Seltyiel

Ilbryn Herubawienagar irManimar's page

123 posts. Alias of Tenro.


Race

Half-Elf (Aerenal)

Classes/Levels

Hedgewitch (TG) 1

Gender

M

Age

38

Special Abilities

  • SP: 2/5
  • Spiritualism Power: 3/4
  • Least Dragonmark SLA: 1/1

  • Alignment

    NG

    Occupation

    250xp +100gp +Singing sword (+1 longsword)

    Strength 10
    Dexterity 14
    Constitution 12
    Intelligence 13
    Wisdom 10
    Charisma 18

    About Ilbryn Herubawienagar irManimar

    HP: 9
    AC: 14 = 10 + 2 ARMOR + 2 DEX
    Resist: +2 vs [Death]; +2 racial saving throw bonus against enchantment spells and effects.
    Immune: Sleep
    Init: +2
    Speed: 30ft
    BAB: +0
    CMB: +0 = 0 BAB +0 STR +0 Size
    CMD: 12 = 10 + 0 BAB +0 STR +0 Size +2 DEX (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)
    MSB: +1 (+1d20+CHA vs SR)(See Skills for Concentration)
    MSD: 12
    F: 1 =0 BASE + 1 CON + 0 RESIST
    R: 2 =0 BASE + 2 DEX + 0 RESIST
    W: 2 =2 BASE + 0 WIS + 0 RESIST
    Misc Save Boni:
    +2 racial saving throw bonus against enchantment spells and effects.
    +2 bonus on saves against death effects, including spells or spell-like effects with the death descriptor.

    COMBAT
    Melee
    Dagger, +0 melee, 1d4 dmg, 19-20/x2, P, 10ft

    Ranged
    Destructive Blast, +2 ranged touch, 1d6 dmg, crit x2, B, 110ft
    Nether Blast, +2 ranged touch, 1d6 dmg, crit x2, Negative, 110ft
    Exhausting Strike, +2 ranged touch, 0 dmg, Fatigued 1rnd/CL (Fort negates, reduce to Fatigue)
    Drain (cost 1 SP), +2 ranged touch, 0 dmg, 1 temp negative level (no save), 1hr/CL (NOTE1: cannot reduce to 0 HD. 1 HD takes 4pts CON drain instead)(NOTE2: Undead instead gain 5 temp HP)

    Other:
    Greater Ghost Strike (cost +1 SP), turn Ghost Strikes into 30ft cone, must make attack roll against each target in area.

    Conditional:
    Destructive Blast: can spend SP to increase damage to 1 die/CL (min 2d6)
    Exhausting Strike: can spend SP to increase duration to 1min/CL
    Serendipity: +1 Luck to allies within 20ft (standard action, then concentrate as a move action)

    Other spell effects: Cure, Invigorate, Restore, Word, Consecration

    Immediate Actions:

    Swift Actions:

    Move Action Options:
    Concentrate on a spell of any sphere

    Racial Traits:

    Dragonshards: Elves of Aerenal, Pt. I
    Dragonshards: Elves of Aerenal, Pt. II

    Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. CHA
    Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
    Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
    Base Speed: Half-elves have a base speed of 30 feet.
    Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
    Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
    Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
    Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
    Elf Blood: Half-elves count as both elves and humans for any effect related to race.
    Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

    Favored Class (Hedgewitch/Dragon Prophet): [x1] +1/6 of a magic talent

    Class Abilities:

  • Weapon and Armor Training: A hedgewitch is proficient with all simple weapons and light armor.

  • Casting: A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

  • Spell Pool: A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

  • Magic Talents:A hedgewitch gains a magic talent every time she gains a caster level, according to Table: Hedgewitch. This does not stack with caster levels gained from other sources.

  • Traditions: Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.
    Traditions: Choosing the Triple Goddess archetype replaces one of the character’s traditions.

  • Maiden, Mother, Crone (Su): A triple goddess commands the powers of Life, Death, and Fate, seeing the strands of people’s lives and manipulating them to her desires. At first level, a triple goddess gains 2 of the following spheres, or magic talents contained within these spheres: Life, Death, and Fate. The triple goddess uses her class level as her caster level with these three spheres. This stacks normally with caster levels gained from other sources.
    At 10th level, whenever the triple goddess rests to regain spell points, she may change one magic talent she possesses in either the Life, Death, or Fate sphere, replacing them with another talent from that same sphere.

