Ranger

Endellion Morgethai's page

20 posts. Alias of rdknight.


Full Name

Endellion Morgethai

Race

Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

Size

Medium

Age

123

Alignment

CG

Deity

Calistria & Sovyrian Conclave

Languages

Elven, Taldane, Sylvan, Abyssal, Celestial

Strength 14
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 14
Charisma 12

About Endellion Morgethai

Endellion Character Art

Statistics:
Female Elven Ranger (Tanglebriar Demonslayer / Transporter) 2
CG Medium Humanoid (Elf)

Init +8; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex) (+2 vs Chaotic Creatures)

hp 26

Fort +5, Ref +7, Will +5 (+2 vs Enchantment spells/effects) (+2 Will vs Divine Spells)

------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +4 | +6 Finesse

Ranged +6
------------------------------
STATISTICS
------------------------------
Str 14, Dex 19, Con 14, Int 14, Wis 14, Cha 12
Base Atk +2; CMB +4; CMD 18

TRAITS

Exposed to Awfulness (Campaign):
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Warrior of Old (Elf):
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Disdainful Defender (Faith):
You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.

Treerazor's Bane (Region):
Requirement(s) Kyonin
Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Overprotective (Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

FEATS

Precise Shot:
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Rapid Shot (Archery Combat Style):
You can make an additional ranged attack.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Skills (20 points; 12 Class, 4 INT, 4 Background)
ACP -1

Acrobatics* +5 = DEX 4+1+0
-----------------------------
Appraise +2 = INT 2+0+0
-----------------------------
Bluff +5 = CHA 1+1+3
-----------------------------
Climb* +6 = STR 2+1+3
-----------------------------
Craft +2 = INT 2+0+0
-----------------------------
Diplomacy +5 = CHA 1+1+3
-----------------------------
Disable Device*† +4 = DEX 4+0+0
-----------------------------
Disguise +1 = CHA 1+0+0
-----------------------------
Escape Artist* +4 = DEX 4+0+0
-----------------------------
Fly* +4 = DEX 4+0+0
-----------------------------
Handle Animal† +5 = CHA 1+1+3 (+1 Background)
-----------------------------
Heal +2 = WIS 2+0+0
-----------------------------
Intimidate +2 = CHA 1+0+0+1 (+1 Stern Gaze)
-----------------------------
K (Arcana)† +2 = INT 2+0+0
-----------------------------
K (Dungeoneering)† +6 = INT 2+1+3
-----------------------------
K (Engineering)† +2 = INT 2+0+0
-----------------------------
K (Geography)† +6 = INT 2+1+3 (+1 Background)
-----------------------------
K (History)† +2 = INT 2+0+0
-----------------------------
K (Local)† +2 = INT 2+0+0
-----------------------------
K (Nature)† +6 = INT 2+1+3
-----------------------------
K (Nobility)† +2 = INT 2+0+0
-----------------------------
K (Planes)† +7 = INT 2+2+3
-----------------------------
K (Religion)† +6 = INT 2+1+3
-----------------------------
Linguistics† +3 = INT 2+1+0 (+1 Background)
-----------------------------
Perception +8 = WIS 2+1+3+2 (+2 Keen Senses)
-----------------------------
Perform (Strings) +2 = CHA 1+1+0 (+1 Background)
-----------------------------
Profession† +2 = WIS 2+0+0
-----------------------------
Ride +4 = DEX 4+0+0
-----------------------------
Sense Motive +7 = WIS 2+1+3+1 (+1 Stern Gaze)
-----------------------------
Sleight of Hand*† +4 = DEX 4+0+0
-----------------------------
Spellcraft† +2 = INT 2+0+0
-----------------------------
Stealth* +9 = DEX 4+2+3
-----------------------------
Survival +7 = WIS 2+2+3 (+1 Tracking)
-----------------------------
Swim* +6 = STR 2+1+3
-----------------------------
Use Magic Device† +1 = CHA 1+0+0
-----------------------------

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Elven, Taldane, Sylvan, Abyssal, Celestial

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

ELF
-----------------------------------------------------------

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Vigilance:
Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

RANGER (Transporter / Tanglebriar Demonslayer)
------------------------------------------------------------

Transporter:

Trailbreaker (Ex):
A transporter constantly works to obscure his trail. He increases the Survival DC to track him, or a group of which he is a part, by an amount equal to half his ranger level (minimum 1). This does not stack with similar abilities, such as a traceless operative’s trackless ability.
This ability replaces wild empathy.

