Name: Hyanda tel Seldarine (Blade of the Gods)
True Name: Nossevoronwe
Fatepoints: 3 (1 Base + 1 Helping the DM+1 Killing Agatha)
Examplar Tulani
Medium Size Outsider (Chaos,Good)
HD: 15d8 (120 hp) + 210 hp (330 hp)
Initiative: +15 (Dex)
Speed: 70 ft, Fly 100 ft (Perfect)
AC: 65 ( +12 natural +15 Dex + 13 Insight + 10 Armor Bonus + 5 luck) (+4 Deflection vs Evil/Lawful foes)
Touch: 43 Flatfooted: 50 Flatfooted Touch:28 ((All +4 vs Lawful or Evil Foes)
Attacks: Melee AB +55/+49/+44 (BAB 15+ 18 (Strength) + 16 (Insight +6 (luck)) ); Ranged Attack Bonus +52/+47/+42 (BAB 15+ 15 (Dexterity) + 16 (Insight) + 6(luck) ); +5 Lightblade +60/+55/+50 (melee) ; Quarterstaff +55/+49/+44 (melee)
Damage: Lightblade (+5 Holy Chaotic Keen Longsword of Leopard's Readiness, that may invoke Bless Weapon at caster level 1 as a standard action) 1d8+ 29* (+5 enhancement + 18 Strength + 6 luck) + 2d8 (positive energy vs evil) + 2d6 (holy vs evil) + 2d6 (chaotic vs Lawful) (16-20/x2), * +38 when swung 2 handed; Quarterstaff: 1d6+33 (+27 Strength +6 Luck) + 2d8 (positive energy vs evil);
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Spell-like Abilities, Spells , Gaze , Positive Energy ,
Special Qualities: Alternate Form, Celestial Qualities (+4 Racial Bonus on Poison Save],Damage reduction 35/+5 or +1 cold iron, SR 38, Darkvision 60 ft, Fast Healing 14, Immunity (Acid,Cold,Electricity,Fire,Magic Missile and all its variants, Petrification), Sonic Resistance 20,+4 save vs Poison, Low-light Vision,Outsider Qualities (No need for food,drink,sleep or air), Blindsight 120'
Saves:
Fort +33 (+9 + 14 [Con]+5(resistance)+5(luck))
Ref +34 (+9 +15 [Dex]+5(resistance)+5(luck))
Will +35 (+9 + 16 [Wis]+5(resistance)+5(luck))
Abilities:
Str 14 +16 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=46 (+18)
Dex 14 +10 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=40 (+15)
Con 14 +8 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=38 (+14)
Int 16 +10 (Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)=42 (+16)
Wis 14 +10 (Tulanie)+5 (Examplar)+5 (Inherent)+6 (Enhancement)+2 (level)= 42 (+16)
Cha 14 +14(Tulani)+5 (Examplar)+5 (Inherent)+6 (Enhancement)+ (1 level)= 45 (+17)
Skills*: (18x 21 (Tulani) = 378 Skill Points)
Class Skills: Tulani: Animal Empathy, Concentration , Diplomacy, Escape Artist, Hide, Knowledge (Religion,Planes,Arcana), Listen, Move Silently, Perform, Sense Motive, Search, Spellcraft, Scry, Spot, Tumble, Wilderness Lore
Animal Empathy 18 (Ranks) + 17 (Cha) + 20 (Compentece)= +55
Concentration 18 (Ranks) + 14 (Con) + 20 (Competence) = +52
Diplomacy 18 (Ranks) + 17 (Cha)+ 20 (Competence) + 4 (Synergy) = +59
Escape Artist 18 (Ranks) + 15 (Dex) + 20 (Competence)= +53
Hide 18 (Ranks) + 15 (Dex) +20 (Competence) = +53
Knowledge (Arcane) 18 (Ranks) + 16 (Int) + 20 (Competence)= +54
Knowledge (Religion) 18 (Ranks) + 16 (Int) + 20 (Competence) = +54
Knowledge (The Planes) 18 (Ranks) + 16 (Int) + 20 (Competence)= +54
Listen 18 (Ranks) + 16 (Wis) +20 (Competence) = +54
Move Silently 18 (Ranks) + 15 (Dex)+20 (Competence) = +53
Perform (Sing,Dance,Epic,Speech,Harp,Fiddle,Flute,Lute,Violin,Tragedy, Romance,Storytelling,Trumpet,Drama,Pan pipes ,Lyre,Comedy, Piano) 18 (Ranks) + 17 (Cha) +20 (Competence)= +55
Sense Motive 18 (Ranks) + 16 (Wis)+20 (Competence) = +54
Search 18 (Ranks) + 16 (Int) +20 (Competence)= +54
Spellcraft 18 (Ranks) + 16 (Int) +20 (Competence) = +54
Scry 18 (Ranks) + 16 (Int) +20 (Competence) = +54
Spot 18 (Ranks) + 16 (Wis) +20 (Competence) = +54
Tumble 18 (Ranks) + 15 (Dex) +20 (Competence)= +53
Wilderness Lore 18 (Ranks) + 16 (Wis) +20 (Competence) = +54
Bluff (cc) 9 (Ranks) + 17 (Cha) +20 (competence) = +46
Disguise (cc) 8 (Ranks) + 17 (Cha) + 20 (Competence) +2 (Synergy) = +47
Innuendo (cc) 9 (Ranks) + 16 (Wis) +2 (Synergy) +20 (Competence)= +47
Intuit Direction (cc) 1 (Ranks) + 16 (Wis) = +17
Languages: Common,Celestial,Infernal,Draconic,Abyssal (Racial)
13 from Intelligence- Sylvan, Elven, Auran, Terran,Aquan, Ignan, Undercommon, Drow, Elctran, Freezan, Giant,Drow Sign Language,Dwarven
Feats:
1: Track
3: Flyby Attack
6: High Voice
9: Improved Critical (Lightblade)#
12: Empower Spell
15: Great Flyby Attack
Feats (Examplar): Epic Blindsight#, Penetrate Damage Reduction
Virtual: Spell Penetration and Greater Spell Penetration
#[counted in stats]
Alignment: Chaotic Good
Celestial Qualities:
quote:
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Protective Aura (Su): As a free action, tulani can surround
themselves with a nimbus of light having a radius of 20 feet.
