Jeggare Noble

Aristu Medvyed's page

295 posts. Alias of Nick Barone.

Full Name

Aristu Medvyed




Sorcerer 7 (Fey) - HP 37/37 - AC: 13 / T: 12 / FF: 12 - F: +3 / R: +5/ W: +6 - CMB: +4 - CMD: 15, Speed: 30', Init. +1 - Perception +3




M - 5' 11", 175 lbs







Strength 12
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 13
Charisma 18

About Aristu Medvyed

Statblock (Combat):
Male Human Sorcerer (Fey) 7
NG medium humanoid
Hero Points 2
Init +1; Perception +3

AC Bracers of Armor +1: 13; Touch 12; Flat-footed 12
HP 37 (7d6+7); Dead at -13
Fort +3 Ref +5 Will +6 (circumstantial +1 vs. Fey spells and supernatural abilities)

Speed 30 ft (Woodland Stride)
Melee Dagger +4; 1d4+1; Crit 19-20; Light, P/S
Ranged Dagger +4; 1d4+1; Crit 19-20; Range 10'
CM Bonus +4; Defense 15
Sorcerer Spells Known (CL 7th, concentration +11/+15 Combat Casting)
3rd (5/day)- Deep Slumber (DC 21, Will negates), Major Image (DC 18, Will disbelief), Suggestion (DC 21, Will negates)
2nd (7/day)- Glitterdust (DC 16, Will negates blindness), Hideous Laughter (DC 20, Will negates), Invisibility, Scorching Ray
1st (7/day)- Charm Person (DC 17, Will negates), Comprehend Languages, Entangle (DC 15, Reflex negates), Hypnotism (DC 19, Will negates), Magic Missile, Shield
0th (at will)- Daze (DC 18, Will negates), Detect Magic, Ghost Sound (DC 15, Will disbelief), Light, Mending, Prestidigitation, Read Magic
Special Abilities

Laughing Touch (7/day, Su): Melee touch attack leaves target able to take only move actions.
Noble Born (Medvyed): +2 Diplomacy with Fey; +1 Will save vs Fey spells and supernatural abilities.
Woodland Stride (Ex): Move through any non-magically manipulated terrain at normal speed without damage or impediment.
Tracked Resources

Laughing Touch (7/7)
1st Level Spells (0/7)
2nd Level Spells (3/7)
3rd Level Spells (4/5)
Potion of Cure Light Wounds (1/1)
Potion of Disguise Self (1/1)
Potion of Invisibility (1/1)
Potion of Shield of Faith +2 (1/1)
Robe of Blending (1/1)
Scroll of Ant Haul (1/1)
Scroll of Comprehend Languages (1/1)
Scroll of Detect Secret Doors (1/1)
Scroll of Dispel Magic (1/1)
Scroll of Eagle's Splendor (1/1)
Scroll of Expeditious Retreat (1/1)
Scroll of Floating Disk (1/1)
Scroll of Identify (1/1)
Scroll of Knock (1/1)
Scroll of Mage Armor (2/2)
Scroll of Mount (1/1)
Scroll of Shield (1/1)
Scroll of Shocking Grasp (1/1)
Scroll of Silent Image (1/1)
Vials of Alchemists' Fire (2/2)
Wand of Burning Hands (1/50)
Wand of Magic Missiles (CL 3) (3/50)
Wand of Magic Missiles (CL 5) (48/50)

Statblock Continued (Non-Combat):