Hideaway (Ex):
A transporter can spend 1 hour and attempt a DC 20 Survival check to create a hidden shelter, useful for staying unseen by patrols of enemy creatures. The transporter’s shelter can hold the transporter and one additional creature for every 2 by which the transporter exceeds the DC. The created shelter incorporates scents from the local area, preventing creatures on the inside from being detected by the scent ability of creatures outside of the shelter, and vice versa. Additionally, its floor is either elevated or constructed of a different substance than the nearby ground, preventing creatures outside of the shelter from using tremorsense to detect creatures inside, and vice versa. Finally, the clever structure of the hideaway causes creatures outside of the shelter to take a –10 penalty on Perception checks to notice creatures inside, as if through a 1-foot-thick wall, while only causing creatures inside to take a –2 penalty on Perception checks to notice creatures outside.
These bonuses do not apply if the enemy creatures are intimately familiar with the area in which the hideaway was built (such as an area right near their home).
This ability replaces woodland stride.

Tanglebriar Demonslayer:

Skills:
Tanglebriar demonslayers gain Knowledge (planes) as a class skill.

Favored Enemy (Ex):
At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider).

At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

INQUISITOR (Sanctified Slayer / Ravener Hunter)
------------------------------------------------------------

Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.

Charged by Nature:
A ravener hunter is charged by the spirits of the Fierani Forest to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
This ability replaces domain.

-Wind Mystery-

-Air Barrier (Ex): You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Holy Magic:
A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. In addition, she receives bonus spells per day if she has a high Wisdom score
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Spells:

------------------------------
Spells
------------------------------

0th (at will)

Detect Magic
Guidance
Light
Resistance
Stabilize

1st (3/day)

Cure Light Wounds
Divine Favor
Protection from Evil

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

MWK Composite Longbow (+2 str)
MWK Elven Curve Blade (cold iron)
Boarding Axe (Cold Iron)
MWK Dagger (mithril)
Light Mace (Alch Silver)
MWK Chain Shirt
MWK Backpack
MWK Thieves Tools
Ranger's Kit
Gear Maintenance Kit
Grooming Kit
Wooden Holy Symbols
Standard Outfit
Journal
Pen & Ink

============
Consumables
============
Potion: Cure Light Wounds (2)
Potion: Protection from Evil (1)
Antiplague (1)
Arrows (20)
Arrows (cold iron) (20)
Arrows (alch silver) (5)
Caltrops (1)
Caltrops (cold iron) (1)
Alchemist Fire (1)
Candle (2)
Torches (5)
Tinder twigs (3)

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lb.

Money 9 GP 9 SP 5 CP

Background:

Endellion is a Morgethai, which is not uncommon in Kyonin, especially in the southwestern quarter of the elven nation. Since the forbearers of the family settled in what would become the town of Riverspire several generations ago, the Morgethais have tended to produce prodigious numbers of children compared to most elven families. As a result, the Morgethai clan has grown quite large. Riverspire, now boasting a population of more than three thousand, is mostly inhabited by members of the family whether they bear the name of not. Other members of the clan have moved elsewhere at one time or another, spreading branches of the family tree across the rest of the kingdom.

As might be expected with a family comprised of so many members, most of them are quite average, artisans, trades people, and a few farmers living typical lives. The Morgethais cannot boast of any members among the aristocracy, but there are a couple of well-known heroes among their ancestors. There is even one criminally embarrassing member of the family, an older, distant cousin of Endellion’s who now lives in permanent exile.

Endellion herself is from Riverspire. She belongs to a branch of the family known for its tradition of armed service to Kyonin. They tend to stand a little apart from the rest of the family because of this distinction. They are proud of their tradition of military service, and respected for it. But on the other hand they also tend to resent the greater admiration given to parts of the family with stronger traditions of arcane talent. The complaint, more often muttered among themselves than openly to all, is that they sacrifice for the good of all Kyonin’s elves, while wizards and their ilk are often as not self-serving and undeserving of admiration.

