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Stormtrooper
Oct 18, 2003

Imperial Servant

code:

[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]

Class & Level			[i]Wizard 11[/i]
Paragon Path			[i]Spellstorm Mage[/i]
Race				[i]Half-Elf[/i]
Alignment			[i]Lawful Good[/i]
Height				[i]5' 11"[/i]
Weight				[i]150 lb[/i]
Age				[i]27[/i]
Deity				[i]Corellon[/i]
Size				[i]Medium[/i]
Speed				[i]6 squares[/i]
Vision				[i]Low-light[/i]
Weapon Proficiency		[i]Dagger, Quarterstaff[/i]
Armor Proficiency		[i]Cloth[/i]
Initiative			[i]7 (+1 Helm of Battle)[/i]
Maximum Hit Points		[i]63 (+10 Toughness)[/i]
Bloodied			[i]31 (+5 Toughness)[/i]
Surge Value			[i]16[/i]
Surges/Day			[i]7[/i]
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Abilities[/u][/b]

	BASE	POINTS	RACIAL	BONUS	TOTAL	MODIFIER
STR	8			+1	9	-1
CON	10		+2	+1	13	+1
DEX	10	+3		+1	14	+2
INT	10	+5		+3	18	+4
WIS	10	+5		+3	18	+4
CHA	10	+4	+2	+1	17	+3
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Defenses[/u][/b]

	BASE	LEVEL	ABIL	CLASS	ITEM	TOTAL
AC	10	+5	+4		+2	+21
FORT	10	+5	+1		+1	+17
REF	10	+5	+4		+1	+20
WILL	10	+5	+4	+2	+1	+22
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Feats[/u][/b]

Expanded Spellbook	[i]Each time you gain a new level of daily
			or utility wizard spells, you learn one
			extra spell of that level.[/i]
Improved Initiative	[i]You gain a +4 feat bonus to initiative 
			checks.[/i]
Human Perseverance	[i]You gain a +1 feat bonus to saving
			throws.[/i]
Toughness		[i]You gain an additional 5 hit points at 
			each tier of play.[/i]
Group Insight		[i]You grant allies within 10 squares of
			you a +1 racial bonus to Insight checks
			and initiative checks.[/i]
Spell Focus		[i]Creatures that attempt saving throws 
			against your wizard powers take a –2
			penalty to the rolls.[/i]
Danger Sense		[i]When you make an initiative check,
			roll twice and take the higher of the
			two rolls.[/i]
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Equipment[/u][/b]

ITEM / DESCRIPTION			QUANTITY	WEIGHT
Magic Orb (lvl 10)			1
	[i]+3 to attack and damage
	rolls (critical: +3d6)[/i]
Helm of Battle (lvl 9)			1
	[i]+1 item bonus to initiative
	for you and allies within 5
	squares[/i]
Magic Armor +2				1
	[i]+2 item bonus to AC[/i]
Amulet of Health +1			1
	[i]+1 to FORT, REF, WILL[/i]
Bag of Holding				1		1 lb
	[i]holds 200 lb or 20 cu ft[/i]
	[i]CONTAINS[/i]
	Ritual Candle			1		
		[i]+2 power bonus to
		skills as part of
		ritual[/i]
	Backpack			1		2 lb
	Bedroll				1		5 lb
	Flint and Steel			1
	Belt Pounch			1		.5 lb
	Journeybread (10 days)		1		1 lb
	Silken Rope			1		5 lb
	Sunrod				2		2 lb
	Waterskin			1		4 lb
	Fine Clothing			4		24 lb		
	Spellbook			1		3 lb
	Tent				1		20 lb
	Gold Pieces			375
	[i]RITUAL COMPONENTS[/i]
		Alchemical Reagents	260
		Mystic Salves		520
		Rare Herbs		70
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Skills[/u][/b]

		BASE	ATTR	LEVEL	RACIAL	ITEM	TOTAL
Diplomacy	5	+3	+5	+2		+15
Insight		0	+4	+5	+2		+11
Arcana		5	+4	+5			+14
Religion	5	+4	+5			+14
History		5	+4	+5			+14
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Powers[/u][/b]

[b]At-Will[/b]

