultra&amp;quot; vision, and the beholder may see with perfect acuity at even an infinite distance.  Further, the ''Eye'' provides the ability to perfectly read all writing, even that which is encoded, or of a magical nature.  The ''Eye'' also provides clerical ''true seeing'' at an infinite range, piercing all visual magical illusions and optical deceptions, and reveals the moral alignment of all beings and objects without error.&lt;br /&gt;
&lt;br /&gt;
=== Adornments ===&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Hammer of the Kabeiri]]:  daily charges [25] - 24&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
'''Shield of the Horned Rabbit''', small shield + 2 (medium for gnomes and halflings), forged in Mount Celestia&lt;br /&gt;
&lt;br /&gt;
''Description'':  a handsome shield ringed with shining bolted steel, emblazoned with a dark green field, centered with a brown rabbit with curled horns and a powerful skull plate, leaping over two crossed silver short swords&lt;br /&gt;
&lt;br /&gt;
''Known Powers'':  equipping the shield gives a +1 bonus to dexterity&lt;br /&gt;
&lt;br /&gt;
''Summon Horned Rabbit'', power word &amp;quot;Nakaloo&amp;quot; (speed 3)&lt;br /&gt;
&lt;br /&gt;
HD 4+6  THAC0 15  # of AT 1  DMG 1d6+2 (horns) AC 3 (front), 5 (flanks and rear)  MR 25%  MV 15  INT 12  ML 13  AL LG&lt;br /&gt;
&lt;br /&gt;
Special Attack:  charge (2d6+2 damage, requires 12 feet of space to charge)&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==Thief Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Thief Skills Table (9th level)'''&lt;br /&gt;
|-&lt;br /&gt;
! PP !! OL !! F/RT !! MS !! HS !! DN !! CW&lt;br /&gt;
|-&lt;br /&gt;
| 70% (105%) || 75% (85%) || 70% (80%) || 65% (35%) || 55% (30%) || 60% (50%) || 55% (15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 0/10 || 5/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: 5/10. 5 points were awarded when the Kabeiri whispered forbidden divine knowledge in Oruvyn's ear when he offered to build a monument in Blackstone.&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4628</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4628"/>
				<updated>2023-01-02T05:33:02Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
'''Oruvyn Torgidal, 8th/9th Neutral Good male Gnomish cleric/thief - S:14 (15), D:16 (17), C:16 (17), I:13, W:16, Ch:10, Age 85'''&lt;br /&gt;
&lt;br /&gt;
''“You are more than capable, Oruvyn. You have my full confidence.”'' - Demetrius Hammerhand, upon the 4th layer of Mt. Celestia&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
====Age====&lt;br /&gt;
&lt;br /&gt;
Born:  23 November 789, in the gnomish village of Sollagon, son of Torgadol and Nelthedra of the ________ (Norwinweller) clan.&lt;br /&gt;
&lt;br /&gt;
Note on Age:  at the age of 90, Oruvyn may, upon the choice of the player, gain a +1 bonus on wisdom, and a -1 to constitution, as he ages&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
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Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
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Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
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====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
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===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
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== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
===Personal===&lt;br /&gt;
&lt;br /&gt;
'''The Eye of Empedocles'''&lt;br /&gt;
&lt;br /&gt;
The wearing of this eye provides the beholder with a 25 wisdom.  In addition, the ''Eye'' provides the vision of a deity.  The ''Eye'' provides perfect &amp;quot;ultra&amp;quot; vision, and the beholder may see with perfect acuity at even an infinite distance.  Further, the ''Eye'' provides the ability to perfectly read all writing, even that which is encoded, or of a magical nature.  The ''Eye'' also provides clerical ''true seeing'' at an infinite range, piercing all visual magical illusions and optical deceptions, and reveals the moral alignment of all beings and objects without error.&lt;br /&gt;
&lt;br /&gt;
=== Adornments ===&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
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[[Category:Templates]]&lt;br /&gt;
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''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
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(leave two spaces at the end of a section) &lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Hammer of the Kabeiri]]:  daily charges [25] - 24&lt;br /&gt;
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(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
'''Shield of the Horned Rabbit''', small shield + 2 (medium for gnomes and halflings), forged in Mount Celestia&lt;br /&gt;
&lt;br /&gt;
''Description'':  a handsome shield ringed with shining bolted steel, emblazoned with a dark green field, centered with a brown rabbit with curled horns and a powerful skull plate, leaping over two crossed silver short swords&lt;br /&gt;
&lt;br /&gt;
''Known Powers'':  equipping the shield gives a +1 bonus to dexterity&lt;br /&gt;
&lt;br /&gt;
''Summon Horned Rabbit'', power word &amp;quot;Nakaloo&amp;quot; (speed 3)&lt;br /&gt;
&lt;br /&gt;
HD 4+6  THAC0 15  # of AT 1  DMG 1d6+2 (horns) AC 3 (front), 5 (flanks and rear)  MR 25%  MV 15  INT 12  ML 13  AL LG&lt;br /&gt;
&lt;br /&gt;
Special Attack:  charge (2d6+2 damage, requires 12 feet of space to charge)&lt;br /&gt;
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(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==Thief Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Thief Skills Table (9th level)'''&lt;br /&gt;
|-&lt;br /&gt;
! PP !! OL !! F/RT !! MS !! HS !! DN !! CW&lt;br /&gt;
|-&lt;br /&gt;
| 70% (105%) || 75% (85%) || 70% (80%) || 65% (35%) || 55% (30%) || 60% (50%) || 55% (15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
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== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 0/10 || 5/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
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Dexterity Point Catalogue:&lt;br /&gt;
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Constitution Point Catalogue:&lt;br /&gt;
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Intelligence Point Catalogue:&lt;br /&gt;
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Wisdom Point Catalogue:&lt;br /&gt;
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Charisma Point Catalogue:&lt;br /&gt;
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[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4627</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4627"/>
				<updated>2023-01-01T23:29:56Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
'''Oruvyn Torgidal, 8th/9th Neutral Good male Gnomish cleric/thief - S:14 (15), D:16 (17), C:16 (17), I:13, W:15, Ch:10, Age 85'''&lt;br /&gt;
&lt;br /&gt;
''“You are more than capable, Oruvyn. You have my full confidence.”'' - Demetrius Hammerhand, upon the 4th layer of Mt. Celestia&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
====Age====&lt;br /&gt;
&lt;br /&gt;
Born:  23 November 789, in the gnomish village of Sollagon, son of Torgadol and Nelthedra of the ________ (Norwinweller) clan.&lt;br /&gt;
&lt;br /&gt;
Note on Age:  at the age of 90, Oruvyn may, upon the choice of the player, gain a +1 bonus on wisdom, and a -1 to constitution, as he ages&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
&lt;br /&gt;
Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
&lt;br /&gt;
Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
===Personal===&lt;br /&gt;
&lt;br /&gt;
'''The Eye of Empedocles'''&lt;br /&gt;
&lt;br /&gt;
The wearing of this eye provides the beholder with a 25 wisdom.  In addition, the ''Eye'' provides the vision of a deity.  The ''Eye'' provides perfect &amp;quot;ultra&amp;quot; vision, and the beholder may see with perfect acuity at even an infinite distance.  Further, the ''Eye'' provides the ability to perfectly read all writing, even that which is encoded, or of a magical nature.  The ''Eye'' also provides clerical ''true seeing'' at an infinite range, piercing all visual magical illusions and optical deceptions, and reveals the moral alignment of all beings and objects without error.&lt;br /&gt;
&lt;br /&gt;
=== Adornments ===&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Hammer of the Kabeiri]]:  daily charges [25] - 24&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
'''Shield of the Horned Rabbit''', small shield + 2 (medium for gnomes and halflings), forged in Mount Celestia&lt;br /&gt;
&lt;br /&gt;
''Description'':  a handsome shield ringed with shining bolted steel, emblazoned with a dark green field, centered with a brown rabbit with curled horns and a powerful skull plate, leaping over two crossed silver short swords&lt;br /&gt;
&lt;br /&gt;
''Known Powers'':  equipping the shield gives a +1 bonus to dexterity&lt;br /&gt;
&lt;br /&gt;
''Summon Horned Rabbit'', power word &amp;quot;Nakaloo&amp;quot; (speed 3)&lt;br /&gt;
&lt;br /&gt;
HD 4+6  THAC0 15  # of AT 1  DMG 1d6+2 (horns) AC 3 (front), 5 (flanks and rear)  MR 25%  MV 15  INT 12  ML 13  AL LG&lt;br /&gt;
&lt;br /&gt;
Special Attack:  charge (2d6+2 damage, requires 12 feet of space to charge)&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==Thief Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatleft&amp;quot;&lt;br /&gt;
|+ '''Thief Skills Table (9th level)'''&lt;br /&gt;
|-&lt;br /&gt;
! PP !! OL !! F/RT !! MS !! HS !! DN !! CW&lt;br /&gt;
|-&lt;br /&gt;
| 70% (105%) || 75% (85%) || 70% (80%) || 65% (35%) || 55% (30%) || 60% (50%) || 55% (15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 0/10 || 5/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4416</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4416"/>
				<updated>2022-02-09T04:34:27Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
'''Oruvyn Torgidal, 8th/9th Neutral Good male Gnomish cleric/thief - S:14 (15), D:16 (17), C:16 (17), I:13, W:15, Ch:10, Age 85'''&lt;br /&gt;
&lt;br /&gt;
''“You are more than capable, Oruvyn. You have my full confidence.”'' - Demetrius Hammerhand, upon the 4th layer of Mt. Celestia&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
====Age====&lt;br /&gt;
&lt;br /&gt;
Born:  23 November 789, in the gnomish village of Sollagon, son of Torgadol and Nelthedra of the ________ (Norwinweller) clan.&lt;br /&gt;
&lt;br /&gt;
Note on Age:  at the age of 90, Oruvyn may, upon the choice of the player, gain a +1 bonus on wisdom, and a -1 to constitution, as he ages&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
&lt;br /&gt;
Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
&lt;br /&gt;
Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
=== Adornments ===&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
=== Weapons ===&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
'''Shield of the Horned Rabbit''', small shield + 2 (medium for gnomes and halflings), forged in Mount Celestia&lt;br /&gt;
&lt;br /&gt;
''Description'':  a handsome shield ringed with shining bolted steel, emblazoned with a dark green field, centered with a brown rabbit with curled horns and a powerful skull plate, leaping over two crossed silver short swords&lt;br /&gt;
&lt;br /&gt;
''Known Powers'':  equipping the shield gives a +1 bonus to dexterity&lt;br /&gt;
&lt;br /&gt;
''Summon Horned Rabbit'', power word &amp;quot;Nakaloo&amp;quot; (speed 3)&lt;br /&gt;
&lt;br /&gt;
HD 4+6  THAC0 15  # of AT 1  DMG 1d6+2 (horns) AC 3 (front), 5 (flanks and rear)  MR 25%  MV 15  INT 12  ML 13  AL LG&lt;br /&gt;
&lt;br /&gt;
Special Attack:  charge (2d6+2 damage, requires 12 feet of space to charge)&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4401</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4401"/>
				<updated>2021-12-31T11:32:20Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
'''Oruvyn Torgidal, 7th/8th Neutral Good male Gnomish cleric/thief - S:14 (15), D:16 (17), C:16 (17), I:13, W:15, Ch:10, Age 85'''&lt;br /&gt;
&lt;br /&gt;
''“You are more than capable, Oruvyn. You have my full confidence.”'' - Demetrius Hammerhand, upon the 4th layer of Mt. Celestia&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
====Age====&lt;br /&gt;
&lt;br /&gt;
Born:  23 November 789, in the gnomish village of Sollagon, son of Torgadol and Nelthedra of the ________ (Norwinweller) clan.&lt;br /&gt;
&lt;br /&gt;
Note on Age:  at the age of 90, Oruvyn may, upon the choice of the player, gain a +1 bonus on wisdom, and a -1 to constitution, as he ages&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
&lt;br /&gt;
Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
&lt;br /&gt;
Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
=== Adornments ===&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
=== Weapons ===&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
'''Shield of the Horned Rabbit''', small shield + 2 (medium for gnomes and halflings), forged in Mount Celestia&lt;br /&gt;
&lt;br /&gt;
''Description'':  a handsome shield ringed with shining bolted steel, emblazoned with a dark green field, centered with a brown rabbit with curled horns and a powerful skull plate, leaping over two crossed silver short swords&lt;br /&gt;
&lt;br /&gt;
''Known Powers'':  equipping the shield gives a +1 bonus to dexterity&lt;br /&gt;
&lt;br /&gt;
''Summon Horned Rabbit'', power word &amp;quot;Nakaloo&amp;quot; (speed 3)&lt;br /&gt;
&lt;br /&gt;
HD 4+6  THAC0 15  # of AT 1  DMG 1d6+2 (horns) AC 3 (front), 5 (flanks and rear)  MR 25%  MV 15  INT 12  ML 13  AL LG&lt;br /&gt;
&lt;br /&gt;
Special Attack:  charge (2d6+2 damage, requires 12 feet of space to charge)&lt;br /&gt;
&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
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====== Non-Weapon Proficiencies======&lt;br /&gt;
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Listed (secondaries noted)&lt;br /&gt;
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====== Languages======	&lt;br /&gt;
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:listed indented&lt;br /&gt;
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== Relationships ==&lt;br /&gt;
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For groups political organizations and party members&lt;br /&gt;
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==Followers==&lt;br /&gt;
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===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
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Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
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Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
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[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4395</id>
		<title>Category:The Duumvirate</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4395"/>
				<updated>2021-12-22T23:16:19Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''THE CAMPAIGN UNFOLDS...'''''&lt;br /&gt;
&lt;br /&gt;
'''''Before the full onset of winter in early 874, [[Avish Shandar]] permanently took residency at his tower in the wilds outside of Hathbell, thereby quietly assuming his office of Captain of Scouts for Lord Marnaus, and training his band of followers as the new spies of Hathbell and the Kanosian League.  With suspicions of the growing power of the Blackstone Triumvirate thus allayed by the voluntary removal of the ninja elf, [[Lars St. Morning Glory]] and [[Demetrius Hammerhand]] could rule the Valley of Mazaros and all its dependencies unimpeded by the jealousies of the lords of the Furnorkanasos, and therefore the great wizard and dwarf lord became known as the Duumvirate, the two masters of Castle Blackstone.'''''&lt;br /&gt;
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==Player Characters==&lt;br /&gt;
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[[Demetrius Hammerhand]], 11th level neutral dwarven fighter, Lord of Blackstone, Thane of Bagras Dragonfriend, Knight of Five Pillars &lt;br /&gt;
&lt;br /&gt;
[[Lars St. Morning Glory]], 15th level neutral good human mage, the Wizard of Blackstone&lt;br /&gt;
&lt;br /&gt;
[[Oruvyn Torgidal]], ?th level neutral good gnomish cleric of Flandal Steelskin/?th level thief&lt;br /&gt;
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==Current Party Non-Player Characters==&lt;br /&gt;
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Sayeen (Pr/♀he/D11/Os/N) 11th level neutral half-elf druid-initiate of the ninth circle&lt;br /&gt;
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Kandalantas (Pl/♂b/F6/P6/FO/LG)&lt;br /&gt;
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==Campaign Journal==&lt;br /&gt;
&lt;br /&gt;
[[Duumvirate Campaign Journal]]&lt;br /&gt;
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==The Quest to Mount Celestia to Recover the Enchanted Red Dragon Mail==&lt;br /&gt;
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===ACT I:  Lunia===&lt;br /&gt;
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===ACT II:  Mercuria===&lt;br /&gt;
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====The Adventures of Larweiaen, and the Celestial Princess====&lt;br /&gt;
