Tuesday, October 17, 2017

Lux Tenebris: Skera Dirr

SKERA DIRR, L12 Dragonborn Necromancer

STR     11 (+0)                       
DEX    10 (+0)
CON   13 (+1)
INT     20 (+5)
WIS     13 (+1)
CHA   11 (+0)
HP       62
AC      10(Unarmored)/13(Mage Armor)

Traits:
Draconic Ancestry: Blue
Breath Weapon: Lightening
Draconic Resistance: Lightening
Languages: Celestial, Common, Draconic, Elvish

Proficiencies: +4
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light x-bows
Tools: None
Saves: Intelligence +9, Wisdom +5
Skills: Arcana +9, History +9, Investigation +5, Religion +9

Feats:
Researcher
* * *
Arcane Recovery
Arcane Tradition: Necromancy
- Necromancy Savant
- Grim Harvest
- Undead Thralls
- Inured to Death

Spellcasting:
Spells Known: 17
Spell DC: 17
Atk Mod: +9
At-Will(5): Chill touch, Fire bolt, Mending, Ray of Frost, Shocking grasp
L1(4): Chromatic orb, False life, Mage armor, Magic Missile, Witchbolt
L2(3): Darkvision, Gentle repose, Phantasmal force
L3(3): Animate dead, Feign death, Vampiric touch
L4(3): Blight, Greater invisibility, Phantasmal killer
L5(2): Modify memory, Teleportation circle
L6(1): Chain lightening

Equipment:
Dagger. Melee. +4 to hit; deals 1d4 piercing; Finesse, Light, Thrown (range 20/60)
Arcane focus.
A scholar’s pack, a spellbook, a bottle of black ink, a quill, a small knife, a letter from a dead colleague, a set of common clothes, a belt pouch w/10gp.

Years ago, Skera Dirr was a rising star among the students of the Scriptorium. Then, it was discovered that her magical talents were oriented toward necromancy. A forbidden art in the Draconic Empire, punishable by death, Skera became an outcast almost overnight. Shunned by her peers, distrusted by her instructors, the young dragonborn wizard chose to leave the empire. She traveled west, living for a year in Ordotown, then moving further west to Dagger Bay. In Dagger Bay, Skera briefly met the young nobleman, Wallen Randego. She helped him with a small matter, and the grateful Randego provided her with enough gold for the necromancer to leave Dagger Bay and relocate to Greycrown.  Skera did not remain in Greycrown very long, and left the city under a dark cloud of suspicion. She traveled north and west, stopping briefly in Shrike, where she joined an expedition into the Tallshields. On this expedition, Skera discovered the ruined tower that became her home.  She returned there after the expedition ended and spent the next two decades developing her magical skills.
When the Invasion began, Skera used her powers to defend her home, ruthlessly executing any Draconic legionaires she encountered.  Eventually, though, caution compelled her to abandon her lonely tower. She traveled south, returning to Greycrown, where Wallen Randego had become Duke of Alindrast.  He remembered the necromancer from his youth and has allowed her to remain in Graycrown, even though she makes many of his inner circle uncomfortable.
Since the Tarasque Incident, Skera has learned that her old classmate, Arkag Redeye, is now the principal spellcaster among the Draconic forces. Skera doesn’t have fond memories of Redeye and has joined a loose alliance of other ‘freescale’ dragonborn to oppose the invaders.  She has established a network of teleport circles near the imperial positions, which she uses to transport freescale harriers and infiltrators.  Recently, Skera has made the acquaintance of the tiefling twins, Rose and Thorn, and has been assisting them with their efforts in Shrike.
Duke Randego is aware of Skera’s actions, and provides some tacit support to her, but he has made it quite clear that if her plots endanger Alindrast he will expell her from the country and his good graces.  As such, Skera moves very carefully, and often finds herself acting as the voice of caution among the growing freescale movement.

Saturday, October 14, 2017

Work in progress...

You made me weak,
standing there,
fingers in your hair,
all hips and lips,
and attitude.

You made me weak,
when you left me alone,
wracked and wrecked and stoned,
like a dog without a bone.

You made me weak.
You tore me down,
right down to the ground,
when you drove out of town.

You made me weak,
but now I'm strong,
I see you did me wrong,
and I don't need you.

You made me weak,
and thanks for that,
i had to face the fact,
that i needed to get strong.

You made me weak,
but that was then,
and now I start again,
and i won't lead with my chin.

You made me weak,
and now I'm strong,
you did me wrong,
so now i say 'So long!'

You made me weak,
but now I can see,
that you aren't what I seek,
because you're weak.

Wednesday, October 11, 2017

Lux Tenebris: Brother Rishir

DYSOR RISHIR, Level 10 Dragonborn Monk

STR     12 (+1)
DEX    17 (+3)
CON   10 (+0)
INT     12 (+1)
WIS     16 (+3)
CHA   11 (+0)
HP       53
AC      16 (Unarmored Defense)

Traits:
Draconic Ancestry: White
Breath Weapon: Cold
Damage Resistance: Cold
Languages: Common, Draconic

Proficiencies: +4
Armor: None
Weapons: Simple, Shortswords
Tools: Dice, Vehicles-Land, Woodcarver’s tools
Saves: Strength +5, Dexterity +7
Skills: Athletics +5, Insight +7, Intimidation +4, Stealth +7

Feats:
Military Rank
* * *
Unarmored Defense
Martial Arts (1d6)
Ki (10 Ki Points)
- Ki DC: 15
Unarmored Movement (+20 ft)
Monastic Tradition: Way of the Open Hand
- Open Hand Technique
- Wholeness of Body
Deflect Missiles
Slow Fall
Extra Attack
Stunning Strike
Ki-Empowered Strikes
Evasion
Stillness of Mind
Purity of Body

Equipment: 
Shortsword. Melee. +7 to hit; deals 1d6 +3 piercing. Finesse, Light.
Darts(10). Ranged. +7 to hit; deals 1d4 +3 piercing. Finesse, Thrown (range 20/60).
An explorer’s pack, an insignia of rank, a broken dagger, a set of bone dice, a set of common clothes, a belt pouch with 10gp.