    TRADITION: Spiritualism
    Class Skills: Knowledge (Religion), Knowledge (History), Knowledge (Local).
    Your allies are not from the mortal world, and whisper secrets in your ear.
    Tradition Benefit:
    You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result.
    Tradition Power:
    You may channel spirit allies into yourself, temporarily gaining their knowledge and experience. As a standard action, you may grant yourself the benefit of any one magic talent or combat feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess that talent’s base sphere. You may use this ability a number of times per day equal to 3 + 1/2 your hedgewitch level (minimum 1).
    Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If a feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
    At 5th level, you may use this ability to gain the benefits of two combat feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
    At 9th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.
    At 13th level, you may use this ability to gain the benefits of three combat feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.
    At 17th level, you may gain the benefit of one combat feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual feat or magic talent selected counts toward your daily uses of this ability.

  • Feats and Traits:

    R1 Skill Focus: Diplomacy
    E1 Least True Dragonmark: Mark of Death
    L1 Undead Empathy

    T1 Extremely Fashionable (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
    T2 Focused Mind (Magic): +2 concentration

    Dragonmark:

    SLAs: Greater Ghost Strike (Death Sphere) 1/day

    Least True Dragonmark of Death [Dragonmark][Spheres of Power version]
    Prerequisite: Half-Elf of Aerenal blood, Death Sphere
    Benefit: This feat provides you with a least dragonmark spell-like ability. When you select this feat, select one talent of the Death Sphere. If the talent requires you to spend one or more spell points, you may use this talent once per day without spending spell points.
    The caster level for this ability is equal to your character level plus any applicable modifiers to your caster level in the Death Sphere. Any applicable DC is equal to 10 + 1/2 character level + CHA modifier. Activating a true dragonmark spell-like ability is a standard action that does not provoke, but may require concentration checks based on movement, damage or distraction. The concentration check is made using your caster level plus your Chr modifier.
    You receive an untyped +2 bonus to diplomacy, and an untyped +2 bonus to Disguise checks made to conceal your dragonmark.
    You gain a +2 bonus on saves against death effects, including spells or spell-like effects with the death descriptor.

    Spheres and Talents:

    Spell Points: 5
    CL: 1 (Life, Death, Fate)
    CL: 1 (All other Spheres)
    DC: 11+MOD

    Tradition: Ancestral Magic
    Drawback 1: Focus Casting (Ring): Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.
    Drawback 1: Somatic Casting (1): You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
    Drawback 1: Magical Signs: unintelligible murmuring of spirits can be heard within 30ft, tiny motes of faint illumination can be seen at night or in very dark situations (less light than a candle, more like individual lightning bugs)
    Boon 1: Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
    Net 1 Drawback; Bonus Spell Points: +1, +1 per 6 levels in casting classes

    Sphere-Specific Drawbacks:
    Destruction: Energy Focus: Negative
    Destruction: Shape Focus: Default Shape (Extended Range)
    Death: Necromantic Limit: Reanimate

    Total Spheres and Talents: Hedgewitch 0 + Casting 2 + Life (archetype) + Fate (Archetype) + Death talent (Dragonmark)
    ===

    Spoiler:

    - Life Sphere
    - Fate Sphere
    - Death Sphere
    - Death: Greater Ghost Strike (talent gained from Dragonmark)
    - Death: Drain (Ghost Strike) (bonus talent from sphere-specific drawback)
    - Destruction Sphere
    - Destruction: Nether Blast (blast type)(bonus talent from sphere-specific drawback)
    - Destruction: Extended Range (bonus talent from sphere-specific drawback)

    Sphere-specific drawbacks:
    Destruction: Energy Focus: You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
    Destruction: Shape Focus: Default Shape: You may only make a destructive blast of a single shape. You may not gain any shape type talents, except with the bonus talent gained from this drawback. If your chosen shape is the default blast shape, you may choose any non-shape destruction talent as your bonus talent.
    Death: Necromantic Limit: Reanimate: You cannot use this ability, nor take talents which augment this ability.

    ===

    Destruction
    ===

    Spoiler:

  • Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

    Table: Destructive Blast Damage
    Level - Damage
    1st: 1d6
    3rd: 2d6
    5th: 3d6
    7th: 4d6
    9th: 5d6
    11th: 6d6
    13th: 7d6
    15th: 8d6
    17th: 9d6
    19th: 10d6
    When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
    You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

    Blast Type Groups: Each blast type talent belongs to a blast type group with others of similar theme. Blast types from the same group count as the same blast type for the purposes of the energy focus drawback, an elementalist’s bonus damage, etc.