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On the kalends of May, 874, Larweiaen returned to the Palace of the Brave Lord after a month of adventuring in search for the rune of eternal youth of Forseti, as had been agreed.  He did not return with the dargoness Maevix nor with the valkyrie Brysilber, with whom he had gone forth, but he did return with a beautiful child princess of seemingly divine stature, who floated above the ground, seemingly in a permanent and inviolable state of nirvana.  Larweiaen reported his adventures thusly to his wondering companions:&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 1'':  The valkyrie &amp;quot;Brynsilber&amp;quot; (Bright Silver) led Larweiaen and the dragoness Maevix far and wide, questing for mystics, diviners and rumormongers for intelligence on the location of the Whispering Bard and the gnome Mayben.  During this time, Larweiaen met militant montheists who worshiped Athian, and Larweiaen quickly assessed them as a variant of Mandadorians, with whom he nearly came to blows.  At length, the valkyrie insisted upon approaching the Golden Spire, the seat of Domiel, the ruling Archon of Mercuria.  They however never reached Golden Spire, for by chanced they halted near a celestial mountain of a strange goddess and unmoving goddess, whose petitioners and pilgrims were devastated and outraged that an invisible thief had stolen the Eternal Youth of their goddess:  a literal young girl perpetually seated by the goddess' side.  Inquiring after the matter, the party learned that the high priest of the violated goddess had hosted a traveling gnome the very night of the abduction, but he disappeared in the aftermath, not to be found.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 2'':  Expected to return to the halls of the Brave Lord at the end of thirty days and running out of time, Larweiaen reluctantly split ways with Brynsilber, as she wished to continue to the Golden Spire, and appeal to Domiel for aid.  Larweiaen however wished to pursue the possibility of tracking down the gnomish abductor, and so they parted for a time.  Riding upon Maevix, they rested at the castle of King Kariant, a dead monarch, but there Maevix became enraptured by Kariant's golden dragon Semantcor, who spoke of the Platinum Dragon, and who offered to introduce Maevix to the Platinum Dragon.  So enticed, Maevix departed with the gold dragon, wishing to see this greatest of dragons, idly commenting that the Platinum Dragon might proffer useful advice to their situation.  Thus abandoned, Larweiaen turned to drink at a tavern outside King Kariant's castle called the Wishing Swordsman.  There, feeling abandoned, he became inebriated, but hazarded upon a saddened halfling woman.  Speaking at length with her, he saw contrition and admission in her eyes and heard it in her words, and seizing upon his intuition and on her vulnerability in drink, he at last realized she was a great thief, as she spoke of stealing Demetrius' armor up from off the sacred tree on the 4th layer of Mt. Celestia.  Knowing he had hazarded upon a companion of Zaalbuk, he knived at having her tell her story, and she admitted to the theft of a great many things besides Demetrius' red dragon armor, such as Forseti's immortality, the little girl of the goddess Kumari, and other great things besides.  She said she was once the servant of Zaalbuk, but was becoming disillusioned with his quest for godhood.  The Whispering Bard, she said, had gone onto a realm on Mercuria called Goldfire where the companions of Zaalbuk were all to meet when their assigned quests were complete, but she and the gnome had one last divine theft to execute on the Third Layer.  But she feared Mayben and Zaalbuk, and was steeling herself with drink for her last great theft, the details of which she would not disclose to Larweiaen.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 3'':  That very night, Larweiaen demanded the halfling thief reveal the resting place of the gnome.  The halfling showed Larweiaen a deserted field which she assured was covered with illusionary magic, but that somewhere in the field the gnome slept, for he slept beneath the earth.  Larweiaen thus broke an aqueduct and flooded the plain, and he began digging where the water fell.  Discovering a tiny tunnel, Larweiaen crawled with the halfling until he found a macabre chamber with the little girl (still serene and untainted looking) bound to a pole, and an unnatural looking astral-projected gnome seeming to sleep in a pile in front of her.  Attempting to release her, he was suddenly challenged by a hideous and impossibly large grin from the gnome, which immediately transformed into a giant white mole with vile eyes and blood in its mouth.  Larweiaen battled the monster, wounding its dark muddy flesh, and stole the little girl back.  Clawing his way from the earth, Larweiaen was met by a wall of terrors and evils conjured from the darkness of night, and so he fled.  Running with the girl in his arms for many miles, Larweiaen at length came upon magical horses, seized one, then mastered it and rode it back to the domain of the Brave Lord in all haste, fearing the spells of the evil gnome.  The magic of the gnome followed Larweiaen, even amidst the plains of paradise, for the following night a great wall of black demonic shadows threatened to overwhelm him, but the celestial girl in his custody, unmoved and unblemished from all occurrences, radiated a great ruby aura, and burned the evil shadows away, all while remaining perfectly serene and unperturbed.&lt;br /&gt;
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==Campaign Chronicle==&lt;br /&gt;
&lt;br /&gt;
''All days of the week follow the Kanosian, as opposed to the Encyclonian or Abbadonian, reckoning.  Annamane corresponds to Hebdomon (Sunday), or the day of worship to the Deity, in the Abbadonian Rite.  To avoid unnecessary confusion, roman months are retained, although the Encyclonian monthly system has largely replaced the constellation months of the ancient Kanosians.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
August, 873:  The Nikoloi depart Blackstone for Elvenspire to craft and enchant red dragon scales as armor for Demetrius&lt;br /&gt;
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12 March, 874:  The Nikoloi return to Blackstone empty-handed&lt;br /&gt;
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28 March, 874 (Annamane):  Bishop Nikolos casts the ''astral spell'' on the party.  Upon entering the Astral Plane, the spirits of the heroes are set upon by a great astral storm, and party is violently separated.&lt;br /&gt;
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03 April, 874:  Having saved the bishop from captivity or worse in an astral city, Demetrius defeats a githyanki scouting party and at last discovers a color pool to Mt. Celestia.  The entire party is reunited and reconstituted on the starlit shores of Lunia, the First Heaven.  Leaving the holy shores, the party is given transport on a longship, and taken to a town upon the Courtlands, the realm of the god Tyr.  A dispute between the Bishop and Demetrius ensues, and the party separates for a time.&lt;br /&gt;
&lt;br /&gt;
04 April, 874:  The party reunites, discovering that the inhabitants of the Courtlands war with one another, and they begin to ascend Mt. Celestia.&lt;br /&gt;
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07 April, 874:  The party encounters a sleeping immortal frost giant, who seeks his daughter at the abode of a local demi-god.  Meeting the gnome Oruvyn in the same encounter, the gnome tricks the frost giant, and they escape him for a time.  Arriving at the demi-god's abode, Oruvyn summons the frost giant, and the party does battle with him.  Demetrius and Oruvyn release the giant's magical bracelets, and the archpriest Nikolos banishes the evil frost giant.  The demi-god is physically destroyed, but his wife provides the party sanctuary while they recover.  The party discovers the giant's treasure, of a singing silver harp, who may turn all who listen to silver.  They leave the wife of the demi-god the harp, but cause the harp to return to life many silver statues.  The rest they return to Castle Blackstone, using the astral magic of the bishop.&lt;br /&gt;
&lt;br /&gt;
10 April, 874:  At the outer bounds of the Courtlands, the party is set upon by a valkyrie named Brynsilber.  With much struggle, the party subdues her, with Larweiaen restraining her combat fury.  Brynsilber declares that she is a proxy of Forseti, a lesser god of Tyr's realm, who's secret rune of immortality has been stolen, ostensibly by an astral projecting gnome called Mayben and a similarly traveling bard, perhaps with accomplices.  Brynsilber has been sent to find these thieves, punish them, and return Forseti's immortality.  She agrees to join the party, discovering that the gnome Oruvyn but holds the false enigma of immortality.&lt;br /&gt;
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13 April, 874:  The party passes the 2nd Gate of Mt. Celestia, entering Mercuria, taking with them Kandalantas, the last of their followers who were transformed from silver, for unlike the others, Kandalantas, a bariaur warrior and priest, possessed a living soul.  They are invited to sojourn at the palace of the enigmatic Brave Lord.  Thereat, the heroes elect to stay within the realm of the Brave Lord for a month.  The Nikoloi and Oruvyn spend a full month of prayer with the Brave Lord during his holy month, gaining much inner wisdom, whereas Lars and Sayeen make love in the gardens of paradise belonging to the Brave Lord, thereby conceiving a child in Sayeen's astral body of fine sand.  Larweiaen and Brysilber fly to appeal to the ruling archon of Mercuria for succor, although become separated, with Brynsilber continuing on the Tome Archon's court at Golden Spire, while Larweiaen became diverted to another quest.  Demetrius spent the month at first in leisurely hunts in the gardens of paradise, but at length pursued the sanctum of the Son of the Brave Lord, who forged for Demetrius the Sword of Accounts, a blade made of black shadow and Demetrius' own blood and sense of justice.&lt;br /&gt;
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15 May, 874:  Lars ''teleports without error'' back to Lunia, to the magical Forest of Eternal Autumn where he first encountered the owl-like sage Talmas, the noctral.  Not finding the planar creature, Lars instead met the seer Torlandan, a priest of Tyr, who presented a vision granted by Tyr to Lars, along with the prophetic words of Tyr through his priest, which were thereafter imprinted permanently in Lars' mind.&lt;br /&gt;
&lt;br /&gt;
16 May, 874 (Ammane):  The holy month of prayers of the Brave Lord comes to an end, and along with his month of rigorous prayer, Oruvyn concludes a month of nocturnal labors upon the forge of the Brave Lord, learning much lore.  Outside of the Brave Lord's palace, Lars and Sayeen are accosted by holy spirits and then an archon for fornication, and to avoid further sins before the Brave Lord, are married at his palace by the archpriest Nikolos.  As agreed, Larweiaen returns from his adventures beyond the Brave Lord's realm, bringing with him the enigmatic Celestial Princess, whom he has saved from the gnome Mayben.  After considerable deliberation, the party agrees to split ways, seeking to outmaneuver and entrap their enemies.  Demetrius and Larweiaen travel to the Third Gate to head-off Mayben, should he attempt to pass there.  The Nikoloi and Demetrius' minior Agerik travel to the Crystal Tarn to use the divination powers there to learn more of their enemies.  Lars, Oruvyn, Sayeen, and Kandalantas take custody of the Celestial Princess and proceed to attempt to take her back to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
21 May, 874:  Lars and his party arrive at the castle of Sir Relbenor, making secret camp outside.  Seeking to understand her, Lars experiments with the Celestial Princess, and touching her is granted a vision and spiritual journey to her holy mountain.  Spiritually entering the holy mountain, there Lars encounters a monstrous mole, and enters into combat with him, followed also by Sayeen.  Observing Lars' spiritual struggle, Oruvyn touches the Celestial Princess and joins Lars in spiritual combat.  Greatly wounded, but inflicting their own wounds, the heroes flee, leaving the combat at a draw, but not before Oruvyn speaks to the evil mole.  Receiving an evil vision from the being, in which he is threatened to deliver the Celestial Princess to the mole's servant, the evil gnome Mayben, at a lake of holy fire, on the second layer of Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
22-24 May, 874:  Oruvyn resides at Sir Relbenor's castle, feasting and telling the tale of his adventures to Sir Relbenor and his knights.  At length, Oruvyn and then Lars convinced Sir Relbenor to send one his knights, Sir Nathandar, to accompany them on their quest to return the Celestial Princess to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
29 May, 874:  Lars and Oruvyn's party meets with a &amp;quot;school&amp;quot; of tiefling merchants, in the realm of the Fallen Titans.&lt;br /&gt;
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02 June, 874:  Lars and Oruvyn's part arrives at the Lake of Holy Fire, in the realm of azer Lord Eudaeus, a high pries of the fire god Girru.  Considering crossing the Bridge of Eudaeus to cross the lake, the party eventually meets the azer high-up Krazuth Chaldamene, a living azer spirit, who pledges to escort the party across the lake.  At length, the party crossed the bridge to the island upon which lies the great Temple of Unconquerable Flame, where they are hosted by the great among the azer.&lt;br /&gt;
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03 June, 874:  Lars utilizes the power of the Celestial Princess, attempting to scry her home and eventually attempts to scry the evil &amp;quot;Mole&amp;quot; Lars fought in-between dimensions.  Propelling his soul through spiritual realms of evil, he is detected by the Mole, and clawed in the face, leaving an ugly scar.  Krazuth Chaldamene recommends that the party travel across the lake on a ship, for the Bridge of Eudaeus on the far side of the island remains incomplete.&lt;br /&gt;
&lt;br /&gt;
04 June, 874:  Lars attempts to ''teleport without error'' to the throne room of the Celestial Princess, using her power by touching her enchanted clothing.  Having never actual seen the physical place, Lars instead teleports himself to the artificial dimension underneath Mt. Celestia.  Being a physical being in a dimension without physicality, Lars encounters the dimension bracing and flexing in reaction to his presence, and he is eventually violently expelled out at random location on Mercuria, the Celestial Princess being pulled unharmed with him.  Recovering himself, Lars ''teleports'' back to the Temple of Unconquerable Flame.  Upon returning, the party learns that a construction barge on the Lake of Holy Fire is sunk by an unknown force, leading to the death of the azer crew.&lt;br /&gt;
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05 June, 874:  The party descends from the Citadel of Unconquerable Flame to the city below, the Vermilion Port.  Lars brings the Celestial Princess, whose awe and glory becomes observed by the multitudes in the city.  For a time, the party follows the azer Krazuth Chaldamene to discuss preparations for raising the mysteriously sunk azer barge.  Oruvyn meets the sailor Hamza ibn Lahyan while cleansing himself in the Lake of Holy Fire.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Late in the night Ourvyn returns to the docks to speak to Hamza the Jann.  In the depths of the night towards dawn, Oruvyn discovers along the dock warrens a halfling woman he believes to be Nelda, so described by the Nikoloi and then later by Larweiaen.  Seemingly well-informed about Oruvyn and his friends.  Oruvyn and Nelda bargain with one another, Oruvyn offering to end the party's efforts to foil Nelda and Zaalbuk's plans should the red dragon scales be returned, and with the halfling representing her party's own terms, and leveraged threats:&lt;br /&gt;
&lt;br /&gt;
*It is claimed that the Nikoloi have somehow been apprehended.  The archpriest, called &amp;quot;the Schoolmaster&amp;quot; is said to be somehow in the custody of Nelda and her party.  Nelda says he is unharmed, and that he will be returned if the heroes relinquish their custody of the Celestial Princess.  The bishop is said to be under a spell, and it is inferred he is no longer free.  Nelda warns that if they do not return the Celestial Princess, the bishop will never be found nor released, and because he is the caster of the ''astral spell'' that enables most of the party to travel across Mt. Celestia, that they will never be able to return to their bodies upon the world without him.&lt;br /&gt;
&lt;br /&gt;
*Nelda seems unconcerned about the dragon scale armor, and says she and her party are more than willing to provide its current location, and even open a magical doorway to that place.  They will do this if the Celestial Princess is returned to their custody.&lt;br /&gt;
&lt;br /&gt;
*Nelda says that in seven nights (night of 13th of June) she and her party are prepared to make an exchange for the Celestial Princess, returning Archpriest Nikolos to them unharmed, and providing the location of the red dragon scale armor, along with a magical doorway to gain access to it.  The exchange is to occur on the Island of Cromen, at a location called the Mouth of the Dragon.  Upon the island there are ruins of the Temple of Golden Flame, whereat they mean for the exchange to take place.  Nelda balefully warns that the return of the Princess is Inevitable, a matter of Fate, and that as Zaalbuk is the Mover of all things, he is also the Mover of evil, and that the heroes risk great woe upon them should they refuse this generous offer.  Nelda says that they must take the offer in good faith, and that they are but to sail with a single ship, and not a ship of war, nor are they to muster upper planar beings to hover in the wings to aid them, otherwise there will be no deal.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Oruvyn buys ruby fire wine from an efreeti merchant on the docks of the Vermilion Port.  Partaking himself, Oruvyn, still appearing as a young adolescent, grows somewhat inebriated, and exchanges a ruby for ten barrels of the mystical liquor.  Oruvyn openly shares all the barrels upon the docks, and when the law-keepers of the port break up the drinking gathering, Oruvyn gives away the remainder.  Oruvyn then wanders the streets of the town itself, seeing many of the wonders and prodigies of the Vermilion port, pushing a remaining barrel in front of his.  Eventually, another law-keeper approaches Oruvyn with two azer guards, finds Oruvyn and mentions that he is missed at the Citadel of Unconquerable Flames, and is besides creating a nuisance in the town.&lt;br /&gt;
&lt;br /&gt;
Exhausted, Oruvyn climbs up the Stairs of Ascendant Fire to return to the Citadel of Unconquerable Flames.  There in late morning he awakens Lars and Sayeen, and informs them of what has happened, and of the bargain offered by the other party.  After initial discussion, Lars settles on probing the greater mysteries of the Celestial Princess.  Falling into deep meditation, he strives to plumb the truth of her existence, and beholds an ancient scene between the Celestial Princess and a royal mortal offender, and how when outraged a dire goddess appeared to overwhelm the king, and threaten to destroy him, his sons, his kingdom and even all the world for his outrage.  Then, on a spiritual plane, Lars beheld the goddess herself in her true form.  His faith manifested in spiritual defense, and he was not annihilated for viewing the goddess' true form, but all the same Lars gave a great cry and swooned.  Greatly alarmed, Sayeen tried to restore Lars, but he had fallen into a death-like coma.  Sayeen and Oruvyn feud over whether to take Lars to the most powerful azer clerics to restore him, or whether to keep him with Sayeen in their no-fire quarters.  Oruvyn even uses spells, eventually ''holding'' Sayeen in place so that he can call for Krazuth Chaldamene.  Eventually the archpriest-general Arband is brought, and Lars is ''healed'' to his full capacity, and his soul having passed through death and rebirth without dying, Lars' wisdom is artificially and permanently boosted.&lt;br /&gt;
&lt;br /&gt;
Restored to his senses, Oruvyn and Lars discuss what is to be done.  Sayeen becomes now acutely suspicious of the Celestial Princess' influence over her young husband, and greatly urges Lars to turn responsibility of her over to the azer.  Upon regaining himself, Lars has a change of direction, and initially wishes to keep the Celestial Princess, and bring her with them to reunite the party with Demetrius.  Sayeen and Lars quarrel for a time, but their lovers quarrel ends, and for a time they consider returning to their physical bodies on the Prime Material Plane.  Indecision strikes however, and at last allowing Oruvyn to sleep, Lars decides to contemplate their next action in greater depth.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
