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 interfear with anyone or anything. Only in dire circumstances will he choose a side or make a lasting eternal descision 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

Armor

Spells/Abilities

Crusader Spells

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

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.


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

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 to valuable for the 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

Caina

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 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

[[File:Kirijlth.jpg|right|200px|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 and trainer.

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 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 herself, which is in the Abyss, the dark realm in which they are all currently imprisoned. Torthias adds that they also planned, if it came to it, to do nothing less than slay Takhisis 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 her current group of adventuring friends, they were compelled to go on a mighty quest to the 5th layer of the Abyss, or Baator, called Stygia, where they put an end to a powerful fiend that lived in the depths of the frigid seas there, for it was threatening the peaceful oceans of 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 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, who attempted to make demands in return for not informing the minions of Takhisis of their approach. Recognizing his tricks, having dealt with Nergal before, 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 great dragon. The others were subdued.

Apparently, Takhisis was warned of their approach by Dispater, the Lord of the 2nd, who was in turn warned by Nergal. Nergal appeared with a minister of Dispater at the site of their defeat. The minister 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. 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. 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, 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 they had been circling. They were given to the custody of a devilish female woman with wings named Saerial, and thus to 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. A macabre staircase of black skeletal grotesques led in a twisting ramp into a large cubical room of blood red marble floors and walls, inset on the center of its floor with a magnificent and terrible image of a golden skull. The were there 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 fiend them. Every time they 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.


Virgil Encounters Barbas, Bifrons, Nergal and Saerial

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.

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.