Not all dragonborn west of the Tallshield Mountains were part of the Draconic Invasion. There were other dragonborn present in the west, living their own lives.  Dysor Rishir was one such dragonborn.
A former soldier in the Imperial Legions, Rishir resigned his commission over moral objections and left the Draconic Empire.  He traveled extensively before joining a monastic order in the Stonespear Mountains.
There, Rishir found a measure of contentment and peace.  Then the Invasion occurred and the dragonborn monk found himself torn between his desire to protect his new home and obeying his monastic oaths. 
As the Invasion drug on, news of the war slowly made its way to the Stonespear Monastery. Rishir learned that the Draconic Legions were as cruel and immoral as ever.  When he learned that the southern city of Calhorne was raised to the ground, its entire population either enslaved or executed, Brother Rishir could no longer remain among the monks.
He traveled south, to the border of Goldsun, where he began using his skills to assist refugees fleeing the Draconic Legions.  Operating within the Endari Forest, Brother Rishir helped dozens of people escape to the safety of Goldsun before the Legions marched on the elvish city. Rishir allied with a ragtag group of warriors to harrass the Legions and protect civilians from the depravations of the Draconic troops.
When the Legions were forced to withdraw further south, following the Tarasque Incident, Rishir and his allies were summoned to Goldsun itself. There, Rishir learned one of his companions was the Crown Prince of Goldsun.  Since then, the dragonborn monk has become a familiar and respected face at the Royal Court.  It is common knowledge the Crown Prince takes Rishir’s advice seriously, which has led some to opine that Rishir is part of an elaborate conspiracy by the Draconic Empire.  These conspirators generally don’t last long at the Royal Court.
Although Rishir would like to believe the war is over, he knows better. He has councelled the Crown Prince that the Draconic Legions cannot be allowed a respite, to consolidate their power. If they do, if they succeed in reestablishing contact with the Empire, the war will begin anew. Rishir is advocating for Goldsun and its allies to march on Calhorne and shatter the Legions before they can fortify their position.
At the moment, though, Goldsun and its allies seem more interested in fortifying their own defenses, rather than pressing the battle. Rishir watches and waits and makes plans of his own. He has recently learned of other ‘freescale’ dragonborn organizing against the Empire and thinks he might be more effective among them, than trying to convince Goldsun and its allies to follow his advice.

Saturday, October 7, 2017

Poem: October's Mood

October is in a stormy mood this year.
Her blood is high, her heart is full of fear.
She storms in from the south and east,
searching the coast for some relief,
but finding only memories of grief.

October is in a stormy mood this year.
Her temper flares, her eyes are full of tears.
She could not tell you what is wrong,
except the days all seem too long,
and her head is full of sad and bitter songs.

October is in a stormy mood this year.
Everyone says that she is acting queer.
It’s true that she’s seen better days –
kinder, gentler, golden days -
but now she just seems lost in a lonely haze.

October is in a stormy mood this year,
but to me she still remains quite dear.
I’ll hold her hand and keep her close,
love her hard and love her most,
until she can overcome these ghosts.

October is in a stormy mood this year. . . 

Thursday, October 5, 2017

Lux Tenebris: The Braerosan Wastes

Separating the coasts of Nur is a vast, poisonous desert known as the Braerosan Wastes.  The Wastes did not always exist. Seven thousand years ago, the land was known as the Braerosan Empire. Then, overnight, the empire was destroyed. To this day, no one knows what happened. Ancient records hint at some kind of divine punishment, but there are no concrete facts known about the disaster.  Indeed, most temples and churches actively discourage people from looking into the matter, and the origin and history of the Braerosan Wastes is one subject that even the Adamantine Archive refuses to research.


A harsh sort of existence can be eked out on the extreme edges of the Wastes, but not in its interior.  The landscape is barren and unforgiving. Alchemical storms pour out of the Wastes, scouring the landscape with transmutational rains.  Ley lines flare with unexpected fury, shattering the landscape around them. Most magic falters and fails within the Wastes and in some areas does not work at all.  There are reports of ancient monstrosities lurking in the deep Wastes, joined now by the unfettered tarasque.

Adventurers who travel into the Wastes seldom return. Those that do, claim to have discovered ancient ruins and encountered monstrous creatures, terrifying undead, malevolent elemental beings as well as unnatural weather.  Many who return refuse to speak of their experiences.
For most of recorded history it was thought that travel across the Wastes was impossible. Then, a little over a hundred years ago, a dragonborn explorer named Amarak Rom became the first person in recorded history to travel overland from the Draconic Empire to the West.  The route Rom took became known as the Dragons Road, and is the only overland route through the Wastes.  That said, most merchants and travelers prefer to avoid the Wastes entirely and make the long voyage from coast to coast via ship.

Three years ago, the Draconic Empire successfully transported their military Legions across the Braerosan Wastes by erecting a series of teleportation circles along the Dragons Road. Since then, however, this teleportation network has failed, leaving the Draconic Legions cut off from their homeland. The Empire’s efforts also seem to have exacerbated the magical disruptions that plague the Wastes.


Thursday, September 28, 2017

Lux Tenebris: Roja Sograth

ROJA SOGRATH, Dragonborn Functionary


STR     10 (+0)
DEX    13 (+1)
CON   14 (+2)
INT     15 (+2)
WIS     12 (+1)
CHA   11 (+0)
HP       10
AC      11

Traits:
Draconic Ancestry: Gold
Breathweapon: Fire
Draconic Resistance: Fire
Languages: Common, Draconic

Proficiencies: +2
Armor: None
Weapons: Simple
Tools: None
Saves: Intelligence +4, Charisma +2
Skills: Insight +3, Persuasion +2

Feature:
Court Functionary

Equipment:
Dagger. Melee. +3 to hit; deals 1d4 +1 piercing. Finesse, Light, Thrown (20/60)
A set of fine clothes and a pouch w/5 gp.

Roja Sograth is a civilian functionary working as the personal aide to General Ramar Zenn. Intelligent, organized and personable, Roja probably has a better understanding of how the campaign is going than anyone else outside the general’s closest confidants.
Almost everyone likes Roja. He makes life a little bit easier for the people around him, using his administrative abilities to smooth out the little bumps that can spoil a person’s day. Of course, using that same skillset, Roja can make life extremely difficult for people he dislikes.  He’s not a fighter by any stretch of the imagination, but if threatened Roja will defend himself to the best of his ability.  Also, he has lots of friends among the soldiers, who won’t take kindly to Roja being threatened or hurt.