? July, 874:  Demetrius and Larweiaen, long at wait before the Third Gate for Mt. Celestia, encounter the halfling Belmona, the man Adolphus, and the seemingly halfling named &amp;quot;Mr. Wayfair.&amp;quot;  Larweiaen detects an issue, sensing a lie and seeing that Mr. Wayfair cast a shadow in the light of pearly light of the Third Gate.  He grabs Mr. Wayfair, suspecting him of evil.  Mr. Wayfair enspells Larweiaen to paralysis, but not before Demetrius is brought to the ready, coming forth to fight.  Determining the halfling woman is Belmona, Demetrius attacks her mercilessly, accusing her to be a thief, and quickly slays her.  Demetrius then faced Adolphus, who was angered at Belmona's death.  Adolphus was quickly defeated himself, but allowed to escape, fleeing up through the Third Gate.  Demetrius then faced Mr. Wayfair, who was quickly destroyed himself, but not before cutting Demetrius' left arm off with a spell.  Upon his destruction, Mr. Wayfair's illusions evaporated in black smoke, his body collapsing into a pile of withered blue ice.  In the aftermath, Larweiaen recovers his senses, and discussing the matter with Demetrius, decides to chase after Adolphus, to learn what he can from him.&lt;br /&gt;
&lt;br /&gt;
28 July, 874:  Maevix the Copper Dragon arrives with the party at the Third Gate.&lt;br /&gt;
&lt;br /&gt;
30 July, 874:  The gathered party crosses the Third Gate into the Heaven of Pearl.&lt;br /&gt;
&lt;br /&gt;
02 August, 874:  Lars travels in his dreams, and then brings with him the party.  Arriving upon the shores of the Bay of Strife, they encounter Galatea, Prophetess of Love and Strife, chained to a great rock.  With great art, Oruvyn unlocks the god-sealed chain, and Demetrius breaks it.  Thus freed, Galatea offers to assist the party, for she is motivated to stop Dark Oruvyn, whom she has met, and whom she believes is trying to End the Multiverse.&lt;br /&gt;
&lt;br /&gt;
03 August, 874:  Using a ''plane shift'' spell, Bishop Nikolos, Demetrius, Lars, Oruvyn and Agerik enter upon the realm of Empedocles, upon the Mountain of Love and Strife.&lt;br /&gt;
&lt;br /&gt;
04 August 874:  The party recovers upon the deck of the ship of Naidros and Oudros. Agerik and the gnomes go exploring the depths of the ship and discover Oudros' stashed box containing the real Golden Prophet statue, which has the power to grant wishes. Oruvyn *Wishes* for Evil Oruvyn to be brought before him so that he may merge with him and defeat him. He uses the power of the Eye to *Power Word Stun* Evil Oruvyn. As he moves to embrace him, the gnomes begin willing wishes into being, one of which is a giant pile of money that covers Evil Oruvyn and nearly crushes Oruvyn. As Oruvyn and Demetrius dig, the treasure mysteriously vanishes, along with Evil Oruvyn and Elbermorkin. The Bishop Nikolos *Wishes* Evil Oruvyn back only for him to *Wish* himself away again before Oruvyn can grab him. Demetrius *Wishes* Evil Oruvyn back once more and again Evil Oruvyn is spirited away by his own *Wish*, this time taking him away but dumping him into a pool of water which burns his fiery body. Lars *Wishes* the evil counterpart back yet a fourth time, and Oruvyn is able to successfully merge with and destroy the Evil Oruvyn once and for all. Demetrius and Oruvyn order the gnomes away for their part in what nearly became a debacle, offering them to make any final wishes they possess before they do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14 August, 874:&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4387</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4387"/>
				<updated>2021-11-21T23:02:52Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, 7th/7th Neutral Good male Gnomish cleric/thief - S:14 (15), D:16 (17), C:16 (17), I:13, W:15, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
&lt;br /&gt;
Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
&lt;br /&gt;
Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
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[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
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== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4386</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4386"/>
				<updated>2021-11-21T23:01:17Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, 7th/7th Neutral Good male Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:15, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
==Core Statistics==&lt;br /&gt;
&lt;br /&gt;
===Celestial Oruvyn===&lt;br /&gt;
&lt;br /&gt;
Upon attempting to strike the Celestial Princess on the head with him hammer, as a consequence Oruvyn was sundered from himself, his soul literally being ripped in twain.  Oruvyn's spiritual goodly half was ejected from his body, the silver cord of his soul cut by the Goddess, and was sent hurtling through the Astral Plane as if he were a spirit of the dead, thereby losing all his memories to the Silver Void, and eventually went to Dothion in the Golden Hills of Bytopia, and to the blessed realm of his god, Flandal the Master of Metals.  Of Oruvyn's evil half, that is written of below.  Of his blessed but brief time in the Twin Heavens, Oruvyn's goodly self has no memory, but Oruvyn does know that he was there befriended by Othiasolon, a venerable steel dragon.  Calling himself Orthias, the dragon's supernatural insight sensed some extraordinary and important fate for Oruvyn, and took it upon himself to better understand and perhaps eventually make whole Oruvyn's soul.  Knowing Oruvyn would need his memories, skills and powers as a living gnome, after befriending the Oruvyn and announcing his intentions and willigness to help, Orthias placed Oruvyn and himself into a mystic trance of statis by using a magical potion, and thereby both projected into the Astral Plane.  In the Astral Plane, Oruvyn regained his memories, skills and power, and although never a dead spirit of such, he thereby became once more fully again part of the living.  Immediately after this, the dragon led Oruvyn through a color pool to Mount Celestia, and Oruvyn reformed a body of the celestial sands of Lunia.&lt;br /&gt;
&lt;br /&gt;
If the goodly Oruvyn's astral form or construct is slain outside of Bytopia, his soul will return to his body there, assuming he survives the psychic shock of physical death.  Once spiritually invested in this Bytopian body, he will be in an idealized version of his own original mortal body, which is still in exile on the Negative Material Plane.  However, if this does happen, Oruvyn will retain all his memories, skills and powers.&lt;br /&gt;
&lt;br /&gt;
''Celestial Oruvyn Core Statistics''&lt;br /&gt;
+1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water, MV 9&lt;br /&gt;
&lt;br /&gt;
To himself, Oruvyn weighs only 75% of his own weight while in this celestial body made of the sands of Lunia.  As such his thieving ability Climb Walls gains a 10% bonus, and his Move Silently a 5% bonus.&lt;br /&gt;
&lt;br /&gt;
===Evil Oruvyn===&lt;br /&gt;
&lt;br /&gt;
When Oruvyn's soul was split in two by the Celestial Princess, in the same act his body was struck from normal existence, and the cruel and evil part of Oruvyn that attempted to slay the Princess was taken with his body to the Negative Material Plane.  There, by the command of the Celestial Princess, Oruvyn's evil self was doomed to eternal exile, unable to move from his chair or to do anything but contemplate pure annihilation.  However, Lars St. Morninglory, by touching the hem of the robe of the Celestial Princess, spiritually sought out Oruvyn, and sensing Oruvyn's body, mind and memories, Lars was able to break all metaphysical laws, and astrally travel through the Inner Planes to the Negative Material Plane.  There, by the awesome power of the Celestial Princess, Lars could survive annihilation himself, and find Oruvyn in the Eternal Dark there.  Reaching the gnome, who sat unmoving on a simple chair in a walless room so that he might stare into the infinite nothingness, Lars reached out to the gnome, and the gnome took his hand, and was able to astrally leave his body, Oruvyn's original body, as Lars pulled him out of himself, and returned with him to Mercuria, the second layer of Mt. Celestia.  There, Oruvyn manifested in the fiery realm of Girru in the Citadel of Unconquerable Flame, and therefore gained a body made of celestial black stone, magma and fire.&lt;br /&gt;
&lt;br /&gt;
'''Evil Oruvyn's Celestial Body''' (formed in the realm of Girru in the Citadel of Unconquerable Flame)&lt;br /&gt;
&lt;br /&gt;
Strength 16 &lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (for pickpocketing and slight of hand; 15 for general agility)&lt;br /&gt;
&lt;br /&gt;
Armor Class:  0&lt;br /&gt;
&lt;br /&gt;
Weight: 225 lbs.  (approx.)&lt;br /&gt;
&lt;br /&gt;
Attacks:  fist (1d2 real damage, +1 point of burning or fire damage)&lt;br /&gt;
&lt;br /&gt;
Special Attacks:  fiery breath (1 point of damage by breathing heavily upon a target), fiery beard (1 point of damage)&lt;br /&gt;
&lt;br /&gt;
Special Defenses:  immune to natural fire (may be damaged by extraordinary fires such as molted iron, magma, firestorms; half damage from all magical fire attacks); may breath noxious fumes in addition to normal air&lt;br /&gt;
&lt;br /&gt;
Weaknesses:  double damage from cold, damage from water (1 damage in rain/rnd., 1d2 damage in heavy rain, 1d3 damage from bucket of water, 1d6 damage from immersion in water) enhanced weight (climb walls weakened by half, move silently -10% penalty), MV 4, hide in shadows (-15% penalty, due to smoke and his fiery eyes and beard)&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
====Evil Oruvyn's Personality and Goals====&lt;br /&gt;
&lt;br /&gt;
As little evil dwelt in the original soul of Oruvyn, the evil aspect of Oruvyn that now roams the multiverse is mostly supremely evil.  He is possessed of diabolical insight, for the in the moment of his sundering, he understood in a moment much of the cosmic significance of the Celestial Princess, her purposes, and the purposes of Zaalbuk and his party.&lt;br /&gt;
&lt;br /&gt;
Evil Oruvyn's goals are not known to the goodly Oruvyn.  But the good Oruvyn imagines that his evil self's ambitions are very great indeed. But among evil Oruvyn's ambitions, whatever they might be, are almost certainly the destruction of the good Oruvyn.  It is possible that the evil Oruvyn may attempt to slay the good Oruvyn's body in Bytopia, as this would destroy the good Oruvyn, and he would be limited to his celestial body, which in turn if this astral body were slain, the good Oruvyn would cease to live and be among the souls of the dead.  However, good Oruvyn suspects such an attempt on his Bytopian body is unlikely, because that body is within the protective bounds of his patron Power's personal realm, and therefore is likely personally safe.  But nonetheless, given the opportunity, the evil Oruvyn will all but assuredly try to slay the good one.&lt;br /&gt;
&lt;br /&gt;
The good Oruvyn does however have the advantage.  As the good in the original Oruvyn far outweighed whatever evil lurked within him, so will the evil Orvyn be overwhelmed if directly challenged by the good Oruvyn.  Should the two meet face to face, and grapple with one another, the good Oruvyn should be able to pull the evil one into himself, and the separation of the psyche will at last be at an end.  Therefore, the evil Oruvyn is unlikely to risk a direct physical encounter with his good half, unless he is very confident in his ability to destroy his good half outright with a single blow from a distance.&lt;br /&gt;
&lt;br /&gt;
====Game Mechanics of the Good/Evil Oruvyn====&lt;br /&gt;
&lt;br /&gt;
The player may from time to time play one or the other Oruvyn.  When in future given the chance to play the evil Oruvyn, any XPs earned by the player while playing the evil Oruvyn will be recorded separately, and will be added to Oruvyn's total XP pool when/if the two characters are evil reunited.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
'''Jibe on Demetrius, Upon the Prophecy of Galatea Before the Mountain of Love and Strife'''&lt;br /&gt;
&lt;br /&gt;
''As bovid eyes stare, straight ahead''&lt;br /&gt;
&lt;br /&gt;
''no spark behind them to bring joy or dread.''&lt;br /&gt;
&lt;br /&gt;
''As ropes of drool doth fall into grimy beard,''&lt;br /&gt;
&lt;br /&gt;
''So Demetrius' doth make his reluctance heard.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Decide, oh Dwarf,&amp;quot; the gods did plea''&lt;br /&gt;
&lt;br /&gt;
''but on def, dumb ears find their decree.''&lt;br /&gt;
&lt;br /&gt;
''For as Hammerhand all eyes did look,''&lt;br /&gt;
&lt;br /&gt;
''no decision issued forth to be approved or brook'd''&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Fidelio:  The Lantern Archon===&lt;br /&gt;
&lt;br /&gt;
[[File:Lantern archon.jpg|thumb|right|250px|The Lantern Archon named Fidelio has been Oruvyn's constant companion since his arrival upon Mt. Celestia.]]&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Background with Oruvyn'':  Fidelio is an archon that warmed to Oruvyn when he first wandered upon Mount Celestia.  On the slopes of the mountains of Lunia, Fidelio approached Oruvyn, and declared he would follow him and aid him for a time.  Fidelio was instrumental on several occasions in Oruvyn's ascent up Mount Celestia, and stayed with him all the way to the 4th layer of Mt. Celestia, for it seemed as if Fidelio had been there before, and knew the ways.  Once at Soul Forge, Fidelio became bored with Oruvyn, but did not completely abandon him, appearing and re-appearing after going on adventures apart from the gnome.  Upon his long sojourn to Sigil, Fidelio was sorrowful at Oruvyn's leaving.  &lt;br /&gt;
&lt;br /&gt;
Not long after Oruvyn returned from Sigil than the gnome elected to try to return to his home on the Prime Material Plane.  Fidelio did not immediately accompany Oruvyn, having become distracted with other adventures, but joined him again upon the 3rd Mount, although was easily distracted during the long descent, having lost some of his attachment to the gnome due to his long absence at the City of Doors.  When Oruvyn met with his current companions from his home world, Fidelio felt neglected somewhat, and also bored that it may no longer be of much use, and so wandered off through much of the gnome's early adventures with the Duumvirate, including his spiritual bifurcation by the Celestial Princess.  When Fidelio remembered his former companion amidst its wanderings on the holy slopes, Fidelio sped to find him, and when it did, it saw the subtle spiritual change in the gnome, and regretted having abandoned him.  &lt;br /&gt;
&lt;br /&gt;
Fidelio has now purposed itself to never abandon Oruvyn again, so long as he remains on the Celestial Mountain.&lt;br /&gt;
&lt;br /&gt;
''Fidelio's Physical Description'':  An ebullient ball of the purest white light, Fidelio loves singing more than any other lantern Oruvyn has met, and does so in a carefree, almost childlike voice that is neither male nor female.  Fidelio is often emotional in its decisions, its decision impending heavily upon its moods.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
=== Riddle of Torlanden ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4248</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4248"/>
				<updated>2021-06-03T07:35:19Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Riddle of Torlanden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:14 (+1 from Celestial Princess), Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
== Riddle of Torlanden ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: The armor is at the temple, perhaps a gift given by Zaalbuk to someone (A god? A god's follower? A priest?)]&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
[Ovuvyn's notes: Some event will transpire ninety days from May 15th. Approximately end of August. Zaalbuk preoccupied during this time? Researching final lore necessary to complete his ascension? 'Starless contemplation' seems to indicate he may be on another plane. Avernus? 'All servants save the gnawer' seems to indicate the Mole is not truly one of his faithful. Perhaps a tool. Demon working in consort? 'Mortal mark' indicates using a mortal marksman as the secret to ascending to the Seventh Layer where godhood can be achieved.]&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
[Oruvyn's notes: Gold dragon involved? Twin golden servants help indicate where/what Zun is.]&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4247</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4247"/>
				<updated>2021-06-03T03:31:32Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:14 (+1 from Celestial Princess), Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
== Riddle of Torlanden ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4246</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4246"/>
				<updated>2021-06-03T03:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:13, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
== Riddle of Torlanden ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4245</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4245"/>
				<updated>2021-06-03T03:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:13, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
== Riddle of Torlanden ==&lt;br /&gt;
&lt;br /&gt;
Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
May 15th, 874&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4244</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4244"/>
				<updated>2021-06-03T03:11:04Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:13, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
===Years on the Planes===&lt;br /&gt;
&lt;br /&gt;
'''Sigil and the Headquarters of the Takers'''&lt;br /&gt;
&lt;br /&gt;
During his odyssey on the planes, Oruvyn lived for a time at Sigil, the City of Doors, where he studied at the Rowan Academy of Training, becoming an official faction member, and otherwise labored at the headquarters for the Takers.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
===Faction Abilities:  The Takers===&lt;br /&gt;
&lt;br /&gt;
:: Double the number of starting non-weapon proficiency slots (not including bonus slots from high intelligence)&lt;br /&gt;
&lt;br /&gt;
:: All non-weapon proficiency slots are available and no extra cost, despite class restrictions&lt;br /&gt;
&lt;br /&gt;
:: 1st level)  +5% ability bonus to pick pick pockets, 6th level)  +10% total ability bonus to PP, 11th) +15% total ability bonus to PP&lt;br /&gt;
&lt;br /&gt;
Notes:  potential other bonuses and abilities for attaining factotum, factor and facto status&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
== Riddle of Torlanden ==&lt;br /&gt;
&lt;br /&gt;
Hammerhand's prize lies 'neath the temple of the golden Zuun&lt;br /&gt;
a token treasure from the man who would measure &lt;br /&gt;
the distance between a mortal man and the divine Author of his Doom.&lt;br /&gt;
The Theologian of Two Heavens gifted the scales to weigh the heart&lt;br /&gt;
And by word and mind bend the arts of the golden god, the secret sun,&lt;br /&gt;
The divine slayer of the moon.&lt;br /&gt;
&lt;br /&gt;
For ninety nightless days hence must the Theologian watch in time,&lt;br /&gt;
and in starless contemplation find the secret of light sublime,&lt;br /&gt;
So that he and his servants, save one, the gnawer in the dark, &lt;br /&gt;
May unlock an immortal fate with mortal mark,&lt;br /&gt;
And steal the Secret to the Seventh Gate.&lt;br /&gt;
Atop the temple of the Secret Sun.&lt;br /&gt;
