Tell Me About Your Eberron NPCs!

Post/Author/DateTimePost
#1

misterfido_dup

Jul 26, 2009 2:34:37
I'm sick and tired of angsty and angry threads. Time to make a fun one, filled with nothing but sunshine and lollipops and, of course, undead.

I want to hear about everyone's NPCs, how you made them original, what made them awesome. Eberron-themed is, obviously, preferred.

I'll start!

Lord Peuran d'Thuranni is a coordinator for Thuranni assassin teams. He has the distinctive trait of always clutching bone-colored dice between his knuckles while talking (a trait easy to have props for!). He died when he tried to assassinate a university head by trapping the headmaster in his pet gelatinous cube, but the party saved the headmaster, and killed two birds with one stone by dropping the gelatinous cube off a banister onto Peuran's head.
#2

Duke5150

Jul 26, 2009 8:02:13
lol, I'll post some of my stuff when I'v refined it a bit. So far I'v got rough drafts of Rajah overlords (Lolth, Surtur, Hextor, Gruumsh, Kurtulmak, Nerull, Vecna, Erythnul, Set and more) all with different eberronian names.

I'v got plenty of outsiders, cults, new religions and a house of war (aberrant marked house members), all on the draft board. Just need a bit more time and I'll share. Been working on some ideas for new magic-tech, Psionic-tech vehicals and items and of course, can't forget about eberron vestiges.
#3

Nived

Jul 26, 2009 8:06:30
Alvis d'Lyrander, He's lived in several of my campaigns, basically whenever the PCs need transportation by sea or air they end up on Alvis' ship, be it the Elemental Galleon The Lucky Break or the airship The Azure Domino, he's a gambler and an adrenaline junky, always loves to take adventurers on board because they have a tendency to make trips interesting, and he's always willing to take charters most other Lyrander captains wouldn't even consider, be it flying an airship into the dark heart of Xen'drik, or sailing to Frostfell. Though most of the time its just
"We look for a ship to take us to Sharn," PC1
"There's a ship called The Lucky Break leaving tomorrow." DM
"Isn't that Alvis' ship?" PC2
"Of course it is" PC3
"Yes, he gives you a good price and you have a good time, the trip is uneventful, so you arrive in Sharn."

What? They can't always get attacked by Sahaguin, pirates, or flying sharks.
#4

nthdegree256

Jul 26, 2009 11:18:40
The two most successful NPCs I've had in my campaign so far:

Professor Bix: A changeling professor at Morgrave University, he's one of my go-to guys for low-level PC patrons. I generally play him as somewhat absent-minded, with a knack for Prophecy studies and a common habit of meeting the PCs shaped like one of them; much later in the campaign, when the PCs met up with him and he was in his natural form, they immediately (and correctly!) suspected foul play. (It turned out to be a rakshasa in disguise.)

Unknown Gnome: I originally created this guy to facilitate some shady financial dealings the PCs were undertaking. He has repeatedly assisted the PCs with their endeavors, providing them with a safe place to store their Leomund's Secret Chest, accepting and distributing payment as necessary for the PCs (they'll authorize him to pay out rewards for other adventuring groups they hire,) and so on. He has given them no name, and rarely speaks to them face-to-face, and the PCs have concluded that they don't fully trust him but love doing business with him. For his part, he's just happy to have some of the most up-to-date and accurate information on their activities at any time - some of the items that show up in that Secret Chest are enlightening, to say the least.
#5

Ogiwan

Jul 26, 2009 11:19:38
One of my favorite NPCs is on a similar vein. I need to come up with an actual name for him, but he's also Lyrander. He prefers to be called "Jack Danger", he's an amazing airship pilot, and his ship. the Dangerous Skies, is a bit of an experiment, as it tries to work with the fire elemental, giving it (disguised) leave ashore (it likes opera and plays).