    Blast Type Group...Blast Types
    Negative..................Gloom Blast, Nether Blast, Tenebrous Blast

    Destruction: Energy Focus: You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
    Destruction: Shape Focus: Default Shape: You may only make a destructive blast of a single shape. You may not gain any shape type talents, except with the bonus talent gained from this drawback. If your chosen shape is the default blast shape, you may choose any non-shape destruction talent as your bonus talent.

  • TALENTS:
    Extended Range: Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.
    Nether Blast: You may change the damage type of your destructive blast to negative energy. Targets damaged by your nether blast must pass a Will saving throw or be shaken for 1 round. A nether blast does not damage undead; instead, the undead must make a Will save or become frightened for 1 round.

    ===

  • Death
    ===

    Spoiler:

  • Ghost Strike: As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.
    Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:

    Exhausting strike: The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.

  • TALENTS:
    Drain (Ghost Strike): You may spend a spell point to make a ghost strike that imposes 1 temporary negative level on the target for one hour per caster level (no save). This increases by 1 die size per 5 caster levels (1d2, 1d3, 1d4, and 1d6). Unlike with other ghost strikes, negative levels stack. While normally negative levels have a chance to become permanent and can kill a target whose negative levels equal its Hit Dice, these negative levels do not last long enough to become permanent, and if a negative level would reduce the creature to 0 Hit Dice, the creature instead takes 4 points of Constitution drain for the duration of the effect. If a negative level lasts longer than 1 day, the target must pass a Fortitude save per negative level or have the negative level become permanent. If this ability is used on an undead creature, it instead grants the creature 5 temporary hit points per negative level, which last for 1 hour.
    Greater Ghost Strike: When making a ghost strike, you may spend an additional spell point to form your ghost strike into a Close-range cone, allowing you to make an attack roll against every target within this area.

    ===

  • Life
    ===

    Spoiler:

  • Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

  • Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

  • Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
    This accomplishes all of the following:
    - - Heals 1d4 points of ability damage to one ability score of your choice.
    - - Removes the fatigued condition or lessens exhaustion to fatigued.
    - - Removes the sickened condition or lessens nauseated to sickened.
    - - Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
    - - Removes the staggered condition.
    - - Removes the dazzled condition.
    If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

  • TALENTS:
    none

    ===

  • Fate
    ===

    Spoiler:

  • Word: As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word:
    Hallow: You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
    The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
    Some Fate talents are marked (word). These talents grant you additional words.

  • Consecration: As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:
    Serendipity: You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
    Fate talents marked (consecration) grant you additional consecrations.

  • TALENTS:
    none

    ===

  • Skills:
    6 + int 1 (+ 2 background only)
    Background Skills

    Concentration (Int) +7 = MSB + CHA +2

    Appraise (Int) + 1 = r+0 +1 INT
    Bluff (Cha) + 5* = r+0 +4 CHA +1T; *+4UE
    Craft (Int) + 1 = r+0 +1 INT
    Diplomacy (Cha) + 14* = 1+3 +4 CHA +2F; +1T; +3SF; *+4UE
    Fly (Int) + 1 = r+0 +1 INT
    Handle Animal (Cha) + 4 = r+0 +4 CHA
    Heal (Wis) + 0 = r+0 +0 WIS
    Intimidate (Cha) + 5 = r+0 +4 CHA +1T
    Knowledge (Arcana; Int) + 5 = 1+3 +1 INT
    Knowledge (Religion) + 5 = 1+3 +1 INT
    Knowledge (History) + 5 = 1+3 +1 INT
    Knowledge (Local) + 1 = r+0 +1 INT
    Linguistics (Int) + 5 = 1+3 +1 INT
    Lore (Draconic Prophecy) + 5 = 1+3 +1 INT
    Perception (Wis) + 2 = CC +0 WIS +2R
    Perform (Cha) + 4 = r+0 +4 CHA
    Profession Clerk (Wis) + 4 = 1+3 +0 WIS
    Sense Motive (Wis) + 0* = r+0 +0 WIS *+4UE
    Spellcraft (Int) + 5 = 1+3 +1 INT
    Stealth (Dex) + 2 = r+0 +2 DEX
    Use Magic Device (Cha) + 8 = 1+3 +4 CHA

    Roll all knowledge skills twice, take the better result.
    All knowledge checks can be made untrained for DCs higher than 10.
    +2 untyped bonus to Disguise checks to conceal Mark of Death
    UE = Undead Empathy (feat)