Given the context she grew up in, Endellion never seriously considered any occupation other than warrior. The choice to join Kyonin’s rangers was also a clear one to her. Although Riverspire doesn’t sit at the edge of the Tanglebriar Swamp, the distance between them isn’t great. There were only a couple of occasions within anyone’s long memories when Riverspire had faced any kind of demonic threat, but the danger of it was ever present. Everyone knew the only reason Riverspire knew any kind of security from the Tanglebriar’s demons was because the edge of the great swamp is constantly patrolled, and the constant seep of demons across the border and deeper into Kyonin is lethally prevented.

To Endellion, the rangers were the most tangible and important defenders of Kyonin. She wanted to be a part of something like that. If anything, Kyonin runs on tradition, so there was little doubt Endellion would be accepted given her family’s tradition alone. That’s not to say she was otherwise unqualified though, she certainly was. From a very young age Endellion had been trained in the use of weapons and practiced enthusiastically. By the time she entered service, she was already physically ready for its demands. Her reflexes were well honed, and she was stronger and heartier than her thin elven frame would suggest. Still, there was plenty to learn, and a lot of room for rookie mistakes. An early mistake nearly killed Endellion, and put her on the road to Mendev.

Kyonin’s war with the demon Treerazor has long been in a stalemate, with neither side strong enough to push forward against the other. The situation is not symmetrical however. Mostly Kyonin’s rangers patrol the edges of the Tanglebriar, stopping incursion attempts rather than venturing into the swamp to take the fight there. Elven numbers are simply too small to push back.

One day Endellion and her friend Elashor did go in. Her squad had split into pairs to look for any signs of trespassers, and of course the two had paired. Both Endellion and Elashor were new, only a few months in. They had quickly become good friends, and tended to stick together whenever they had the choice. They had found signs of something passing, but were surprised to see the tracks appeared to return to the Tanglebriar. It was odd; demons would tend to press forward, as deep into Kyonin as they could before they were eliminated.

They followed the trail, which was permissible if there seemed to be a good reason to do so. Endellion and Elashor became convinced they were very close to the source of the trail they were following, and split up to scout it. Endellion found nothing, and began to get turned around, not completely sure which way was back out. She lost contact with Elashor, and could not find him. After searching for a while, she decided it would be best to turn back, figuring she was the lost one while Elashor was not. Even when she crossed back out of the Tanglebriar she couldn’t find Elashor though. After the squad regrouped they continued to search for him with no results. Eventually they had to stop since the remainder of the day had passed and the night was deepening.

They camped in place, intending to renew the search for Elashor the next morning. But soon enough he found them. As soon as Endellion saw him, she hurried to him. He seemed to be moving a little awkwardly, as if he had been injured. She went to help him, as well as scold him for causing so much worry. In the absence of light, she was very close to him before she realized something was very wrong, or paid attention to the warning calls from the rest of the squad.

In truth it was only Elashor on the outside. A vermlek demon now wore his skin. The vermlek brutally struck Endellion down. She was so horrified she did not even think to defend herself. The rest of the squad dispatched the vermlek, so Endellion lived, but only barely. Magic healed her body. Eventually there was hardly any sign she had been wounded. Mentally Endellion remained badly injured. She tried returning to her position as soon as she was physically whole again, but it did not go well. The smell of the Tanglebriar made her sick. She was paranoid and jumpy. Endellion could not handle being out of sight of the others she was with.

She was hardly the first person to suffer such debilitations. Centuries of the war had broken many elves. In this lesson, Wyneiss learned of another reason why her own little branch of the Morgethai clan tended to set itself apart; nobody else could understand what it was like to serve in Kyonin’s military unless they had as well. Her commander understood though, and she was placed on three years leave. He told her that with time the event that had traumatized her would fade, and after a few years she would be welcomed back with open arms.