Leadership Role Bonus (Magistar) +6
Feats Combat Casting, Eschew Materials, Greater Spell Focus (enchantment), Lightning Reflexes, Skill Focus (Knowledge(Arcana)), Spell Focus (enchantment), Spell Focus (Illusion)
Traits Keeper of the Ancestral Scrolls (Tian), Noble Born - Medvyed
Skills Acrobatics +1, Appraise +1, Bluff +14, Climb +1, Diplomacy +4, Disguise +4, Escape Artist +1, Fly +1, Heal +1, Intimidate +8, Know(Arcana) +14, Know(History) +4, Know(Nature) +10, Know(Nobility) +6, Perception +3, Perform +4, Ride +3, Sense Motive +1, Spellcraft +11, Stealth +1, Survival +1, Swim +1
Languages Common, Sylvan
Gear Bracers of Armor +1, Ring of Protection +1 (Stag Lord's), Ring of Sustenance (attuned), 2 Daggers, Longsword (a noble's affectation), Leather Armor (rarely worn), Bedroll, Backpack, Beltpouch, Traveler's Outfit, Flint & Steel, 4 Flasks of Oil, Common Lamp, Waterskin, 10 days of rations, Large Tent, Crystal Focus, Signet Ring, Tiny cold iron manacles and chains, Yulia's Journal, 2 Scrollcases, Potion of Cure Light Wounds, Potion of Disguise Self, Potion of Invisibility, Potion of Shield of Faith +2, Robe of Blending, Sorcerers' Robe (worn), Scroll of Ant Haul, Scroll of Comprehend Languages, Scroll of Detect Secret Doors, Scroll of Dispel Magic, Scroll of Expeditious Retreat & Identify, Scroll of Floating Disk, Scroll of Knock, Scroll of Mage Armor (x2), Scroll of Mount & Shield, Scroll of Shocking Grasp, Scroll of Silent Image, Scroll of Eagle's Splendor, 2 Scrolls of Scrying, Wand of Burning Hands (CL2, 1 charge), Wand of Magic Missile (CL3, 3 charges), Wand of Magic Missile (CL5, 48 charges), Tiressia's silver seed, 2 vials of Alchemists' Fire, 605 pp, 243 gp, 38 sp, 24 cp
Special Abilities
Bloodline Arcana - Fey (Ex)
+2 to save DCs from spells of the Compulsion subschool.
Combat Casting +4 to Concentration checks to cast while casting defensively or while in a grapple.
Eschew Materials Cast spells without materials if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from the Enchantment school.
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Keeper of the Ancestral Scrolls +1 Knowldge(History), +1 Knowledge(Noblity), and Knowledge(Nobility) is a class skill.
Laughing Touch (7/day)(Su) Melee touch attack leaves target able to take only move actions for 1 round.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
Lightning Reflexes +2 to Reflex saves.
Skill Focus (Knowledge(Arcana)) +3 to Knowledge(Arcana) checks. +6 if 10 or more ranks.
Spell Focus (Enchantment) Spells from the Enchantment school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from the Illusion school of magic have +1 to their save DC.
Woodland Stride Move through any non-magically manipulated terrain at normal speed without damage or impediment.

Tracked Resources

Flasks of Oil (4/4)
Alchemists' Fire (2/2)
Rations (10/10)
605 pp, 243 gp, 38 sp, 24 cp

Spells - 0 Level:

Daze (Sorceror 0)
School: enchantment (compulsion) [mind-affecting]
Casting Time: 1 action
Components: V, S
Range: close
Target: one humanoid of 4HD or less
Duration: 1 round
Saving Throw: Will negates; Spell Resistance: yes

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Detect Magic (Sorcerer 0)
School: divination
Casting Time: 1 action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none; Spell Resistance: no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Ghost Sound (Sorcerer 0)
School: illusion (figment)
Casting Time: 1 action
Components: V, S
Range: close
Duration: 1 round/level
Saving Throw: Will disbelief; Spell Resistance: no

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

Light (Sorcerer 0)
School: evocation [light]
Casting Time: 1 action
Components: V
Range: touch
Target: object touched
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mending (Sorcerer 0)
School: transmutation
Casting Time: 10 minutes
Components: V, S
Range: 10'
Target: 1 object of up to 1 lb/level
Duration: instantaneous
Saving Throw: Will negates (harmless,object); Spell Resistance: yes (harmless,object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Prestidigitation (Sorcerer 0)
School: universal
Casting Time: 1 action
Components: V, S
Range: see text
Target: see text
Duration: see text
Saving Throw: see text; Spell Resistance: no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic (Sorcerer 0)
School: divination
Casting Time: 1 action
Components: V, S, F (clear crystal prism)
Range: personal
Target: you
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Spells - 1st Level:

Charm Person (Sorcerer 1)
School: enchantment (charm) [mind-affecting]
Casting Time: 1 action
Components: V, S
Range: close
Target: one humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates; Spell Resistance: yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Comprehend Languages (Sorcerer 1)
School: divination
Casting Time: 1 action
Components: V, S
Range: personal
Target: you
Duration: 10 min/level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Entangle (Fey bloodline 1)
School: transmutation
Casting Time: 1 action
Components: V, S
Range: long
Target: plants in a 40' radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial (see text); Spell Resistance: no

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

Hypnotism (Sorcerer 1)
School: enchantment (compulsion) [mind-affecting]
Casting Time: 1 round
Components: V, S
Range: close
Target: 2d4 HD of creatures, no 2 of which can be more than 30' apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates; Spell Resistance: yes

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it

Magic Missile (Sorcerer 1)
School: evocation [force]
Casting Time: 1 action
Components: V, S
Range: medium
Target: up to five creatures, no two of which can be more than 15' apart
Duration: instantaneous
Saving Throw: none; Spell Resistance: yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Shield (Sorcerer 1)
School: abjuration [force]
Casting Time: 1 action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Spells - 2nd Level:

Glitterdust (Sorcerer 2)
School: conjuration (creation)
Casting Time: 1 action
Components: V, S
Range: medium
Target: creatures & objects in a 10' radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only); Spell Resistance: no

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.