Lux Tenebris: Warheart Eiroth Greyscale

WARHEART EIROTH GREYSCALE, L15 Dragonborn Paladin of Sumat


STR     20 (+5)
DEX    11 (+0)
CON   18 (+4)
INT     15 (+2)
WIS     11 (+0)
CHA   20 (+5)
HP       140
AC      18 (Chain mail w/shield)

Traits:
Draconic Ancestry: Copper
Breathweapon: Acid
Draconic Resistance: Acid
Languages: Celestial, Common, Draconic

Proficiencies: +5
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Cards
Saves: Wisdom +5, Charisma +10
Skills: Athletics +10, History +7, Persuasion +10, Religion +7

Feats:
Retainers
* * *
Divine Sense (6x)
Lay on Hands
Fighting Style: Dueling
Divine Smite
Divine Health
Sacred Oath: Oath of Devotion
- Oath Spells
- Channel Divinity: Sacred Weapon or Turn the Unholy
- Aura of Devotion
- Purity of Spirit
Extra Attack
Aura of Protection
Aura of Courage
Improved Divine Smite
Cleansing Touch

Spellcasting:
Spells Known: 12
Spell DC: 18
Atk Mod: +10
L1(4): Protection from good & evil, sanctuary, Cure wounds, Divine favor, Shield of faith, Wraithful smite
L2(3): Lesser restoration, Zone of truth, Find steed, Lesser restoration, Magic weapon
L3(3): Beacon of hope, Dispel magic, Crusader’s mantle, Remove curse, Revivify
L4(2): Banishment, Staggering smite

Equipment:      160gp
Longsword. Melee. +10 to hit; deals 1d8 +5 slashing. Versatile (1d10).
Mace. Melee. +10 to hit; deals 1d6 +5 bludgeoning.
Chain mail. Heavy armor. AC 16. Min STR 13. Disadvantage on Stealth.
Shield. AC +2.
A holy symbol, an explorer’s pack, a set of common clothes, a pouch w/39gp.

In the Draconic Empire, paladins of Sumet are referred to as warhearts, and there are few warhearts who can match Eiroth Greyscale. Born into a clan of fearsome warriors, it was no shock when Eiroth was chosen by the God of War to be a paladin. The epitomy of courage, honor and duty, Eiroth Greyscale has protected the Draconic Empire from external and internal threats.  For General Pretek, it was a great honor when the warheart asked to come along on his campaign. Pretek gave Greyscale three legions to command and tasked him with securing the city of Swordhold. 
The siege of Swordhold was long and difficult, but Warheart Grayscale prevailed. When Swordhold was taken, Greyscale was magnanimous to the defenders. Swordhold’s citizens were not put to the sword or taken as slaves. They were allowed to ransome themselves, giving the Draconic legionaires a literal horde of spoils to take with them.  Of course, no sooner had Swordhold been secured than word came of the Tarasque Incident.  Grayscale and his legions were ordered to raise Swordhold and withdraw to the west.  The warheart obeyed the order, setting fire to the city, but only after allowing its citizens to evacuate. Then, he turned west and led his legions and their spoils to Calhorne.
Grayscale is extraordinarily popular with the imperial legions, especially the legions he commanded.  Disciplined, fair and tactically brilliant, the warheart is the sort of commander that soldiers dream of serving.
Sadly, Warheart Grayscale does not reciprocate the soldiers’ adoration. He has seen and heard too much on this campaign and knows that there is an insidious rot festering within the legions. He did not sense this foulness within General Pretek, but has seen shadows of it in General Zenn. The warheart is not certain the general can be trusted, especially given how closely he works with the sorceress, Kannar Atokis, and the spymaster, Semor Illreg. He senses the same darkness growing within them.
Greyscale has prayed to Sumet for guidance, but the God of War has been silent. The paladin has taken this as a sign that he should wait and watch.  He has positioned himself closer to General Zenn, hoping to mitigate the negativity festering within the man. Greyscale sincerely hopes that the general will not succumb to evil, for if he does than Zenn and the legions will learn why paladins of Sumet are known as warhearts.  And they won’t like it, not one bit.

Lux Tenebris: Atleen

ATLEEN, L5 Dragonborn Cleric of Abasha


STR     19 (+4)
DEX    15 (+2)
CON   18 (+4)
INT     13 (+1)
WIS     20 (+5)
CHA   15 (+2)
HP       48
AC      18 (Chain mail w/shield)

Traits:
Draconic Ancestry: Gold
Breathweapon: Fire
Draconic Resistance: Fire
Languages: Celestial, Common, Draconic, Infernal

Proficiencies: +3
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: None
Saves: Wisdom +8, Charisma +5
Skills: Insight +8, Medicine +8, Persuasion +5, Religion +4

Feats:
Shelter of the Faithful
* * *
Divine Domain: War
- Domain Spells
- Bonus Proficiencies
- War Priest (5x)
Channel Divinity
- Turn Undead
- Guided Strike
Destroy Undead (CR 1/2 or lower)

Spellcasting:
Spells Known: 10
Spell DC: 16
Atk Mod: +8
At-Will(4): Guidance, Mending, Sacred flame, Spare the Dying
L1(4): Divine favor, Shield of faith, Cure wounds, Detect evil & good, Guiding bolt, Shield of faith
L2(3): Magic weapon, Spiritual weapon, Aid, Enhanced ability, Lesser restoration, Zone of truth
L3(2): Crusader’s mantle, Spirit guardian, Mass healing word, Remove curse

Equipment:
Warhammer. Melee; +7 to hit; deals 1d8 +4 bludgeoning; Versatile (1d10).
Hand axe. Melee; +7 to hit; deals 1d6 +4 slashing; Light, Thrown (20/60 ft).
Chain mail. Heavy armor. AC 16.  Min STR 13. Disadvantage on Stealth.
Shield. AC +2.
A holy symbol, an explorer’s pack, a prayer book, 5 sticks of incense, vestments, a set of common clothes, a belt pouch w/15gp.