[u]Ghost Sound[/u]
[i]At-Will - Arcane, Illusion
Standard Action  Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as 
a yelling or fighting creature to emanate from the target. 
You can produce nonvocal sounds such as the ringing of a 
sword blow, jingling armor, or scraping stone. If you whis-
per, you can whisper quietly enough that only creatures 
adjacent to the target can hear your words.[/i]

[u]Light[/u]
[i]At-Will - Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light 
fills the target’s square and all squares within 4 squares of 
it. The light lasts for 5 minutes. Putting out the light is a 
free action.
Special: You can have only one light cantrip active at a time. If 
you create a new light, your previously cast light winks out.[/i]

[u]Mage Hand[/u]
[i]At-Will - Arcane, Conjuration
Minor Action  Ranged 5
Effect: You conjure a spectral, floating hand in an unoc-
cupied square within range. The hand picks up, moves, 
or manipulates an adjacent object weighing 20 pounds 
or less and carries it up to 5 squares. If you are holding 
the object when you use this power, the hand can move 
the object into a pack, a pouch, a sheath, or a similar con-
tainer and simultaneously move any one object carried or 
worn anywhere on your body into your hand.
    As a move action, you can move the hand up to 5 
squares. As a free action, you can cause the hand to drop 
an object it is holding, and as a minor action, you can 
cause the hand to pick up or manipulate a different object
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.[/i]

[u]Prestidigitation[/u]
[i]At-Will - Arcane
Standard Action  Ranged 2
Effect: Use this cantrip to accomplish one of the effects 
given below.
- Move up to 1 pound of material.
-   Create a harmless sensory effect, such as a shower 
of sparks, a puff of wind, faint music, or a strong odo
?  Color, clean, or soil items in 1 cubic foot for up to 
1 hour.
-  Instantly light (or snuff out) a candle, a torch, or a 
small campfire.
-  Chill, warm, or flavor up to 1 pound of nonliving ma
terial for up to 1 hour.
-  Make a small mark or symbol appear on a surface fo
up to 1 hour.
-  Produce out of nothingness a small item or image 
that exists until the end of your next turn.
-  Make a small, handheld item invisible until the end 
your next turn.
    Nothing you create with this cantrip can deal damage,
serve as a weapon or a tool, or hinder another creature’s 
actions. This cantrip cannot duplicate the effect of any 
other power.
Special: You can have as many as three prestidigitation 
 effects active at one time.[/i]
 
[u]Scorching Blast 1[/u]
[i]At-Will - Arcane, Fire, Implement
Standard Action  Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.[/i]

[u]Cloud of Daggers 1[/u]
[i]You create a small cloud of whirling daggers of force that relent-
lessly attack creatures in the area.
At-Will - Arcane, Force, Implement
Standard Action  Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Effect: The power’s area is filled with sharp daggers of force. 
Any creature that enters the area or starts its turn there 
takes force damage equal to your Wisdom modifier (mini-
mum 1). The cloud remains in place until the end of your 
next turn. You can dispel it earlier as a minor action.[/i]

[b]Encounter[/b]

[u]Icy Terrain 1[/u]
[i]Encounter - Arcane, Cold, Implement
Standard Action  Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the tar-
get is knocked prone.
Effect: The power’s area is difficult terrain until the end of 
your next turn. You can end this effect as a minor action.[/i]

[u]Color Spray 3[/u]
[i]Encounter - Arcane, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the 
target is dazed until the end of your next turn.[/i]

[u]Enemies Abound 7[/u]
[i]Encounter - Arcane, Illusion, Implement
standard Action  Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
hit: 2d8 + Intelligence modifier psychic damage, and 
you and your allies can treat the target as an ally for 
the purposes of flanking until the end of your next 
turn.[/i]

[u]Storm Cage 11[/u]
[i]Encounter - Arcane, Conjuration, Implement, Lightning,
Thunder
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier lightning and thunder 
damage.
Effect: You conjure a wall in the 16 outer squares of the 
burst (forming a square enclosure). Any creature that starts 
its turn adjacent to the wall or moves into a wall square 
takes 10 lightning damage. Moving into a wall square costs 
1 extra square of movement. The wall does not grant cover 
or concealment. It lasts until the end of your next turn.[/i]

