The Savage Tide
Class: Wizard 6, Elf Paragon 3, Loremaster 1
Current XP: 48,102
Race: Sun Elf
Alignment: Neutral Good
Deity: Corellon Larethian
Ability Scores: Str 8, Dex 14, Con 12, Int 23, Wis 10, Cha 16
AC: 14 (22 w/ mage armor and shield)
Senses: Listen + 2, Spot + 4
Initiative: + 2
Saves: Fort + 6, Ref + 9, Will + 10
Combat Options: BAB + 6; Mwk. Longsword + 6 (1d8-1), Mwk. Light Crossbow + 9 (1d8), Ranged Spells + 10
Racial Traits/Class Features: Low-light vision, Dangerously Curious, Immune to sleep, + 4 vs. enchantment effects, Secret: Weapon Trick
Languages: Abyssal, Aquan, Celestial, Draconic, Elven, Ignan, Infernal, Olman, Sylvan
Feats: Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Extend Spell, Scribe Scroll, Selective Spell, Skill Focus: Knowledge(Planes), Spell Penetration
Skills: Appraise + 6, Concentration + 11, Craft(Alchemy) + 7, Craft(Trapmaking) + 7, Decipher Script + 8, Gather Information + 3, Handle Animal + 3, Heal + 0, K(arcana) + 19, K(arch/eng) + 12, K(dungeoneering) + 15, K(geography) + 7, K(history) + 18, K(local) + 11, K(nature) + 7, K(nobility & royalty) + 7, K(planes) + 17, K(religion) + 7,
Equipment: Noble outfit, Cloak of Comfort + 1, Heward’s Fortifying Bedroll, Healing Belt, Ring of Protection + 1, Bag of Holding(Type I), Infinite Scrollcase, Artificer’s Monocle, wand of cure moderate wounds (9 charges), waterskin, demonfinding cloak, Pearl of Power: Level 1, wand of enlarged fireball (29 charges), pockeful of caphorite, jade dust, jade monkey idol ioun stone (clear spindel), scroll of gentle repose and water breathing, scroll of dimenional lock, scroll of rope trick, suggestion and detect ship, spellbook
Funds: 2,740gp, 505sp, 13cp
1st-level: charm person, comprehend languages, identify, lesser orb of electricity, lesser orb of sound, mage armor, magic missile, protection from evil, ray of enfeeblement, shield
2nd-level: detect thoughts, false life, invisibility, light of mercuria, locate object, see invisibility
3rd-level: demon dirge, dispel magic, fly, magic circle against evil, spell vulnerability, stinking cloud, summon monster III, tongues
4th-level: assay spell resistance, evard’s black tentacles, greater invisibility, leomund’s secure shelter, orb of force, scrying
5th-level: fabricate, summon monster V, telekinesis, teleport, wall of stone
Duties: You must swear fealty to the Archangels and participate in missions 1/month.
Benefits: You and immediate relatives are housed/fed by Archangels. You gain a +2 circumstance bonus on K(planes) checks when with other Archangels.
Affiliation Score: 11 = 5 (CL 10) + 1 (5 ranks k-planes) + 1 (casts 3rd level spells) + 3 (killed 24 CR of demons) + 1 (donates stone wall to affiliation)
Hathymirion (Mirri to her friends) is a sun elf hailing from Evereska, far to the north. Evereska, lying hidden among a series of hills near the southwestern part of the Anauroch Desert, has for centuries been considered the last great bastion of elvish civilization remaining in Faerun. Mirri grew up within this sheltered environment, studying elven magical theory at an unhurried pace for nearly three centuries. During this time, Mirri was a quiet, bookish sort of elf, as elves go, and like many elves gave little thought to what lay beyond Evereska’s borders.
That all changed several years ago, in 1371 DR Year of the Unstrung Harp, when the phaerimm, accidentally released from their ancient underground prison, attacked nearby Evereska and nearly laid waste to it. In the course of this lengthy siege, Mirri, whose study of magic to that point was more theoretical than applied, was quickly forced to learn the rudiments of battle-casting. The horror of the phaerimms’ assault was a life-changing experience for Mirri. After spending so much of her life confident in the supremacy and virtual omnipotence of elven magic, she was forced to reexamine how she and the other elves viewed their art. Upon the defeat of the phaerimm Mirri spent some time assisting the elves of Evereska in rebuilding, though her thoughts were now constantly drawn outward, to other lands, out of which another threat might one day come, and in which the elves’ salvation might also lie.
Mirri began traveling abroad in search of new knowledge and magic. Whereas her previous way of thinking was that knowing one thing well was better than knowing a thousand things superficially, she has since changed her approach. Observing how other, shorter-lived races, such as humans, made incredible advances and discovered innovative new uses for magic despite their meager life-spans, Mirri sought to learn from their approach: dive in head-first. Now she tends to believe that broad, superficial knowledge can be deepened over time, but that a narrow or theoretical understanding, however deep, will not help anyone. She began to travel throughout Faerun, gathering what bits of lore she could in large quantities before retreating somewhere to study it in greater depth. From Evereska she made her way to Silverymoon, then on to Waterdeep, Candlekeep farther south, Calimport, and then on to Halruaa. While in Halruaa, Mirri had the opportunity to ride a Halruan sky-ship to the isle of Nimbral, where she initially heard about an expedition that had recently passed through on the way to the Isle of Dread, reputed to be a place of long-dead ancient civilizations and demonic predators. Seeing a chance not only to examine first-hand ancient cultures that had perhaps not yet been studied in detail, but also gain some insight into new and better methods of destroying evil extraplanar creatures, Mirri hitched a ride to the newly-founded colony of Farshore.
In the brief time Mirri has been living in Farshore she has been inactive for scarcely a moment. Trying to make up for lost time, she has magically reduced her need to trance for four hours every day to a minimal one hour in order to spend more time each day researching magical lore and compiling notes about her new environment. Mirri has taken on the Isle of Dread as a “personal project”, hoping to assist her new friends in cleansing the place of demonic influence. She reasons that if she can drive back a well-entrenched invasion from the Abyss, perhaps in the future she will be capable of defending her homeland from new threats. Mirri is tireless in her research, and has become fairly undiscriminating in regard to what kinds of magic she delves into. As a result, this dangerous curiosity has gotten her into predicaments on more than one occasion. As an upshot, though, she gets along very well with gnomes. Her spell research recently has been split between combat effectiveness and supplementary magic that would be of use to the burgeoning colony. When she isn’t doing magical research she is either assisting the colony or her friends in defense, exploration or any number of other projects. She has recently turned her mind to renovating an old demon lair far to the north of Farshore on the Isle of Dread to accommodate a new demon-slaying organization that several of her companions founded. Everywhere she goes in this place, there is no shortage of things for her to do.