Of course, he and his ship (and its crew) result in the best airship in Eberron, so they have to break him out of Dreadhold (or maybe some other prison), as Jack refuses to follow House guidelines and work for the enrichment of the House.
#6

fabius_maximus

Jul 26, 2009 13:37:51
Here's me hoping none of my player'll visit this thread.

I'll start my first campaign ever in a few weeks and came up with following NPCs, among others.

The first one is human female (who has no name as of yet). Born in Thrane, she developed an Aberrant Dragonmark who let her burn things. When her neighbours in this remote village discovered her mark, they eventually put her to a trial, and the resident priest - one of the purists - sentenced her to death at the stake for being a witch.

So they burned her. At first, all was going according to plan. She burned and screamed and pleaded to everyone to let her go. Then, someone or something heard her, because she discovered that she could get control of the flames around her and let them explode. Since most people of the village stood around the burning stake, they were turned to ashes in an instant. Badly burned, the women fled.

Now, she's up and around. She wraps herself in cloth because of her scars. She's got an love/hate relationship to fire. She fears it fiercely, but uses it as her weapon of choice. Since she knows that she needs allies, she sought out various Cults of the Dragon Below over the years, but only as an excuse to incinerate people. Which regularly belong to the Cult. But the leader of her current cell is someone she would not oppose. She's insane, not stupid.


This leader's name is Ved, and he's a Blue. Yep, one of those psionic goblins. Even as a child in Darguun, he came across as weird and uncanny. He was the kid everyone was afraid off, despite his small stature and unusual colouring. He was shunned, not picked upon, and that was the way he liked it. If he set his mind upon actually talking to someone, it showed that he not only was very bright, but also that he could manipulate people like nothing else. But usually he kept to himself and sat and thought about things.

One day, he wasn't alone in his head anymore. There was a voice there, very faint, but very determined. It told him of things to come and that Ved was destined to become it's champion in the world. And it showed him to use the power of his mind to crush the voice's enemies and free the entity that it belonged to. Shortly after that, Ved left his clan behind, led by the voice to a Cult of the Dragon Below to dominate. He left his followers to believe they still followed the Dragon Below, but in truth, Ved's god was something very different.
#7

famoth83

Jul 26, 2009 16:26:21
Hmmm... well, I need to put some more thought into them anyway, so here goes.

My first true Eberron campaign, and honestly my first true campaign as DM in 4th Edition, is featuring two players, my brother and his fiancee, both of who will be two wheeling two PCs. The staring role goes to my future sister in law's bard, a half elf who wants to unite the old kingdom of Galifar. As such, unity will be playing a large role in the campaign, even at heroic tier.

We've had some bad experiences with just four characters in 4th edition, so I'll be 5th Wheeling four different NPCs to back them up. Since they're fullfilling a PC role in battle, they have full PC stats but otherwise are being treated as NPCs. They don't gain experience (though they'll subtract their share) or treasure (at least in regards to the treasure table), level up when I need them too, and have their upgrades when I deem appropriate. There's one for each role so I'm expecting this Campaign to able be a great experience play testing the how four different balances really feel in practice.

The Fifth Wheels

Aelron, a male eladrin paladin Shae Joridal, on a quest to save his people. He's going to be getting all the feyspires involved in the campaign, which is entirely intentional. For the most part he driven towards his goals and detached from everything else, though it is a respectful detachment suitable for a knight of his people.

Dric Kalkin, a male halfling barbarian, aberrant marked. I'm planning to have a subplotline involving Droaam and the House Tarkanan, so having one of the 5th wheels be a member of the house makes sense. He's a native to Cyre, and will be the bearer of the a homebrewd Aberrant Mark of Rage. Meaning he going to be angry alot, not just unreasonably, but nonsensically. Think "I'm angry even when I'm overjoyed."

Goerus, a female minotaur invoker of Szorawai... better known as the Furry. Hey, the campaign is about unity, so why not try and end the Schism? Seriously, she'll be playing up the passion side of the Furry more then anything else, adventuring for the oppressed who can't express their passion. For the sake of this character, the freedom domain is going to be used even if it wouldn't always apply.