[b]Daily[/b]

[u]Freezing Cloud 1[/u]
[i]Daily - Arcane, Cold, Implement
Standard Action  Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any 
creature that enters the cloud or starts its turn there is 
subject to another attack. You can dismiss the cloud as a 
minor action.[/i]

[u]Sleep 1[/u]
[i]Daily - Arcane, Implement, Sleep
Standard Action  Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its 
first saving throw against this power, the target becomes 
unconscious (save ends).
Miss: The target is slowed (save ends).[/i]

[u]Phantom Chasm 1[/u]
[i]Daily - Arcane, Illusion, Implement
Standard Action  Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
hit: 2d6 + Intelligence modifier psychic damage, and 
the target is prone and immobilized until the end of 
its next turn.
miss: The target is immobilized until the end of your 
next turn.[/i]

[u]Fireball 5[/u]
[i]Daily - Arcane, Fire, Implement
Standard Action  Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.[/i]

[u]Stinking Cloud 5[/u]
[i]Daily - Arcane, Implement, Poison, Zone
Standard Action  Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone of poisonous vapor that 
blocks line of sight until the end of your next turn. Creatures 
that enter the zone or start their turns there take 1d10 + 
Intelligence modifier poison damage. As a move action, you 
can move the zone up to 6 squares.
Sustain Minor: The zone persists.[/i]

[u]Web 5[/u]
[i]Daily - Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area 
until the end of the encounter or for 5 minutes. The zone is 
considered difficult terrain. Any creature that ends its move 
in the web is immobilized (save ends).[/i]

[u]Ice Storm 9[/u]
[i]Daily - Arcane, Cold, Implement, Zone
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the tar-
get is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of ice. The zone is difficult 
terrain until the end of the encounter or for 5 minutes.[/i]

[u]Wall of Fire 9[/u]
[i]Daily - Arcane, Conjuration, Fire, Implement
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous 
squares filled with arcane fire. It can be up to 8 squares 
long and up to 4 squares high. The wall lasts until the end
of your next turn. Any creature that starts its turn adjacent
to the wall takes 1d6 + Intelligence modifier fire damage. 
If a creature moves into the wall’s space or starts its turn 
there, the creature takes 3d6 + Intelligence modifier fire 
damage. Entering a square occupied by the wall costs 3 
extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.[/i]

[u]Mordenkainen's Sword 9[/u]
[i]Daily - Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure a sword of force in an unoccupied square 
within range, and it attacks. As a move action, you can move 
the sword to a new target within range. The sword lasts 
until the end of your next turn.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.[/i]

[b]Utility[/b]

[u]Feather Fall 2[/u]
[i]Daily - Arcane
Free Action  Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, 
regardless of its distance, and does not fall prone at the 
end of the fall.[/i]

[u]Jump 2[/u]
[i]Encounter - Arcane
Move Action Ranged 10
Target: You or one creature
Effect: The target makes an Athletics check to jump with a 
+10 power bonus, and the target does not have to move 
to make a running jump.[/i]

[u]Shield 2[/u]
[i]Encounter - Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense 
until the end of your next turn.[/i]

[u]Dimension Door 6[/u]
[i]Daily - Arcane, Teleportation
Move Action  Personal
Effect: Teleport 10 squares. You can’t take other creatures 
with you.[/i]

[u]Dispel Magic 6[/u]
[i]Daily - Arcane
Standard Action  Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the 
conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects 
end, including those that normally last until a target saves.[/i]

[u]Invisibility 6[/u]
[i]Daily - Arcane, Illusion
Standard Action  Ranged 5
Target: You or one creature
Effect: The target is invisible until the end of your next turn. 
If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can 
sustain the effect.[/i]

[u]Arcane Gate 9[/u]
[i]Daily - Arcane, Teleportation
Minor Action Ranged 20
Target: Two unoccupied squares
Effect: You create a dimensional rift between the two target 
squares that lasts until the end of your next turn. Any crea-
ture that enters one of the target squares can move to the 
other target square as if it were adjacent to that square. 
A creature cannot pass through the rift if either square is 
occupied by another creature.
Sustain Minor: The rift persists.[/i]

