Sanvil Trett

Narus II Sidus's page

6 posts. Alias of OmniChaos.


Full Name

Narus II Sidus

Race

Human (Varisian)

Classes/Levels

Investigator (Empiricist) 7

Gender

Male

Size

Medium

Alignment

LN

Location

Darkmoon Vale, Andoran

Languages

Common, Verisian, Shoanti, Infernal, Elven, Draconic, Dwarven, Kelish, Sylvan, Osiriani, Aklo, Goblin, Giant, Celestial

Occupation

Merchant, Information Broker, Mediator

Strength 8
Dexterity 16
Constitution 12
Intelligence 22
Wisdom 12
Charisma 10

About Narus II Sidus

Stats:

Narus II Sidus
Male Human (Varisian) Investigator (Empiricist) 7
LN Medium humanoid (human)
Init +4; Senses Normal; Perception +17
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor)
hp 45 (7d8+7)
Fort +4, Ref +8, Will +7 (+3 vs illusion effects, +1 vs mind affecting effects, drugs, and poison)
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Offense
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Speed 30 ft.
Melee +1 Agile Sword Cane +9 (1d6+4/x2) or
Sap +8 (1d6-1/x2)
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EXTRACTS (CL 7th)
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Extracts:
3rd- Cure Serious Wounds, Tongues
2nd- Invisibility (2), Blur, Cure Moderate Wounds, Barkskin
1st- Comprehend Languages, Shield (2), Expeditious Retreat, Cure Light Wounds, Vocal Alteration
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Statistics
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Str 8, Dex 16, Con 12, Int 22, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 17
Feats Skill Focus (Linguistics), Orator, Weapon Finesse, Extra Investigator Talent (2)
Traits Resolute, Hardly a Fool
Skills Bluff +0 (+19), Craft (Alchemy) +23*, Diplomacy +0 (+19^), Disable Device +18*, Intimidate +0 (+19), Knowledge (Arcana) +16*^, Knowledge (Dungeoneering) +13, Knowledge (Engineering) +6, Knowledge (Geography) +16*^, Knowledge (History) +6, Knowledge (Local) +16*^, Knowledge (Nature) +16*^, Knowledge (Nobility) +6, Knowledge (Planes) +16*^, Knowledge (Religion) +16*^, Linguistics +19*^, Perception +17*^, Sense Motive +18*^, Stealth +18*, Use Magic Device +16*^
SQ Inspiration (9/day, 1d8), Trapfinding (+3), Investigator Talent (Expanded Inspiration, Fast Stealth, Device Talent, Amazing Inspiration, Mutagen), Keen Recollection, Trap Sense (+2), Studied Combat (+3), Studied Strike (2d6),
Languages Common, Varisian, Shoanti, Infernal, Elven, Draconic, Dwarven, Kelish, Sylvan, Osiriani, Aklo, Goblin, Giant, Celestial,
Combat Gear
Other Gear Explorer's Outfit, Formulae Book, Mithral Shirt, +1 Agile Sword Cane, Cracked Dusty Rose Prism Ioun Stone, Cracked Dark Blue Rhomboid Ioun Stone, Pathfinder Pouch, Minor Bag of Holding, Cloak of Elvenkind, Duster of Resistance +1, Headband of Vast Intelligence +2 (Dungeoneering), Belt of Dexterity +2, Hat of Disguise, Preserving Flask (1st), Masterwork Thieves Tools, Alchemy Crafting Kit, Scrivener's Kit, Belt Pouch, Spring Loaded Wrist Sheath (2), Journal, Ioun Torch,

Money 281 gp

Special Abilities:

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Special Abilities
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Racial:
Focused Study- All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Archetype:
Ceaseless Observation- An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Unfailing Logic- An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Formulae Book:

Personal Formulae Book
3rd- Cure Serious Wounds, Tongues, Remove Disease, Remove Curse, Displacement, Fly
2nd- Lesser Restoration, Ironskin, Cure Moderate Wounds, Barkskin, Blur, Delay Poison, Invisibility, Spider Climb
1st- Vocal Alteration, Shield, Petulengro's Validation, Expeditious Retreat, Cure Light Wounds, Comprehend Languages, Touch of the Sea, Firebelly, Negate Aroma

Background:

Born a few decades after Magnimar was founded to a pair of servants for one of the great founding families of Magnimar, the Vanderale's. Narus grew up in the shadow of nobles as was the place of many servants. But where other servants made a point of keeping to their own duties and each other, Narus watched and adapted, learning from the teachers and lessons meant for the noble born. A talent for memorization and keen wits allowed him to be the intellectual equal of any noble of the same age, sometimes older in fact. While the life of a servant to House Vanderale was good, Narus was never satisfied with it. As his years as a child gave way to that of a man, this need to be more only increased. Finally he took a chance and asked the Vanderale's for a starting position in the merchant's guild they owned. With his parents support and history of good loyal service, the Vanderale's granted the request. Narus excelled in his new position, taking to it more naturally then anyone else. He kept track of every trade, good, and deal with a precision that increased profits noticeably.