Ravatra, a female kalashitar warlord. Don't go trying to look up her quori ancestor. The sisters of Vatra are something I've been playing around with in my head for awhile. Think of a kalashitar bloodline that don't believe that their war is a private war and in fact can only be won with allies, but aren't being stupid on recruitment. The sisters of Vatra range from artisans who make an effort to have a positive relationship with their neigbors rather then just a neutral one, to priests in Thrane preaching an odd mixture of the Silver Flame doctrine and the practices of the Paths of Light. Ravatra is neither, but is instead an agent of her cousins searching for literal battlefield allies. The PCs will do just nicely.
#8

misterfido_dup

Jul 26, 2009 20:04:27
Just a few more on my part =P

John "Doc" Horatio is looking for a rename =P But he's based on a PC I gamed with who wanted to be a Confederate gunslinger sucked through a portal to the game world, so he was. I won't bore you the details of his life as a PC, but I'll tell you about his reprisal as an NPC:

He's a Thrane (so, I guess, still a Confederate =P) commander who was a witness to the Mourning. He died that day, but came back as a revenant, who to this day still organizes war efforts on behalf of Thrane to destroy its neighbors. He refuses to believe--or perhaps, believes but refuses to acknowledge--that the war is over.

The thought of an undead gunslinger of Thrane leading war efforts after the Last War is over makes him one of my favorite NPCs, and I haven't even run him yet =P

The Coffee Guy was dubbed the name (He actually has a name... Acibara... or Arabica spelled backwards. Heh) of a bit character who became a repeat. He was the neighbor to a Morgrave professor whose apartment was ransacked and the PCs were playing Inquisitive. He is sleepy morning, noon, and night, cannot be caught without a cup of coffee in his hands, and is willing to be trapped in a burning building rather than flee it without his coffee. The party has found these details out as they transition from campaign to campaign and he briefly visits them. The first time, as the professor's neighbor; the next time, as a psion; the third time, as a mayor; the fourth time, as a god; the fifth time, as another mayor; the sixth time, as a hibernating dragon.

There's nothing quite like the sound of a party simultaneously slapping their foreheads when they realize that the sleeping dragon they're standing near (or rather, on, at the time they realized it was a dragon and not a shiny, uneven floor) is The Coffee Dragon, and that the room contains the treasure for the adventure in expensive, exotic coffee beans

Aklah the RedA Sahuigan priestess, half cleric half shaman in her power choices. Simply of note because as a sahuigan, she didn't speak clear common: "I want you... feet-stompers... to... yellow to red, of the smell-bad stomping." would be a perfectly acceptable sentence from her, and it was a puzzle encounter just to try and figure out what her different 'synonyms' meant without ******* her off into attacking and shedding their blood in the name of Sekolah

Nit is the first NPC I ever wrote. A changeling monk of the Mockery, in my first Eberron game, in one of my first D&D games ever. For all those firsts, he was also one of the most dynamic and memorable NPCs my players have had me run into them.
Amongst his various dark humorisms (like, walking into a room with a couple of drow guards, saying "I'll be right back" and walking out a minute later with information on their surroundings, as well as a good five pounds of fresh, unidentifiable meat in a bag, which he insists are the drows' rations) he was a great fighter in a group who still didn't know which die the d20 was.
Now, he was meant to be a villain, the party simply insisted on dragging him along everywhere and I went with it.
In the final showdown of the encounter, with Inspired on a rooftop with some drow (there was actually a reason for them to be there; I think the Inspired were building scorpion-themed monoliths in Xen'drik for the drow to worship, or something), the airship that had been stolen from the party docked at the top of the monolith, the inspired summoning a fire elemental to bind into the empty arch... things went well, until A) the warforged rolled 1s on his Climb checks to climb the docking ropes to the airship and fell 200 feet and died (and everyone rolled 1 on Reflex to grab his arm nad catch him) and B) the fire elemental got loose, and attacked the party.
Nit, seeing that the elemental would set fire to the ship and kill everyone, cut the rope the elemental was climbing to chase after the party... the rope he was climbing too... and landed with the elemental on the ring, and wrestled it in there.
The very evil monk died to defend the party... there was a moment of silence afterwards for him at the game table, I kid you not.