Atleen is a cleric of Abasha, the goddess of justice. She joined the campaign at the request of her temple, to provide moral guidance to the legionaires and to observe their behavior in the west. Officially, she exists outside the chain of command and can operate as a free agent. Unofficially, it is widely accepted that Atleen has probably been dispatched to the front as part of some byzantine imperial plot. The legionaires treat her with a degree of deference but they do not share their confidences with her.
What no one knows is that Atleen’s presence is a direct result of a request from the Emperor himself. Stories of moral turpitude among the legions grow worse each year and the Emperor is determined to rectify this situation. So, through his Minister of Relgions, he contacted the Temple of Abasha and asked for their assistance.
Atleen is unaware of all of this. As far as she’s concerned, she’s there to minister to the troops. During the campaign, she’s also been called upon to curb some of the soldiers’ actions. This did not endear her to General Pretek, or some of the soldiers.
Atleen continues to follow the dictates of her faith. This has made her something of a problem for General Zenn.  The cleric has proven somewhat disruptive to operations and a headache that Zenn does not need at this stage. He is thinking of sending her to tour the captured territories and to report back to him with her observations. This would get the young cleric out of the way, but Zenn is concerned that Atleen might stir up trouble among the troops and that is the last thing any of them need.

Lux Tenebris: Arkag Redeye

ARKAG REDEYE, L16 Dragonborn Wizard


STR     10 (+0)
DEX    08 (-1)
CON   11 (+0)
INT     20 (+5)
WIS     10 (+0)
CHA   10 (+0)
HP       66
AC      12 (Mage Armor)

Traits:
Draconic Ancestry: Green
Breath Weapon: Poison
Draconic Resistance: Poison
Languages: Common, Draconic, Dwarvish, Elvish

Proficiencies: +5
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light x-bows
Tools: None
Saves: Intelligence +10, Wisdom +5
Skills: Arcana +10, History +10, Investigation +10, Religion +10

Feats:
Researcher
* * *
Arcane Recovery
Arcane Tradition: Evocer
- Evocation Savant
- Sculpt Spells
- Potent Cantrip
- Empowered Evocations
- Overchannel

Spellcasting:
Spells Known: 21
Spell DC: 18
Atk Mod: +10
At-Will(5): Chill touch, Firebolt, Friends, Mending, Prestidigitation, Shocking grasp
L1(4): Comprehend languages, Find familiar, Longstrider, Mage Armor
L2(3): Continual flame, Flaming sphere, Levitate, Misty step
L3(3): Dispel magic, Glyph of warding, Major image, Sleet storm
L4(3): Arcane eye, Control water, Hallucinatory terrain, Otiluke’s resilient sphere
L5(2): Contact other plane, Legend lore
L6(1): Disintigrate
L7(1): Mordenkainen’s magnificent mansion
L8(1): Dominate monster

Equipment:
Quarterstaff. Melee; +5 to hit; deals 1d6 bludgeoning; Versatile (1d8).
An arcane focus, a scholar’s pack, a spellbook, a bottle of ink, a quill, a small knife, a letter, a set of common clothes, a belt pouch w/10gp.

Shuffeling along the corridors of the Draconic Legions’ headquarters in Calhorne, Arkag Redeye looks less like a powerful wizard and more like someone’s lost grandfather.  Bent and gray, Redeye spends most of his time these days attempting to restore the chain of teleport circles connecting the Draconic Empire with the west.  The old wizard is starting to think it’s a hopeless task, but he persists. He would never admit it, but Redeye would like nothing more than to return to his room at the Scriptorium in Kargoth-Denn and leave imperial expansion to the young and foolish.
In all fairness, Redeye should never have been sent with the invasion force. However, in their youth, Redeye and General Pretek were close friends. They fought in the Giantsbane War and remained in touch as they rose in their respective careers. When Pretek was appointed head of the invasion, he requested Arkag Redeye accompany him, to supervise the imperial spellcasters. Redeye never even had the chance to decline the honor. The Rector of the Scriptorium ordered Redeye to accompany Pretek, so the old wizard had no choice. Rumors circulated that this was the Rector’s way of eliminating the irritating old wizard.
As administrator of the imperial spellcasters on-site, Redeye proved surprisingly competant. Alas, his irascible personality made him extremely unpopular with his subordinates. There was talk of filing a formal complaint with General Pretek, but then the Tarasque Incident occurred and most of the imperial spellcasters were killed.  Amazingly, Redeye survived.
Not long afterwards General Pretek was killed and General Zenn assumed command. Zenn had no history with Redeye, but found the old wizard reasonably competent. Nevertheless, Redeye took a strong dislike for Zenn when the general began taking the advice of other, subordinate, spellcasters over his own.  Redeye took a particularly strong dislike for the sorceress, Kannar Atokis, whom he felt was insubordinate and overconfidant. 
Redeye has confided his dislike of Atokis with the spymaster, Semor Illreg. Illreg has been sympathetic to the old wizard, but Redeye isn’t fooled. He’s smarter than most of his companions realize. His magics have allowed him to learn that Semor was responsible for Pretek’s death and the spymaster is completely unaware that Redeye is simply waiting for the right opportunity to expose his actions.  To that end, he’s playing up the part of the miserable, old codger and, so far, Illreg seems to be falling for it.  As far as Kannar goes? Redeye might think she’s a jumped-up little tart, but he’s not stupid. He’s taking precautions should she move against him.
In the meantime, he busies himself with trying to reestablish the link home. The sooner he can do that, the sooner Arkag Redeye can return to the Empire and his quiet life of academe.

Lux Tenebris: Semor Illreg

SEMOR ILLREG, L18 Dragonborn Mastermind

STR     10 (+0)
DEX    16 (+3)
CON   12 (+1)
INT     13 (+1)
WIS     10 (+0)
CHA   20 (+5)
HP       109
AC      14 (Leather armor)

Traits:
Draconic Ancestry: Silver
Breath Weapon: Cold
Damage Resistance: Cold
Languages: Common, Draconic, Dwarven, Elvish, Thieves cant

Proficiencies: +6
Armor: Light
Weapons: Simple, Hand x-bows, Longswords, Rapiers, Shortswords
Tools: Chess set, Disguise kit, Dice set, Forgery kit, Thieves tools
Saves: Dexterity +9, Intelligence +7
Skills: Deception +17, Insight +6, Investigation +13, Persuasion +17, Stealth +15

Feats:
Criminal Contact
* * *
Expertise
Sneak Attack (9d6)
Cunning Action
Roguish Archetype: Mastermind
- Master of Intrigue
- Master of Tactics
- Insightful Manipulator
- Misdirection
- Soul of Deceit
Uncanny Dodge
Evasion
Reliable Talent
Blindsense
Slippery Mind
Elusive

Equipment:
Shortsword(2). Melee; +9 to hit; deals 1d6 +3 piercing; Finesse, Light.
Daggers(2). Melee; +9 to hit; deals 1d4 +3 piercing; Finesse, Light, Thrown (20/60 ft).
Leather armor. Light armor; AC 11 + Dex.
A burglar’s pack, thieves tools, crowbar, a set of dark common clothes including a hood, a belt pouch w/15 gp.