&lt;br /&gt;
Red scales gifted, gold scales guarded, Hammerhand's prize will be costly won.&lt;br /&gt;
For a golden serpent, and twin golden servants, guard the treasures of the Zun.&lt;br /&gt;
&lt;br /&gt;
Beware the Canyon of the Ever Setting Moon.&lt;br /&gt;
Suspect the Foe who has climbed up out his Tomb!&lt;br /&gt;
and his astral Servants who seek your astral deaths&lt;br /&gt;
at the gates of the City of the Secret Zuun. &lt;br /&gt;
&lt;br /&gt;
But his prize or justice, what does the Hammerhand seek?&lt;br /&gt;
A thief unpunished is a thief without justice mete.&lt;br /&gt;
Enchanted armor or balanced scales, which is scorned?&lt;br /&gt;
For Tyr's boon of sight, one alone, justice or red dragon mail will adorn&lt;br /&gt;
The true desire of his soul.&lt;br /&gt;
Be warned:  Justice afforded must be answered with justice wrought&lt;br /&gt;
Or else judgment will fall upon the one who sought&lt;br /&gt;
False fairness in place of private greed&lt;br /&gt;
Atop the Temple of the Golden Zuun.&lt;br /&gt;
&lt;br /&gt;
The Prophecy of Torlanden, as told to Lars St. Morninglory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Tychon_Character_Tree&amp;diff=4187</id>
		<title>Tychon Character Tree</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Tychon_Character_Tree&amp;diff=4187"/>
				<updated>2021-05-24T05:18:19Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Active Character==&lt;br /&gt;
[[Tychon|Tychon]]&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
===Elissa===&lt;br /&gt;
&lt;br /&gt;
[[File:Elissa3.jpg|Thumb|100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4th Level NG Human Female Preserver (S15 D16 C11 I20 W14 Ch20) Age: 17, Height: 5'7&amp;quot;, Weight: 111 lbs, XPs: 10,000&lt;br /&gt;
&lt;br /&gt;
Wild Talent: Life Detection&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Background:&amp;lt;/b&amp;gt; Elissa was born 'Nayeli' in the city state of Draj, under the rule of Tectuktitlay in Free Year 2. She was born to a slave family of a minor noble house and her father served in the family's militia. Her father was able to distinguish himself and win much glory for the house, whose scion was without an heir. As a reward for his great service, Elissa's father was designated as the heir to take over the lands of the house, should there be no legitimate heir. The master of the house died suddenly when Elissa was but 9 years old and her father took over and worked the land, now retired from military service and taking on an administrative role, freeing some of the other slaves to assist him. A senior templar, coveting the lands taken over by a former slave, accused Elissa's father of murdering his patron and condemned him to death. The templar took Elissa and her mother as his personal concubines. Just after her 11th birthday, Elissa's mother tried to flee with her to a nearby village, but they were caught. Because of her astonishing beauty, the templar had fallen in love with the young girl and used his influence to have her spared, though forced her to watch her mother be sacrificed by the Moon Priests atop the great pyramid, her heart being torn from her chest and her blood being allowed to run freely down the stone of the temple, as is the custom of sacrifice in Draj.&lt;br /&gt;
&lt;br /&gt;
Having had a taste of life as a slave and briefly living a life of freedom with her family before her father's arrest has given Elissa a sense of what life could have been for her and her family were it not for the cruelty of the masters of Draj. She endured captivity and abuse for years, until her 14th birthday, when she convinced her templar master that she loved him back, and convinced him to marry her and replace his wife. Seeing a weak link in the senior arm of the templarate, the Moon Priests moved swiftly to deal with the templar, seizing his property and denouncing him as a traitor to King Atzetuk for mingling his blood with that of a lowly slave. Amidst the chaos, Elissa managed to use her wiles and charm to locate a contact in the Veiled Alliance, who helped spirit her out of the city. As payment, she gave them treasures and jewelry she had managed to siphon over the past several years from the collection of her would-be suitor. Those Who Wear the Veil eventually managed to get her as far as Balic, where she was introduced to a member of House Antiarchos, who reluctantly initiated her into the way of the Preserver and gave her basic training in magic before he himself was arrested. It was the patron of House Antiarchos who gave her her Balican name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Personality:&amp;lt;/b&amp;gt; Elissa welcomed the arrival of Xal'Gren and the Free Army, as she was working with the Veiled Alliance in Balic to overthrow House Tomblador before they arrived and she would have supported their opponents both directly and indirectly. Her loyalty to any House or organization would end there, however. She does not believe that sentient beings should gather in cities and should instead live in small, self-sufficient communities, as she has seen enough bloodshed and insane rites from her time in Draj to last a lifetime. She thinks the elections in Balic are a waste of time and will only end with Balic returning to its former state as a slave-holding dictatorship. She plans to stay in the Balican region until the remnants of House Tomblador are utterly destroyed. Her ultimate goal is to return to Draj to destroy the Moon Priesthood and kill King Atzetuk, or whoever has taken his place. She also has a hatred of defilers, as she sees them as self-serving fools who, if left unchecked, will eventually destroy the entire world. &lt;br /&gt;
&lt;br /&gt;
Now that the templars have been broken in Balic and Xal'Gren has taken over, she sees no reason to hide her use of magic and will openly practice her art if needed. She has survived this long thus far by using guile and manipulating men and women into helping her achieve her goals. She is almost always accompanied by at least one burly protector who fancies him or herself as guarding a young, beautiful and helpless woman, though Elissa is anything but. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Zy‘zzyx===&lt;br /&gt;
[[File:Zyzzyx1.jpg|Thumb|150px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2nd Level/2nd Level NG Thri-kreen Male Fighter/Psionicist (S16 D22 C16 I12 W19 Ch9) Age: 6, Height 6'11&amp;quot;, Weight: 440 lbs, XPs: 4,400&lt;br /&gt;
&lt;br /&gt;
Wild Talent: Teleport Lock, Time/Space Anchor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Background:&amp;lt;/b&amp;gt; Zyzzyx was born outside the tablelands and traveled with his pack across great distance based on an urge to explore. His comrades were ambushed and killed by a group if Nibenese templars who stumbled across them as they feasted upon a pack of elves that they had slain and were violently consuming. Zyzzyx was subdued and brought back to Nibenay as a trophy and as fodder for the pits. Zyzzyx broke free of his captors and slew several of his half-giant attendants, impressing the templars. Eventually, one was fetched who had learned his language and he was offered all the elf flesh he could eat in exchange for his services, to which he agreed. For years he was employed to hunt down escaped slaves, agents from other cities and merchants who had cheated or lied in the course of their business in Nibenay. The templars kept their end of the bargain, and Zyzzyx, viewing his quarry as nothing more than beasts, happily complied. During the course of his service, however, he underwent a sudden change of heart, and came to the realization that the other races of the Tablelands, although very different from himself, were beings worthy of life in their own right. As a result, he left Nibenay in the middle of the night and never returned.&lt;br /&gt;
&lt;br /&gt;
He has been seen in the company of House Wavir agents, and is presumably working for the merchant house, though to what extent it is unclear. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Personality:&amp;lt;/b&amp;gt; Zyzzyx did not understand the people of the tablelands for much of his life. Recent events have inspired him to take an interest in their ways and he has a particular interest in the art of shipfloating, which he has never seen. Being a warrior and a practitioner of The Way, he likes to keep his mind as sharp as his claws and hopes to one day be the first of his kind to reach the rank of Navarch in the city. He no longer consumes elves or other demi-human races, and has made steeling himself against such temptations a way to keep his mind disciplined and focused.  &lt;br /&gt;
&lt;br /&gt;
===Dantanus===&lt;br /&gt;
&lt;br /&gt;
[[File:dantanus2.jpg|Thumb|150px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2nd/2nd/2nd Level NG Mul Male Fighter/Thief/Psionicist (S20 D15 C17 I17 W16 Ch15) Age: 20 Height 6'2&amp;quot;, Weight: 240 lbs, XPs: 6, 600&lt;br /&gt;
&lt;br /&gt;
Wild Talent: Control Body, Telekinesis&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Background:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Personality:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4186</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4186"/>
				<updated>2021-05-24T05:14:14Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:13, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
====== Can be sub grouped ======&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4185</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4185"/>
				<updated>2021-05-24T05:11:02Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:13, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
====== Can be sub grouped ======&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4184</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4184"/>
				<updated>2021-05-24T05:10:20Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, male, Gnomish cleric/thief - S:14, D:16, C:16, I:13, W:13, Ch:10, Age 85&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
He sure did have one.&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Maybe he'll get one if he's alive at level 9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
He's got one of these, too.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
He is currently on assignment in the planes and has not been heard from in quite some time....&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======  Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
====== Can be sub grouped ======&lt;br /&gt;
&lt;br /&gt;
[[Category:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4183</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4183"/>
				<updated>2021-05-24T05:04:15Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
Oruvyn Torgidal, Level 5/5 Cleric/Thief&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== (class specific) Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
====== Can be sub grouped ======&lt;br /&gt;
&lt;br /&gt;
[[Category:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4182</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4182"/>
				<updated>2021-05-24T05:03:59Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
&lt;br /&gt;
Oruvyn Torgidal, Level 5/5 Cleric/Thief&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== (class specific) Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
====== Can be sub grouped ======&lt;br /&gt;
&lt;br /&gt;
[[Category:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4181</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4181"/>
				<updated>2021-05-24T05:02:57Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
[[Category:Kanosian Player Characters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oruvyn Torgidal&lt;br /&gt;
&lt;br /&gt;
[[File:gnome2.jpg|thumb|500px|Oruvyn dressed in finery]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== (class specific) Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
====== Can be sub grouped ======&lt;br /&gt;
&lt;br /&gt;
[[Category:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=File:Gnome2.jpg&amp;diff=4180</id>
		<title>File:Gnome2.jpg</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=File:Gnome2.jpg&amp;diff=4180"/>
				<updated>2021-05-24T04:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4179</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4179"/>
				<updated>2021-05-24T04:54:54Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oruvyn &lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
(Leave one space at the top of a section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
''Wands,rings, amulets and other non-weapon and armor items''&lt;br /&gt;
:the description should be indented with a colon and the title should be italicized&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(leave two spaces at the end of a section) &lt;br /&gt;
==== Weapons ====&lt;br /&gt;
(sub sections need only one space above and below)&lt;br /&gt;
''Weapons''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
(sub sections need only one space above and below) &lt;br /&gt;
''Armor and cloaks''&lt;br /&gt;
:formatted the same as above.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== (class specific) Abilities ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented&lt;br /&gt;
&lt;br /&gt;
====== (class specific) spells ======&lt;br /&gt;
&lt;br /&gt;
:listed by level indented &lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
Listed&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Listed (secondaries noted)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:listed indented&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
For groups political organizations and party members&lt;br /&gt;
&lt;br /&gt;
====== Can be sub grouped ======&lt;br /&gt;
&lt;br /&gt;
[[Category:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4178</id>
		<title>Oruvyn Torgidal</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Oruvyn_Torgidal&amp;diff=4178"/>
				<updated>2021-05-24T04:49:11Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: Created page with &amp;quot;        Player Characters&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Category:Kanosian_Player_Characters&amp;diff=4177</id>
		<title>Category:Kanosian Player Characters</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Category:Kanosian_Player_Characters&amp;diff=4177"/>
				<updated>2021-05-24T04:30:32Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Category:Kanosian_Player_Characters&amp;diff=4176</id>
		<title>Category:Kanosian Player Characters</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Category:Kanosian_Player_Characters&amp;diff=4176"/>
				<updated>2021-05-24T04:29:58Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: Created page with &amp;quot;Oruvyn Torgidal&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oruvyn Torgidal&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Elissa&amp;diff=4096</id>
		<title>Elissa</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Elissa&amp;diff=4096"/>
				<updated>2020-02-22T19:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elissa:''' 4th Level NG Human Female Preserver (S15 D16 C11 I20 W14 Ch20) Age: 17, Height: 5'7&amp;quot;, Weight: 111 lbs, XPs: 11,500&lt;br /&gt;
&lt;br /&gt;
HP: 13&lt;br /&gt;
&lt;br /&gt;
AC: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Non-citizen&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Slave&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Elissa's Legal Status: free, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Elissa was born 'Nayeli' in the city state of Draj, under the rule of Tectuktitlay in Free Year 2. She was born to a slave family of a minor noble house and her father served in the family's militia. Her father was able to distinguish himself and win much glory for the house, whose scion was without an heir. As a reward for his great service, Elissa's father was designated as the heir to take over the lands of the house, should there be no legitimate heir. The master of the house died suddenly when Elissa was but 9 years old and her father took over and worked the land, now retired from military service and taking on an administrative role, freeing some of the other slaves to assist him. A senior templar, coveting the lands taken over by a former slave, accused Elissa's father of murdering his patron and condemned him to death. The templar took Elissa and her mother as his personal concubines. Just after her 11th birthday, Elissa's mother tried to flee with her to a nearby village, but they were caught. Because of her astonishing beauty, the templar had fallen in love with the young girl and used his influence to have her spared, though forced her to watch her mother be sacrificed by the Moon Priests atop the great pyramid, her heart being torn from her chest and her blood being allowed to run freely down the stone of the temple, as is the custom of sacrifice in Draj.&lt;br /&gt;
&lt;br /&gt;
Having had a taste of life as a slave and briefly living a life of freedom with her family before her father's arrest has given Elissa a sense of what life could have been for her and her family were it not for the cruelty of the masters of Draj. She endured captivity and abuse for years, until her 14th birthday, when she convinced her templar master that she loved him back, and convinced him to marry her and replace his wife. Seeing a weak link in the senior arm of the templarate, the Moon Priests moved swiftly to deal with the templar, seizing his property and denouncing him as a traitor to King Atzetuk for mingling his blood with that of a lowly slave. Amidst the chaos, Elissa managed to use her wiles and charm to locate a contact in the Veiled Alliance, who helped spirit her out of the city. As payment, she gave them treasures and jewelry she had managed to siphon over the past several years from the collection of her would-be suitor. Those Who Wear the Veil eventually managed to get her as far as Balic, where she was introduced to a member of House Antiarchos, who reluctantly initiated her into the way of the Preserver and gave her basic training in magic before he himself was arrested. It was the patron of House Antiarchos who gave her her Balican name.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Elissa welcomed the arrival of Xal'Gren and the Free Army, as she was working with the Veiled Alliance in Balic to overthrow House Tomblador before they arrived and she would have supported their opponents both directly and indirectly. Her loyalty to any House or organization would end there, however. She does not believe that sentient beings should gather in cities and should instead live in small, self-sufficient communities, as she has seen enough bloodshed and insane rites from her time in Draj to last a lifetime. She thinks the elections in Balic are a waste of time and will only end with Balic returning to its former state as a slave-holding dictatorship. She plans to stay in the Balican region until the remnants of House Tomblador are utterly destroyed. Her ultimate goal is to return to Draj to destroy the Moon Priesthood and kill King Atzetuk, or whoever has taken his place. She also has a hatred of defilers, as she sees them as self-serving fools who, if left unchecked, will eventually destroy the entire world.&lt;br /&gt;
&lt;br /&gt;