And ever since then, nobody names their character Nit, or if an NPC is named Nit, the PCs know that it's either a villain or a damned important ally, but probably both

Incidentally, while every game with that group since that first session has had a warforged in it at some point, not a single one of them has rolled Climb/Athletics. Some of them have multiclassed with psionics specifically to take wallwalker, so that it's impossible for them to fall to their death while climbing a rope at 200 feet.
#9

Rhoan01

Jul 27, 2009 12:55:49
Here's a few from games gone by:

Manx d'Cannith
Manx is an unruly scion of House Cannith, filled with bitter feelings ever since the day his left eye was gouged out in an unfortunate training accident. Years and scandals later, the House elders sent him to a backwater town to work as an alchemist in a dead-end enclave. He bought the nearby tavern, the Squeaky Wheel, and spends his nights mixing drinks and drowning his sorrows in his own concoctions. Most nights typically end in a brawl, with Manx's homonculi ending things by shoving everyone out the door.

Lir ir'Wynarn
Lir ir'Wynarn is a name known only to a handful of people; however, this changeling assassin's other cover identities are better known throughout Graywall, where he operates the underground casino "Olladra's Last Chance". Lir, a bastard son of one of King Boranel's distant cousins, came to the city with a group of adventurers and wound up winning big in the city's arena. He sank the money back into an extravagant underground casino that serves only the wealthiest clientele. Lir uses the money from the casino to fund clandestine operations or adventuring parties in Breland designed to thwart the anti-monarchist plans of his homeland's nobles.

Kalren Shaarekh
With a fiery temper, jovial laugh, and girth to rival a bugbear, Kalren Shaarekh is easily the nicest hobgoblin in all of Darguun. "Kal" runs a mining and excavation operation that is fomarlly helping the Lhesh Haruuc search for Dhakaani artifacts, and informally doing the same thing for the highest bidder. The digger is fascinated with all things non-Dhakaani, as evidenced by his wardrobe full of Sharn's latest fashions, the Karrnathi-inspired architecture at his home, and his human wife. He's immediately friendly to anyone traveling to Darguun from the Five Nations, and ready to offer a room, local knowledge, or even information on his latest dig just for a chance to hear news from outside Rhuukan Draal.


EDIT: Kal also likes to sing showtunes from Galifaran plays, in case there was any doubt as to where the inspiration for him came from
#10

identitystolen

Jul 27, 2009 13:35:55
Goerus, a female minotaur invoker of Szorawai... better known as the Furry. Hey, the campaign is about unity, so why not try and end the Schism? Seriously, she'll be playing up the passion side of the Furry more then anything else, adventuring for the oppressed who can't express their passion. For the sake of this character, the freedom domain is going to be used even if it wouldn't always apply.

For the love of the Host... Please tell me you meant the Fury and not Furry. That paragraph could go in a very bad direction very quick because of an extra 'r.'

The only NPC that showed with any regularity in my campaigns was the PC's patron in one campaign. For the life of me I can't remember his name, but basically he was a rich half-elf wizard who had very high Intelligence and charisma but horrible wisdom. His coin was always good, very friendly and always willing to help, but could never conceive why (for example) it was a bad idea to ask the local drow tribe for directions. Oh, and he occasionally forgot his spell book and other assorted supplies when he left to do field work, leaving the PCs to extract their paycheck from another ancient deathtrap or some such thing. The PCs had a love/hate relationship for him, he was undeniably useful, but at the same time a royal pain in the rear.
#11

AvonRekaes

Jul 27, 2009 13:58:55
I'll contribute some heroic tier antagonists to the thread!