Hideous Laughter (Fey bloodline 2)
School: enchantment (compulsion) [mind-affecting]
Casting Time: 1 action
Components: V, S
Range: close
Target: one creature
Duration: 1 round/level
Saving Throw: Will negates; Spell Resistance: yes

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.

Invisibility (sorcerer 2)
School: illusion (glamer)
Casting Time: 1 action
Components: V, S
Range: personal or touch
Target: you or a creature or object weighing no more than 100 lbs./level
Duration: 1 min/level
Saving Throw: Will negates(harmless,object); Spell Resistance: yes(harmless, object)

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Scorching Ray (Sorcerer 2)
School: evocation [fire]
Casting Time: 1 action
Components: V, S
Range: close
Effect: one or more rays
Duration: instantaneous
Saving Throw: none; Spell Resistance: yes

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Spells - 3rd Level:

Deep Slumber (Fey bloodline 3)
School: enchantment (compulsion) [mind-affecting]
Casting Time: full round
Components: V, S
Range: close
Area: one or more living creatures within a 10-ft.-radius burst
Duration: 1 min/level
Saving Throw: Will negates; Spell Resistance: yes

Causes a magical slumber to come upon 10 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Deep Slumber does not target unconscious creatures, constructs, or undead creatures.

Major Image (Sorcerer 3)
School: illusion (figment)
Casting Time: 1 action
Components: V, S
Range: long
Effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: concentration + 3 rounds
Saving Throw: Will disbelief (if interacted with); Spell Resistance: no

This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Suggestion (Sorcerer 3)
School: enchantment (compulsion) [language-dependent, mind-affecting]
Casting Time: 1 action
Components: V
Range: close
Target: one living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates; Spell Resistance: yes

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).


1) Aristu's older siblings - the twins Alexi and Alyana. Growing up, Aristu got along well with Alyana. Alexi has always been a bully, and Aristu was a frequent target. Alyana often intervened on Aristu's behalf. When Aristu first began to show a talent for magic, Alyana encouraged him. But when Aristu began to show the connection to the Fey that sometimes appears in their family tree, something changed with Alyana. Suddenly she avoided Aristu when possible, and it was clear that she didn't trust him. She convinced Alexi that Aristu would use his abilities to supplant Alexi as heir. As time passed, Aristu could feel their hate growing. Alexi's bullying became more frequent, but Aristu found that a subtle smile and reminder of the abilities he possessed were usually enough to get Alexi to back down without any significant incident. Alyana never confronted him directly, but Aristu suspects she was behind their parents' briefly considered plan to send him away to study at a monastery. Putting distance between himself and his older siblings is one more benefit of heading out on this expedition.

2) Aristu's "Uncle" Lonsys (probably more of a cousin at some remove) is the youngest brother of the head of one of the more powerful branches of House Medvyed. He is a sage, and the keeper of House Medvyed's records and largest library. Seeing Alexi bully Aristu as a child, Lonsys sympathized and gave Aristu a safe retreat from his older brother. Lonsys also encouraged Aristu to take an interest in reading. When Aristu's parents threatened to to send him away to a monastery to study magic in a safe environment, Aristu begged Lonsys for help. Lonsys intervened - convincing Avraam that the House could arrange better tutelage for Aristu and that it would come at less cost to Avraam. Lonsys also lent what influence he could when Aristu told him of his wish to be commissioned for the expedition to the Stolen Lands.

6) It's no secret that Aristu's branch of House Medvyed sits low in the family's pecking order. Avraam Medvyed desires nothing more than to change that. He has worked hard to cultivate the pull needed to get someone sympathetic to his cause assigned to this commission. His original plan was to obtain the commission for one or two of his most trusted henchmen, but Aristu and Alister have managed to to convince him to help get them commissioned, while allowing Avraam to think that the idea was his.

Avraam hopes that close ties to a young kingdom in the Greenbelt will increase his power and ability to influence House Medvyed politics. New trading partners to fatten his purses and an additional political lever to use as tensions between the north and south increase. Before this recent sullen period, Avraam had always viewed Aristu as capable and controllable, and he expects the challenge and adventure to snap Aristu out of his funk and back into a dutiful role.