Semor Illreg grew up in Kargoth-Denn, the capital of the Draconic Empire. A member of an unremarkable clan, Illreg grew up in the Low Wards of the city. In school, he displayed an unusual facility for languages. That, and his personal charisma, attracted the notice of one of his instructors, who had ties to the Ministry of Imperial Intelligence. At the completion of his primary education, Semor was approached and recruited by that organization. His education continued, but was expanded. Apprenticed to a senior agent, Illreg learned how to identify, infiltrate and interact with Kargoth-Denn’s criminal underworld.  He leaned how to use his natural talents to decieve and inveigle himself into the lives of his targets. When he completed his apprenticeship, Semor’s first assignment had him infiltrate a pirate crew for a year. During this time, he established a number of useful contacts.
Semor rose steadily through the ranks of the ministry, until he was no longer a field agent. Instead, he recruited and ran a network of field agents. Before the Draconic Invasion began, Semor was tasked with establishing an intelligence network in the west, to ferret out exploitable weaknesses and vulnerabilities among the nations beyond the Tallshields.
When the invasion began, Semor was assigned to General Pretek’s staff as his spymaster. Semor immediately assessed Pretek as competant, albeit a plodder. Privately, Semor doubted the general’s ability to manage the campaign, but he kept his opinions to himself and offered what advice he could. 
As the western campaign began to falter, Semor sent word to his superiors in the Ministry that they should prepare for the worst. He continued to do his best for Pretek and the Legions, but it was hard going. The intelligence network he had established in the west had fractured and dissolved; his operatives were being killed or were providing bad intel.
After the Tarasque Incident, Semor realized that Pretek was completely out of his depth. He took it upon himself to try and salvage the campaign by arranging the general’s death. With Pretek out of the way, General Zenn assumed command and the nature of the Draconic campaign changed.
As Zenn has focused on securing captured territories, Semor has focused on identifying and eliminating rebel elements within those areas.  He has become aware that Arkag Redeye is quietly working against Kannar Atokis, and is trying to draw him into his circle. Semor is somewhat amused by the old wizard’s attempts at subtlety. However, if Redeye does move against Kannar, Semor would probably stop the old fool. By that same token, Semor realizes that Redeye is a valuable resource for the campaign and would stop Kannar from killing the wizard.
The fact that he finds himself policing his colleagues instead of focusing on the campaign is starting to grate on Semor. He may, at some point, go to General Zenn with his concerns. Until then, Semor will soldier on, doing the best he can for the campaign and his nation.

Wednesday, September 27, 2017

When worlds collide...

A while back I dm'd a game set in a homebrewed world. I described it as D&D with a jazz soundtrack.  Was playing around in photoshop the other day and was inspired by that setting to make these. 










Lux Tenebris: Kannar Atokis

KANNAR ATOKIS, L18 Dragonborn Sage (L10 Sorcerer/L8 Rogue)

STR     13 (+1)
DEX    12 (+1)
CON   18 (+4)
INT     20 (+5)
WIS     13 (+1)
CHA   20 (+5)
HP       144
AC      14 (Draconic Resistance)

Traits:
Draconic Ancestry: Black
Breath Weapon: Acid
Damage Resistance: Acid
Languages: Celestial, Common, Draconic, Elvish, Gnomish, Infernal, Thieves’ cant

Proficiencies: +6
Armor: Light
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light x-bows
Tools: Disguise kit, Forgery kit, Thieves’ tools, Chess
Saves: Constitution +10, Charisma +11
Skills: Arcana +17, Deception +17, History +17, Persuasion +11, Stealth +13

Feats:
Researcher
* * *
Sorcerous Origin: Draconic Bloodline
- Draconic Ancestry: Red
- Draconic Resilience
- Elemental Affinity (Fire)
Font of Magic
- Sorcery Points: 10
Metamagic
- Empowered Spell, Quickened Spell, Subtle Spell
* * *
Expertise
Sneak Attack
Cunning Action
Roguish Archetype: Mastermind
- Master of Intrigue
- Master of Tactics
Uncanny Dodge
Evasion

Spellcasting:
Spells Known: 11
Spell DC: 19
Atk Mod: +11
At-Will(6): Blade ward, Dancing light, Friends, Mending, Ray of frost, Shocking grasp
L1(4): Chromatic orb, Detect magic, Magic missile
L2(3): Alter self, Web
L3(3): Counterspell, Fireball
L4(3): Dimension door, Greater invisibility
L5(2): Cloudkill, Teleportation circle

Equipment:
Quarterstaff. Melee. +7 to hit; deals 1d6 +1 bludgeoning. Versatile (1d8).
Daggers(2). Melee. +7 to hit; deals 1d4 +1 piercing; Finesse, Light, Thrown (20/60 ft).
An arcane focus, an explorer’s pack, a bottle of ink, a quill, a small knife, a letter from a colleague, a set of common clothes, a belt pouch w/10gp.

Kannar Atokis never wanted to come to the west, but as an agent of the Scriptorium assigned to the Draconic Legions she never had a choice.  Assigned to General Pretek’s staff, she was meant to act as an advisor on arcane matters, but she was largely ignored.  She was the one dissenting voice among Pretek’s advisors when he announced his intent to summon the tarasque. Afterwards, General Pretek ordered Kannar to secure the city of Calhorne.  Calhorne had been conquered and raised months ago; the order was basically Pretek’s way of getting Kannar out of his presence.  She knew this, as did everyone else, and her status among the Legions was lowered even further by this order.  Nevertheless, Kannar obeyed.
Ironically, Pretek’s order probably saved her life. When the tarasque ritual was disrupted, Kannar became one of the few imperial spellcasters to survive.  Pretek did not survive and command of the imperial forces fell to General Ramar Zenn.
A pragmatist, Zenn has consolidated the imperial forces, establishing his headquarters in Calhorne and elevating Kannar to his personal circle. Unlike Pretek, Zenn is receptive to Kannar’s advice and the Draconic Legions have prospered for it.
Kannar’s status has risen considerably since Zenn assumed command. This has earned her the ire of some members of Zenn’s staff who served under Pretek. The imperial wizard, Arkag Redeye, is particularly irritated that a mere sorcerer has risen so high.  He is quietly working to turn Zenn’s spymaster, Semor Ilreg, against Kannar.
Kannar is well-aware of Redeye’s plots and is considering eliminating the old wizard. The only thing staying her hand is the fact that Redeye’s magical accumen may be their best hope to restore contact with the Empire.  Still, if he continues to work against her, Kannar may just kill the old man and let the pieces fall where they may.

