Cav1 | HP 13/13 | AC16/T11/FF15/CMD15 | F +5 R +1 W +2 | Mv 20' | Init +1 | Perc +4 | Effects: None
Gender
M
Size
M
Age
20
Alignment
LG
Deity
Magdh
Languages
Common, Celestial, Sylvan
Strength
17
Dexterity
12
Constitution
14
Intelligence
12
Wisdom
12
Charisma
15
About Lanatir
Overview:
Lanatir lives on the outskirts of Diamond Lake. He is a recluse by choice, living off the land and occasionally doing some trade as an herbalist. And, apparently, some amateur civil engineering to alter the flow of mine runoff. On the occasion that any townsfolk happen to meet him, he is kind, patient, curious, and soft-spoken, although not well-read or well-informed. He has a tragic relationship with the town. It is curious that he hasn’t left yet, but he seems to be waiting for something. It is known that he was raised by the Crone of the Wood (also known as the Maiden of the Wood or the Lady of the Wood), a local possibly fey woman who bears a resemblance to Magdh. Perhaps he is merely awaiting the call of Fate.
Background:
Nobody thought that Marianne Tilgast should have married that no-good outlander alchemist Parrowbin. Allustan Neff, a much younger wizard at that time (20 years ago) would tell anybody who would listen that Parrowbin didn’t know a cantrip from catnip. But Marianne and Parrowbin were in love.
The pregnancy was difficult. Something was ailing Marianne. Parrowbin insisted it related to water contaminated by runoff from the mine, and that they had to move away from Diamond Lake. Marianne initially did not wish to leave her hometown, and then when she was too sick to protest, it would have been seen as disreputable to take her away in the night. So Parrowbin worked to save her.
Allustan Neff spread rumors that Parrowbin was experimenting with things that he knew nothing about, and that his treatments would kill the poor girl. But none of the clergy could save her either. Parrowbin grew increasingly desperate. Injecting his wife with medicines and substances that he thought could effect a cure. The tears of an angel? The blood of a phoenix? What else?
Marianne died in childbirth, although the child was saved. An angry mob drove Parrowbin the next day, the poor man taking the child with him. He left the child in a fairy ring on a hillside, pled for the aid of the spirits of the First World, and vanished. Most say that he just deserted the child. Some say that he walked into Diamond Lake with weights on his ankles. A few say that he was taken into the First World as the price for them raising the child.
Because Lanatir is an odd Fey Foundling; he was abandoned by his family and raised by the spirits of Faerie.
The one that he remembers the most was The Lady of the Wood. Was she old or young? His memory is vague. But she told him of Magdh of the Eldest. He believes the Lady was a mortal priestess, but she could have been a fey servant, or an aspect of the Eldest herself. Through learning about Fate, he learned to let go of his resentments towards the people of Diamond Lake.
And the Lady told him something that may have been true, or may have been a fable to make the young orphan feel better.
"Your father searched far and wide for a cure," she told him, "until one day he found the Witchmarket. He was promised a chance to save what mattered most, in exchange for his service. This cure, he believed it to be the tears of an angel. And so it was, but the tears of one of the greatest angels of a goddess of light and the wild, a goddess from a distant land. Her name is Ehlonna, and she is a foe of the rot. That rot will come to Diamond Lake and you must be ready to purge it. For the power of heavenly light is in you through Ehlonna, and the power of Faerie is in you through the workings of Magdh. It is through Magdh that your father came to have that tear; she had Ng the Hooded bring it through the Manifold Door. It could not save your mother, true. But its power has bestowed upon you a chance to help save what matters most."
Lanatir is not certain how he is meant to purge the rot, and he has not seen the Lady of the Wood in six years. He has set for himself a task of mitigating the impact of the mine's pollution. He spends some of his time digging trenches, trying to channel the mine runoff to areas where the contaminants can be contained. True, such areas are sacrificed, as nothing can grow there, but by diverting the worst runoff from the streams that are used for drinking water, he hopes to help others avoid his mother's fate - and eventually to restore the Lake itself.
Most of the locals regard him as a mad hermit. But there is considerable guilt over the fate of his family, so most simply leave him be, allowing him to sell his herbal remedies from time to time.
Role:
As a Green Knight, Lanatir is well-suited to battle undead and aberrations, and he can deal non-lethally with animal threats (he has a better version of Wild Empathy than druids and rangers get). Green Knight is a much more defensive archetype of the cavalier, eventually gaining considerable immunities.
Personality:
Lanatir is philosophical, calm, and patient. He is generally kind and understanding. He talks to Nogwier quite a bit, and shares his despair at the greed of the mine operators, but has chosen a less confrontational approach. Nogwier advises him a bit on his ditch-digging project, and even lends a hand now and then, but regards it as too small-scale.
Character Sheet:
Lanatir
Aasimar Cav1 (Green Knight)
LG Medium Outsider (Native)
Init +1; Perception +3
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DEFENSE
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AC 16, touch 11, flatfooted 15 (+5 Armor, +1 Dex)
HP 13 (1d10+3)
Fort +5, Ref +1, Will +2
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OFFENSE
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Speed 20 ft.
Melee Scythe +4 (2d4+4/x4)
Ranged Javelin +2 (1d6+3/x2)
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STATISTICS
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Str 17, Dex 12, Con 14, Int 12, Wis 12, Cha 15
BAB +1; CMB +4; CMD 15
Feats
1: Diehard, Endurance, Fey Foundling
Traits Resilient, Indomitable Faith
FCB +1 HP
Skills (5 per level)
Knowledge (Nature) 1 +5
Survival 1 +5
Diplomacy 1 +8
Perception 1 +4
Swim 1 +7
Background Skills
Knowledge (Engineering) 1 +2
Profession (Herbalist) 1 +5
Special Darkvision, Skilled (+2 Perception, Diplomacy), SLA (Daylight 1/day), Celestial Resistance (Acid/Cold/Electricity 5), Beast Tongue, Implacable Knight, Order of the Green, Challenge 1/day
Languages Common, Celestial, Sylvan