His attention to detail did not end at his duties, he noticed everything about those around him. With his point of view he noticed more and more over time that someone was taking advantage of events. Finally he discovered an unknown group that manipulated events not only among the merchant guild but other groups and organizations. Even some of the criminal groups of the city, managing to do so in total secrecy even from them. Not one to let himself or the group he belonged to be used, he in turn arranged events so that they would be exposed. This action turned out to be a grave mistake, as the group were minions of the forever man. Countering and ruining Narus own plans, he was sent a warning and prize for his discovery and impudence. It stated clearly that Narus would leave Magnimar never to return or have his entire bloodline in the city destroyed. The gift was a vial of sun orchid elixir and a black glove with a silver nail through it. Narus knew well enough what it was and the danger he had stumbled into like a fool. He sold all his possessions he could not take with him and collected his life savings with in a day. Leaving Magnimar in no small rush, heading towards the south even with it's many troubles.

Narus arrived in Cheliax by way of ship and regretted it nearly the moment he set foot on the ground. While he had not been picky at the time, he was after he saw the chaos of a nation tearing itself apart in a battle for power. He quickly bought a horse and made his way to the country where feuding nobles were less common. Heading east towards Taldor and it's wealth, held by easy to deal with merchants if those he encountered back home were any sampling. During his journey he had a stop over at Brastlewark, a gnomish city of all things with the structure to prove it. Taking notice of the many academics and alchemist among their number, he thought to learn more about the source of his elixir. Even if he would do so in a roundabout method by taking interest in alchemy itself, it may prove profitable after all.

What had been a stop over turned into a year long stay. At first his interest in alchemy had been to gain a better understanding of the precious elixir he held, yet he quickly gained a genuine love of the science. Learning under the gnomes brilliant if unique approach on the subject, gladly with less explosions and accidents then they were used to. None the less his wealth was dwindling and he had gone to long with replenishing it, for there was little business to be done among the gnomes shifting whims. He continued eastward in his travels.

Shortly after leaving Piren's Bluff while on the road on the darkmoon plains, his luck ran out. Spotted and then chased by one of the area's caustic drakes, he barely managed to escape only to become lost. Keeping to the forest edge and following it, he eventually made his way to Olfden. While staying in the city he quickly found it untouched by the turmoil of the warring nobles. Granted it was not a place without dangers but equally of opportunity. So he set about rebuilding his fortune by using a sizeable amount of his remaining coin to buy a small building in Olfden. With a home and base secured he would then find a business to enter and excel, after all a merchant was nothing without goods to trade in.

Narus founds his goods in the bounty of Darkmoon Vale. Studying the local environment he collected what he needed to craft a number of alchemical items, thus creating his first form of income. Soon after he bought a wagon and team of horses, expanding his sales to near by settlements and farms. With in a decade he was an established merchant dealing in alchemical goods, various kinds of livestock, softwoods, furs, leather, wine, and ores. Such was his success that he soon had employee's numbering in the hundreds prompting him to create the Caecus Company. Still at this point in his life he had grown old and felt it, the lure of the elixir taking up more of his thoughts. Putting plans into place he waited years for the perfect time and faked his death and the emergence of a hidden heir. A uncanny resemblance to his younger self more then enough proof for even the most suspicious. So was Narus the second placed at the head of the Caecus Company, showing to be as capable as his father. But without the consuming need to gain wealth, for he had been born into money. Choosing instead to focus on cultivating relationships, solving problems, and arranging beneficial deals steered towards a more balanced and peaceful end in the area's of his properties. Not that he was above doing what was needed towards those ends, these last resorts most often occurred during dealings with the local werewolves of the Vale.