Meet the Seekers of Truth Inquisitive Agency, independantly owned and based in Sharn's Deathsgate district. When you absolutely must learn the Truth, no matter the cost, they're your first and only choice.

Xev
Xev is a changeling, and is quite open about it. He never disguises who he is, but rather uses his shapechanging abilities to refine his natural form to ever more clearly reflect his own perfection. His sense of utter personal superiority stems from the fact that he has discovered his own personal Truename, and has a unique grasp of just how special he really is in the multiverse.
My players, don't read
What Xev doesn't know is that the events that lead him to discover the lore of Truespeech and finding his Truename were orchestrated by the Lords of Dust, despite him never encountering a fiend.
#12

rekko

Jul 27, 2009 14:12:14
Note that all characters are 3.5

Nox is one of the first NPCs I wrote for my solo game. He is a changeling vampire artificer (needs 4E conversion). Nox is an emissary of Erandis, and an obvious follower of the Blood of Vol, formerly of the Traveller. He acts as a spy and works well as a patron, giving equipment and knowledge to the PCs, and sometimes even coming with them on their quests. His goal is to make the PCs join the inner rings of the Blood of Vol and of the Emerald Claw, or force them into the organization with a well placed bite. In my game, he often took the appearance of Artix d'Cannith an artificer working on a secret project for the Twelve in need of protection, the first patron I gave to my PC. He was killed by Nox.

Lord Uriel Stanislar In an old pre-Mourning game with several PCs, he was one of them, a Karrnathi human fighter with dip multiclassing into cleric of the Blood of Vol. In 4E he would make a great Paladin of the Blood of Vol. In the Last War, he was a Karrnathi warlord in lead of the adventuring party doing missions ranging to strike team, misinformation, intelligence and treasure hunting. Before the Mourning, he was approched by the Emerald Claw and joined the organization. Now, he has climbed in the ranks and he is in charge of the Atur, the City of Night, and has probably meet the Queen of Death on at least one occasion. Now, in my solo game, he is trying to convince with Nox the PC to join their cause. He sent him on a quest into the Mournland to show him what death is and seek the true potential of his divinity within. After that, the PC joined the Emerald Claw, though he still likes to think he didn't join and can leave whenever he feels like doing so.

Addaus d'Deneith is the PC of my solo game. He's a Human Sorcerer (3.5) and lived in Karlakton at the House enclave. As a Deneith, he serves in the Defender's Guild as a bodyguard. The House is mainly formed of Martial adepts and a few Wizards. So him, as a Sorcerer carrying the Mark of Sentinel is being mocked by the House and he is rejected by his family because he didn't share the frontlines experience while he was developing his sorcerer's abilities. Nowaday, his bodyguard experience led him to join the Emerald Claw. His part in the Prophecy is still unclear, but it looks like an important one since he is slowly developing all dragonmarks. He currently has the Mark of Sentinel, Passage and Detection. In combat, he likes to keep enemies at bay with grease, glitterdust and charm person. He makes frequent use of Mage hand, Prestidigitation, Dancing Light and Detect Magic. His attack spells are Acid Splash, Magic Missile, Scorching Ray and Fire Ball and he uses his Mark of Passage' Dimension Door to teleport out of tight spots or retreat.