This acts as a double-strength magic circle against evil and law (only one per creature),
protection from arrows, and as a minor globe of invulnerability, all
as cast by a sorcerer of 15th level (15HD). The aura can be dispelled, but the
celestial can create it again as a free action on its next turn.Any evil creature must make a Will save
DC 39 to be able to approach within 20 ft. of a tulani
Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by an 15th-
level sorcerer. This ability is always active.
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Spell-Like Abilities - At will—
aid,alter self, color spray, comprehend languages, chain lightning, continual flame, cure light wounds, dancing lights, daylight, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only)
, mass charm, persistent image, planeshift (self only) ,
polymorph any object (willing targets only)
, prismatic spray, see invisibility, telekinesis, teleport without error, wall of force;3/day-
greater dispelling 1/day—
meteor swarm,power word: kill, time stop; 1/year—grant another’s
wish. These abilities are as the spells cast by an 17+3th-level sorcerer (save DC 27 + spell level).
Spells: Tulani can cast divine spells from the cleric list and the Air, Animal, Chaos,Elf, Good,Liberation, Plant, Protection, Trickery and War domains as a 16+3th-level clerics (save DC 26 + spell level). Exemplars forego the need to use divine foci in their spellcasting, and need not use material components if the value is less than 1000gp. They are considered to have an XP cushion of 5,000 XP/week when casting spells which have an experience point component.
OOC-Working on new Spellist. The below spelllist is very very wrong
Spells Per Day 0- 6 | 1- 9 | 2- 9 | 3-9 | 4- 8 | 5- 7 | 6- 6 | 7- 6 |8 - 5
Spells Prepared
Level 0
Virtue x2
Guidance x2
Detect Magic x1
Detect Poison x1
Level 1
Magic Stone
Bless x2
Deathwatch
Entropic Shield
Sanctuary x2
Entangle x2
Level 2
Consecrate x 3
Lesser Restoration x2
Speak with Animals x2
Spiritual Weapon
Shatter x2
Level 3
Meld Into Stone
Searing Light x2
Remove Curse x2
Bestow Curse x2
Blindness/Deafness x2
Level 4
Dimensional Anchor
Discern Lies
Dismissal
Neutralize Poison
Restoration
Chaos Hammer
Holy Smite
Control Plants
Level 5
Circle of Doom
Healing Circle
Dispel Evil
Dispel Law
Flame Strike
Hallow
Slay Living
Level 6
Banishment
Blade Barrier
Geas/Quest
Harm
Heal x2
Level 7
Ressurection
Holy Word
Word of Chaos
Greater Restoration
Bolt of Arborea x2
Level 8
Earthquake
Firestorm
Mass Heal
Symbol
Empower Chain Lightning
Gaze (Su): In humanoid form—slay evil creatures of fewer than 8 HD, range 80 ft., Will negates DC 39, but even if successful the creature is blinded and stricken with fear for 2d10 rounds. If the opponent is of any nonevil alignment or is evil and of 8 HD or more, then it suffers blindness and fear only if it fails to save.
Positive Energy (Ex): The tulani’s blade of light deals an additional 2d8 points of positive energy damage to evil creatures.
Fly (Su): A tulani in humanoid form can fly unaided as a free action.
Alternate Forms (Su): A tulani can assume the secondary form of any other eladrin as a free action, or assume its humanoid form from any alternate form as a standard action. The tulani keeps its AC and base attack bonus but causes double the damage of a bralani, noviere, or firre eladrin’s alternate form. In the ghaele’s form, its light-beams strike for 3d12 points of damage each and never miss. A tulani can use its spell-like abilities and spells in any form it chooses to assume, and of course its celestial qualities are always functional.