Now that the templars have been broken in Balic and Xal'Gren has taken over, she sees no reason to hide her use of magic and will openly practice her art if needed. She has survived this long thus far by using guile and manipulating men and women into helping her achieve her goals. She is almost always accompanied by at least one burly protector who fancies him or herself as guarding a young, beautiful and helpless woman, though Elissa is anything but.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, Proficiencies and Magic==&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
Weapon (1): Sling&lt;br /&gt;
&lt;br /&gt;
Non-weapon (5): Contact x1, Mental Armor x2, Spellweaving x1, Preserver Lore x2, Reading/Writing x1, Spellcraft x1, Singing x1, Seamstress/Tailor x1&lt;br /&gt;
&lt;br /&gt;
Languages Spoken: Draji (0), Trade Tongue (0), Balican, Elven, Nibenese&lt;br /&gt;
&lt;br /&gt;
===Magical Summary===&lt;br /&gt;
&lt;br /&gt;
1st (6): Charm Person, Conjure Spell Component, Feather Fall, Magic Missile, Mending, Read Magic, Wall of Fog&lt;br /&gt;
&lt;br /&gt;
2nd (4): Continual Light, Levitate, Melf's Acid Arrow, Mirror Image&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
&lt;br /&gt;
PSPs: 40&lt;br /&gt;
&lt;br /&gt;
MAC: 6 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Mind Bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life Detection===&lt;br /&gt;
&lt;br /&gt;
Intelligence Score: MAC 8&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 3&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 3/round&lt;br /&gt;
&lt;br /&gt;
Range: 100 yards&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: varies&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
A telepath can detect the presence of living, thinking creatures within a limited area. He must scan like radar. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan through 180 degrees to a range of 40 yards, 90 degrees to a range of 60 yards, or 30degrees to a range of 100 yards. One round of scanning will detect humans, demihumans, humanoids, mammals, and monsters with eight or more hit dice. A second round of scanning will detect birds, reptiles, amphibians, fish, and monsters with less than eight hit dice. In either case the character gets an accurate count of the creatures. The DM should make this power check and keep the result secret from the player. If the psionicist doesn't detect anything, the player won't know whether that means there's nothing there, or the power didn't work. If the roll is I, the psionicist gets faulty information. He detects what is there, but gets the numbers wrong by +/-50 %.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The psionicist can instantly detect everything within 100 yards, in every direction.&lt;br /&gt;
&lt;br /&gt;
''20'': The telepath detects 1d6 creatures which aren't there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Elissa&amp;diff=4083</id>
		<title>Elissa</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Elissa&amp;diff=4083"/>
				<updated>2020-02-09T12:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elissa:''' 4th Level NG Human Female Preserver (S15 D16 C11 I20 W14 Ch20) Age: 17, Height: 5'7&amp;quot;, Weight: 111 lbs, XPs: 11,500&lt;br /&gt;
&lt;br /&gt;
HP: 13&lt;br /&gt;
&lt;br /&gt;
AC: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Non-citizen&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Slave&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Elissa's Legal Status: free, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Elissa was born 'Nayeli' in the city state of Draj, under the rule of Tectuktitlay in Free Year 2. She was born to a slave family of a minor noble house and her father served in the family's militia. Her father was able to distinguish himself and win much glory for the house, whose scion was without an heir. As a reward for his great service, Elissa's father was designated as the heir to take over the lands of the house, should there be no legitimate heir. The master of the house died suddenly when Elissa was but 9 years old and her father took over and worked the land, now retired from military service and taking on an administrative role, freeing some of the other slaves to assist him. A senior templar, coveting the lands taken over by a former slave, accused Elissa's father of murdering his patron and condemned him to death. The templar took Elissa and her mother as his personal concubines. Just after her 11th birthday, Elissa's mother tried to flee with her to a nearby village, but they were caught. Because of her astonishing beauty, the templar had fallen in love with the young girl and used his influence to have her spared, though forced her to watch her mother be sacrificed by the Moon Priests atop the great pyramid, her heart being torn from her chest and her blood being allowed to run freely down the stone of the temple, as is the custom of sacrifice in Draj.&lt;br /&gt;
&lt;br /&gt;
Having had a taste of life as a slave and briefly living a life of freedom with her family before her father's arrest has given Elissa a sense of what life could have been for her and her family were it not for the cruelty of the masters of Draj. She endured captivity and abuse for years, until her 14th birthday, when she convinced her templar master that she loved him back, and convinced him to marry her and replace his wife. Seeing a weak link in the senior arm of the templarate, the Moon Priests moved swiftly to deal with the templar, seizing his property and denouncing him as a traitor to King Atzetuk for mingling his blood with that of a lowly slave. Amidst the chaos, Elissa managed to use her wiles and charm to locate a contact in the Veiled Alliance, who helped spirit her out of the city. As payment, she gave them treasures and jewelry she had managed to siphon over the past several years from the collection of her would-be suitor. Those Who Wear the Veil eventually managed to get her as far as Balic, where she was introduced to a member of House Antiarchos, who reluctantly initiated her into the way of the Preserver and gave her basic training in magic before he himself was arrested. It was the patron of House Antiarchos who gave her her Balican name.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Elissa welcomed the arrival of Xal'Gren and the Free Army, as she was working with the Veiled Alliance in Balic to overthrow House Tomblador before they arrived and she would have supported their opponents both directly and indirectly. Her loyalty to any House or organization would end there, however. She does not believe that sentient beings should gather in cities and should instead live in small, self-sufficient communities, as she has seen enough bloodshed and insane rites from her time in Draj to last a lifetime. She thinks the elections in Balic are a waste of time and will only end with Balic returning to its former state as a slave-holding dictatorship. She plans to stay in the Balican region until the remnants of House Tomblador are utterly destroyed. Her ultimate goal is to return to Draj to destroy the Moon Priesthood and kill King Atzetuk, or whoever has taken his place. She also has a hatred of defilers, as she sees them as self-serving fools who, if left unchecked, will eventually destroy the entire world.&lt;br /&gt;
&lt;br /&gt;
Now that the templars have been broken in Balic and Xal'Gren has taken over, she sees no reason to hide her use of magic and will openly practice her art if needed. She has survived this long thus far by using guile and manipulating men and women into helping her achieve her goals. She is almost always accompanied by at least one burly protector who fancies him or herself as guarding a young, beautiful and helpless woman, though Elissa is anything but.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, Proficiencies and Magic==&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
Weapon (1): Sling&lt;br /&gt;
&lt;br /&gt;
Non-weapon (5): Mental Armor x2, Spellweaving x1, Preserver Lore x2, Reading/Writing x1, Spellcraft x1, Singing x1, Seamstress/Tailor x1&lt;br /&gt;
&lt;br /&gt;
Languages Spoken: Draji (0), Trade Tongue (0), Balican, Elven, Gulgan, Nibenese&lt;br /&gt;
&lt;br /&gt;
===Magical Summary===&lt;br /&gt;
&lt;br /&gt;
1st (6): Charm Person, Conjure Spell Component, Feather Fall, Magic Missile, Mending, Read Magic, Wall of Fog&lt;br /&gt;
&lt;br /&gt;
2nd (4): Continual Light, Levitate, Melf's Acid Arrow, Mirror Image&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
&lt;br /&gt;
PSPs: 40&lt;br /&gt;
&lt;br /&gt;
MAC: 6 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Mind Bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life Detection===&lt;br /&gt;
&lt;br /&gt;
Intelligence Score: MAC 8&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 3&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 3/round&lt;br /&gt;
&lt;br /&gt;
Range: 100 yards&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: varies&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
A telepath can detect the presence of living, thinking creatures within a limited area. He must scan like radar. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan through 180 degrees to a range of 40 yards, 90 degrees to a range of 60 yards, or 30degrees to a range of 100 yards. One round of scanning will detect humans, demihumans, humanoids, mammals, and monsters with eight or more hit dice. A second round of scanning will detect birds, reptiles, amphibians, fish, and monsters with less than eight hit dice. In either case the character gets an accurate count of the creatures. The DM should make this power check and keep the result secret from the player. If the psionicist doesn't detect anything, the player won't know whether that means there's nothing there, or the power didn't work. If the roll is I, the psionicist gets faulty information. He detects what is there, but gets the numbers wrong by +/-50 %.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The psionicist can instantly detect everything within 100 yards, in every direction.&lt;br /&gt;
&lt;br /&gt;
''20'': The telepath detects 1d6 creatures which aren't there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Tychon&amp;diff=4082</id>
		<title>Tychon</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Tychon&amp;diff=4082"/>
				<updated>2020-02-09T12:04:52Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Tychon of Balic ,''' 4th Level LG Male Human Gladiator, (S16 D12 C18 I17 W17 C16), Age:  21, Height: 6'1&amp;quot;, Weight: 190lbs, XPs: 11,300&lt;br /&gt;
[[File:tychon1.jpg|thumb|200px|]]&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Soldier&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Noble&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Tychon's Legal Status: free soldier, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Part of a minor noble house (House Antiarchos) that was all but destroyed by King Androponis, his father was suspected (rightly so) as a preserver and member of the hated Veiled Alliance. The main branch of his family was imprisoned and murdered by the Balican monarch and at the age 16, Tychon was consigned to the gladiatorial pits where he was expected to die. By some fortune, the youth survived rigorous training and the harsh life in the arena. Upon the arrival of the Free Army, slavery was outlawed and Tychon, now a young man of 21, has joined House Wavir and seeks to restore his citizenship status through service to the new republic of Balic.&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Birth===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Childhood===&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Weapon Proficiencies===&lt;br /&gt;
Trikal(2), Chatkcha(2), Wrist Razor(1)&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Proficiencies===&lt;br /&gt;
Contact(1), Mental Armor(2), Artistic Ability, painting(1), Reading/Writing(1), Psionic Detection(1)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Balican(0), Trade Tongue(1), Tyrian(1), Elven(1), Dwarven(1)&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
FY 19: Tychon meets Nystrom and Braxius at a tavern in a village outside of Balic.&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, and Magic==&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt; Bone chatkcha x2, Wrist razors, bone trikal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt; Hide (Braxat hide), Wooden Medium Shield&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
5 ceramic pieces, backpack, food 5 days, water 3 days, clothes, sandals, belt, satchel (attached to belt), candle x3, small tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Loot===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elfess pushed out window:&amp;lt;/b&amp;gt; Steel ring (two intertwined bands with runes), jade brooch set in electrum (serpentine style) with silver chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elf sorceress:&amp;lt;/b&amp;gt; Citrine gem on simple leather cord, copper coin (old and faded), amber necklace&lt;br /&gt;
&lt;br /&gt;
-Components: large rock crystal&lt;br /&gt;
&lt;br /&gt;
-purse: 56 bits, 9 ceramic pieces, 17 electrum pieces (fresh Balican mint), 8 silver pieces (fresh Balican mint), 1 gold piece (face of Andoponis), handsome silver peridot earrings, tiny hand mirror of bronze with jade serpent casing&lt;br /&gt;
&lt;br /&gt;
-scrolls: 5 scroll cases&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
PSPs: 50&lt;br /&gt;
&lt;br /&gt;
Current PSPs: 43&lt;br /&gt;
&lt;br /&gt;
MAC: 5 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Intellect Fortress&lt;br /&gt;
&lt;br /&gt;
Attacks: Ego Whip, Psychic Crush&lt;br /&gt;
&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 10&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 5&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 1/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
By means of this devotion the psionicist sharpens all five of his normal&lt;br /&gt;
senses: sight, hearing, taste, touch, and smell. This has several effects, which&lt;br /&gt;
are described below. The DM may allow additional applications as he sees fit.&lt;br /&gt;
First, the character has a good chance to notice thieves who are hiding in&lt;br /&gt;
shadows or moving silently. The thief's skill chance is halved when someone with&lt;br /&gt;
heightened senses is observing him. Even if the thief is already hidden, he must&lt;br /&gt;
roll again when a character with heightened senses enters the picture.&lt;br /&gt;
Second, the psionicist can track someone like a bloodhound. He must make an&lt;br /&gt;
intelligence check every turn to stay on the trail or recover the trail if it is&lt;br /&gt;
lost. His movement rate when tracking is 6. The trail can be no more than 24&lt;br /&gt;
hours old.&lt;br /&gt;
&lt;br /&gt;
Third, the psionicist's ranges for hearing and seeing are tripled. He can,&lt;br /&gt;
for example, identify a person (in daylight) at a range of 400 yards.&lt;br /&gt;
Fourth, the character can taste poisons or other impurities in quantities&lt;br /&gt;
that are much too small to cause any harm.&lt;br /&gt;
Fifth, the character can identify almost anything by touch. He can, for&lt;br /&gt;
example, tell two gold pieces from each other after having previously handled&lt;br /&gt;
just one of them. He can also tell if something has been handled in the last&lt;br /&gt;
five minutes simply by handling it himself.&lt;br /&gt;
&lt;br /&gt;
''Power Score'':  One of the heightened senses (chosen randomly) stays with the&lt;br /&gt;
psionicist for a full day.&lt;br /&gt;
&lt;br /&gt;
''20'':  0ne of the psionicist's five senses is lost for 1d12 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body Equilibrium===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 7&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 2&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 2/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he's standing on. Thus he can walk on water, quicksand, or even a spider's web without sinking or breaking through. If the character is falling when he uses thispower, he will fall 120 feet per round-slow enough to escape injury. Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The effect lasts up to a day without maintenance.&lt;br /&gt;
&lt;br /&gt;
''20'': The psionicist's weight instantly rises by a factor of 10; he must use body equilibrium to fix the&lt;br /&gt;
problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Tychon&amp;diff=4081</id>
		<title>Tychon</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Tychon&amp;diff=4081"/>
				<updated>2020-02-09T09:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Tychon of Balic ,''' 4th Level LG Male Human Gladiator, (S16 D12 C18 I17 W17 C16), Age:  21, Height: 6'1&amp;quot;, Weight: 190lbs, XPs: 9,800&lt;br /&gt;
[[File:tychon1.jpg|thumb|200px|]]&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Soldier&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Noble&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Tychon's Legal Status: free soldier, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Part of a minor noble house (House Antiarchos) that was all but destroyed by King Androponis, his father was suspected (rightly so) as a preserver and member of the hated Veiled Alliance. The main branch of his family was imprisoned and murdered by the Balican monarch and at the age 16, Tychon was consigned to the gladiatorial pits where he was expected to die. By some fortune, the youth survived rigorous training and the harsh life in the arena. Upon the arrival of the Free Army, slavery was outlawed and Tychon, now a young man of 21, has joined House Wavir and seeks to restore his citizenship status through service to the new republic of Balic.&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Birth===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Childhood===&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Weapon Proficiencies===&lt;br /&gt;
Trikal(2), Chatkcha(2), Wrist Razor(1)&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Proficiencies===&lt;br /&gt;
Contact(1), Mental Armor(2), Artistic Ability, painting(1), Reading/Writing(1), Psionic Detection(1)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Balican(0), Trade Tongue(1), Tyrian(1), Elven(1), Dwarven(1)&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
FY 19: Tychon meets Nystrom and Braxius at a tavern in a village outside of Balic.&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, and Magic==&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt; Bone chatkcha x2, Wrist razors, bone trikal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt; Hide (Braxat hide), Wooden Medium Shield&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
5 ceramic pieces, backpack, food 5 days, water 3 days, clothes, sandals, belt, satchel (attached to belt), candle x3, small tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Loot===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elfess pushed out window:&amp;lt;/b&amp;gt; Steel ring (two intertwined bands with runes), jade brooch set in electrum (serpentine style) with silver chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elf sorceress:&amp;lt;/b&amp;gt; Citrine gem on simple leather cord, copper coin (old and faded), amber necklace&lt;br /&gt;
&lt;br /&gt;
-Components: large rock crystal&lt;br /&gt;
&lt;br /&gt;