Sunday, September 24, 2017

Lux Tenebris: General Ramar Zenn

GENERAL RAMAR ZENN, L15 Dragonborn General

STR     20 (+5)
DEX    14 (+2)
CON   14 (+2)
INT     12 (+1)
WIS     12 (+1)
CHA   14 (+2)
HP       119
AC      16 (Chain mail)

Traits:
Draconic Ancestry: Silver
Breath Weapon: Cold
Damage Resistance: Cold
Languages: Common, Draconic

Proficiencies: +5
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Chess set, Vehicles: Land, Smith’s tools
Saves: Strength +10, Constitution +7
Skills: Athletics +10, History +6, Insight +6, Intimidation +7

Feats:
Military Rank
* * *
Fighting Style: Great Weapon Fighting
Second Wind
Action Surge
Martial Archetype: Battle Master
- Combat Superiority
- Manuevers: Commander’s strike, Disarming attack, Distracting strike, Feinting attack, Lunging attack, Menacing attack, Precision attack, Rally, Sweeping attack
- Superiority Dice (6d10)
- Manuever Save: 18
- Know Your Enemy
- Improved Combat Superiority
- Relentless
Extra Attack (3x)
Indomitable (2x)

Equipment:
Greatsword. Melee. +10 to hit; deals 2d6 +5 slashing. Heavy, 2-handed.
Handaxes(2). Melee. +10 to hit; deals 1d6 +5 slashing. Light, Thrown (range 20/60).
Chain mail. Heavy armor. AC 16. Min STR 13. Disadvantage on Stealth.
A dungeoneer’s pack, a rank insignia, a trophy, a set of bone dice, a set of common clothes, a belt pouch containing 10gp.

General Ramar Zenn is the Commander of the Imperial Legions currently operating west of the Tallshield Mountains.  It is a post he has recently come to, following the recent death of General Orga Pretek following the disasterous Tarasque Incident.
Zenn inherited a logistical mess from his predecessor, who overextended the Legions. Instead of fighting on one front, the Draconic Legions found themselves engaged in battle on over a dozen fronts.  It was no surprise to Zenn when their forces could not hold their positions and had to give way to the western forces.
Since assuming command, General Zenn has ordered the Imperial Legions to fall back to Shrike. He has conceived of a multi-layered defense to secure the region, which seems to be working. Western incursions into the region have dropped considerably, giving the imperial forces a much needed respite.
The situation is more dire than most of the legionaires suspect. The series of teleport circles they used to cross the Braerosan Wastes have been compromised. To all intents and purposes, the Draconic forces are now cut off from their homeland. Without significant reenforcements, Zenn cannot and will not push out from the Legions’ secure position. Instead, he continues to fortify the Legions position, while the remaining Imperial spellcasters try to restore the teleport link to the Empire. If they cannot do so, Zenn is certain the Legion will fall.


Sunday, September 17, 2017

Lux Tenebris: Deities of Lore - Part 6


Solat is the God of Lightening, also known as the Lord of Storms and the Deep King. Solat’s temples are few and scattered far and wide.  His priests often live as hermits or monks. His symbol is a black hand grasping a golden thunderbolt against a dark purple field. Although Solat has worshippers around the world, humans tend to venerate the God of Storms more than any other race.  The God of Lightening seldom manifests, but when he does the only sure way to identify him is by the dark purple cloak he always wears in all of his guises.




Sumet is the God of War. He is the father of Neka, Goddess of Trade, and can usually be found in the company of Meleh, God of Battle. His symbol is an upright double-headed war axe in red and gold, against a black field. Sumet is invoked by all those who wage war and fight it. However, where Meleh focuses on individual battles, Sumet is concerned with the entire battlefield. Every culture on Lore honors Sumet, but none more than the dragonborn. When he goes among the dragonborn, Sumet often manifests as a large, black-scaled dragonborn warrior,
bearing golden weapons.



Sunavis is the God of the Wilderness, also known as the Forest Lord and the Master of Beasts. He is the father of Thaz, God of the Sciences.  A curmudgeonly deity, Sunavis was born old. He has no temples, but many shrines. His worshippers live close to nature and his clergy have a deep respect for the wild spaces of nature.  Sunavis’s symbols are the pine cone and the porcupine, reflecting his prickly nature. He is worshipped most devoutly by the gnomes. Because of this, when he manifest, it is often as a scrawny-looking old gnome with an impressive beard.




Thalde is the Goddess of Violence and the mother of Thaz, God of the Sciences. Her name is often invoked in a cautionary manner, as a means of warding off violence. It doesn’t often work. A
disreputable goddess, Thalde has no temples and few shrines. Her priests are usually people with anger-management issues. Thalde is one of the gods, like Atenauch and Ryat, worshipped to appease them and keep them away. Gnomes in particular make ritual sacrifices to Thalde to placate her. The Goddess of Violence’s symbol is a blackened skull skewered on a red dagger, against a black field.



Thaz is the God of Sciences. He is also known as the Diligent One and the Lamplighter. His father is Sunavis, God of the Wilderness; his mother is Thalde, Goddess of Violence.  His worshippers include researchers, explorers and scientists of all types. His temples are small and usually found near academic institutions.  His priests are usually learned men and women with expertise in at least one field of science. Thaz is not widely worshipped, but his most devoted followers are elves. When Thaz manifests, it is usually as a tall, blonde elf wearing bright robes and carrying a glowing staff.






Una is the Goddess of Hate, the Lady of Rage and the Bloodletter. Her parentage is unknown, but some stories claim she is the daughter of Redethal, God of Destruction.  Una has no public temples, but there are secret cults devoted to her worship. Her followers are usually angry, bitter people rejected by society.  Her name is not invoked, even as a ward, as it is believed drawing Una’s attention is a very bad idea. Una’s symbol is anything broken or destroyed. When she manifests it is as a pale woman with wild white hair, bright eyes and bloody mouth.