Tharin d'Kundarak is an NPC I made to accompany Addaus. He is a Dwarven Paladin of Dol Arrah member of the Iron Gate division of the Warding Guild. He has a dip multiclass into Artificer to better work with mundane and magical traps. He already done his service at Dreadhold, which could provide PCs with inside information, but his current job takes him onto Orien Lightning Rails and Lyrandar Airships to inspect security of cabins and vaults, and give assistance to Deneith guards to protect people and their wealth. He meet Addaus on a Lightning Rail and followed him on his quests because he wants to pay out the debt he acquired to Addaus by helping him. Notice that he has an earthbound warhammer and likes to charge. (Unfortunatly he died in the Mournland)

Denalic is another NPC I made to follow Addaus. He's a Gnome Rogue2/Bard2/Master Inquisitive2. He is a journalist for the Korranberg Chronicle and has a particular interest in writing the adventures of Addaus. He is good at getting information either for intelligence or for storytelling. He usually does so by tracking people, diplomacy and exchange of favors. He knows a lot of people and is a great contact to have to introduce PCs to other NPCs. At first he made a few interviews with Addaus, but in exchange for a favor he teamed up with him and got directly involved in adventures, his most prized dream. Though he still continues to write his stories, he censures a lot of what happens to protect the party from falling due to his press, he is thinking he might want to publish a book when he retires from adventuring. (Unfortunatly he also died in the Mournland)

Those are about the most developed and used NPCs for my solo game. I am working on new allies to give Addaus, maybe one or two important villains. However that campaign is on hold, so it might not be for now.

I am also working, for my personal pleasure, on an goblin NPC. Basically, he's my own PC when I played in a homebrew game named Kinel that I want to incorporate in Eberron. This is still ideas and drafts for him. Rekko (yes, that is where my screenname comes from) is a goblin fighter/halfling outrider (3.5) and I was interested to give him Krenshar totems (Incarnum totemist) and maybe a bard level. You can read A Goblin's Diary to learn what happened to that character in that game. If I convert him to 4E, he'll probably be a Guardian Fighter or Two-Balded Ranger Hybrid or Multiclass into Wild Warden.

Rekko is a red-skinned goblin of the Malak clan. This rather large clan is composed of fierce warriors known in the late Dhakanni Empire for using a musical language to coordinate attack formations. Their numbers dropped to the Daelkyr's menace, and some of the many Dolgrims that walk Khyber and Eberron were created using Malak goblins. Today, the clan's numbers have greatly diminished due to inner fighting and division. The clan has been divided in three and some of their numbers are located in Droaam competing against other creatures for territory. The Ramakomysh live in the Watching Woods, they've become very mysterious, rumors say they've been fey-touched and people venturing in the woods either disappear forever of come back mad, speaking in none sense of some goblin encounters. The Klarahk tribe lives in the swamp regions near Blackwater lake in Droaam and the Shadow Marshes. They are the most savages and dark goblins of Droaam. They sacrifice other creatures and sometimes one of their own to dark cults in order to gain power, though no one knows what they gain and from where the gifts come. The Malaks live Southwest of the Greywall Mountains on the coast of the bay opening on the Barren Sea. They live out of fishing and herding. They try to establish cities, but are often disturbed by gnolls, ogres and trolls. Bizarrely, they revere the Spirits of the Past like the Valenar elves.

The Malaks have a love-hate relationship with Darguun and the Dhakanni Empire. They are proud warriors of the lost empire, but mistrust the hobgoblins and how they treat goblins in Darguun, like cannon fodders and slaves. As such, many Malak want to ignore and be ignored by Darguun, while others have grouped together and lauch raiding incursions into Breland to travel back to Darguun and join the Lhesh Haruuc and bringing the musical language back to the empire.