-purse: 56 bits, 9 ceramic pieces, 17 electrum pieces (fresh Balican mint), 8 silver pieces (fresh Balican mint), 1 gold piece (face of Andoponis), handsome silver peridot earrings, tiny hand mirror of bronze with jade serpent casing&lt;br /&gt;
&lt;br /&gt;
-scrolls: 5 scroll cases&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
PSPs: 50&lt;br /&gt;
&lt;br /&gt;
Current PSPs: 43&lt;br /&gt;
&lt;br /&gt;
MAC: 5 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Intellect Fortress&lt;br /&gt;
&lt;br /&gt;
Attacks: Ego Whip, Psychic Crush&lt;br /&gt;
&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 10&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 5&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 1/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
By means of this devotion the psionicist sharpens all five of his normal&lt;br /&gt;
senses: sight, hearing, taste, touch, and smell. This has several effects, which&lt;br /&gt;
are described below. The DM may allow additional applications as he sees fit.&lt;br /&gt;
First, the character has a good chance to notice thieves who are hiding in&lt;br /&gt;
shadows or moving silently. The thief's skill chance is halved when someone with&lt;br /&gt;
heightened senses is observing him. Even if the thief is already hidden, he must&lt;br /&gt;
roll again when a character with heightened senses enters the picture.&lt;br /&gt;
Second, the psionicist can track someone like a bloodhound. He must make an&lt;br /&gt;
intelligence check every turn to stay on the trail or recover the trail if it is&lt;br /&gt;
lost. His movement rate when tracking is 6. The trail can be no more than 24&lt;br /&gt;
hours old.&lt;br /&gt;
&lt;br /&gt;
Third, the psionicist's ranges for hearing and seeing are tripled. He can,&lt;br /&gt;
for example, identify a person (in daylight) at a range of 400 yards.&lt;br /&gt;
Fourth, the character can taste poisons or other impurities in quantities&lt;br /&gt;
that are much too small to cause any harm.&lt;br /&gt;
Fifth, the character can identify almost anything by touch. He can, for&lt;br /&gt;
example, tell two gold pieces from each other after having previously handled&lt;br /&gt;
just one of them. He can also tell if something has been handled in the last&lt;br /&gt;
five minutes simply by handling it himself.&lt;br /&gt;
&lt;br /&gt;
''Power Score'':  One of the heightened senses (chosen randomly) stays with the&lt;br /&gt;
psionicist for a full day.&lt;br /&gt;
&lt;br /&gt;
''20'':  0ne of the psionicist's five senses is lost for 1d12 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body Equilibrium===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 7&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 2&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 2/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he's standing on. Thus he can walk on water, quicksand, or even a spider's web without sinking or breaking through. If the character is falling when he uses thispower, he will fall 120 feet per round-slow enough to escape injury. Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The effect lasts up to a day without maintenance.&lt;br /&gt;
&lt;br /&gt;
''20'': The psionicist's weight instantly rises by a factor of 10; he must use body equilibrium to fix the&lt;br /&gt;
problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Tychon&amp;diff=4080</id>
		<title>Tychon</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Tychon&amp;diff=4080"/>
				<updated>2020-02-09T09:15:37Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Psionic Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Tychon of Balic ,''' 4th Level LG Male Human Gladiator, (S16 D12 C18 I17 W17 C16), Age:  21, Height: 6'1&amp;quot;, Weight: 190lbs, XPs: 9,800&lt;br /&gt;
[[File:tychon1.jpg|thumb|200px|]]&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Soldier&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Noble&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Tychon's Legal Status: free soldier, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Part of a minor noble house (House Antiarchos) that was all but destroyed by King Androponis, his father was suspected (rightly so) as a preserver and member of the hated Veiled Alliance. The main branch of his family was imprisoned and murdered by the Balican monarch and at the age 16, Tychon was consigned to the gladiatorial pits where he was expected to die. By some fortune, the youth survived rigorous training and the harsh life in the arena. Upon the arrival of the Free Army, slavery was outlawed and Tychon, now a young man of 21, has joined House Wavir and seeks to restore his citizenship status through service to the new republic of Balic.&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Birth===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Childhood===&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Weapon Proficiencies===&lt;br /&gt;
Trikal(2), Chatkcha(2), Wrist Razor(1)&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Proficiencies===&lt;br /&gt;
Contact(1), Mental Armor(2), Artistic Ability, painting(1), Reading/Writing(1), Psionic Detection(1)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Balican(0), Trade Tongue(1), Tyrian(1), Elven(1), Dwarven(1)&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
FY 19: Tychon meets Nystrom and Braxius at a tavern in a village outside of Balic.&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, and Magic==&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt; Bone chatkcha x2, Wrist razors, bone trikal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt; Hide (Braxat hide), Wooden Medium Shield&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
8 ceramic pieces, backpack, food 5 days, water 3 days, clothes, sandals, belt, satchel (attached to belt), candle x3, small tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Loot===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elfess pushed out window:&amp;lt;/b&amp;gt; Steel ring (two intertwined bands with runes), jade brooch set in electrum (serpentine style) with silver chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elf sorceress:&amp;lt;/b&amp;gt; Citrine gem on simple leather cord, copper coin (old and faded), amber necklace&lt;br /&gt;
&lt;br /&gt;
-Components: large rock crystal&lt;br /&gt;
&lt;br /&gt;
-purse: 56 bits, 9 ceramic pieces, 18 electrum pieces (fresh Balican mint), 13 silver pieces (fresh Balican mint), 4 gold pieces (face of Andoponis), handsome silver peridot earrings, tiny hand mirror of bronze with jade serpent casing&lt;br /&gt;
&lt;br /&gt;
-scrolls: 5 scroll cases&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
PSPs: 50&lt;br /&gt;
&lt;br /&gt;
Current PSPs: 43&lt;br /&gt;
&lt;br /&gt;
MAC: 5 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Intellect Fortress&lt;br /&gt;
&lt;br /&gt;
Attacks: Ego Whip, Psychic Crush&lt;br /&gt;
&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 10&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 5&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 1/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
By means of this devotion the psionicist sharpens all five of his normal&lt;br /&gt;
senses: sight, hearing, taste, touch, and smell. This has several effects, which&lt;br /&gt;
are described below. The DM may allow additional applications as he sees fit.&lt;br /&gt;
First, the character has a good chance to notice thieves who are hiding in&lt;br /&gt;
shadows or moving silently. The thief's skill chance is halved when someone with&lt;br /&gt;
heightened senses is observing him. Even if the thief is already hidden, he must&lt;br /&gt;
roll again when a character with heightened senses enters the picture.&lt;br /&gt;
Second, the psionicist can track someone like a bloodhound. He must make an&lt;br /&gt;
intelligence check every turn to stay on the trail or recover the trail if it is&lt;br /&gt;
lost. His movement rate when tracking is 6. The trail can be no more than 24&lt;br /&gt;
hours old.&lt;br /&gt;
&lt;br /&gt;
Third, the psionicist's ranges for hearing and seeing are tripled. He can,&lt;br /&gt;
for example, identify a person (in daylight) at a range of 400 yards.&lt;br /&gt;
Fourth, the character can taste poisons or other impurities in quantities&lt;br /&gt;
that are much too small to cause any harm.&lt;br /&gt;
Fifth, the character can identify almost anything by touch. He can, for&lt;br /&gt;
example, tell two gold pieces from each other after having previously handled&lt;br /&gt;
just one of them. He can also tell if something has been handled in the last&lt;br /&gt;
five minutes simply by handling it himself.&lt;br /&gt;
&lt;br /&gt;
''Power Score'':  One of the heightened senses (chosen randomly) stays with the&lt;br /&gt;
psionicist for a full day.&lt;br /&gt;
&lt;br /&gt;
''20'':  0ne of the psionicist's five senses is lost for 1d12 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body Equilibrium===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 7&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 2&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 2/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he's standing on. Thus he can walk on water, quicksand, or even a spider's web without sinking or breaking through. If the character is falling when he uses thispower, he will fall 120 feet per round-slow enough to escape injury. Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The effect lasts up to a day without maintenance.&lt;br /&gt;
&lt;br /&gt;
''20'': The psionicist's weight instantly rises by a factor of 10; he must use body equilibrium to fix the&lt;br /&gt;
problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Tychon&amp;diff=4079</id>
		<title>Tychon</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Tychon&amp;diff=4079"/>
				<updated>2020-02-09T06:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Tychon of Balic ,''' 4th Level LG Male Human Gladiator, (S16 D12 C18 I17 W17 C16), Age:  21, Height: 6'1&amp;quot;, Weight: 190lbs, XPs: 9,800&lt;br /&gt;
[[File:tychon1.jpg|thumb|200px|]]&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Soldier&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Noble&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Tychon's Legal Status: free soldier, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Part of a minor noble house (House Antiarchos) that was all but destroyed by King Androponis, his father was suspected (rightly so) as a preserver and member of the hated Veiled Alliance. The main branch of his family was imprisoned and murdered by the Balican monarch and at the age 16, Tychon was consigned to the gladiatorial pits where he was expected to die. By some fortune, the youth survived rigorous training and the harsh life in the arena. Upon the arrival of the Free Army, slavery was outlawed and Tychon, now a young man of 21, has joined House Wavir and seeks to restore his citizenship status through service to the new republic of Balic.&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Birth===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Childhood===&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Weapon Proficiencies===&lt;br /&gt;
Trikal(2), Chatkcha(2), Wrist Razor(1)&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Proficiencies===&lt;br /&gt;
Contact(1), Mental Armor(2), Artistic Ability, painting(1), Reading/Writing(1), Psionic Detection(1)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Balican(0), Trade Tongue(1), Tyrian(1), Elven(1), Dwarven(1)&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
FY 19: Tychon meets Nystrom and Braxius at a tavern in a village outside of Balic.&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, and Magic==&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt; Bone chatkcha x2, Wrist razors, bone trikal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt; Hide (Braxat hide), Wooden Medium Shield&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
8 ceramic pieces, backpack, food 5 days, water 3 days, clothes, sandals, belt, satchel (attached to belt), candle x3, small tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Loot===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elfess pushed out window:&amp;lt;/b&amp;gt; Steel ring (two intertwined bands with runes), jade brooch set in electrum (serpentine style) with silver chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elf sorceress:&amp;lt;/b&amp;gt; Citrine gem on simple leather cord, copper coin (old and faded), amber necklace&lt;br /&gt;
&lt;br /&gt;
-Components: large rock crystal&lt;br /&gt;
&lt;br /&gt;
-purse: 56 bits, 9 ceramic pieces, 18 electrum pieces (fresh Balican mint), 13 silver pieces (fresh Balican mint), 4 gold pieces (face of Andoponis), handsome silver peridot earrings, tiny hand mirror of bronze with jade serpent casing&lt;br /&gt;
&lt;br /&gt;
-scrolls: 5 scroll cases&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
PSPs: 50&lt;br /&gt;
&lt;br /&gt;
Current PSPs: 50&lt;br /&gt;
&lt;br /&gt;
MAC: 5 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Intellect Fortress&lt;br /&gt;
&lt;br /&gt;
Attacks: Ego Whip, Psychic Crush&lt;br /&gt;
&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 10&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 5&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 1/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
By means of this devotion the psionicist sharpens all five of his normal&lt;br /&gt;
senses: sight, hearing, taste, touch, and smell. This has several effects, which&lt;br /&gt;
are described below. The DM may allow additional applications as he sees fit.&lt;br /&gt;
First, the character has a good chance to notice thieves who are hiding in&lt;br /&gt;
shadows or moving silently. The thief's skill chance is halved when someone with&lt;br /&gt;
heightened senses is observing him. Even if the thief is already hidden, he must&lt;br /&gt;
roll again when a character with heightened senses enters the picture.&lt;br /&gt;
Second, the psionicist can track someone like a bloodhound. He must make an&lt;br /&gt;
intelligence check every turn to stay on the trail or recover the trail if it is&lt;br /&gt;
lost. His movement rate when tracking is 6. The trail can be no more than 24&lt;br /&gt;
hours old.&lt;br /&gt;
&lt;br /&gt;
Third, the psionicist's ranges for hearing and seeing are tripled. He can,&lt;br /&gt;
for example, identify a person (in daylight) at a range of 400 yards.&lt;br /&gt;
Fourth, the character can taste poisons or other impurities in quantities&lt;br /&gt;
that are much too small to cause any harm.&lt;br /&gt;
Fifth, the character can identify almost anything by touch. He can, for&lt;br /&gt;
example, tell two gold pieces from each other after having previously handled&lt;br /&gt;
just one of them. He can also tell if something has been handled in the last&lt;br /&gt;
five minutes simply by handling it himself.&lt;br /&gt;
&lt;br /&gt;
''Power Score'':  One of the heightened senses (chosen randomly) stays with the&lt;br /&gt;
psionicist for a full day.&lt;br /&gt;
&lt;br /&gt;
''20'':  0ne of the psionicist's five senses is lost for 1d12 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body Equilibrium===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 7&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 2&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 2/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he's standing on. Thus he can walk on water, quicksand, or even a spider's web without sinking or breaking through. If the character is falling when he uses thispower, he will fall 120 feet per round-slow enough to escape injury. Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The effect lasts up to a day without maintenance.&lt;br /&gt;
&lt;br /&gt;
''20'': The psionicist's weight instantly rises by a factor of 10; he must use body equilibrium to fix the&lt;br /&gt;
problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Tychon&amp;diff=4078</id>
		<title>Tychon</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Tychon&amp;diff=4078"/>
				<updated>2020-02-09T05:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Psionic Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Tychon of Balic ,''' 4th Level LG Male Human Gladiator, (S16 D12 C18 I17 W17 C16), Age:  21, Height: 6'1&amp;quot;, Weight: 190lbs, XPs: 9,800&lt;br /&gt;
[[File:tychon1.jpg|thumb|200px|]]&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Soldier&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Noble&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Tychon's Legal Status: free soldier, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Part of a minor noble house (House Antiarchos) that was all but destroyed by King Androponis, his father was suspected (rightly so) as a preserver and member of the hated Veiled Alliance. The main branch of his family was imprisoned and murdered by the Balican monarch and at the age 16, Tychon was consigned to the gladiatorial pits where he was expected to die. By some fortune, the youth survived rigorous training and the harsh life in the arena. Upon the arrival of the Free Army, slavery was outlawed and Tychon, now a young man of 21, has joined House Wavir and seeks to restore his citizenship status through service to the new republic of Balic.&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Birth===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Childhood===&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Weapon Proficiencies===&lt;br /&gt;
Trikal(2), Chatkcha(2), Wrist Razor(1)&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Proficiencies===&lt;br /&gt;
Contact(1), Mental Armor(2), Artistic Ability, painting(1), Reading/Writing(1), Psionic Detection(1)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Balican(0), Trade Tongue(1), Tyrian(1), Elven(1), Dwarven(1)&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
FY 19: Tychon meets Nystrom and Braxius at a tavern in a village outside of Balic.&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, and Magic==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt; Bone chatkcha x2, Wrist razors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt; Hide (Braxat hide), Wooden Medium Shield&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
36 ceramic pieces, burned clothing&lt;br /&gt;
&lt;br /&gt;
===Adventure Loot===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elfess pushed out window:&amp;lt;/b&amp;gt; Steel ring (two intertwined bands with runes), jade brooch set in electrum (serpentine style) with silver chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elf sorceress:&amp;lt;/b&amp;gt; Citrine gem on simple leather cord, copper coin (old and faded), amber necklace&lt;br /&gt;
&lt;br /&gt;
-Components: large rock crystal&lt;br /&gt;
&lt;br /&gt;
-purse: 56 bits, 9 ceramic pieces, 18 electrum pieces (fresh Balican mint), 13 silver pieces (fresh Balican mint), 4 gold pieces (face of Andoponis), handsome silver peridot earrings, tiny hand mirror of bronze with jade serpent casing&lt;br /&gt;
&lt;br /&gt;
-scrolls: 5 scroll cases&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
PSPs: 50&lt;br /&gt;
&lt;br /&gt;
Current PSPs: 50&lt;br /&gt;
&lt;br /&gt;
MAC: 5 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Intellect Fortress&lt;br /&gt;
&lt;br /&gt;
Attacks: Ego Whip, Psychic Crush&lt;br /&gt;
&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 10&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 5&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 1/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