Twilight Talon Report:

Subject: Narus II Sidus
Order: Investigate and Profile

Name: Narus Sidus the Second
Personal Sigil: Owl
Known Aliases: The Owl, Feyfriend, Black Wolf
Profession: Merchant
Ethnicity: Human, Varisian
Age: Unknown, estimated early twenties
Known Expertise: Diplomacy, Trading, and Alchemy
Political Stance: Supports Andoran interest secretly, publically indifferent and removed

The subject's past is a mystery, all attempts to gain information before his appearance in Darkmoon Vale have failed. It is suspected that the subject's father arranged this, grooming his heir from birth in isolation under private mentors. This is only a theory without basis in fact.

The subject appeared in Darkmoon Vale exactly ten days after the burial of his father. He was not present at the funeral and explained his absence as a delay due to travel. The funeral of Narus the first was arranged directly after his death (caused by heart stop, no indications of foul play or assassination) with only a day's delay. Making this reason understandable. His claim as heir and successor was confirmed by will and other documents with in the company. Documents written years before and kept by the church of Abadar. He moved into his fathers manor estate in Darkmoon Vale shortly after confirming his position with in the company with notable members in the Almas, Augustana, Bellis, Carpendren, Alvis, and Olfden branches.

The subject's business expertise on considered on par with his late father. Unlike his father he seems to be less inclined to spread the company at the same rapid pace, by all accounts this has not effected profits only made the rise more gradual. The subject prefers solidifying the company and building ties in the area it operates in. Darkmoon Vale being it's unofficial headquarters and home, becoming a indirect rival of the long standing Lumber Consortium. In fact the subject has purchased large plots of land in both the Arthfell forest and Darkmoon wood. Preserving and planting darkwood tree's with in his own land. The consortium has already contacted the people's council concerning the crime, to which the subject stated.

"The law is clear, any darkwood felled must be sold only to the Lumber Consortium. That is their case and dispute. I do not object or refute this matter of fact. But I stand accused of a crime without one having being committed. I have not felled a single darkwood tree on my land. I deal strictly in softwoods which is perfectly legal, more to the point I only fell softwoods on my own land. Something I am not require by law to do, I would point out. Not only do I have every darkwood tree on my land accounted for, by the Diamond Regiment per my request to have it documented, I do the same for ever new darkwood sapling grown as a result of my planting. None of these actions are criminal and the representative of the Lumber Consortium has failed to provide proof of any kind to the contrary. I would move to dismiss this case, as I have my own dispute. It concerns trespassers on my land."

While the subject does not seem to be actively targeting the Lumber Consortium, he seems to be taking steps to remove them from the region by economic means. Perhaps replacing them in the future. The Lumber Consortium lobbyist are already attempting to pass a law restricting land ownership and privacy rights in the Darkmoon region. Suspected consortium guards, publicly labeled as bandits have been arrested or killed by company security forces on the subjects lands on multiple occasions.

The subject has also been dealing with multiple groups in the region. Below are few reports of these dealings, due to lack of full surveillance they may be incomplete or subject to interpretation.

Fangwatch
The subject was observed meeting with members and the leader of the Fangwatch, just outside northern Arthfell forest. While the agent did not risk getting with in range of the keen rangers to over hear the conversation. It was observed afterwards that the Fangwatch was allowed unrestricted access through the subject's own lands. Member's of the companies security forces have also been seen to work with and be among the Fangwatches numbers from time to time. The subject may have brokered an alliance between the two groups.

Greenfire Circle
The subject invited the leader of the Greenfire Druids to his estate. Due to high security, agents could not gather information. Second hand information and observations lead us to believe an agreement was made between the subject and the druid Tablic. It has been reported that the man has visited the subject on several more occasions afterwards. Other known greefire druids have been reported entering the subject's lands, always greeted and accompanied by a security guard from the company.

Fey
Upon following the subject an agent lost track of him in Darkmoon Wood. Encountering a number of fey shortly after, while escaping the wood the agent noticed increased fey activity. Upon observing the wood while awaiting the subject's exit or consideration of death after the allotted time, they noticed the arrival of several powerful and influential fey. The subject was never observed leaving but word of his return came three days later. Afterwards reports of fey with in his lands began to filter in.

Diamond Regiment
The subject has been observed meeting with Ingrid Odeber at Adamas and at times on patrol. All meetings have contained request or business concerns. It appears the subject wishes to keep interaction to a minimum. Most dealings involve documentation of some kind or coordination of security forces with the Diamond Regiment to avoid overlaps.