Endellion was not pleased with the decision. Idleness would make her soft. She was convinced pushing herself would help her more than being away. Her commander respected her commitment, but would not budge on allowing her back in combat. Endellion tried other means, appeals of the decision, the influence of better connected relatives, but she remained sidelined.

How Endellion Entered Calistria's Service (Spoiler Because This is Getting Very Long):

Endellion tried other means, appeals of the decision, the influence of better connected relatives, but she remained sidelined. Eventually she decided that if she couldn’t act as a Ranger, she would act alone. Nobody could prevent her from privately going her own way. It would need to be a secret though, noncooperation with her superior’s decision could lengthen her period of rehabilitation, or even cause her to be permanently dismissed.

She slipped over into the Tanglebriar alone and with a destination in mind. Endellion killed as she traveled, whenever she could do so without taking suicidal risks. By the time she reached the ruined city of Shevaroth, her tally was a trio of dretches, a schir, a a pair of swaithes, a cambion, and after a long running battle, a brimorak. She also put down a quickling and a corrupted dryad. Endellion considered the dryad a mercy killing.

Shevaroth had been a great city before Earthfall, and the location of the greatest Calistrian temple on the continent. Endellion had made her journey to visit the temple, she felt she had reparations to make. The rumors circulating within Kyonin were not far from the truth. The city was abandoned, more so than the swamps around it. Endellion found no trouble she couldn’t slip around as she located the temple. It also turned out to be true that cultists of Rovagug had occupied the temple for their own use. But, whatever they have once been in the past, Endellion found only a decayed remnant of old, mostly crazed worshippers. Despite a couple of serious wounds the brimorak had given her that now festered, she had little trouble ambushing or assassinating the remaining cultists one by one. When she finally had the place to herself, she restored and cleaned Calistria’s shrine, then began a vigil in front of it. Endellion was settling in to make her peace and die. A journey back would be impossible due to her injuries.

First Endellion prayed for her lost friend Elashor, then she admitted her faults and failures. If her mind had been stronger, she would not have been removed for the Rangers. She would have had ample time and opportunities to extract the vengeance Elashor deserved, that Kyonin deserved. Or, if she would have had the temperance to wait the years required before she could begin, she could have extracted more. But, Endellion couldn’t wait, so she took the measure of revenge she could while coming here to atone as best she could for its inadequacy. Elashor deserved more, Kyonin deserved more. Calistria deserved more than the killing of a few old men in compensation for the ruin and desecration of her greatest place of worship.

In a couple of days Endellion began to fade, sometimes slipping out of coherence or consciousness as the infection in her wounded leg spread. But, before she was gone, she received a visitor, a handsome and well-dressed Elven man. His presence did not make sense to Endellion, and she challenged him as a demon wearing a false form even though she found no hint of this in him. The man seemed amused at her claim and gave Endellion credit for being half right. He was no Elf, it was true. He gave his name as Threv, and shifted to his true form, a bipedal, frog-like humanoid. Endellion knew the name, Threv being one of Calistria’s three greatest divine servitors. Threv told Endellion that he had come to congratulate her on her excellent work, as well as her understanding of what revenge really means. He told her that she was an exemplar, keeping her intentions secret from family, friends, and superiors, anyone who might have stood in her way. He told Endellion that her desire and commitment were difficult to surpass. Most who seek revenge believe they can do so without risk or harm to themselves, that it is free if enacted correctly. But Endellion understood the cost she would pay, her own life, and only acted with stealth and caution in order to extend her run, the number of times she could extract revenge, rather than to preserve herself. He continued on this theme, saying that so many were surprised and regretful when they realized too late that the act of revenge is so often one of mutual annihilation. Endellion had intuited this to be true and embraced it, only regretting that more had not been possible before her end.

Threv then smiled sadly and told Endellion that she was mistaken about one thing though. ”You believed you sought revenge on behalf of others, your friend, your kingdom, The Savored Sting. But, you were deluded by your own lie. It was always for you, not them. They are, all of them, outside the need for vengeance. It was always something you desired for yourself, to satisfy yourself. That is how it should be; that is its purity. Be truthful with yourself. Delight in the taste of it. Scorn any shame."