By means of this devotion the psionicist sharpens all five of his normal&lt;br /&gt;
senses: sight, hearing, taste, touch, and smell. This has several effects, which&lt;br /&gt;
are described below. The DM may allow additional applications as he sees fit.&lt;br /&gt;
First, the character has a good chance to notice thieves who are hiding in&lt;br /&gt;
shadows or moving silently. The thief's skill chance is halved when someone with&lt;br /&gt;
heightened senses is observing him. Even if the thief is already hidden, he must&lt;br /&gt;
roll again when a character with heightened senses enters the picture.&lt;br /&gt;
Second, the psionicist can track someone like a bloodhound. He must make an&lt;br /&gt;
intelligence check every turn to stay on the trail or recover the trail if it is&lt;br /&gt;
lost. His movement rate when tracking is 6. The trail can be no more than 24&lt;br /&gt;
hours old.&lt;br /&gt;
&lt;br /&gt;
Third, the psionicist's ranges for hearing and seeing are tripled. He can,&lt;br /&gt;
for example, identify a person (in daylight) at a range of 400 yards.&lt;br /&gt;
Fourth, the character can taste poisons or other impurities in quantities&lt;br /&gt;
that are much too small to cause any harm.&lt;br /&gt;
Fifth, the character can identify almost anything by touch. He can, for&lt;br /&gt;
example, tell two gold pieces from each other after having previously handled&lt;br /&gt;
just one of them. He can also tell if something has been handled in the last&lt;br /&gt;
five minutes simply by handling it himself.&lt;br /&gt;
&lt;br /&gt;
''Power Score'':  One of the heightened senses (chosen randomly) stays with the&lt;br /&gt;
psionicist for a full day.&lt;br /&gt;
&lt;br /&gt;
''20'':  0ne of the psionicist's five senses is lost for 1d12 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body Equilibrium===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 7&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 2&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 2/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he's standing on. Thus he can walk on water, quicksand, or even a spider's web without sinking or breaking through. If the character is falling when he uses thispower, he will fall 120 feet per round-slow enough to escape injury. Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The effect lasts up to a day without maintenance.&lt;br /&gt;
&lt;br /&gt;
''20'': The psionicist's weight instantly rises by a factor of 10; he must use body equilibrium to fix the&lt;br /&gt;
problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Tychon&amp;diff=4077</id>
		<title>Tychon</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Tychon&amp;diff=4077"/>
				<updated>2020-02-09T05:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Tychon of Balic ,''' 4th Level LG Male Human Gladiator, (S16 D12 C18 I17 W17 C16), Age:  21, Height: 6'1&amp;quot;, Weight: 190lbs, XPs: 9,800&lt;br /&gt;
[[File:tychon1.jpg|thumb|200px|]]&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Soldier&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Noble&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Tychon's Legal Status: free soldier, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Part of a minor noble house (House Antiarchos) that was all but destroyed by King Androponis, his father was suspected (rightly so) as a preserver and member of the hated Veiled Alliance. The main branch of his family was imprisoned and murdered by the Balican monarch and at the age 16, Tychon was consigned to the gladiatorial pits where he was expected to die. By some fortune, the youth survived rigorous training and the harsh life in the arena. Upon the arrival of the Free Army, slavery was outlawed and Tychon, now a young man of 21, has joined House Wavir and seeks to restore his citizenship status through service to the new republic of Balic.&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Birth===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Childhood===&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Weapon Proficiencies===&lt;br /&gt;
Trikal(2), Chatkcha(2), Wrist Razor(1)&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Proficiencies===&lt;br /&gt;
Contact(1), Mental Armor(2), Artistic Ability, painting(1), Reading/Writing(1), Psionic Detection(1)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Balican(0), Trade Tongue(1), Tyrian(1), Elven(1), Dwarven(1)&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
FY 19: Tychon meets Nystrom and Braxius at a tavern in a village outside of Balic.&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, and Magic==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt; Bone chatkcha x2, Wrist razors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt; Hide (Braxat hide), Wooden Medium Shield&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
36 ceramic pieces, burned clothing&lt;br /&gt;
&lt;br /&gt;
===Adventure Loot===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elfess pushed out window:&amp;lt;/b&amp;gt; Steel ring (two intertwined bands with runes), jade brooch set in electrum (serpentine style) with silver chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elf sorceress:&amp;lt;/b&amp;gt; Citrine gem on simple leather cord, copper coin (old and faded), amber necklace&lt;br /&gt;
&lt;br /&gt;
-Components: large rock crystal&lt;br /&gt;
&lt;br /&gt;
-purse: 56 bits, 9 ceramic pieces, 18 electrum pieces (fresh Balican mint), 13 silver pieces (fresh Balican mint), 4 gold pieces (face of Andoponis), handsome silver peridot earrings, tiny hand mirror of bronze with jade serpent casing&lt;br /&gt;
&lt;br /&gt;
-scrolls: 5 scroll cases&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
PSPs: 50&lt;br /&gt;
&lt;br /&gt;
MAC: 5 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Intellect Fortress&lt;br /&gt;
&lt;br /&gt;
Attacks: Ego Whip, Psychic Crush&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 10&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 5&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 1/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
By means of this devotion the psionicist sharpens all five of his normal&lt;br /&gt;
senses: sight, hearing, taste, touch, and smell. This has several effects, which&lt;br /&gt;
are described below. The DM may allow additional applications as he sees fit.&lt;br /&gt;
First, the character has a good chance to notice thieves who are hiding in&lt;br /&gt;
shadows or moving silently. The thief's skill chance is halved when someone with&lt;br /&gt;
heightened senses is observing him. Even if the thief is already hidden, he must&lt;br /&gt;
roll again when a character with heightened senses enters the picture.&lt;br /&gt;
Second, the psionicist can track someone like a bloodhound. He must make an&lt;br /&gt;
intelligence check every turn to stay on the trail or recover the trail if it is&lt;br /&gt;
lost. His movement rate when tracking is 6. The trail can be no more than 24&lt;br /&gt;
hours old.&lt;br /&gt;
&lt;br /&gt;
Third, the psionicist's ranges for hearing and seeing are tripled. He can,&lt;br /&gt;
for example, identify a person (in daylight) at a range of 400 yards.&lt;br /&gt;
Fourth, the character can taste poisons or other impurities in quantities&lt;br /&gt;
that are much too small to cause any harm.&lt;br /&gt;
Fifth, the character can identify almost anything by touch. He can, for&lt;br /&gt;
example, tell two gold pieces from each other after having previously handled&lt;br /&gt;
just one of them. He can also tell if something has been handled in the last&lt;br /&gt;
five minutes simply by handling it himself.&lt;br /&gt;
&lt;br /&gt;
''Power Score'':  One of the heightened senses (chosen randomly) stays with the&lt;br /&gt;
psionicist for a full day.&lt;br /&gt;
&lt;br /&gt;
''20'':  0ne of the psionicist's five senses is lost for 1d12 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Body Equilibrium===&lt;br /&gt;
&lt;br /&gt;
Constitution Score: MAC 7&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 2&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 2/round&lt;br /&gt;
&lt;br /&gt;
Range: 0&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: personal&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he's standing on. Thus he can walk on water, quicksand, or even a spider's web without sinking or breaking through. If the character is falling when he uses thispower, he will fall 120 feet per round-slow enough to escape injury. Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The effect lasts up to a day without maintenance.&lt;br /&gt;
&lt;br /&gt;
''20'': The psionicist's weight instantly rises by a factor of 10; he must use body equilibrium to fix the&lt;br /&gt;
problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Elissa&amp;diff=4076</id>
		<title>Elissa</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Elissa&amp;diff=4076"/>
				<updated>2020-02-09T05:24:22Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elissa:''' 4th Level NG Human Female Preserver (S15 D16 C11 I20 W14 Ch20) Age: 17, Height: 5'7&amp;quot;, Weight: 111 lbs, XPs: 10,000 &lt;br /&gt;
&lt;br /&gt;
HP: 13&lt;br /&gt;
&lt;br /&gt;
AC: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Non-citizen&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Slave&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Elissa's Legal Status: free, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Elissa was born 'Nayeli' in the city state of Draj, under the rule of Tectuktitlay in Free Year 2. She was born to a slave family of a minor noble house and her father served in the family's militia. Her father was able to distinguish himself and win much glory for the house, whose scion was without an heir. As a reward for his great service, Elissa's father was designated as the heir to take over the lands of the house, should there be no legitimate heir. The master of the house died suddenly when Elissa was but 9 years old and her father took over and worked the land, now retired from military service and taking on an administrative role, freeing some of the other slaves to assist him. A senior templar, coveting the lands taken over by a former slave, accused Elissa's father of murdering his patron and condemned him to death. The templar took Elissa and her mother as his personal concubines. Just after her 11th birthday, Elissa's mother tried to flee with her to a nearby village, but they were caught. Because of her astonishing beauty, the templar had fallen in love with the young girl and used his influence to have her spared, though forced her to watch her mother be sacrificed by the Moon Priests atop the great pyramid, her heart being torn from her chest and her blood being allowed to run freely down the stone of the temple, as is the custom of sacrifice in Draj.&lt;br /&gt;
&lt;br /&gt;
Having had a taste of life as a slave and briefly living a life of freedom with her family before her father's arrest has given Elissa a sense of what life could have been for her and her family were it not for the cruelty of the masters of Draj. She endured captivity and abuse for years, until her 14th birthday, when she convinced her templar master that she loved him back, and convinced him to marry her and replace his wife. Seeing a weak link in the senior arm of the templarate, the Moon Priests moved swiftly to deal with the templar, seizing his property and denouncing him as a traitor to King Atzetuk for mingling his blood with that of a lowly slave. Amidst the chaos, Elissa managed to use her wiles and charm to locate a contact in the Veiled Alliance, who helped spirit her out of the city. As payment, she gave them treasures and jewelry she had managed to siphon over the past several years from the collection of her would-be suitor. Those Who Wear the Veil eventually managed to get her as far as Balic, where she was introduced to a member of House Antiarchos, who reluctantly initiated her into the way of the Preserver and gave her basic training in magic before he himself was arrested. It was the patron of House Antiarchos who gave her her Balican name.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Elissa welcomed the arrival of Xal'Gren and the Free Army, as she was working with the Veiled Alliance in Balic to overthrow House Tomblador before they arrived and she would have supported their opponents both directly and indirectly. Her loyalty to any House or organization would end there, however. She does not believe that sentient beings should gather in cities and should instead live in small, self-sufficient communities, as she has seen enough bloodshed and insane rites from her time in Draj to last a lifetime. She thinks the elections in Balic are a waste of time and will only end with Balic returning to its former state as a slave-holding dictatorship. She plans to stay in the Balican region until the remnants of House Tomblador are utterly destroyed. Her ultimate goal is to return to Draj to destroy the Moon Priesthood and kill King Atzetuk, or whoever has taken his place. She also has a hatred of defilers, as she sees them as self-serving fools who, if left unchecked, will eventually destroy the entire world.&lt;br /&gt;
&lt;br /&gt;
Now that the templars have been broken in Balic and Xal'Gren has taken over, she sees no reason to hide her use of magic and will openly practice her art if needed. She has survived this long thus far by using guile and manipulating men and women into helping her achieve her goals. She is almost always accompanied by at least one burly protector who fancies him or herself as guarding a young, beautiful and helpless woman, though Elissa is anything but.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, Proficiencies and Magic==&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
Weapon (1): Sling&lt;br /&gt;
&lt;br /&gt;
Non-weapon (5): Mental Armor x2, Spellweaving x1, Preserver Lore x2, Reading/Writing x1, Spellcraft x1, Singing x1, Seamstress/Tailor x1&lt;br /&gt;
&lt;br /&gt;
Languages Spoken: Draji (0), Trade Tongue (0), Balican, Elven, Gulgan, Nibenese&lt;br /&gt;
&lt;br /&gt;
===Magical Summary===&lt;br /&gt;
&lt;br /&gt;
1st (6): Charm Person, Conjure Spell Component, Feather Fall, Magic Missile, Mending, Read Magic, Wall of Fog&lt;br /&gt;
&lt;br /&gt;
2nd (4): Continual Light, Levitate, Melf's Acid Arrow, Mirror Image&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
&lt;br /&gt;
PSPs: 40&lt;br /&gt;
&lt;br /&gt;
MAC: 6 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Mind Bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life Detection===&lt;br /&gt;
&lt;br /&gt;
Intelligence Score: MAC 8&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 3&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 3/round&lt;br /&gt;
&lt;br /&gt;
Range: 100 yards&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: varies&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
A telepath can detect the presence of living, thinking creatures within a limited area. He must scan like radar. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan through 180 degrees to a range of 40 yards, 90 degrees to a range of 60 yards, or 30degrees to a range of 100 yards. One round of scanning will detect humans, demihumans, humanoids, mammals, and monsters with eight or more hit dice. A second round of scanning will detect birds, reptiles, amphibians, fish, and monsters with less than eight hit dice. In either case the character gets an accurate count of the creatures. The DM should make this power check and keep the result secret from the player. If the psionicist doesn't detect anything, the player won't know whether that means there's nothing there, or the power didn't work. If the roll is I, the psionicist gets faulty information. He detects what is there, but gets the numbers wrong by +/-50 %.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The psionicist can instantly detect everything within 100 yards, in every direction.&lt;br /&gt;
&lt;br /&gt;
''20'': The telepath detects 1d6 creatures which aren't there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Elissa&amp;diff=4075</id>
		<title>Elissa</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Elissa&amp;diff=4075"/>
				<updated>2020-02-09T05:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elissa:''' 4th Level NG Human Female Preserver (S15 D16 C11 I20 W14 Ch20) Age: 17, Height: 5'7&amp;quot;, Weight: 111 lbs, XPs: 10,000 &lt;br /&gt;
&lt;br /&gt;
HP: 13&lt;br /&gt;
&lt;br /&gt;
AC: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Non-citizen&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Slave&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Elissa's Legal Status: free, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Elissa was born 'Nayeli' in the city state of Draj, under the rule of Tectuktitlay in Free Year 2. She was born to a slave family of a minor noble house and her father served in the family's militia. Her father was able to distinguish himself and win much glory for the house, whose scion was without an heir. As a reward for his great service, Elissa's father was designated as the heir to take over the lands of the house, should there be no legitimate heir. The master of the house died suddenly when Elissa was but 9 years old and her father took over and worked the land, now retired from military service and taking on an administrative role, freeing some of the other slaves to assist him. A senior templar, coveting the lands taken over by a former slave, accused Elissa's father of murdering his patron and condemned him to death. The templar took Elissa and her mother as his personal concubines. Just after her 11th birthday, Elissa's mother tried to flee with her to a nearby village, but they were caught. Because of her astonishing beauty, the templar had fallen in love with the young girl and used his influence to have her spared, though forced her to watch her mother be sacrificed by the Moon Priests atop the great pyramid, her heart being torn from her chest and her blood being allowed to run freely down the stone of the temple, as is the custom of sacrifice in Draj.&lt;br /&gt;
&lt;br /&gt;
Having had a taste of life as a slave and briefly living a life of freedom with her family before her father's arrest has given Elissa a sense of what life could have been for her and her family were it not for the cruelty of the masters of Draj. She endured captivity and abuse for years, until her 14th birthday, when she convinced her templar master that she loved him back, and convinced him to marry her and replace his wife. Seeing a weak link in the senior arm of the templarate, the Moon Priests moved swiftly to deal with the templar, seizing his property and denouncing him as a traitor to King Atzetuk for mingling his blood with that of a lowly slave. Amidst the chaos, Elissa managed to use her wiles and charm to locate a contact in the Veiled Alliance, who helped spirit her out of the city. As payment, she gave them treasures and jewelry she had managed to siphon over the past several years from the collection of her would-be suitor. Those Who Wear the Veil eventually managed to get her as far as Balic, where she was introduced to a member of House Antiarchos, who reluctantly initiated her into the way of the Preserver and gave her basic training in magic before he himself was arrested. It was the patron of House Antiarchos who gave her her Balican name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Elissa welcomed the arrival of Xal'Gren and the Free Army, as she was working with the Veiled Alliance in Balic to overthrow House Tomblador before they arrived and she would have supported their opponents both directly and indirectly. Her loyalty to any House or organization would end there, however. She does not believe that sentient beings should gather in cities and should instead live in small, self-sufficient communities, as she has seen enough bloodshed and insane rites from her time in Draj to last a lifetime. She thinks the elections in Balic are a waste of time and will only end with Balic returning to its former state as a slave-holding dictatorship. She plans to stay in the Balican region until the remnants of House Tomblador are utterly destroyed. Her ultimate goal is to return to Draj to destroy the Moon Priesthood and kill King Atzetuk, or whoever has taken his place. She also has a hatred of defilers, as she sees them as self-serving fools who, if left unchecked, will eventually destroy the entire world.&lt;br /&gt;