Rekko is part of this band calling themselves the Raiders. He is riding a trained Krenshar he raised on his own. He fights with net and spear, a fighting style he acquired on the coast of the sea and perfected in the gladiator ring in Greywall before teaming up with the Raiders. While travelling throughout Breland, he became fond of the human ways of living. When you look at him, you notice he is missing his left ear. The tell says he escaped Brelish death penalty for aiding in the dismantling of the Raiders, which have been encountering the Guardians of the Blue Star, a Brelish Order who swore to defend the nation's borders against the monstrous incursions and pillages. They actively work near Greywall and New Cyre against monsters of Droaam and Darguun incursions. They have also dealt with Eldeen orcs and shifters pillages. These Guardians are known for fighting defensively with two curved daggers, mainly used to disarm opponent. Their mission is to bring prisonners and dismantle the many raiding parties. Rekko would have liked to serve in the Order, but has been exiled from Breland and only King Boranel can dismiss the sentence. As such, he travelled north through the Eldeen Reaches, where he learned to channel the Primal Spirits of his Krenshar companion through him, to Aundair. However, goblins not being a frequent sight in Aundair, and dispising Arcane magic because the leader of the Raiders was a fierce Sorcerer, he decided to travel to Karrnath where he caught a particular interest in the Rekkenmark Academy and House Deneith. The musical language, or his flexibility at switching between fighting styles (net/spear, two daggers disarm and riding) might be his entry card into the Academy or the House. Maybe he'll be sent in the Talenta Plains to fight against Valenar to prove his worthiness.

Maybe I'll add more NPC later.

Rekko
#13

rekko

Jul 27, 2009 14:42:03
Rhoan01, I really love Manx d'Cannith and Lir ir'Wynarn. Consider them stolen. As of now, you can't use them in your game :P

Here's an old thread, exactly like this one I attempted to start a while ago: The NPC Fabric. Hope it can be of help to someone.

Rekko
#14

Rhoan01

Jul 27, 2009 15:11:36
Rhoan01, I really love Manx d'Cannith and Lir ir'Wynarn. Consider them stolen. As of now, you can't use them in your game :P

Rekko

Glad you liked them, considering they're both PCs that wound up being NPCs. Here's a bit more info from my time playing them.

Manx was a flashly dresser, had a trademark eyepatch with the Cannith symbol on it; his favored weapon is a heavily modified repeating crossbow he keeps behind the bar, as well as the occasional bottle of spirits with a flaming rag in it. Seriously, he pulls that crossbow out and it looks like something out of Van Helsing.

Lir has several personalities that he frequents, including a dwarven war vet that acts as the Last Chance's head of security, a female half-elf that manages the casino's spa/hotel area, and a grubby half-orc that occasionally spends time taking people's coats at the door. Lir's codename to the Dark Lanterns he sometimes works with is "the Were", since he has an uncanny knack for shapeshifting into the people his enemies fear the most in combat.
#15

Rhoan01

Jul 27, 2009 16:11:29
Here's a few baddies from my current campaign, while I'm thinking about it. These are all in the Heroic tier.

Gnasher
Gnoll body collector for the Emerald Claw, and their local snitch in Graywall. He's craftier than your average gnoll, but still the typical "Boast while my zombies surround me, run like the dickens if I get bloodied" type of foil to annoy the PCs with. He loves nothing more than to find dirt on somebody, then lead the trouble that's looking for them right to their doorstep.

Sir Thomas Ravenoak
A full-fledged knight of the Emerald Claw and Karrnathi expatriate, Sir Thomas is one of the Claw's enforcers, someone sent to catch and kill deserters or "convert" troublesome adventurers to their cause by way of zombification. Very self-important, holds himself as a noblemen, but is happiest when surrounded by his bloodied enemies. Protected by a syncophantic female ghoul cleric named...

Sister Manfred
The Sister of Mercy, as she is known in the Claw, served the Blood of Vol faithfully for her entire mortal life before she was sacrificed by Sir Ravenoak to a pit of ghouls in a terrible ceremony. Surprisingly, she retained much of her sanity and power, and came to follow Sir Ravenoak like a lapdog, flying into a rage whenever anyone dares lay a hand on "her Raven-haired knight".

The Harvester
A mummified necromancer in charge of researching and creating new undead for the Emerald Claw; functions as the "evil mastermind" of the campaign. Cold, analytical, and sadistic; reports on any suspicious activity by his allies directly to Vol's agents in her Lahazaar fortress through sending stones.

Bruton the Sanguine
One of the Sanguine, an elite unit of vampires, Bruton is a former Brelish noble who defected to the Emerald Claw shortly after they were outlawed by King Kaius III; wanted for high treason, and considered responsible for the deaths of an entire regiment of Brelish soldiers. Bruton has only grown more deceitful since his transformation into a vampire, and endlessly schemes against his enemies and comrades alike.

Bruton is in Droaam curently overseeing The Harvester's attempts to re-ignite a stolen creation forge, with a few modifications; instead of turning raw materials into warforged, it will mass-produce zombies from nearby corpses. Gnasher is collecting bodies for the continued experiments, while Sir Ravenoak and Sister Manfred lead their forces on raids through scattered monstrous camps around Droaam, making look like the tribes are killing each other. Bruton hopes igniting a civil war will keep the Daughters of Sora Kell busy, while also providing a large number of corpses to work with; his ultimate goal is to use the forge to take over Graywall, turning it into a new necropolis ruled by him alone, far from the grasping claws of Erandis Vol.
#16

ront_iron-roar

Jul 27, 2009 21:34:52
  • [b]Davros d'Lyrander(Half-Elf Factotum.) - Davros is an intelligent and resourceful man. Decades of adventuring and making less then legal dealings with various military groups made Davros quite wealthy. Of course, the House would make no inquiry into his actions since 20% of his gains went to the House directly. It wasn't long till Davros became a dealer of information and weaponry. Transporting everything from the latest Cyran forged sword to a needed Warforged Titan to anyone willing to pay the price for the added support. In the years after the Last War business has fallen a bit. But, there are plenty of groups willing to sell swords, wands, and less then sentient constructs that are barely used to those eager for their own personal wars.

  • He's also found that hiring adventurers to retrieve artifacts for him can be quite lucrative. Though, he often keeps these items more then he sells them. He is also not above dealing away with pesky adventurers who believe such artifacts should not be in his hands. Unfortunately, for them Davros has plenty of allies in the Aurum and a small group of loyal followers he can call upon for his defense. A trio of Changling Artificers whom Davros calls his Hands who maintain his ship the Flame of Syberis , his equipment, and his Warforged Bodyguard, Salvo. Of course, they also can serve as his duplicates when he feels he may be in danger.

    As stated above Davros is resourceful and he possesses an uncanny ability to be prepared for most events. It's not uncommon for him to produce the right Wand or use the right gadget to aid in his situation. He also can call upon numerous favors, some rather startling. It isn't common for an enemy to find himself under attack when the Half-Elf drops off a series of Droamish Mercenaries or to believe to have corners the Captain only to find an effigy of the man and Salvo burning down the building around them.

  • Salvo (Adamantine Body/Psiforged Pyrokineticist.) - Salvo was retrieved and "confiscated" from an abandoned House Cannith facility during the Last War by Davros d'Lyrander. It didn't take long for Davros and his Hands to find out the warforged purpose and capabilities. It wasn't long after that moment, that Davros convinced the Warforged to "gain his freedom" once he was dropped off. The Half-elf having promised the Warforged a life of freedom on his ship where he'd have adequate time to put his abilities to use.

  • Since that day Salvo has been more then loyal to his friend and serves as the Flame of Syberis' main source of firepower. Often burning away flying foes before they have a chance to board the Airship. Of course, Salvo is quite competent in melee and serves as a living shield for Davros during combat. The Warforged is never far from Davros and the Half-Elf is more then happy to serve as the Warforged's voice of reason and conscience.

    Hands of Davros(Changling Artificer) - It's hard to say when these three Changlings entered the service of Davros. But, it's well known they work towards the interests of Davros. They even go as far as serving as duplicates, copying the Half-Elf Airship captain inbetween their shifts maintaining the ship and Davros' inventory of magical items. It is believed only Davros knows their true names and the real reason they're assisting the Half-elf. Some believe that the Artificers venerate the Traveler and that Davros will one day aid them in pleasing their mysterious god.