Lux Tenebris: Deities of Lore - Part 5

Redethal is the God of Destruction, the Chaos-Bringer and the Divine Fury. He is the father of Ratava, Goddess of Pleasure, and, in some stories, Ikkili, Goddess of the Hunt. Redethal’s name is not invoked lightly. Summoning him is akin to calling down a natural disaster. Even the other gods avoid summoning Redethal. He is not inherantly evil, but despises stagnation; he sweeps away the old to make way for the new. Redethal has no temples, but a small clergy who worship at temporary shrines. His symbol consists of eight black arrows in a radial pattern against a blood-red field.


Reined is the God of Lies, the Mischief-Maker, the King of Trumps. He is the father of Kasam, the God of Charity. In some quarters Reined is despised for his lies, but in others he is lauded for his cleverness. The God of Lies and the God of Truth do not get along and neither do their followers. Reined has one or two temples and few priests. In stories, he often accompanies other deities on adventures. The fox and mockingbird are his symbols. Reined is best-loved by the elves, especially the drow, and sometimes manifests as a handsome, smirking elf.



Retamli is the God of Sacrifice. He is the father of Lilim, the God of Laments. According to legend, Retamli offered his life to the All-Fiend to save humanity. The All-Fiend accepted. Retamli’s selfless act restored humanity’s faith in the gods and allowed them to overcome the All-Fiend. Retamli has several temples and a small clergy. His followers practice denial and self-sacrifice in emulation of Retamli’s example. The more extreme members of his congregation mortify their flesh to prove their devotion to the God of Sacrifice.  Retamli’s symbol is an eternal flame, burning red and gold against a black field. 


Rovelek is the God of Death and the Dead. Some call him the Winterlord and the Final Judge. He is the father of Arymat, Goddess of Misfortune. His lover is Lira, Goddess of Summer. As the God of Death, Rovelek is closely associated with Elleru, who presides over the Underworld.  Rovelek is not a popular god but he has many temples and many priests. He is invoked wherever people have died and his temples often serve as mortuaries. His clergy dress in gray and black. Rovelek has no symbol. All cultures respect Rovelek, but humans strive hardest to placate him.



Ryat is the God of Thieves. His name is invoked by criminals across the world and he has no public temples or shrines. Rather, the God of Thieves is worshipped in private, furtively. Most of his worshippers are criminals, but not all. Like Atenauch, the Goddess of Want, Ryat is a deity who is offered fervent worship by the dwarves. They do so to try and placate the God of Thieves, so that his followers will not rob them. Perhaps because of this, Ryat chooses to manifest as a bent and twisted dwarf with a wicked leer on his face.



Sarvas is the God of Divination, also known as the Blind God.  He only has few temples and his priesthood is very small..  Only those individuals with an innate talent for divination can become priests of Sarvas. Although primarily a god of seers and oracles, Sarvas is often appealed to by common folk, hoping for some glimpse of their future.  Those who receive such a glimpse often regret it.  Among the peoples of the world, humans tend to pray to Sarvas the most. When he manifests, it is as an older human man, bald and blind, dressed like a monk.

Lux Tenebris: Deities of Lore - Part 4

Lukryum is the God of Life and one of the major deities of Lore. He is the progenitor of many of the gods and, according to some myths, all life on Lore. Every culture on Lore honors Lukrym to some degree. His temples and shrines are found everywhere. He has countless worshippers and a large, well-organized priesthood. He is associated with fertility, authority, material and spiritual power. His symbol is a green tree against a golden field. Lukrym is worshipped everywhere, but most fervently by the dragonborn. When he manifests to them, it is as a powerful, golden-scaled dragonborn male.



Meleh is the God of Battle, also known as the Golden Warrior. He is closely allied with Sumet, God of War, and the two are seldom apart. As the God of Battle, Meleh is called upon by fighters of all stripes and creeds to guide their blows and strengthen their arms. He has many temples and his clergy is comprised largely of veteran fighters. His symbol consists of two golden swords with a golden star above them on a blood-red field. When Meleh manifests it is as a warrior-youth armed with twin blades. He is best loved by the elves.

 

Mot is the God of Murder and Betrayal. He is often referred to as the Divine Traitor for allying with the All-Fiend, Sedomo, against Lukrym. Mot has no public temples or shrines and is worshipped in secret. Worship of Mot is illegal in most civilized countries, nevertheless his cult persists. He attracts dark souls to his worship and his name is often invoked by assassins and their employers. Mot has no symbol and when he manifests it is as a handsome male elf with sable hair and golden eyes. All his manifestations bear Sedomo’s brand, marking Mot as his ally.



Neka is the Goddess of Trade and Agreements. She is the daughter of Elleru, Goddess of Earth and the Underworld, and Sumet, God of War. Her name is invoked in courts and marketplaces, by merchants and moneylenders. Her temples are usually found near marketplaces and her priests often act as bankers and witnesses to trade agreements. To a lesser extent, Neka is also involved in diplomacy since trade flourishes during peacetime. Her symbol is two gold coins on a black field. Best-loved by the elves, Neka often manifests as a plain-looking she-elf with long dark hair and a calculating demeanor.




Ralam is the God of Agriculture, sometimes called the Lord of Harvest and Fieldsman. He is the father of Enab, God of Freedom. Ralam is a popular, albeit modest, deity who is the patron of all those who work the earth. His temples are found in rural areas, but his shrines can be found everywhere. His worshippers are farmers, vintners, ploughmen and anyone who works the soil. Ralam’s priests are usually plain-spoken folk with some connection to farming. Ralam’s symbol is a silver scythe on a black field. He is best-loved by the halflings, but has no set physical manifestation.




Rasha is the Goddess of Light, also known as the Sunmother and Moonkeeper. Her daughters are Enla, Goddess of the Sun, and Ratava, Goddess of Pleasure. Rasha is a prominent diety with many temples and a large priesthood. Her temples are always brightly lit and gaily painted. Festivals held in her honor often culminate in the release of floating lanterns into the night sky. Her symbol is a golden winged blade ascending to heaven against a dark blue sky. The Goddess of Light is honored across the globe, in every culture, but she is worshipped most fervently by the elves.





Ratava is the Goddess of Pleasure, also known as the Queen of Sighs and the Mistress of Desire. She is the daughter of Rasha, Goddess of Light, and Redethal, God of Destruction. Ratava is considered the most beautiful of the gods and has many lovers, both mortal and immortal. She has several temples.  Her priests are all exceptionally beautiful. Celebrations held in her name often become wild bachanals of sensual delight. Worship of Ratava is not for the meek and modest. Most cultures acknowledge Ratava in some way, but only the elves truly embrace her, losing themselves in her worship.