[u]Illusory Wall 9[/u]
[i]Encounter - Arcane, Illusion, Implement
Standard Action  Area wall 8 within 20 squares
Effect: You create the illusion of a contiguous wall of 
solid material (stone or metal, for example). The 
wall can be up to 8 squares long and 4 squares high. 
The wall blocks line of sight for all enemies (but not 
your allies). When any enemy moves adjacent to the 
wall, you can make an attack (Intelligence vs. Will) 
against that target; if successful, the target cannot 
move through the wall on its current turn, but it can 
try again on later turns. On a miss, the wall no longer 
blocks line of sight or movement for that creature.
sustain minor: You can sustain this power until the end 
of the encounter. [/i]

[u]Mirror Image 9[/u]
[i]Daily - Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your 
space, and you gain a +6 power bonus to AC. Each time 
an attack misses you, one of your duplicate images disap-
pears and the bonus granted by this power decreases by 2. 
When the bonus reaches 0, all your images are gone and 
the power ends. Otherwise, the effect lasts for 1 hour.[/i]
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Rituals[/u][/b]

[u]Gentle Repose[/u]
[i]Level: 1
Category: Restoration
Time: 1 hour
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintu-
ples the time the corpse can lie dead and still be affected 
by Raise Dead or a similar ritual. Gentle Repose also pro-
tects the corpse from being raised as an undead creature 
for 150 days.[/i]

[u]Comprehend Language[/u]
[i]Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have 
heard or a piece of writing you have seen within the past 
24 hours.
  Using this ritual on a language you have heard allows 
you to understand it when spoken for the next 24 hours 
and, if your Arcana check result is 35 or higher, to speak 
the language fluently for the duration.
  Using this ritual on a language you have seen as a piece
of writing allows you to read the language for the next 24 
hours and, if your Arcana check result is 35 or higher, to 
write the language in its native script or in any other script
you know for the duration.
  Using this ritual on a language you have both heard and
seen as a piece of writing within the past 24 hours allows 
you to understand it in both forms for the next 24 hours, 
and an Arcana check result of 35 or higher allows you to 
speak and write the language.[/i]

[u]Knock[/u]
[i]Level: 4
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 35 gp, 
plus 1 healing surge
Market Price: 175 gp
Key Skill: Arcana
The Knock ritual allows you to open a single locked door, 
chest, gate, or other object. It even works against portals 
sealed with the Arcane Lock ritual or doors secured with 
bolts or bars that are on the far side, out of reach. You 
must defeat all the closures on a locked object to unlock 
it. You make one Arcana check per lock, bar, Arcane Lock, 
or similar closure. The object you unlock does not open 
automatically; you still must open it yourself after the ritua
unlocks it.
  Make an Arcana check with a +5 bonus in place of 
a Thievery check to open each lock or closure. (See the 
Thievery skill description, page 189, for example DCs.) To 
undo bolts or bars you normally couldn’t reach, you must 
succeed on a DC 20 Arcana check. 
  If you use this ritual successfully against a portal pro-
tected by Arcane Lock, you destroy the Arcane Lock and 
its effects end.[/i]

[u]Linked Portal[/u]
[i]Level: 8
Category: Travel
Time: 10 minutes
Duration: Special
Component Cost: 135 gp 
(see text)
Market Price: 680 gp
Key Skill: Arcana
You create a shortcut across the fabric of the world, link-
ing your location with a permanent teleportation circle 
somewhere else on the same plane. With a step, you can 
move from one circle to the other. As part of performing 
the ritual, you must sketch out a 10-foot-diameter circle in 
various rare chalks and inks. This temporary teleportation 
circle must exactly match the permanent teleportation 
circle at your destination. It disappears at the end of the 
portal’s duration.
  At the completion of this ritual, make an Arcana check. 
The result determines the duration that the portal remains 
open. [/i]

[u]Make Whole[/u]
[i]Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check)
A single object that can fit in a 10-foot cube is completely 
repaired. The component cost is 20 percent of the item’s 
cost. In cases where you attempt to repair an item not on 
any price list, the DM determines the cost.[/i]