    Equipment:

    2gp Dagger
    3.1gp Backpack, bedroll, belt pouch
    5gp Signet Ring
    45gp Other jewelry (to make 50gp worth)
    10gp Leather Armor
    30gp Courtier's Outfit
    --gp Scholar's Outfit (free at creation)

    4.9 gp remaining

    Karrnathi Longsword

    Backstory:

    Ilbryn Heruba'wienagar was born to Merlara and Jharak 38 years ago in Shae Thoridor. His parents, like him, were both half-Aereni elves who could trace their elven lineage back to Thasitalia Heruba'wienagar, the family matriarch who presides over their family tomb in Shae Mordai; they trace their human ancestry back to Karrnath, where the third son of the third son of the ir'Mannimar family traveled to Aerenal to study the culture and met an Aereni maiden whom bore him several children.

    Ilbryn grew up in Aerenal, though he was exposed to a great deal of foreign culture in his years by virtue of Shae Thoridor being the landing point for nearly all foreign travel to Aerenal, relatively scarce though that may be. He studied magic as most in his family did, and showed promise in several areas. The most prominent of his talents was that of speaking with spirits. He could commune with the spirits of his ancestors, even without visiting them in person as others of his people had to do in order to hear their ancestors speak. This ability was key in his young life, as it was a greatly respected ability for one of mixed blood to have. Though his family was informally relegated to Shae Thoridor for being half-Aereni, his full-Aereni ancestors were willing to speak to him due to the power he commanded. This brought respect and pride to his branch of the family, and they were treated almost as full Aerenal elves in status.

    One day, however, a stragely-worded missive arrived from Thasitalia, the undying matriarch closest in relation to his branch of the family tree (in fact, it was his maternal great-grandmother). It commanded him to visit the family tomb, alone, in Shae Mordai, to which he complied. After several days by boat, he arrived and reported to Thasitalia. She began by reciting what sounded like an old poem to him.

    The third of three begets three halves, Half and half make one, the third of thirteen dragons.
    The third of thirteen dragons returns sixteen cycles after the thirteen dragons became twelve.
    The third dragon awakens in the land of once-slaves become masters under the tears of Siberys.
    When the tears fall no longer, the dragon returns to the broken crown of the five-become-four.
    The dragon must elude the gaze of the bloody eye and the clawed hand that feast upon the bone.
    The once-slave, half-of-half, dragon returned, meets the gaze and grasp while suckling marrow.

    They proceeded to converse, with Thasitalia explaining that a piece of the prophecy stated that the Mark of Death was to return. She had been watching for it, and when the news of Ilbryn's abilities reached her, she pored over the history of the Heruba'wienagar family and discovered that Ilbryn's heritage was a possible fit for the prophecy. Though the prophecy is a vague and easily misinterpreted thing, she wanted to be careful if the Mark was to return to a member of her family; the return of the Mark could have dire consequences for the entire family if discovered. Ilbryn is commanded to stay in Shae Mordai until the sixteenth cycle of Dolurrh passes.

    Ilbryn, rather than be annoyed at his captivity, takes the time to read the histories available in the tomb as well as commune with ancestors in the seat of their power. Thasitalia's predicted date arrives a few months later, the first shardfall of Dolurrh's coterminous period. As the shards begin to fall, Ilbryn gets a severe pain on his chest. Thasitania, seeing his pain, commands him to reveal the skin to her. A mark, a small mark, but a clear mark nonetheless, appeared on his flesh like black raindrops on white paper running together to form wicked lines. When Ilbryn's pain subsided, Thasitalia's face was still in a scowl of deep concentration and unease. Her predictions were true, and Ilbryn had to be sent away.

    She sent him to Rekkenmark, a school for Karrnathi officers, along with supplies for the journey. Among other things, he left with inks to dye his skin to help obscure his mark and a letter of recommendation. The letter of recommendation explained his candidacy for an officer's commission by virtue of his paternal grandfather's noble parentage and that he was backed by her status, which would ensure the continuity of the program by which Karrnathi officers studied in Aerenal from time to time.

    Ilbryn left Shae Thoridal by ship after saying brief farewells to his parents. Once the ship landed in Korranberg, he took the lightning rail up to Rekkenmark to report for his training.

    Player Notes:

    FEATS WANTED:
    Multitalented (req level 5)
    Sphere Focus ???

    ADDITIONAL TALENTS NEEDED: