Virgil Tyrion

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level and stats

Virgil Tyrion


Virgil and his companion Torthias, the Paladin of Kiri-Jolith, behold the frozen damned of Caina, the 8th level of Baator. Here Torthias is tortured to find a doomed friend whom he thought was alive and safe on Krynn, but who has in fact recently died and for his sins been sent to nearly the darkest and lowest layer of Baator.

Description

Standing at a height of 6'4" but weighing in at only 175 pounds, Virgil is taller than most but seems almost fraile in his plated armour due to his lack of bulk. Out of armour he is seen as a man of high strength and his tightly corded long muscles prove as such. His blonde hair is normally kept short so not to blind him in combat or enable a foe something to latch onto. His pure white eyes, a birth defect, are offsetting and unsettling to most for the eyes are the window to the soul.

His body in very unscarred or blemished in anyway despite his years of near constant combat. His overabundance of healing spells has seen that despite broken, blooded, and shattered he will always rise again.

Virgil, at one point in his younger years, had matching tattoo's with Balathar Darlantan. On his left bicep he had a merchant's scale that was perfectly balanced with sword on one side and scrolls on the other. Underneath was printed 'Preserve the Balance'. Balathar and himself got these done in one of their first outtings into the strange city of Sigil through Balathar's beloveded coo-coo clock. Virgil later had this tattoo unwillingly removed by the Ordoisian Knight Rathramian when he severed Virgil's arm at the shoulder due to a miss timed dodge of Rathramian duo-dimensional spell thrust.

Personality

A stoic, grim and humourless man, Virgil's outlook on the world and to a lesser degree the Dantereth region is fragile at best. His constant dealings with his allies and enemies alike has left him worn out and tired even though he is only 26 years old. Wise well beyond his years, Virgil is slow to speak or interfere with anyone or anything. Only in dire circumstances will he choose a side or make a lasting eternal decision and is instead content to let his allies decide for him or his enemies to make the first move.

Adventures

Founding member of the Gondolas adventuring party.


A divinized Virgil inspects the battlefield, comforting the wounded and chastising the undisciplined. The woodcut was produced by an Encyclonian mercenary, and later Neutralian convert, who witnessed the battle, and saw Virgil being swallowed by the Underworld. The scene is from the Third Battle of Vester during the War of Two Barons, imagined as just before the summoning of the pit fiend that stole Virgil from the world.

Items/Possessions

Adornments

Weapons

The Katana of Saephia's Watch

Known Powers: Baatorian-crafted cold-wrought iron katana +2 (base katana stats: one-handed 1d10/1d12, two-handed 2d6/2d6, speed 4)

Proficiency: The sword is significantly larger than a normal katana, but is not quite the size that would alter its base statistics. Were Virgil to acquire a normal katana, he would for a time find it awkward to wield (-1 penalty to hit until he reaches a new level of experience).

Discovery: In the secret sanctum beneath the null-magic dungeon at the base of Saephia's Watch in Caina, the 8th Hell, the half-elf rogue Ekemar of Krynn discovered a secret armory wherein were stored many hell-forged weapons. Meant to be used by the baatezu for some dark purpose, amongst the weapons was a katana, the like of which Virgil had never before seen up until that point. Beyond the origins of its discovery, Virgil knows nothing of the weapon's past.

Appearance: The katana is unusually large for a sword of its type, as its thickness and length were augmented for the hand of a something significantly larger than a man. So as to be effective against tanar’ri, the principle foes of the baatezu, the sword is made from the iron of Caina, a kind of metal that is notoriously difficult to enchant, even for a fiend or celestial. The Caina-born iron was cold-wrought as well, pummeled by ice and tantulhor hammers, the adamant of the Hells. The cold iron was folded hundreds of times by the masterly and supernatural hands of a master smith, and one can see the work as the dark and rough face of the blade bears visible evidence of near-infinite hammer blows in the form of regular circular indentations. The edge of the blade itself was hammered out and shredded by such mighty pressures of glacial ice and unyielding diabolical anvils that it is incredibly razor thin, even bearing small abscesses where the iron was accidentally beaten out entirely.

The katana is unyielding to almost any force (the weapon makes saving throws at a +3 bonus), for three mighty runes seal the sword on the left face of its blade, making the otherwise brittle iron nearly indestructible. As such, the magical weapon requires no sharpening (at least none that any normal mortal can provide).

Beyond the three symbols clearly etched into its left face, the blade itself bears no other markings. The whole of it appears eaten by the million hammer blows that cold-forged it beyond mortal skill, and it appears to the human eye as both silver and gray, black and bright. In its current state, the blade never grows too hot nor too cold, remaining in almost any condition neutral to the touch. If a fire or cold were to destroy it, it would melt or shatter, destroyed, before it betrayed any temperature. The generally dark gray color of the blade does not catch light well, and one cannot see a reflection in it.

The hilt of the sword is alien to the original intent of its maker, and is made of dajavva, a light-gray alloy of iron and some alien devilish metal. Unusually long like its blade so as to fit the grasp of a larger than human wielder, the grip itself is composed of tightly wrapped straps of lacquered pit fiend hide. At the crown of the grip, where the hilt meets the blade, is a dajavva square block or nut, the four sides of which are carved with the grave face of pit fiend lord. The warding mark of this fiend is embossed at the butt of the hilt, the mere sight of which disturbs to the core most any mortal mind that beholds it. The base of the hilt is encircled by a row of lesser symbols of power, warning and authority.

The katana’s scabbard is composed of polished arjale, a very dark gray, almost black metal of the Nine Hells, which has been polished to a smooth and unreflective surface. The scabbard is very thin and almost as flat as the blade it is meant to hold. It is decorated with impressions on its sides as if by licks of flame. If the scabbard is magical, the properties of its enchantment are unknown.

Armor

Spells/Abilities

Crusader Spells

A list of some Neutralian specific spells can be found here.

Suggested Lesser Known Non-Neutralian Specific Spells

1st Level: endure cold

2nd Level: priest lock, resist cold

3rd Level: protection from cold

4th Level: recitation (material component: copy of sacred text), smiting, abjure

5th Level: hold spell (material component: ring of adamant), protection from fiends, 10 ft. radius (all sphere, material component: silver dust (vs. baatezu)), dispel evil

6th Level: imbue purpose (powdered diamond worth 1,000 g.p.), greater guardian seal

7th Level: permanency prayer (material component: 5K g.p. diamond, sacrosanct (material component: piece of rubber, small mirror or reflective item, eye of night seeing creature), regenerative heal


'Some of the Possible Spell Components and Other Oddities from the Laboratory of the Disenchanter

10 lbs. of iron filings, 30 charges of sulfer, 8 lbs. of diamond dust, brass pen and some sort of blood ink, colored glass shards, numerous piles of colored dust or sand, over 200 dissected extra-planar creatures in bottles, a huge jar of glass marbles, cinnamon sticks, 14 glass rods, 300+ silver needles or pins, bottles of pine oil, tiny bucket of greasy pitch, boxes of lead crystal vials (52), 3 vials of mercury, 9 sealed jars of crystal glass that seem to contain some sort of gas, 67 tiny gold beads, 16 bat wings, 7 wads of rubber in a small box, 10 lbs. of silver filings in a lead crystal jar, 14 nuggets of amber, etc.

  • Torthias has selected two wizardly texts which Estena said may be of considerable worth before she was taken away. Torthias recommends they strap the books to their bodies so that they might use them to barter if they get the chance.

Major Spheres: all, combat, guardian, healing, war, wards, and law

Minor Spheres: protection, necromancy

  • Note: the spell protection from fire was originally an AD&D 1st Edition druid-only spell. Although this spell is accessible to Virgil, as he is not a druid, he cannot cast upon himself the more powerful version of this spell in which he is completely immune to fire. He may only imbue himself with the weaker version of this spell. The same goes for a similar spell, protection from cold.

Spell Components and Holy Water: Many of Virgil's spells require holy water or even holy water from the springs of Mount Telemon. Both substances were possessed by Virgil before his capture. He has one large vial (15 charges) of the waters of Mount Telemon, being one of three given to him by the Bishops of Telemon after the fight with Rathramian at Urstwater, and secreted away at his crusader citadel before his adventures to Endsphere for future use. He also has three normal vials of holy water (10 charges each). If these vials are missing, it may be impossible for Virgil to cast many of his spells while in Baator, as he has no easy means of producing such sacred waters while there.

Spell Recovery Times:

Spell Level 1-2: 4 hours

Spell Level 3-4: 6 hours

Spell Level 5-6: 8 hours

Spell Level 7-8: 10 hours

Spell Level 9 and Quest: 12 hours


CREATING POTIONS AND HOLY WATER

Formulae Preparation: 1d3+1 weeks utilizing the 5th level commune spell

In Extremis: due to both the highly unusual nature of Virgil himself as well as his situation, Virgil must still pray for guidance and search inwardly in the hopes of finding a formula to suitably prepare healing potions given the evil facilities and malign components to which he has access in the Grotto of the Disenchanter. The time necessary (1d3+1 weeks) will not change. A roll will be necessary to determine the outcome. Virgil is of such high level and of such ability with healing that even given the circumstances, his chance of failure is merely 1 out of 20.


Vial Creation: a specially blessed vial of rock crystal or leaded glass is necessary to store Virgil's healing potions and holy water. Each vial would take a turn to properly bless if an altar were available. Without an altar, Virgil will be able to appropriately bless such a vial in one hour's time, due to the sheer intensity and enormity of his faith.

Vial Creation In Extremis: The anti-magic lab would have an abundance, or 52 eligible leaded glass vials, for Virgil to suitably sanctify into potion or holy water bearing status. Virgil is wise enough to know that he must spiritually cleanse such receptacles, using the consecrate item version of the 1st level All sphere ceremony spell, before they can even begin to be used to store a finished potion or holy water. Such a ceremony takes one hour. Virgil may consecrate up to his level in potion vials per casting.


Potion of Healing Ingredients and Chance of Success In Extremis:

-vial of water (purified) (stored under the lip by Virgil and Torthias during feeding time)

-drop of holy water

-drop of paladin's blood

Prayer Time Required: 1 full uninterrupted day and night (24 hours) while fasting and only 4 hours of sleep. Due to his extreme high level and specialty, Virgil can create 4 such potions in one day's time.

Chance of Success Calculation: Base 70% chance, -100% for difficulty of situation, +2%/level= +46% bonus, 7 slots in healing= +30% bonus; total chance: 46% chance of success

  • Virgil's chance of success would increase by at least 50% if he found a suitable altar and sanctified space holy place in which to pray. Barring this, the calculations presented above will remain in effect.
  • Due to the nature of a key ingredient, Torthias cannot ingest this potion.


Potion of Extra Healing Ingredients and Chance of Success in Extremis:

-vial of water (purified) (stored under the lip by Virgil and Torthias during feeding time)

-drop of holy water of Telemon

-drop of Virgil's blood

Prayer Time Required: 4 full dedicated days and nights (96 hours) while fasting and only 4 hours of sleep each night. Due to his extreme high level and specialty, Virgil can create 2 such potions in 4 day's time.

Chance of Success Calculation: Base 70% chance, -105% for difficulty of situation, +2%/level= +46% bonus, 7 slots in healing= +30% bonus; total chance: 41% chance of success

  • Virgil's chance of success would increase by at least 50% if he found a suitable altar and sanctified space holy place in which to pray. Barring this, the calculations presented above will remain in effect.
  • Due to the nature of a key ingredient, Virgil cannot ingest this potion.


Gathering of Components for Potions While in the Grotto of the Disenchanter

3d3 worth of components for healing potions (of normal or extra healing) (the main limitation is the tiny collections of water made over the course of many days)

  • Virgil will not be able to create these potions without Neutralian holy water. The "easiest" way to achieve this will be for Virgil to reclaim his vials of holy water from wherever they are being kept, if indeed they have survived at all.


Creating Holy Water

Creating Holy Water In Extremis: The major difficulty Virgil would have in creating holy water would be the absence of a purified and hallowed font, or basin, specially consecrated, in which the holy water could be created. Typically, it would take 9 days for Virgil to spiritually consecrate and dedicate such a holy water font and basin. If Virgil will to truly spend a week doing this, he would normally have a 115% chance of success. The incredible evil of his location in the planes would make this very difficult, and likely require the casting of protection from evil spells that would be able to protect the prospective font from the corrupting influences of the 8th Layer of Baator. Even if this was done, Virgil can count on a 75% chance of success. For each day he shortens the nine day consecration period, he will lower his chance of success by 5%, so, for example, if Virgil were attempt the holy water font consecration in a single day, he would have but a 35% chance of success. The DM could provide further details regarding this process.

After a holy water font or basin were created, Virgil could create a number of vials worth of holy water (the number being dependent upon the quality and size of the consecrated basin) in a ritual of prayers and meditation that would normally take a full day, followed by the actual ritual, which in turn would be followed by a need for not less than 8 hours of rest and repose. Such a process is usually only possible at a maximum of but once per week. Virgil, being of such advanced level and given his extreme situation, may be able to shorten such timelines appreciably.


Creating Holy Water of Mount Telemon"

Technically impossible, as the water necessarily must be from the springs of Mount Telemon itself, Virgil suspects that given his condition, there in fact is a way for such sacred waters to be made. Such may require high role-playing, to create such powerful waters. If on the other hand traditional attempts were made to create holy water from Mount Telemon, which again is normally impossible, Virgil might have a chance, but likely at half the normal chance for creating normal holy water.

Crusader Abilities

lighten load once/day

easy march once/week


Neutralian Crusader Powers

-all crusaders of Neutralis are trained in warfare (which is to say they receive two bonus slots, one in tactics, one in strategy)

-all crusaders of Neutralis can cast the first level priest spell courage once a day.

-Crusaders of Neutralis may enter a sword prayer at will. During such a prayer, the crusader unsheathes his weapon and holds it before him while kneeling, closing his eyes and praying, not necessarily aloud. He loses all dexterity bonuses while in this state, and +4 bonus is awarded to his attackers for purposes of hitting him, but he does gain a +2 bonus to all his saving throws. The prayer circle of a sword prayer extends in a ten foot radius circle about the crusader. While in a sword prayer, at the DM’s option, crusaders of Neutralis may also attempt to commune with their god, although there is no set time frame for how long it may take for the communion to work, or even if it will work at all.

-at 3rd level, crusaders of Neutralis can cast the second level priest spell aid and bless once a day.

-at 5th level, a crusader of Neutralis may enter a sword prayer trance, during which they can fast for extended durations, requiring neither food nor water. At the DMs option, they may also attempt to commune with Neutralis, although there is no set time frame for how long it may take for the communion to work, or even if it will work at all. Generally, the trance and the accompanying fast work for as many days as the character has levels. He can halve his breathing, and the trance also halves the effects of mind effecting spells and abilities. (*)

-at 5th level, crusaders of Neutralis may cast the 2nd level priest spell rally once a day.

-at 5th level, crusaders of Neutralis bolster the morale of their immediate unit by 1 point. This effect is not cumulative with other Neutralians.

-at 5th level, crusaders of Neutralis receive a proficiency slot in some aspect of warfare. This may count towards a riding proficiency of any sort, or perhaps be a slot in “desert strategy” or an advanced tactics slot for archer units, Fabian strategy, etc.

-at 7th level, a crusader of Neutralis can cast the 4th level priest spell leadership on himself once a day, but only the weaker version of this spell.

-at 7th level, a crusader of Neutralis may, during a sword prayer, cast as innate abilities protection from evil and cure serious wounds, both of which effect everyone in a 10 foot radius. They may be cast at the same time. Each of these granted abilities can only be cast once a day.

-at 7th level, a crusader of Neutralis increases the morale of his unit by 1, making the total bonus +2.

-at 7th level, a crusader of Neutralis may cast prayer once every two days. (*)

-at 9th level, a crusader of Neutralis may, while in sword prayer, cast as a granted ability negative plane protection, but only on himself. The Neutralian can use this ability as often as he wishes.

-at 9th level, a crusader of Neutralis increases morale in his entire army by one point, but this does not apply to his own particular unit. This effect is not cumulative with other Neutralians.

-at 9th level, a crusader of Neutralis receives another proficiency slot he may put towards warfare.

-at 12th level, a crusader of Neutralis can cast cure critical wounds once a week. (*)

-at 12th level, a crusader of Neutralis increases the morale of his unit by a further point (+3)

-at 12th level, a crusader of Neutralis may heal the hit points of anyone within his prayer circle (10 foot radius) during a sword prayer by as many hit points as he is willing to sacrifice from himself. (*)

-at 14th level, a crusader of Neutralis who is blessed by a Bishop of Neutralis receives 10% MR for the day. If he is blessed by a Bishop of Telemon, he receives 20% MR.

-at 14th level, a crusader of Neutralis increases the morale of his entire army by +1 and his unit by +1 (total morale bonuses: +2 for army/+4 for unit)

-at 14th level, a crusader of Neutralis may enter the Neutralian Rage, which effectively hastes the character. This may be done only rarely, and only during periods of great danger or import. At most, it can be performed once for as many days as the character has constitution and wisdom points averaged, minus 30. Therefore, if the character in question has an 18 wisdom and a 16 constitution, he may enter the rage every 13 days. The rage fills him with divine power, giving him 5 hp, and giving him a +1 to attack rolls and +2 to damage rolls, in addition to being hasted. The crusader cannot parry, use spells or even use missile weapons at this time. The effect lasts for 4d4 rounds, which is kept track of secretly by the DM.

-at 16th level, a crusader of Neutralis gains another war proficiency slot of his choice

-at 16th level, a crusader of Neutralis may, within the confines of his sword prayer circle, create a globe of invulnerability against any number of spells of his choosing, but only if the effect of each individual spell causes twice the effects that spell would normally have on him. Spells which have saving throws receive a -2 penalty for the crusader, and he of course forfeits all dexterity bonuses to his save score. The Neutralian may use this ability as often as he wishes.

-at 16th level, a crusader of Neutralis may cast flame strike twice a day

-at 18th level, a crusader of Neutralis may surround his sword prayer circle with a wall of fire. He may do this as often as he wishes.

-at 18th level, a crusader of Neutralis’ shield may be blessed by a Bishop of Neutralis, gaining him a 15% bonus to his MR. If it is a Bishop of Telemon, the bonus is increased to 25%.

-at 18th level, a crusader of Neutralis increases the morale of his entire army by +1 and his unit by +1 (total morale bonuses: +3 army/+5 unit) All troops under the crusader’s command receive a +1 bonus to hit, their passion being so high. With his own personal followers, if he is commanding them, their bonus to hit is +2.

-at 18th level, a crusader of Neutralis is permanently blessed with free action.

-at 20th level, a crusader of Neutralis may, once a week, surround his sword prayer circle in an anti-magic shell (*)

-at 20th level, a crusader of Neutralis may select one school of wizardly magic or an entire psionic discipline which he becomes totally immune to within his 10 foot radius sword prayer circle for every level after and including 20th. If the wizard in question is a specialist, and the crusader is enacting this ability, all the wizards spells fail, regardless of the school. Once the sword prayer has been initiated, and the school of magic selected, the school of wizardry cannot be changed unless a new sword prayer is initiated. This power may be used as frequently as he wishes.

-at 20th level, a crusader of Neutralis gains another war proficiency slot.

-at 21st level, a crusader of Neutralis’ morale adjustments increase to (+4 army/+6 unit)

-at 21st level, a crusader of Neutralis may, once a day, divinely inspire troops from his prayer circle, where they will receive after the prayer and the circle is broken, an additional +2 to bonus to attack and morale rolls, if they join the crusader in prayer. (*)

-at 21st level, a crusader of Neutralis’ sword prayer circle may become a giant negative plane protection shell, as per the spell, destroying lesser undead and weakening the powers of greater undead. This power may be used as frequently as the Neutralian wishes.

-at 21st level, a crusader of Neutralis may heal, himself or another, as a granted ability, once a week.


Weapon Proficiencies
Non-Weapon Proficiencies
Languages
Bearer of the Divine Mantle of Neutralis

“So have I ventured, and been through all Your worlds, and the systems which hold them, which are the mass tangles of Your mind, and I, Your Conscience tell you: Gone is the tyranny of those who follow you. Gone is the blindness of Your rabble. The worlds and universes never fail completely, for there are always a thousand motives and minds, but now, the whole multiverse stinks with Your single, blind choices, and is meshed in a net of stagnancy from which no world or mind can never truly escape, until now. I revoke it. Turn back from whence you came, retire, and let us go by the rule You Yourself gave us, gave me: It is Your Will for it to be My Will.” -Virgil's command to the Triune God at Endsphere, in 887, Memoirs of Mondecalm, Book 12


Although Virgil perhaps knows more about the Triune God than any other mortal, much still remains a mystery to him. Although the divine godhead is certainly banished, Virgil knows that aspects of both Mandador and Ordos still exist in the multiverse, although infinitely diminished in power. As for Neutralis, there is not a sign, save for Virgil's memory of the eternal maxim of his faith, that "It is Your Will for it to be My Will."

Virgil has surmised that, due to his having issued the edict against the Triune God, he is somehow associated with the divine mantle of the same being. This association seems to have provided no meaningful change to his person or his powers, save for the fact that Virgil observed that all his Neutralian granted powers and mightiest prayer-spells were still available to him, whereas other Neutralians, such as his mentor, Bishop Tenemon, spoke of having lost their granted powers and more powerful spells. Despite this anomaly, Virgil was totally unaware of his divine association until he was killed by a monstrous troll-giant in the great swamp of Zlin. In death, Virgil realized his spirit was entwined with the very essence of the Triune God, that the spiritual power of this being was centered around him, and that he could will himself back to life or pass on to the afterlife, at his discretion. Virgil even realized, in that moment of power, that his will was without limit, and could do most literally anything. Offended by the violation of the Balance by his killer, Virgil wished the mighty monster destroyed, and so it was done. Virgil then willed himself back into mortal form.

Immediately following this experience, Virgil realized that, before his death, he had been merely associated with the invisible Shadow of the Triune God, the spirit essence of divinity. Now however, Virgil incarnately knew, he was more than associated with such power, and that, by wishing the monster dead and himself restored to life, he had accepted the Mantle of Power of the Triune God, and that such power was now centered and infused to him directly. At any time thereafter, if Virgil wills it, as a full round uninterrupted action, he may fully embrace the divine mantle, and become a god. As to what would happen to Virgil, or to everything else for that matter, after such a momentous decision, Virgil cannot be sure.

Virgil does not truly know what would happen should he choose to assume divinity. Will his mortal soul burn away? Would he be Neutralis? Would he be Ordos? What, if anything, could he not do? Is there an unknown danger, something beyond mortal knowledge, that would threaten Virgil if he were to assume the mantle of his own god? Such will remain a mystery until the Supreme Decision is made, if it ever will be made.

Although the bearer of the Divine Mantle, Virgil is not truly certain how this changes him. He knows that, unlike most surviving Ordosian knights, priests and paladins of Neutralis, and proxies of Mandador, Virgil has not lost his awesome granted powers nor his most powerful spells. Virgil knows, or sensed in his after-death-moment-of-divinity, that the three facets of the Triune God, Mandador, Neutralis and Ordos, still grant their spells via Shades of their former selves. Virgil knows that the godhead, Mandador himself, obeyed Virgil's banishment, and has fled to Mount Celestia, a far weaker being. Virgil would know that the aspect of the godhead called Ordos, although very weak, has several proxies or champions, who spread Ordos' will throughout the world, and who possess small portions of Ordos' divine power. Virgil knows that the Shadow of Mandador has developed a consciousness of its own, and that it has its own proxy or champion, invested with slivers of divine power.

Virgil saw, or knew, through a mortal lens, the reality of all this in his moment of death. Upon returning to mortal form, Virgil also realized that it was within his power, if he so wished it, to draw all the divine energies and aspects of the Triune God unto himself, permanently.

In addition to his most powerful spells and granted abilities still being extant, Virgil believes that, as the bearer of the Divine Mantle of the Triune God, he is no longer subject to the diminishing of his spells and abilities while journeying in alien planes of existence (as he suffered when he first went to Hell with the viscount), for there no longer is any distance between the divine and himself, no matter where he goes. Virgil has also discovered that he seems immune to life-draining abilities, for he witnessed a specter attempting to drain him during the Third Battle of Vester City (the battle in which he was sent to Hell). Instead of being drained, the specter seemed to become overcharged with awesome power, and was blown out of existence.

Short of these observations, Virgil is unaware of any further powers he may possess. For the most part, Virgil seems completely unchanged by his bearing of the Divine Mantle. His body and appearance are completely the same. He does not visibly radiate divine power, nor do his eyes flash supernaturally due to his mood. Virgil has proven just as vulnerable to physical attacks and spells, just as he ever was. If he does possess any other qualities due to his current situation, Virgil is currently unaware of them. For all normal intents and purposes, Virgil remains a normal human. Virgil does however suspect that for those who can see magic with their eyes or use true sight, he must radiate some kind of very special and likely highly noticeable aura of power. Virgil would likely suspect that it was such an aura that caught the pit fiend's eye and that caused the fiend to imprison him in hell. Virgil may have contemplated that it may be possible to try and hide this aura by a conscious act of will, although he cannot yet be sure if this is true.

Lastly, Virgil knows that he is almost completely connected to the Divine Mantle. If he were to spend an entire uninterrupted round, and call upon the awesome power that waits on him, this power that dances just beyond his active consciousness, that he could surely do so, and perform any feat, but that he would in that very same instant become completely infused with the divine, and thereafter become a deity forever thereafter. At the same time, Virgil is aware that, if he so wishes, he could transfer the entire Divine Mantle to any person, or even an object, by spending a full uninterrupted round doing so. By giving it to another person, the awesome powers would then be outside of his control, but if he were to place it into an item, he could theoretically return to such an item in the future, and spend another uninterrupted round reclaiming the power. By the same token, Virgil knows that if he is slain, the Divine Mantle will pass to his killer, no matter who it is. Likewise, it is possible for a powerful entity to take on the Divine Mantle unto itself if Virgil places such unimaginable power into an object.


CURRENTLY KNOWN IN-GAME SPECIAL ABILITIES AND DEFENSES FOR BEARING THE DIVINE MANTLE

-unaffected by spell loss due to planar travel

-immune to level-draining by undead, spell, or otherwise

  • there may be other, as yet unidentified, special abilities and defenses


IN-GAME ASSUMPTION OF DIVINITY/APOTHEOSIS

Virgil may fully embrace the Divine Mantle at any time. This is a full round action, which must be uninterrupted. Once this action has taken place, Virgil will immediately and irrevocably become an NPC. Virgil is not sure exactly what would happen if he chooses to do this. Whatever secrets are involved after such an action, they will be unknown until Virgil makes such a momentous and ultimate decision.

Relationships

Father: Agonistes
Mother: Polydora
Sister: Theodoralla (Thea)

Followers

48 elite + fanatics of Neutralis, all trained in healing, chain mail with medium to heavy weapons, well to moderately equipped

Last Known Disposition to Virgil: Of the 40 in Zlin, the Neutralian followers of Virgil were all veterans of Balathar's campaign to take the barony there. In the absence of Virgil, the Neutralians, deemed too valuable for their skill at campaign, battle and healing, were spread throughout Balathar's army. Already recognized for their superior abilities, a large number of them were officially elevated by Balathar's generals to the ranks of the senior noncommissioned officers. It was in no small part due to this decision and the leadership of the Neutralians that the army of Dantareth managed to survive the winter of 887. Upon Virgil's return from the swamps of Zlin and his reassessment of his followers on the eve before the Second Battle of Vester City, the arch-crusader recalled his men and formed them up into their own unit again. They fought in battle with Virgil at their lead until Virgil was magically seized and taken to another plane of existence.

Notables:

Bayantayo of Priemp, Neutralian Captain of Squires of the Knights of the Balance

6th level CN fighter fanatic of Neutralis, 20 years old, S18:51 D16 C9 I15 W15 C 9, a master healer, plate mail, long sword, shield +1, golden morning star +1; Magistotem

Captain Adrian Lastolen (24 years S17 C18, bastard sword, LN)

Lt. Joseph Zenner (39 years old, C18, W17, former abbot of Mandador, foot. mace, LN)

Lt. Arcan Fulest (30 years old, I17, fauchard fork, N)

Sergeant 1st Class Armand Vist (24 years old, Cha 16, S17, D16, two-handed sword, CN)

Master Sergeant Drandon Fichary (35 years old, S18:56, long sword, NG)

Sergeant Cadamar Caderci (5th level fighter, Thanian, 26 years old, spec. scimitar, CN) with Magistotem


The Neutralians

-Captain of Squires of the Knights of the Balance, Bayantayo of Priemp

-Captain Adrian Lastolen (LN elite + Neutralian fanatic, S17 D13 C18 I15 W12 C15, 24 years, bastard sword, 1st Degrada, Colonel Mitherly’s battalion)

-1st Lieutenant Arcan Fulest

-1st Lieutenant Joseph Zenner

-Command Sergeant Major Alaric Northman (LN elite + Neutralian fanatic, S18:01 D12 C14 I10 W16 C17, 34 years, former quartermaster for Mondecalm’s Encyclonian regiment)

-First Sergeant Varen Althal

-First Sergeant Warran Berard of Pompiers

-First Sergeant Harris Lorran of Tannerosia

-First Sergeant William Xerorol, Encyclonian tribal warrior of the steppes

-Master Sergeant Arren Essolax

-Master Sergeant Drandon Fichary

-Master Sergeant Barrial Gerran

-Master Sergeant Orion Morran

-Master Sergeant Lawrence Sinders

-Master Sergeant Bradley Sorrenion

-Master Sergeant Velit Tonone

-Sergeant 1st Class Rerrik Enerthin (CN elite + Neutralian fanatic, S16 D14 C12 I9 W9 C14, 25 years, 2nd Degrada)

-Sergeant 1st Class Armand Vist (24 years old, Cha 16, S17, D16, two-handed sword, CN)

-Staff Sergeant Corrin Callow

-Staff Sergeant Tenneth Callow

-Staff Sergeant John Hallaway

-Staff Sergeant Belleth Horns

-Staff Sergeant Michel Toulous of Thousiers

-Sergeant Cadamar Caderci (5th level fighter, Thanian, 26 years old, spec. scimitar, CN) with Magistotem

-Sergeant Genovan (N elite + Neutralian fanatic, S13 D8 C8 I5 W10 C8, 20 years)

-Sergeant Phillip Mennion

-Sergeant Rethger Morrenion

-Sergeant Drandon Ols

-Sergeant Vorel Tythe

-7 corporals

-8 privates 1st class

-3 privates

Allies

Lord Orropommu of House Fuldwear

Sir William Dragonbreaker

Squire Ralday Wenthrop

Vol Lanem, Sagamore of the Olenanders

Squires of Neutralis
John Hemsey
Welc Aughu
Vedric
Raplal Mederrs
Fells of Swortrito (2nd level fighters in heavy armors)

Virgil in Hell

An image of Caina, 8th Hell of Baator. Although clouded in perpetual and absolute darkness, could one see regardless, this land of howling snow storms, terrible mountains and horrific cold would be seen.

Virgil's Fall and Captivity

On the 7th day of the Month of the Budding Rose (April), 888, Virgil is in command of his Neutralians in a battle against the army of the great dragon Archeat. In the midst of the battle, an undead lich, a fallen cleric under Archeat's sway summons a pit fiend, a great devil, to deal with Virgil. After an initial encounter, the pit fiend seems to identify something special about Virgil, and using terrible magic, banishes Virgil to a dark and otherworldly extra-planar domain. The very earth opens up into the underworld, and the hands and talons of the baatezu pull Virgil into the breach.

Virgil discovered himself on a precipitous ledge, against the walls of a black citadel on the edge of absolute blackness. Enveloped in a strong wind of snow and bitter cold, and unable to see anything in the pitch black and frigid cold, Virgil nonetheless knew he was cornered by eenemies. Magical light illuminated a short combat, in which Virgil slew several fiends of great power, including a gelugon, but at last he was overwhelmed, and a gelugon officer at last took him down with walls of absolute cold.

Virgil would awaken in a large room, in utter darkness, and held by chains of an unknown metal on both his hands and feet. They would be seemingly utterly unbreakable in any way.

Virgil instantly realized he was not alone. There were others in the chamber. In the darkness, Virgil heard rustling amongst several sets of chains. Soon there was a lit torch held by a massive and intense man in perhaps his late 30s or early 40s, looking upon Virgil skeptically. Virgil saw several others hanging there as well. After initial suspicions were overcome, for the others were very suspicious at first, Virgil was introduced to three captives from a world called Krynn. Apparently adventurers who had recently suffered a mighty defeat and capture, the leader told his story...


The Arch-Paladin's Tale

Kiri-Jolith, Sword of Justice, God of glory, honor, obedience, justice and righteous warfare. Co-patron of the Knights of Solamnia, and patron of the Order of the Sword. Kiri-Jolith is the god of Torthias, Virgil's friend in hell.

Eltar Avanthis, former party leader, Arch-Knight of the Rose of Solamnia, (KIA by Takhisis)

Torthias, acting party leader, arch-paladin of Kiri-Jolith, (alive)

Estena, arch-wizardess, Princess of the Dargonesti sea elves, (taken by Duke Bifrons to "Nargus", his apparent citadel)

Ekelbrand, Starmaster of Gilean, (KIA by Takhisis)

Drordan, great h-elf fighter/thief, (KIA, destroyed in the Cave of Greed in Azharul, the Dragonspawn Pits)

Ekemar, half brother of Ekelbrand, great h-elf fighter/thief, (KIA by Barbas when he attempted to stop the infernal duke from taking Estena to Mephistar)

Introducing himself as Torthias, Virgil's fellow captive explains that he and his two friends Estena and Ekemar are from another world called Krynn. He says that there has long been great trouble there, and that recently a force called Chaos threatens to overwhelm their world. In adventures in the remotest parts of their world, Torthias says that he and his friends learned of a mighty and terrible secret book, called the Dark Tobril, that might have a secret on how to stop Chaos. Unfortunately they learned that this book was held by none other than Takhisis, the dark draconic goddess and queen of the evil gods of their world. Nevertheless, Torthias says they decided to dare the impossible, and to try and steal the book from the lair of Takhisis, which is in the Abyss, the dark realm in which they are all currently imprisoned. Torthias adds that they also planned, had it come to it, to do nothing less than slay the Mother of Dragons herself.

Torthias apparently is no stranger to the Abyss, which he says that strangers from other worlds call Baator. In younger years, Torthias says he hunted down a mighty priest of Takhisis to the first layer of Baator, called Avernus. Torthias says that it is Avernus where Takhisis makes her lair. On another occasion, with his current group of adventuring friends, they were compelled to go on a great quest to the 5th layer of the Abyss, or Baator, called Stygia. There they put an end to a powerful fiend that lived in the depths of the frigid seas of that plane, for the devil was threatening the peaceful oceans of his dear companion Estena, Speaker of the Blood and Princess of the Dargonesti sea elves. Estena destroyed it with her incredibly powerful magic. More recently, the party once again returned to Avernus, the first layer of the Abyss (Baator), and hunted down and slew the progeny of Takhisis herself, an immense green dragon named Gosoziate.

Torthias and company's final and most recent mission to Avernus was a terrible affair, as it was very bold. Amidst their approach of Azharul, the Dragonspawn Pits, they were discovered by the devil Nergal, whom they had encountered before, and who attempted to make demands in return for not informing the minions of Takhisis of their approach. Recognizing his tricks, Torthias reversed the threat on the fiend, warning him that if he did not leave them be, then Torthias would instead inform the other devils of Nergal's nearness to the Dragon Queen's realm, which was forbidden to him.

After many adventures, Torthias' party at last managed to penetrate Takhisis' inner domain while she was absent. Amidst her many treasures, they discovered the Dark Tobril, the secret book for which they had come. Torthias alone had a chance to read the great tome of forbidden divine knowledge, for the Chromatic Dragon came very soon after. The leader of the party, the Rose Knight Eltar, and their mighty priest Ekelbrand, were killed by the Queen of Dragon's. The others, including Torthias himself, were subdued.

Apparently, Takhisis had been warned of their approach by Dispater, the Lord of the 2nd Hell, who had in turn been warned by Nergal. Indeed, Nergal appeared with a minister of Dispater at the site of their defeat. The minister, a clever fiend named Titivilus, stated that it was Dispater's wish that the captives be given as a gift to "The Lord of the 8th", and that Nergal would serve as agent of this deal. Takhisis allowed this, giving them in thanks to Dispater, who in turn was giving them as tribute to the mysterious Lord of the 8th.

The survivors, the half-elf rogue Ekemar, Estena and Torthias were taken to a great and evil city lost in perpetual snow and eternal darkness, and to the warm iron citadel of awesome power at its center. There, they were shown before a great court to a powerful devil and duke of hell named Barbas, a bearded monstrosity. Barbas is apparently the chamberlain of the Lord of the 8th's personal domain, the great iron fortress of Mephistar. As the Lord of the 8th was apparently absent, Barbas was shown the captives as chief minister. Nergal attempted to use the beautiful elf princess to bribe Barbas, so that he would prompt the Lord of the 8th to open the Ninth Gate, and send Torthias to the Ninth Layer. It seems that, having seen the forbidden and secret book of the Dark Tobril, it was understood by Nergal that Torthias was of incredible value for the secrets he now knew. Nergal hoped to benefit somehow by making sure Torthias got past the Ninth Gate and to the very masters of the Nine Hells. Barbas was enticed by Estena, but Torthias noticed that another great fiend and duke of hell, named Bifrons, lusted terribly but secretly after Estena.

Barbas concluded the meeting with his assurance to Nergal that he would discuss the matter with the Lord of the 8th, and that in the meantime he should take them to a placed called Saephia's Watch, and to the Grotto of the Disenchanter that was there. In this place, Barbas said the powerful adventurers could be kept safe, for no magic could function in the Grotto, and they would not be able to escape, no matter how powerful they or their friends were. Nergal and a devilish troop of guards placed the three in a monstrous carriage pulled by nightmares. They beheld through their bonds the diabolic city of Mephistar, its great gates, and then were lost in total cold, darkness and incredible snow flurries as they were taken a great distance. Torthias would remember that the carriage seemed to circle an enormous and many many miles wide pit of infinite darkness and cold. After many hours, perhaps days (Torthias is not sure), they arrived at a citadel on the lip of the great abyss which they had been circling. They were given to the custody of a devilish female woman with wings named Saerial, and to the rough hands of a dozen or so bearded guards of infernal appearance. The heroes were taken inside the fortress, through a strange gravity well, and to a great floor stone which appeared normal, but was lifted from off the ground. A macabre staircase of black skeletal grotesques led in a twisting ramp into a large cubical room of blood red marble floors and walls, and inset on the center of its floor with a magnificent and terrible image of a golden skull. They were then bound in green metal chains against the wall by baatezu torturers, and left there.

By the time Virgil arrived, Torthias and his friends calculate they had been imprisoned for about a week, although they could not be sure. They quickly realized that no magical power could work within the room. At varying intervals, they discovered the fiends would descend to torture and feed them. Every time the baaetezu descended, only then would the macabre black staircase magically appear, which was the only way back up the aperture in the 60 foot ceiling, which itself had to be slid back by some unknown mechanism. Despite all this, the intrepid thief Ekemar, a grandmaster at escape, freed himself of his bonds, as well as he fellows, and did so in a way so that they could quickly rebond themselves when their captives returned.

The Wizard's artistic impression of Mephistar, as viewed from across the Great Abyss that leads down to Ninth Gate.

Virgil Encounters Barbas, Bifrons, Nergal and Saerial

Virgil's conception of his prison and the citadel of his imprisonment, pieced together from experience, tiny clues, and the brief memory of Torthias when he was first brought into the citadel.

(Note: This is a complex encounter with many names of things Virgil simply is unaware of or does not understand. Therefore no full explanation of events will be provided here. Nonetheless, the encounter provided important clues, which could prove as valuable pieces of information for Virgil in the future. Such information will likely prove useful to Virgil in simply figuring out where he is and what is happening to him.)

After Torthias and his friends began to trust Virgil after some hours of talking in the pitch darkness of the Grotto of the Disenchanter, and after Virgil had learned the basics of his fellow captives' story, they were interrupted. A great flat block, one of nine, on the corner of the marble red ceiling, slowly slid out of place. Golden light from above entered into the utterly dark chamber. As if somehow "illuminating" a shadow, the golden light caused to appear a horrible black spiral staircase, seemingly composed of throttled black demonic bones, all amalgamated and stretched into a macabre nightmare. Torches of fire lit the way down the twisted lamp.

With a small troop of devilish guards and retainers, descended four leading figures. They were so great and terrible in aura and appearance that Virgil is likely to never forget their appearance. Their very presence seemed to warp reality to be more evil around them.

1) Saerial: The first was a beautiful human looking woman with white wings. She led the way, and seemed subservient to the mighty figures behind her. They called her Saerial, and seemed to be in charge of the greater fortress.

2) Barbas: Behind Saerial was Barbas, a giant bearded man with large lips and an enormous belly. His crimson skin is covered with thick, oily black hair. He wears voluminous black robes. Virgil would notice he tries to hide his black cloven feet underneath his robes, as well as an evil red forked tail. Virgil is later informed that Barbas is the Chamberlain of Mephistar, the evil palace of the mysterious Lord of the 8th, whose servant he is. Barbas' devilish honor guard is armored with green steel chain mail, and the guards are captained by an insectoid creature with chicken legs of terrible cold bearing a sharp lance and wearing golden plate armor suited to its strange body.

3) Bifrons: Just behind Barbas was a quieter but even more formidable fiend. Called Bifrons by Barbas, Bifrons has an incredible aura of pure evil around him. Bifrons is gray-skinned, with huge muscles, and with no legs, for his lower quadrants slither in the form of a giant oozing snake. He has totally white, slanted eyes, a large mouth and nostrils, and a terrible, deep and rumbling voice. Bifrons stares at Estena with a dark and truly covetous look. Virgil soon learns that Bifrons is master of a place called Nargus. Bifrons carries a great scimitar.

4) Nergal: In the rear of the party of fiends is Nergal, who appears as a diseased, lion-headed, winged toad. His mottled pinkish-gray, warty skin is covered with sores which ooze a clear, colorless ichor. Torthias will later inform Virgil that Nergal is some sort of fallen devil noble. He now seems to lair on the 1st Layer of Baator, where he hides from his former peers, and attempts to use lies and trickery to get back into favor with the arch-fiends who rule the Nine Hells. Torthias would sternly warn Virgil to never trust this fiend in any affair.

Barbas and Bifrons, the obvious superiors of this diabolical visit, seem to little notice Virgil. Instead, Barbas speaks of seizing the sea elfess Estena for his master, the Lord of the Eighth. Nergal says that as the agent of these gifts, he would surely give her to Barbas, but first he must gain admittance to the Ninth Gate so that he may give Torthias to the rulers there. Barbas is annoyed by this refusal on Nergal's part, calling him the Exile, but Nergal politely reminds Barbas that he serves in this as the agent of Dispater, Lord of the Second, and that he will not officiate the handing over of Estena to Barbas until official permission has been given Nergal to enter into the Ninth Gate. Bifrons speaks only towards the end of this, and, obviously coveting Estena, says that he has sent word to "the Archduke", requesting that she be his gift from the Lord of the Eighth. Barbas is further angered by this, and it becomes obvious that Barbas does not want Estena so as to give to his master, but rather he wants her for himself.

As for Virgil, when Bifrons inquires after him, Saerial only says that he too is destined for the Ninth, and that they are merely awaiting approval from Malsheem. Bifrons will ask why such a sorry soul (Virgil) is being taken to "Nessus". Saerial will respond that such is not for her to say, nor does she know why anyway. She goes on to tell Bifrons, for certainly she is intimidated by him, that if Bifrons truly wants to know why Virgil is being taken to the Ninth, then, since her immediate master Xagard is currently unavailable, Bifrons will have to take it up with Furcas. The mere mention of the name of Furcas is enough to quiet any further questions from Bifrons.

Nothing further comes of this encounter, save that Nergal, and Nergal alone, gives Virgil a strange look, as if he recognizes something special about Virgil. Virgil might wonder how such a thing is possible, because he knows the entire chamber is sealed against magical powers, and that therefore none of them should be able to see any possible aura around him.

The devilish lords leave Virgil and his new friends to be alone. The hatch in the ceiling is moved back into place, and they are left in darkness once again.

Discovery of the Golden Grotto

In the immediately following days, Ekemar discovers an incredibly well-hidden moving floor tile. Using a metal unlit sconce from one of the walls, the heroes lift up the block. They discover a large cross-shaped pillared chamber beneath where they had been. Stretching 180 ft. x 180 ft., the great chamber is composed of the rich red marble, and decorated at regular intervals with the golden skull. Black pillars hold up the twenty foot high ceiling. At one of the four corners of the great crossing hall, is a disturbing unholy water font of sorts, composed of actual bones that form at one point into some sort of macabre altar. A pool of stagnant water is in the midst of the circle of bones.

The heroes realize that as long as there are two of them and they remain strong and limber, they can stand on each other's shoulders from atop gathered detritus to reach the ceiling of the secret area they had just discovered, and thus climb up over themselves to get back into their prison chamber and rebond themselves when necessary.

The rest of the open hall is full of a library on one end, an evil altar dedicated to a enshrined gold skull on another, the unholy water font as mentioned, and a spell laboratory of splendid if disturbing appearance. The entire area seems to be completely abandoned.

Near the evil altar, Ekemar discovers a secret passageway leading to an armory.

Rape of Estena

The Dargonesti sea elf Arch-Wizardess of High Sorcery, Speaker of the Blood and daughter of the Speaker of the Moon, Estena of Watermere.

After a few weeks, while the party plans on how to make an escape, Bifrons suddenly returns. With little time to react, the heroes scramble to make it appear that they are still held by their chains. Bifrons descends down the magically appearing spiral staircase with a small guard of insectoid ice demons, and orders Saerial to release Estena. Servile baatezu do this, and Bifrons moves to take her for himself. Once she is seized, unable to take the shame of it, Ekemar, against the plans they had discussed, looses his bonds and rushes Bifrons. Bifrons pummels the half-elf rogue to death.

Virgil and Torthias realize it is useless to resist at this point, and simply accept their friend's death.

Bifrons leaves with Estena, having apparently claimed her for himself.


Plans of Torthias and Virgil

Despite their gruesome situation, Torthias refuses to give up, and speaks of total victory against the baatezu dukes. Torthias swears the destruction of Bifrons and the rescue of Estena. He knows that Bifrons has a citadel somewhere on the 8th layer called Nargus. He also says that his party's treasures, including his royal-made Dargonesti sea-elf field plate mail and his holy avenger, the Horns of Corij, are in Bifron's custody. Furthermore, Torthias says that Estena is a sorceress of enormous power, and that if only she could regain her spells, she would be able to make fast their escape and vengeance.

Torthias tells Virgil of the existence of his secret knowledge that he gained from the Dark Tobril, the evil book of Takhisis. Torthias says that he must give this knowledge to Gunthar uth Wistan, Lord High Justice of Solamnia, so that the Chaos that threatens to overwhelm his world of Krynn can be stopped. Virgil promises to help Torthias cleanse his world of this evil if they ever get out of their current situation.

Before he died, Ekemar had stolen one of the keys from the torture devils that feed and torture the heroes, and just before his death, gave this key to Torthias.

Knowing that they have almost no chance to escape, Virgil and Torthias nonetheless make the best plans for escape that they can. Realizing that there is something delaying the baatezu, and not wishing to discover what will happen to them in the Ninth Layer, Torthias and Virgil decide to carefully bide their time. Making a full appraisal of the secret armory they have discovered, the two heroes decide to secret away between feeding and torture sessions, readying their discovered weapons and preparing their souls. Unknown amounts of time pass, and Torthias and Virgil train. Specifically, Virgil trains with a discovered katana of hell, and under the arch-mastery of Torthias' warrior tutelage, Virgil soon becomes as skilled with the katana as he is with the broadsword.

FORMAL ESCAPE PLANS, REALIZATIONS AND CONTINGENCIES

-Spells to resist the cold of Caina must be memorized by both Virgil and Torthias, especially since they both lack anything remotely close to extreme winter survival gear. They are both dressed in rags, which are falling apart.

-Impressive looking spellbooks of anti-magic wizardry, identified as such by Estena before her abduction by Duke Bifons, have been selected by Torthias as items they should take with them during any escape defense. Torthias has suggested that it may be possible to barter such items if they manage to escape. Torthias has used bits of rope to create harnesses to tie such items to their back.

-Cold-wrought iron oil torches set into sconces in the Disenchanter's Grotto, whereat Torthias and Virgil spar and train so as to keep their sanity and prepare for the fight for their lives, have lit their training sessions. Bronze oil supply lamps abound in the grotto. Unfortunately both the iron torches and the lamps are unwieldy and have no stoppers, and although Virgil and Torthias have devised ways to stop them up with paper from spellbooks, it would be difficult but not impossible to carry such items during an escape attempt. If this is desired, Torthias and Virgil could create bow string harnesses around their bodies to hang up to two torches each, along with up to three lamps, in addition to other gear they have found.

-Torthias and Virgil have war-gamed many times whether or not they should attempt to regain their gear, which they have calculated might be kept somewhere in the upper two floors of the citadel, or if they should just escape from the citadel as quickly as possible without raising the alarm. This is a debate that surely needs resolution.

-Torthias believes the main entrance doors to the citadel will be sealed and guarded. If a key or magical phrase is needed to open the door, and such is not evident at the moment, the heroes may be in serious trouble.

-Virgil and Torthias are uncertain as to the garrison of the citadel. Strange beetle-like devils that can fly, of which there are at least three, are the baatezu that torture, feed and keep Virgil and Torthias alive. They are certain the three are at residence at the citadel, and are equally certain there must be other baatezu performing guard duty there, but they do not know what kind of fiends they are or how many there might be.

-Torthias knows very little about Caina, the 8th layer of Baator. Torthias has suggested that if they escape, both he and Virgil should attempt to go to Mephistar, the mighty citadel of the mysterious and unknown Lord of the Eighth. Torthias says there is a large if diabolical walled city built around the citadel, and that humans, or perhaps the deceased shades of humans, inhabits it. Torthias hopes that if they could only reach this place, perhaps they could find a way to gather resources and information enough to plan their assault on Nargus, where Princess Estena is kept.

-Torthias says there is a well-built road that leaves from the citadel of their imprisonment and to the city of Mephistar. He says that for the entire way the road hugs some great abyss into the darkness. Torthias guesstimates, very roughly, that it would take them several days at least on foot, to reach Mephistar. He suggests that they should handrail, from as great a distance as possible, the diabolical road, if indeed they decide to take such a direction.

-Torthias reminds Virgil that even the meanest of the devils can teleport, and with great decision, and that they all have the ability to gate in their peers and inferiors. Torthias would thus remind Virgil that they should avoid encounters with the baatezu, and that if they must fight, they must destroy such fiends very quickly, to prevent them from raising the alarm or gating in an infinite number of their peers, thus dooming any chance of escaping Baator.


The Armory

Amongst many other weapons and items, Torthias and Virgil have picked out the choicest. Other items include light and heavy crossbows, numerous spears and pole arms, swords of various sorts, and so on. Many of the items are silver, for such weapons can harm devils. Other weapons are of Baatorian green steel, which usually adds a non-magical +1 to damage rolls.

well-crafted silver long sword (Virgil)

Baatorian katana +2 (Virgil)

well-crafted silver battle axe (Torthias)

well-crafted silver hand axe (Virgil)

Baatorian spear +3 (Torthias)

jade medium shield +2 (Virgil)

well-crafted mythri-silver alloy plate mail (AC 1) (unclaimed)

well-crafted Baatorian green steel chain mail (AC 3) (unclaimed)

well-crafted steel small shield (Torthias)

Baatorian halberd +1 (Torthias)

gelugon green steel plate mail

pit fiend green steel plate mail +3

Although Virgil and Torthias have spent months discussing their escape from their evil citadel, they are aware of the near hopelessness of their situation, and that even in escape, and even with their powers, they would almost certainly freeze to death in the absolute cold of Caina. Torthias strongly believes his personal gear is somewhere in the citadel that holds them, magical gear that might aid in their survival. He even suspects Virgil's gear might be there as well. But even if so, both Virgil and Torthias know the sheer awesomeness of the evil of the Eight Layer of Hell, that they are but a step from darkest evil in the multiverse, at the Ninth Layer, and that even with the mightiest of spells and weapons, they are but two mortals against the impossible. And yet, they must try.


Legal Proceedings and the Beginning of Play (Thanksgiving 2014)

As Virgil completes his training as a fighter specialized in the katana, he and Torthias receive a visitor. A young human man, handsome and dressed in red legal robes, descends down the nightmare staircase and approaches Virgil with a torch...