“I advise you on the subject because your run is not finished, as you believe right now. The Lady in the Room has set her eyes upon you. Since you have accomplished so much without her aid, she is curious to see what you can do with her aid. You have much to do yet before your fire is finally quenched. ”

Endellion was passing into and out of delirium during Threv’s visit to her. When she was fully conscious and aware again, she wasn’t sure whether it had been real or hallucination. She found she did have proof though. She was entirely healed, without any sign of the injuries she had suffered. It was enough to convince her, and she took it all to heart. Further proof came as she journey back out of the Tanglebriar. Endellion found she was sharper, quieter, keener than she had ever been before. She exceeded her kill count on her return, with less effort and no serious injury. Perhaps she was now under Calistria’s gaze, a chosen experiment in vengeance now.

Of course she told nobody about her trek to Savaroth and back, nor did she mention anything about her vision, or visitation. She still wanted to be activated as a Ranger again. Besides whatever she knew or believed, simply telling others and expecting them to believe any of it seemed foolish. It would only be more evidence of her mental unfitness.

Background Continued:

Finally her commander grew tired of being badgered by Endellion. As a compromise he returned her to activity, but as an observer in Mendev.
Sending representatives from Kyonin to Mendev was rare, but not unheard of. It allows Endellion to feel she kept her dignity and stay active, while still having time and space to heal. Endellion has for her part taken on the role with enthusiasm, possibly more than is needed. She sends weekly reports back to her commander detailing the state of Mendev’s struggle with the Woundwound’s demons, as well as any other details she thinks might be relevant to Kyonin’s own war.

Appearance and Personality:

Height: 5'10" | Weight: 122 lbs. | Hair: Golden Blonde | Eyes: Sky Blue

Endellion take great pride in being both an elf and a resident of Kyonin. That said, she is atypical of them (or at least foreign perceptions of them) in a couple of ways. She is not a highly cultured and erudite sophisticate who lives in Iadara. She has visited the capitol a few times, but her hometown of Riverspire is a small, simple place by comparison. She’s not completely without refinement, Endellion does paint and play the lute, but she isn’t an artist so much as a hobbyist.

While she tends to be a traditionalist in her general opinions, she is also in some ways more open-minded than most elves in Kyonin. Yes, she does find Kenabres to be an ugly and dirty city. Yes, she does consider the artwork and architectural styles to be gauche, but she isn’t dismissive of humans. Instead, she thinks of them with a more anthropological mindset. She may not understand or approve of everything she sees and hears in Mendev, but the people of Mendev are waging a similar war to that of the the elves of Kyonin. It behooves her to suspend judgment and try to figure them out. Endellion is open to the idea she can learn some things of value from humans. In any case, she was sent to Mendev to do so; it’s her duty.

Duty is something Endellion cares about a great deal. Being a Ranger of Kyonin upholds and continues her family’s legacy, and she is more than happy in her role. While she feels those who sacrifice for Kyonin like she and her family before her have done are underappreciated in Kyonin, she is also appalled by the militarism of Mendev. If she had to choose between the extremes, she would choose Koynin’s way. Her feelings on the religious fervor of Mendev are the same.

Endellion is disciplined and considers herself a professional. She does what she does to protect Kyonin, not for personal reasons. She may hate demons but she does so because of the danger they pose to Kyonin, and Mendev, and ultimately the world. Personal retribution is not part of the equation for her. She fights efficiently, but also carefully. Revenge and other personal motives lead to risks and mistakes that get companions killed. Treerazor is not Kyonin’s ilduliel, where each nemesis gives their all in hatred against the other. They are at war, a different thing. There is no place for such behavior from a true soldier.

Endellion has only been in Kenabres for a few months, barely enough time to get settled in such a foreign place, and not enough time for her to come to know anyone she would describe as a friend. She is typically elven in her slowness to apply the term to others. The obligations doing so would entail require great care be taken in choosing who will be called a friend. She has acquaintances though, and a nascent social life.

Those in Mendev who know her would describe Endellion as calm and on the quiet side. While she’s pleasant, she is also considered, even careful about what she says. When she is relaxed and at ease she can display wit and a tart sense of humor.