[u]Raise Dead[/u]
[i]Level: 8
Category: Restoration
Time: 8 hours
Duration: Instantaneous
Component Cost: 500 gp
Market Price: 680 gp
Key Skill: Heal (no check)
To perform the Raise Dead ritual, you must have a part of 
the corpse of a creature that died no more than 30 days 
ago. You apply mystic salves, then pray to the gods to 
restore the dead creature’s life. The subject returns to life 
as if he or she had taken an extended rest. The subject is 
freed of any temporary conditions suffered at death, but 
permanent conditions remain.
    The subject returns with a death penalty: –1 to all 
attack rolls, skill checks, saving throws, and ability checks. 
This death penalty fades after the subject reaches three 
milestones.
    You can’t restore life to a creature that has been petri-
fied or to a creature that died of old age.
    The subject’s soul must be free and willing to return to 
life. Some magical effects trap the soul and thus prevent 
Raise Dead from working, and the gods can intervene to 

prevent a soul from journeying back to the realm of the 
living. In all cases, death is less inclined to return paragon 
and epic heroes; the component cost is 5,000 gp for para-
gon tier characters and 50,000 gp for epic tier characters.[/i]

[u]Travellers' Feast[/u]
[i]Level: 4
Category: Exploration
Time: 1 hour
Duration: 24 hours
Component Cost: 35 gp
Market Price: 175 gp
Key Skill: Nature (no check)
You create food and water, enough to feed five Medium or 
Small creatures or two Large creatures for 24 hours. You 
designate the type of eaters when performing the ritual, 
and the ritual creates appropriate food (trail rations for 
people, grain for horses, and so on).
  Any food or water created but uneaten disappears at 
the end of the duration.[/i]
[img]http://kuu.net/~stormtrooper/cpn/seperator.gif[/img]
.			[b][u]Backstory[/u][/b]
Coreladdabar always knew he was special. Even now, as he strolled through the halls the Academy of the Lake, surrounded by his peers, he could feel their jealous stares. There was no question in his mind; the onlookers knew who he was, and yes, they were envious. He allowed a small smile to creep onto his face, surely accentuating his chiseled features. All the commotion of the world around him seemed to fade away as he made his presence felt in these halls of arcane learning. Glancing about with noble restraint, Coreladdabar was sure to let his golden mane flow proudly about his shoulders. He felt quite at home here, at the very place he had left so many years ago after receiving the best arcane education known to Noremien. And indeed, now he had returned, summoned by the word of Carthaune himself. He was of course already acquainted, but Coreladdabar knew better than to approach the half-elf before the official introduction - that just wouldn't be polite to his companions. No, his reputation and connections would surely reach the ears of those around him soon enough. And as everyone knows, renown is natural, it needs no aid.

As Coreladdabar waited patiently at the Academy of the Lake, he took some time to recall his past. Much like one would relish eating flavorful chocolate from a gift box, he savored each memory with glee. Born to his esteemed parents, Coreladdabar of Lockhaven III and Mistress Eleanor von Trantenstein some twenty seven years ago, his creation was an unexpected surprise. Having other obligations in the Elven realms, Coreladdabar III left only his name and a respectable pile of riches with his son. Despite his father’s almost immediate absence, Coreladdabar IV spent his early childhood well looked after, frolicking with the other children in his mother’s court. She herself was from but a minor noble bloodline, but it granted her enough sway in the courts of Mitback to allow a lifestyle free of uncouth labor. The nurturing environment was good to her son, and he flourished among the court children. Well liked by all due to his exotic nature, and later, his arcane gifts, Coreladdabar fared well through his youth.

As it is prone to do, wanderlust soon struck the young half-elf and he set off to forge his own destiny at the age of 15. No longer did he need the sheltered seclusion of the Mitbackian courts. Of course, he wasn’t entirely alone, that would be foolish. Travelling along with him were three men at arms and a servant, paid for by the treasure horde his father had so graciously left behind. Coreladdabar had always been a well behaved child, and this sense of law came with him on his journey. Always conscious of the community around him, the young half-elf knew he had a duty to the kingdom of Utinmar. Word had reached Mitback that Orcish raids upon the trade routes had begun having an impact on commerce in Mitback. Coreladdabar knew this could not be tolerated, and thus he joined the call to arms of the citizens of Utinmar in defense of his homeland and all that was right and just.