Werewolves
It is only recently that the odd visits to certain isolated locals and the arthfell forest have been connected to each other. It appears the subject has had contact with werewolves. It has already been confirmed that the subject himself is not a werewolf. The reason behind these visits is unknown, some are never repeated concerning some of the locals. While others, most notably those to the arthfell forest have shown signs of battle, more then one security guard has been observed wounded. The results of these visits have occasionally seen the addition of a local into the subjects company, more times then not it has preceded increased hostile werewolf activity in the area of the subjects properties near the visit.

Hobgoblins
The subject's Darkmoon properties have been observed to employ hobgoblins among their security forces. It is unknown how the subject managed to gain these hobgoblin forces, which only number slightly over two dozen according to other reports. Regardless they appear to be restricted to the darkmoon region and always in the company of other racial security forces. None of the hobgoblins have been observed practicing their unacceptable actions such as slavery. As well the subject has not had any reported contact with the settlement or leader of the hobgoblins, Thatch Wormtar, leaving the question unanswered concerning his acquisition of hobgoblin forces. More investigation is recommended.

Kobolds
Formally thought to be luck or coincidence, it has now been confirmed. The kobolds of the region actively avoid the subject's properties. A recent report from an agent that returned from infiltrating the candlestone caverns placed goods and supplies bearing his companies crest upon them. Follow ups have lead to an arrangement between the subject and the Black Claw kobolds. Both parties have a trade agreement and non aggression pact according to observations. It is noted that the subject never supplies weapons, armor, or items of such a nature to the kobolds. This stable and constant line of trade has not only proven profitable to the subject but has decreased kobold raiding in the area as a result of being well supplied.

Black Wolf
At first it was unknown that the subject was the person of interest Black Wolf, full confirmation still pending. Black Wolf is the pen name of a anonymous writer that had sent the People's Council and Eagle Knights sealed letter's concerning illegal activities. Mostly concerning trade, corruption, and acts of espionage. Providing people of interest, locations, and other information pertaining to enemies of Andoran with in it's borders. All letters were signed Black Wolf and left for those they were addressed to. Often in secure locations without public access. The method and manner of delivery spurred an investigation despite the validity of the information. This brought the subject into consideration. Every letter has appeared during his visit, this coupled with the subjects ability to elude our agents on a number of occasions give strong credence to this theory. Only confirmation remains.

End of File, as always destroy immediately after reading with acid solution provided.

Description:

Ht: 6'0"
Wt: 175 lbs
Age: 21 (106)
Hair: Black
Eyes: Violet
Skin: Dusky

Narus has black hair down to just under his shoulder blades. Often tied toward it's end with a simple ribbon. He has sharp and piercing violet eyes that seem to study everything that falls under their gaze. While his skin is naturally dusky, it is normally a few shades darker due to his near constant exposure. A clear sign that he does not spend his days inside rooms pouring over documents as is the norm for such men of his position. Another sign of his activity is his lean muscled build, while it lacks the muscle of a warrior or laborer. It bares no mark of a man ever upon a seat or standing in place. If that was not enough, should his chest be exposed, a pair of implanted ioun stones rest near each of his shoulders.

His manner of dress is always chosen based on the occasion. But he most often favors both fine and practical clothes. An easy matter with his hat of disguise.

He most often wears a simple white shirt, beneath a mithral shirt, which in turn is covered over by a dark blue vest. Atop his vest is a high collared black duster with black and red feathers as trim upon the shoulders. Dark brown leather breeches, sturdy dark brown boots, and a forest green cloak complete his traveling attire.

Personality:

RESOLUTE l "I am a reasonable man, open to much. Such as change. But there are some things in this world, that I simply will not be swayed on. Not for anyone or anything."
When Narus makes a choice, he does not change it regardless of the cost. He is careful to give his word, for when he does he will not go back on it.

REASONABLE l "It is true I am a merchant. What better profession is there for someone to judge fairness I ask. I take what others do not value and bring it to those that do. In return I ask for a fraction of what you would willing give."
Never one to let greed get in the way of good sense. Narus is open to compromise and settling on the best result if not the optimal results.

FAR SIGHTED l "A loss? You think the game is done? Dear sir, the game began long before you took your first breath. I have no doubt that your bones will be dust by it's end."
Narus does not look at the short term, his interest lie in the long term. Something learned over his extended life, his focus is on tomorrow and the days ahead.

DIPLOMATIC l "I am here to benefit you. Anything else that comes of it, is a intended gift well received."
Ever the deal and alliance maker, Narus does not miss an opportunity to gain good will if he can. Always on the look out to create new relationships.