7) Aristu has had a few brief romantic relationships, but nothing too serious, and nothing at all in the past couple of years. His ideal spouse would be someone who cared for him, not his social standing; someone who voiced her own opinions and would let him know when she thought he was wrong (the opposite of Aristu's mother, and very much like how Aristu imagines his Grandmother was as a younger woman); someone who wouldn't try to control him, nor meekly follow his desires, but a partner; someone quick-witted and funny

8) Once he learned he had an aptitude for magic, Aristu saw himself eventually serving as his older brother Alexi's adviser and right hand man. When Alexi made it clear that he wanted nothing to do with him, Aristu assumed his future lay in serving a similar role with another branch of the family. He has worked at cultivating friendships with his cousins with this in mind. If this expedition works out, then he expects to fulfill that same roll in the Stolen Lands.

Aristu enjoys life's pleasures as much as any young noble - both those proper to his standing (theater, music, dancing, fine food) and those that aren't (carousing and gambling). He also has come to enjoy reading, particularly histories.

Aristu doesn't have any particular musical talent, but he isn't a bad singer. He is a fine orator, and he does enjoy reading good poetry aloud. He enjoys retelling good jokes that he hears, but isn't much for coming up with his own jokes or witty one liners.

9) Avraam Medvyed - Aristu's father. Stuffy and uncompromising. Not the worst father ever, but Aristu finds him stifling and overbearing. Aristu used to do a good job of doing and saying what would keep his father satisfied with him, but since becoming distracted with the secrets of his Fey heritage, Aristu has done little but disappoint his father. Their relationship is stiff and formal.

Daria - Aristu's mother. Supports father in everything. Of late, Aristu has grown used to his mother's disapproving looks. Aristu suspects that his mother has never been comfortable with him since he began exhibiting his sorcerer abilities.

Alexi & Alyana - Aristu's older, twin brother & sister. Alexi is eldest by a few minutes and father's heir. They are inseparable. Alyana is the cleverer of the two, and she is ambitious. Once Aristu began displaying signs of the Fey bloodline (which none the other sibs have), Alyana convinced Alexi that Aristu was a threat to his inheritance and that Aristu would try and use his magic to push him aside. Alexi is his father's son - single-minded and uncompromising. He and father have had some tremendous arguments, though they usually see eye to eye. Despite the fact that Aristu has never actually shown a desire to be heir, his relationship with the twins is strained at best.

Ariel - Aristu's younger sister. Just barely a teen, she is boisterous and friendly. Everyone loves her, and she appears to love everyone back.

Alister - Aristu's bastard half-brother. Aristu appreciates that Alister represents a constant reminder to father that he isn't always following the rules. Aristu also appreciates Alister's wit.

Melani Laslo - Aristu's maternal grandmother. Witty & sharp-tongued, she is constantly needling father. Aristu loves her for this, and also because she always doted on him (and her other grandchildren).


3) Aristu possesses the partially coded journals of his great, great....great grandmother Yulia, a powerful wizard in her day. According to the parts of the journal that aren't coded, as well as some histories that Aristu has found, Yulia lived to the south of Brevoy somewhere in the area now known as the Stolen Lands, in a region that shared a thin border with the First World. She was a master of the human wizardly arts, so she sought to expand her power by tapping into the magic of the Fey. The journal indicates that she made some sort of pact with a powerful fey lord, but the details are concealed by the code. Aristu hopes to locate the ruins of her tower, and hopes that something there will help him decipher the rest of the journal and give him the answers he craves.

4) Aristu's secret is that from what he has been able to determine in the journal, he suspects (and fears) that the pact his ancestor made still holds, and that it may be able to force him to comply with whatever terms the Fey were granted by the pact. Aristu has spent some time digging up records of other descendants of Yulia who shared the ability to channel Fey magics, and many of them died or disappeared at a relatively young age.


-Aristu wants to learn the details of his ancestor's Fey pact, and find out how they relate to him. Whenever he travels in or near the parts of the Gronzi Forest that border his family's land, he feels the regard of the forest clearly upon him. To be fair, there are many who have felt similar sensations as they skirt the primal areas of that forest, but Aristu can't help but feel that he is under particular scrutiny.

-Aristu discovered a locket belonging to his mother (Daria) while exploring a tomb in the Stolen Lands. Daria died when Aristu was much younger, so he deperately wishes to learn how this locket came to be in the tomb.
-Faisul was able to determine that Daria did not die - at least not in the way that the Medvyed family claimed. Apparently she left the family in a quest similar to his - to discover why she hadd been having dark dreams about an ancestor named Yulia. Daria was also trying to find information about someplace called the Fellnight Realm and information about a legendary barbarian warrior called Armagh the Twice Slain. Aristu will also seek to gather knowledge on these subjects and see how it relates to his other goals.