Shortly thereafter, Coreladdabar had his first encounter with death. He and his three men were grouped with a number of other concerned citizens, intent on discovering the Orcish lair. Following a skilled tracker, they happened upon a number of disgusting Orcish hovels. Though Coreladdabar would have been happy to capture and try these beasts in the high courts of Mitback, he understood that the practicality of such an action was zero, especially in his present company. The bloodthirsty men of Mitback quickly began laying waste to the settlement. The Orcs, caught unawares, were barely able to fight back. At first the young half-elf was shocked by the devastation being wrought around him. He saw horrors that day he could never have imagined. As his childish innocence left him, he took the first steps down the path to manhood. Defended by his men at arms, Coreladdabar cast devastating spells upon the hapless beasts, felling what seemed at the time to be dozens. As the thatch huts went up in flames and the screams of the dying filtered through the haze of smoke, Coreladdabar allowed himself a moment of meditation. Yes, this was it. This was his new world. Staring at the corpses of Orcs lying in the ruins of their former dwellings, he knew in his heart that this was justice. This was the way things should be. Punishment had been dealt to these evildoers and Good and prevailed once again.

Returning to Mitback, Coreladdabar and the other men received recognition and awards for a job well done. Knowing that the whole of Mitback was in debt to him, now that was something to be proud of. Over the next few years, the half-elf chased that feeling. Nothing was better than basking in the adulation of those around him. His men at arms grew rich and experienced in his service, and he recruited additional men to help him on his crusade against evil. Coreladdabar traveled all of Utinmar, seeking out those evil hordes that threatened the trade and prosperity of the region. He never had to ask for payment; he was content in letting it come to him. And that it did. Nobles, town councils, and merchants all contributed to his coffers. Soon he was known to many as Coreladdabar, Defender of Justice.

But as is the way of the half-elf, Coreladdabar could not be content with such an existence. No, he knew that the development of his magical powers had been neglected in his wanton pursuit of glory. One early July morning, he sent by messenger his application to the Academy of the Lake. No more than a week later did he receive a reply. He was accepted. Coreladdabar promptly handed over control of his forces of justice to his right hand man, one of the original three that had accompanied him since his youth, and left for the Academy of the Lake. And thus a new chapter of his life began.

Coreladdabar’s reputation had preceded him. Wielders of arcane power throughout the Academy knew him by name, and recognized his exploits. Though he was entering the academy a little later than was tradition, he was quick to adapt to his new environment. While his arcane education was doing well, Coreladdabar secretly yearned for the open road and adventure. But the skills and spells he was learning here at the Academy, he knew, would ultimately benefit him when the time came once again to banish evil and bring justice to the land. After five long years at the Academy, Coreladdabar was finished. He knew he had learned everything that they could possibly offer to him. Everything his intellect and powers could grasp was within his means. He bid farewell to his mentors and once again set foot in the real world.

Now in his mid-twenties, Coreladdabar possessed a solid set of magical powers, and the experience necessary to wield them in the name of good and justice. But he was a believer in progress, not stagnation. Why go back to his old ways of riding with a well equipped group of men? Surely his powers were strong enough to serve him without the need of aid from mere men. And Utinmar? Hah, a small place, why stay here when boundless opportunity no doubt awaited him in other lands. Coreladdabar set off across The Wretched Sea to the lands of Vaere and Saaran, where he sought adventure in the name of all that was Good. Finishing his tour of the continent, he then traveled to Genvegr where he drew much blood and crushed a variety of local evil denizens. Returning to Utinmar as a more worldly individual, Coreladdabar had satisfied his wanderlust for some time.

Blinking back to reality, Coreladdabar took stock of his surroundings and prepared himself mentally for the meeting with Carthaune ...

Stormtrooper fucked around with this message at 05:08 on Aug 31, 2008

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Stormtrooper
Oct 18, 2003

Imperial Servant
Hey fellow Mitbackians, hit me up on IRC and lets build some connections.

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