Lux Tenebris: Deities of Lore - Part 3

Enla is the Goddess of the Sun. She is the daughter of Amhog, God of Knowledge, and Rasha, Goddess of Light.  She is the mother of Halab, God of Mercies. A prominent goddess, Enla is sometimes known as the Timekeeper. Her temples are found across the world, and they ring bells to mark the passage of the daylight hours.  Enla’s symbols are a golden sun and a sundial. Worshipped by all, Enla is best-loved by humans.  When she manifests it is usually as a beautiful human woman with bronze skin and a mane of wild black hair around her head. 



Halab is the God of Mercies. He is the son of Enla, Goddess of the Sun, and Enab, God of Freedom.  His wife is Anola, the Goddess of Healing. A gentle deity, Halab is the only god to routinely interact with Arymat, Goddess of Misfortune. As such, it is said that his priests and devotees are especially lucky. His temples are small and serve as hospitals, hospices and asylums. His priests wear white and blue and many of them are trained healers.  His symbol is a pair of white hands cupping a blue star. Halab is best-loved by the halflings.



Ikkili is the Goddess of the Hunt, also known as the Red Spear and the Wild Huntress. Although a patron of hunters, Ikkili is also a patron of those they hunt. Returning from a hunt empty-handed is a sure sign that the goddess is not pleased with the hunter. She has no temples, but many shrines and her priests are usually not found among so-called ‘civilized’ peoples. Curiously, the dragonborn hold Ikkili in high regard for her skill and emotional detachment. Ikkili will sometimes manifest as a slim dragonborn female. Her symbol is a bloody spear against a black field.



Kasam is the God of Charity and Wealth. He is sometimes referred to as the Lord of Sapphires, and that gem is sacred to him. He is the child of Arilil, Goddess of Sadness, and Reined, God of Lies. Kasam’s name is invoked by those seeking wealth and those seeking alms. He rewards generosity and punishes greed. His temples are small and often serve as almshouses to those in need. Kasam’s symbol is a blue chalice held in a white hand.  He is best loved by the elves, and often manifests as a handsome elf-man wearing a bejeweled silver circlet.



Lilim is the God of Laments and Dirges. He is the son of Artys, Goddess of Illusion, and Retamli, God of Sacrifice. Associated primarily with death and funeral rites, Lilim is also connected to omens of death. Soldiers claim that if you hear a flute being played before a battle its a warning from Lilim not to fight. As such, the god is sometimes called the Soldier’s Friend. Lilim has no temples, few shrines and fewer priests. Gnomes revere him for his omens and Lilim sometimes appears as an small, armored figure playing a woeful tune on a silver flute.




Lira is the Goddess of Summer. She is the mother of Arymat, Goddess of Misfortune, and sometimes lover of Rovelek, the God of the Dead. Although a popular goddess, Lira has only a few temples and her shrines tend to be seasonal. Her priesthood is small, but dedicated, and comprised largely of young, single women. The color red is sacred to Lira and her symbol is the amaranthus flower. The Goddess of Summer is worshipped most ardently by humans, and she is known to manifest as a beautiful human woman with flowing red hair, usually wearing red garments and jewels.

Lux Tenebris: Deities of Lore - Part 2


Arymat is the Goddess of Misfortune. She is also called the Lady of Woes. The daughter of Lira, the Goddess of Summer, and Rovelek, the God of the Dead, Arymat was born with a ‘sour eye.’ Anything that Arymat looked upon with that eye was cursed with bad luck and so she became the Goddess of Misfortune. Even the other gods are not immune to Arymat’s influence, so they shun her. There are no temples to Arymat and she has no priests, but thousands invoke her name daily, praying that the Lady of Woes will spare them her ill-fortuned gaze.



Atenauch is the Goddess of Famine and Want. She is the sister of Anola, the Goddess of Healing. Atenauch is not a deity who is worshipped, so much as placated. Dwarves, in particular, make regular offerings to Atenauch, in hopes that she will stay far away.  She has few priests and only one or two temples, but many shrines. Most farming communities hold the Feast of Famine at the end of theirs harvests to placate her.  Autenauch’s symbol is an empty plate and when she manifests it is as a gaunt, skeletal woman with wild black hair wearing ragged clothes.



Golden-haired Cyric is the God of Truth. He is the son of Denog, God of Crafts, and Elleru, Goddess of Earth and the Underworld. Cyric never lies and hates liars. As such, his name is invoked when truth must be told. Woe betide anyone who bears false witness in Cyric’s name. In his temples, only truth can be spoken.  His priests never lie, not even to be polite or kind. As such, they are trusted, but seldom liked. Cyric’s symbol is a golden crown, and he usually manifests as a handsome, fair-haired young man. He is best-loved by the halflings.



Denog is the God of Crafts, also known as the Wondermaker. He is the father of Cyric, God of Truth, and one of the goddess Elleru’s lovers. Denog created the Seven Wonders of the World, and is worshipped by artisans and craftsmen of all types.  He has many temples and even more shrines. His priests are all accomplished artisans. His symbols include the hammer and the spider. Although Denog is worshipped across Lore he is held in especially high regard among the clever gnomes. In fact, the God of Crafts will often manifests as a brighty-eyed, finely-dressed older gnome gentleman.


Elleru is one of the major deities of Lore, the Goddess of Earth and the Underworld. She is a fecund deity and has many lovers, mortal and immortal, and countless children. Her temples can be found everywhere, and most homes have a shrine to her, carefully tended by the household. Her priests come from all backgrounds, as do her worshippers. She has dominion over the living and the dead, and is sometimes referred to as the Queen of the Dead. Her symbols are the egg, the butterfly and the toad. She manifests as a regal woman dressed all in green.




Enab is the God of Freedom, also known as the Chainbreaker.  He is the son of Abasha, Goddess of Justice, and Ralam, God of Agriculture. Enab is a chaotic god associated with freedom and revolution. He is the enemy of tyrants and patron of the oppressed. His priests are few, but fiercely devoted, and he has only a few scattered temples and shrines. When shrines to him appear local governments take notice as it means trouble is not far behind. Enab’s symbol is a broken chain in three colors. With their love of freedom, humans are Enab’s most devoted worshippers.