&lt;br /&gt;
Now that the templars have been broken in Balic and Xal'Gren has taken over, she sees no reason to hide her use of magic and will openly practice her art if needed. She has survived this long thus far by using guile and manipulating men and women into helping her achieve her goals. She is almost always accompanied by at least one burly protector who fancies him or herself as guarding a young, beautiful and helpless woman, though Elissa is anything but.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, Proficiencies and Magic==&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
Weapon (1): Sling&lt;br /&gt;
&lt;br /&gt;
Non-weapon (5): Mental Armor x2, Spellweaving x1, Preserver Lore x2, Reading/Writing x1, Spellcraft x1, Singing x1, Seamstress/Tailor x1&lt;br /&gt;
&lt;br /&gt;
Languages Spoken: Draji (0), Trade Tongue (0), Balican, Elven, Gulgan, Nibenese&lt;br /&gt;
&lt;br /&gt;
===Magical Summary===&lt;br /&gt;
&lt;br /&gt;
1st (6): Charm Person, Conjure Spell Component, Feather Fall, Magic Missile, Mending, Read Magic, Wall of Fog&lt;br /&gt;
&lt;br /&gt;
2nd (4): Continual Light, Levitate, Melf's Acid Arrow, Mirror Image&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
&lt;br /&gt;
PSPs: 40&lt;br /&gt;
&lt;br /&gt;
MAC: 6 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Mind Bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life Detection===&lt;br /&gt;
&lt;br /&gt;
Intelligence Score: MAC 8&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 3&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 3/round&lt;br /&gt;
&lt;br /&gt;
Range: 100 yards&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: varies&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
A telepath can detect the presence of living, thinking creatures within a limited area. He must scan like radar. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan through 180 degrees to a range of 40 yards, 90 degrees to a range of 60 yards, or 30degrees to a range of 100 yards. One round of scanning will detect humans, demihumans, humanoids, mammals, and monsters with eight or more hit dice. A second round of scanning will detect birds, reptiles, amphibians, fish, and monsters with less than eight hit dice. In either case the character gets an accurate count of the creatures. The DM should make this power check and keep the result secret from the player. If the psionicist doesn't detect anything, the player won't know whether that means there's nothing there, or the power didn't work. If the roll is I, the psionicist gets faulty information. He detects what is there, but gets the numbers wrong by +/-50 %.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The psionicist can instantly detect everything within 100 yards, in every direction.&lt;br /&gt;
&lt;br /&gt;
''20'': The telepath detects 1d6 creatures which aren't there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Elissa&amp;diff=4074</id>
		<title>Elissa</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Elissa&amp;diff=4074"/>
				<updated>2020-02-09T05:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elissa:''' 4th Level NG Human Female Preserver (S15 D16 C11 I20 W14 Ch20) Age: 17, Height: 5'7&amp;quot;, Weight: 111 lbs, XPs: 10,000 &lt;br /&gt;
&lt;br /&gt;
HP: 13&lt;br /&gt;
&lt;br /&gt;
AC: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Non-citizen&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Slave&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Elissa's Legal Status: free, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Elissa was born 'Nayeli' in the city state of Draj, under the rule of Tectuktitlay in Free Year 2. She was born to a slave family of a minor noble house and her father served in the family's militia. Her father was able to distinguish himself and win much glory for the house, whose scion was without an heir. As a reward for his great service, Elissa's father was designated as the heir to take over the lands of the house, should there be no legitimate heir. The master of the house died suddenly when Elissa was but 9 years old and her father took over and worked the land, now retired from military service and taking on an administrative role, freeing some of the other slaves to assist him. A senior templar, coveting the lands taken over by a former slave, accused Elissa's father of murdering his patron and condemned him to death. The templar took Elissa and her mother as his personal concubines. Just after her 11th birthday, Elissa's mother tried to flee with her to a nearby village, but they were caught. Because of her astonishing beauty, the templar had fallen in love with the young girl and used his influence to have her spared, though forced her to watch her mother be sacrificed by the Moon Priests atop the great pyramid, her heart being torn from her chest and her blood being allowed to run freely down the stone of the temple, as is the custom of sacrifice in Draj.&lt;br /&gt;
&lt;br /&gt;
Having had a taste of life as a slave and briefly living a life of freedom with her family before her father's arrest has given Elissa a sense of what life could have been for her and her family were it not for the cruelty of the masters of Draj. She endured captivity and abuse for years, until her 14th birthday, when she convinced her templar master that she loved him back, and convinced him to marry her and replace his wife. Seeing a weak link in the senior arm of the templarate, the Moon Priests moved swiftly to deal with the templar, seizing his property and denouncing him as a traitor to King Atzetuk for mingling his blood with that of a lowly slave. Amidst the chaos, Elissa managed to use her wiles and charm to locate a contact in the Veiled Alliance, who helped spirit her out of the city. As payment, she gave them treasures and jewelry she had managed to siphon over the past several years from the collection of her would-be suitor. Those Who Wear the Veil eventually managed to get her as far as Balic, where she was introduced to a member of House Antiarchos, who reluctantly initiated her into the way of the Preserver and gave her basic training in magic before he himself was arrested. It was the patron of House Antiarchos who gave her her Balican name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Elissa welcomed the arrival of Xal'Gren and the Free Army, as she was working with the Veiled Alliance in Balic to overthrow House Tomblador before they arrived and she would have supported their opponents both directly and indirectly. Her loyalty to any House or organization would end there, however. She does not believe that sentient beings should gather in cities and should instead live in small, self-sufficient communities, as she has seen enough bloodshed and insane rites from her time in Draj to last a lifetime. She thinks the elections in Balic are a waste of time and will only end with Balic returning to its former state as a slave-holding dictatorship. She plans to stay in the Balican region until the remnants of House Tomblador are utterly destroyed. Her ultimate goal is to return to Draj to destroy the Moon Priesthood and kill King Atzetuk, or whoever has taken his place. She also has a hatred of defilers, as she sees them as self-serving fools who, if left unchecked, will eventually destroy the entire world.&lt;br /&gt;
&lt;br /&gt;
Now that the templars have been broken in Balic and Xal'Gren has taken over, she sees no reason to hide her use of magic and will openly practice her art if needed. She has survived this long thus far by using guile and manipulating men and women into helping her achieve her goals. She is almost always accompanied by at least one burly protector who fancies him or herself as guarding a young, beautiful and helpless woman, though Elissa is anything but. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, Proficiencies and Magic==&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
Weapon (1): Sling&lt;br /&gt;
&lt;br /&gt;
Non-weapon (5): Mental Armor x2, Spellweaving x1, Preserver Lore x2, Reading/Writing x1, Spellcraft x1, Singing x1, Seamstress/Tailor x1&lt;br /&gt;
&lt;br /&gt;
Languages Spoken: Draji (0), Trade Tongue (0), Balican, Elven, Gulgan, Nibenese&lt;br /&gt;
&lt;br /&gt;
===Magical Summary===&lt;br /&gt;
&lt;br /&gt;
1st (6): Charm Person, Conjure Spell Component, Feather Fall, Magic Missile, Mending, Read Magic, Wall of Fog&lt;br /&gt;
&lt;br /&gt;
2nd (4): Continual Light, Levitate, Melf's Acid Arrow, Mirror Image&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
&lt;br /&gt;
PSPs: 40&lt;br /&gt;
&lt;br /&gt;
MAC: 6 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Mind Bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life Detection===&lt;br /&gt;
&lt;br /&gt;
Intelligence Score: MAC 8&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 3&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 3/round&lt;br /&gt;
&lt;br /&gt;
Range: 100 yards&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: varies&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
A telepath can detect the presence of living, thinking creatures within a limited area. He must scan like radar. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan through 180 degrees to a range of 40 yards, 90 degrees to a range of 60 yards, or 30degrees to a range of 100 yards. One round of scanning will detect humans, demihumans, humanoids, mammals, and monsters with eight or more hit dice. A second round of scanning will detect birds, reptiles, amphibians, fish, and monsters with less than eight hit dice. In either case the character gets an accurate count of the creatures. The DM should make this power check and keep the result secret from the player. If the psionicist doesn't detect anything, the player won't know whether that means there's nothing there, or the power didn't work. If the roll is I, the psionicist gets faulty information. He detects what is there, but gets the numbers wrong by +/-50 %.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The psionicist can instantly detect everything within 100 yards, in every direction.&lt;br /&gt;
&lt;br /&gt;
''20'': The telepath detects 1d6 creatures which aren't there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Elissa&amp;diff=4073</id>
		<title>Elissa</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Elissa&amp;diff=4073"/>
				<updated>2020-02-09T05:20:44Z</updated>
		
		<summary type="html">&lt;p&gt;Brasidas: /* Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Elissa:''' 4th Level NG Human Female Preserver (S15 D16 C11 I20 W14 Ch20) Age: 17, Height: 5'7&amp;quot;, Weight: 111 lbs, XPs: 10,000 &lt;br /&gt;
&lt;br /&gt;
HP: 13&lt;br /&gt;
&lt;br /&gt;
AC: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Balican Social Rank, Class and Tribal Affiliations==&lt;br /&gt;
&lt;br /&gt;
Social Class: Non-citizen&lt;br /&gt;
&lt;br /&gt;
Birth Rank: Slave&lt;br /&gt;
&lt;br /&gt;
Tribe: &lt;br /&gt;
&lt;br /&gt;
Phyle (Sub-Tribe):  &lt;br /&gt;
&lt;br /&gt;
Trittys:  &lt;br /&gt;
&lt;br /&gt;
Deme (Clan): &lt;br /&gt;
&lt;br /&gt;
::Demarch:  &lt;br /&gt;
&lt;br /&gt;
Fraternity:  &lt;br /&gt;
&lt;br /&gt;
::President: &lt;br /&gt;
&lt;br /&gt;
Hetaireia/Club: &lt;br /&gt;
&lt;br /&gt;
Elissa's Legal Status: free, non-citizen&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
===Deceased===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Elissa was born 'Nayeli' in the city state of Draj, under the rule of Tectuktitlay in Free Year 2. She was born to a slave family of a minor noble house and her father served in the family's militia. Her father was able to distinguish himself and win much glory for the house, whose scion was without an heir. As a reward for his great service, Elissa's father was designated as the heir to take over the lands of the house, should there be no legitimate heir. The master of the house died suddenly when Elissa was but 9 years old and her father took over and worked the land, now retired from military service and taking on an administrative role, freeing some of the other slaves to assist him. A senior templar, coveting the lands taken over by a former slave, accused Elissa's father of murdering his patron and condemned him to death. The templar took Elissa and her mother as his personal concubines. Just after her 11th birthday, Elissa's mother tried to flee with her to a nearby village, but they were caught. Because of her astonishing beauty, the templar had fallen in love with the young girl and used his influence to have her spared, though forced her to watch her mother be sacrificed by the Moon Priests atop the great pyramid, her heart being torn from her chest and her blood being allowed to run freely down the stone of the temple, as is the custom of sacrifice in Draj.&lt;br /&gt;
&lt;br /&gt;
Having had a taste of life as a slave and briefly living a life of freedom with her family before her father's arrest has given Elissa a sense of what life could have been for her and her family were it not for the cruelty of the masters of Draj. She endured captivity and abuse for years, until her 14th birthday, when she convinced her templar master that she loved him back, and convinced him to marry her and replace his wife. Seeing a weak link in the senior arm of the templarate, the Moon Priests moved swiftly to deal with the templar, seizing his property and denouncing him as a traitor to King Atzetuk for mingling his blood with that of a lowly slave. Amidst the chaos, Elissa managed to use her wiles and charm to locate a contact in the Veiled Alliance, who helped spirit her out of the city. As payment, she gave them treasures and jewelry she had managed to siphon over the past several years from the collection of her would-be suitor. Those Who Wear the Veil eventually managed to get her as far as Balic, where she was introduced to a member of House Antiarchos, who reluctantly initiated her into the way of the Preserver and gave her basic training in magic before he himself was arrested. It was the patron of House Antiarchos who gave her her Balican name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Elissa welcomed the arrival of Xal'Gren and the Free Army, as she was working with the Veiled Alliance in Balic to overthrow House Tomblador before they arrived and she would have supported their opponents both directly and indirectly. Her loyalty to any House or organization would end there, however. She does not believe that sentient beings should gather in cities and should instead live in small, self-sufficient communities, as she has seen enough bloodshed and insane rites from her time in Draj to last a lifetime. She thinks the elections in Balic are a waste of time and will only end with Balic returning to its former state as a slave-holding dictatorship. She plans to stay in the Balican region until the remnants of House Tomblador are utterly destroyed. Her ultimate goal is to return to Draj to destroy the Moon Priesthood and kill King Atzetuk, or whoever has taken his place. She also has a hatred of defilers, as she sees them as self-serving fools who, if left unchecked, will eventually destroy the entire world.&lt;br /&gt;
&lt;br /&gt;
Now that the templars have been broken in Balic and Xal'Gren has taken over, she sees no reason to hide her use of magic and will openly practice her art if needed. She has survived this long thus far by using guile and manipulating men and women into helping her achieve her goals. She is almost always accompanied by at least one burly protector who fancies him or herself as guarding a young, beautiful and helpless woman, though Elissa is anything but. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment, Items, Proficiencies and Magic==&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
Weapon (1): Sling&lt;br /&gt;
&lt;br /&gt;
Non-weapon (5): Mental Armor x2, Spellweaving x1, Preserver Lore x2, Reading/Writing x1, Spellcraft x1, Singing x1, Seamstress/Tailor x1&lt;br /&gt;
&lt;br /&gt;
Languages Spoken: Draji (0), Trade Tongue (0), Balican, Elven, Gulgan&lt;br /&gt;
&lt;br /&gt;
===Magical Summary===&lt;br /&gt;
&lt;br /&gt;
1st (6): Charm Person, Conjure Spell Component, Feather Fall, Magic Missile, Mending, Read Magic, Wall of Fog&lt;br /&gt;
&lt;br /&gt;
2nd (4): Continual Light, Levitate, Melf's Acid Arrow, Mirror Image&lt;br /&gt;
&lt;br /&gt;
==Wild Talents==&lt;br /&gt;
&lt;br /&gt;
===Psionic Summary===&lt;br /&gt;
&lt;br /&gt;
PSPs: 40&lt;br /&gt;
&lt;br /&gt;
MAC: 6 (mental armor succeeded at level 1 and 3)&lt;br /&gt;
&lt;br /&gt;
MTHAC0: 19&lt;br /&gt;
&lt;br /&gt;
Defenses: Mind Blank, Mind Bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life Detection===&lt;br /&gt;
&lt;br /&gt;
Intelligence Score: MAC 8&lt;br /&gt;
&lt;br /&gt;
Initial Cost: 3&lt;br /&gt;
&lt;br /&gt;
Maintenance Cost: 3/round&lt;br /&gt;
&lt;br /&gt;
Range: 100 yards&lt;br /&gt;
&lt;br /&gt;
Preparation Time: 0&lt;br /&gt;
&lt;br /&gt;
Area of Effect: varies&lt;br /&gt;
&lt;br /&gt;
Prerequisite: none&lt;br /&gt;
&lt;br /&gt;
A telepath can detect the presence of living, thinking creatures within a limited area. He must scan like radar. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan through 180 degrees to a range of 40 yards, 90 degrees to a range of 60 yards, or 30degrees to a range of 100 yards. One round of scanning will detect humans, demihumans, humanoids, mammals, and monsters with eight or more hit dice. A second round of scanning will detect birds, reptiles, amphibians, fish, and monsters with less than eight hit dice. In either case the character gets an accurate count of the creatures. The DM should make this power check and keep the result secret from the player. If the psionicist doesn't detect anything, the player won't know whether that means there's nothing there, or the power didn't work. If the roll is I, the psionicist gets faulty information. He detects what is there, but gets the numbers wrong by +/-50 %.&lt;br /&gt;
&lt;br /&gt;
''Power Score'': The psionicist can instantly detect everything within 100 yards, in every direction.&lt;br /&gt;
&lt;br /&gt;
''20'': The telepath detects 1d6 creatures which aren't there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tychon Character Tree|Tychon Character Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>Brasidas</name></author>	</entry>

	</feed>