A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a tulani always reverts back to its primary, humanoid form if killed. A true seeing spell reveals the tulani’s humanoid form.
Vulnerability to Cold-Wrought Iron (Ex): +1 weapons made of specially crafted cold iron deal damage to tulani at normal efficiency, even though their enchantment bonus is lower than +5.
Alternate Forms
Shiere (small globe of light): Speed: Fly Speed 80' (perfect),
Noviere (Dolphin): Speed: 80 ft swim, Attack: Ram +55/+49/+44 , Damage 4d8+ 18 + possible envelopement
Envelopment (Ex): On a natural attack roll of 19 or 20 with her ram attack, a noviere can envelope their foes in the watery mass of their own bodies. To break free an enemy must make a strength check DC 25 or find a way to drive the noviere away with magic. Neither the held opponent nor the noviere can make any attacks while the opponent is held. If the noviere was engaged in mortal combat with her enemy and envelopes it, she will often simply hold the opponent underwater until it drowns.
Ghaele (Globe of Light): Speed: Fly 170 (perfect) , Attack: Light Rays: Autohit (300 ft), Damage: 3d12
Firre (Pillar of Flame): Fly 100' (perfect) ,Attack: Burning Rays +52/ +52 ranged touch (200 ft) Damage: 6d6 (fire) /6d6 (fire)
Coure (small globe of faerie light: Speed Fly 100 ft (perfect)
Bralani (Whirlwind): Fly 80' (Perfect) Attack: Snow or Sand Blast +52 Ranged Touch 2d10 (20' Cone)
Any creature within 20 feet of the Tulani in whirlwind form suffers –2 to attacks due to stinging sand in its eyes, Will negates DC 36. Any medium-size or smaller creature within 5 feet of a bralani in its whirlwind form is swept off its feet by the raging winds and thrown 10 to 30 (2d6 x5) feet, Ref negates DC 36.
Eqipment (2,500,000)
Star of Arvandor( 2,106,200 GP * 7/10 CG Only = 1,474,340 ) (Sollir told me no Alignment Discount so I owe: 728755 GP = 728,755GP <-Licht pointed out a miscalculation on Tome prices by me.)
Protection from 20 Negative Levels 20 * 1000 GP (Slotless) = 20 000 (Derived from Scarab of Protection-DMG)
Ring of Freedom of Movement 40 000 * 2 = 80 000 (DMG)
Ring of Blinking 30 000 * 2 = 60 000 (DMG)
Boots of Steadfastness 6 000 * 2 = 12 000 (A&EG)
Eyes of the Dark Aura 2000 * 2 = 4 000 (S&S)
Prayer Bead of Karma 5000 * 2 = 10 000 (DMG)
Phylactery of Faitfulness 1000 * 2 = 2 000 (DMG)
Periapt of Wound Closure 15 000 * 2 = 30 000 (DMG)
Rod of Embassy (Arborea) 20 000 * 2 = 40 000 (A&EG)
Boots of Springing and Striding 6 000 * 2 = 12 000 (DMG)
+6 Enhancement Bonus to All Stats 36 000 * 6 * 2 = 432 000 (DMG)
+5 Resistance Bonus to All Saves 25 000 * 2 = 50 000 (DMG)
+10 Force Armor Bonus 100 000 (Main power-robes) = 100 000 (DMG/ELH)
+5 Luck Bonus (Saves) 62 500 * 2= 125 000 (T&B)
+5 Luck Bonus (AC) 62 500 * 2 = 125 000 (T&B)
+20 Competence Bonus (Animal Empathy, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Innuendo, Knowledge(Arcana), Knowledge(Planes), Knowledge(Religion), Listen, Move Silently,Perform, Scry,Search,Sense Motive, Spellcraft, Spot, Tumble, Wilderness Lore) 21 * 8000 * 2 = 336 000 (T&B)
Virtual Spell Focus & Greater Spell Focus 12 400 (Slotless) (Derived from Robe of the Magi-Alignment Discount Removed)
At Will (Thought Activated-Standard Action)
Clairaudience/Clairovoyance 12 000 * 2 = 24 000 (PsiHB Third Eye Open)
Divine Power (18th caster level) 36 000 * 2 = 72 000 (T&B)
50 rounds/day (Thought Activated-Standard Action)
Haste 8000 GP * (2 (Slotless) + 4 (Extra 40 rounds)) = 48 000 GP (DMG+Sollir's House Rule)
3/day Command Word Activated
Create Magic Tattoo (13th caster level) 2 * 13 * 1800 * 2/ (5-3) = 46 800
(FRCS/PHB)
Use Activated
Mindblank (Main Power-Vest) 240 000 = 240 000 (T&B)
Detect Magic 1000 * 2 = 2000 GP (T&B)
Read Magic 1000 & 2 = 2000GP (T&B)
Steadfast Gaze 2000 * 2 = 4000 (T&B)
Scent 12 000 * 2 = 24 000 (SavSp/T&B))
Pass Without Trace 2000 * 2 = 4000 (T&B/PHB)
Prestidigitation 1000 * 2 = 2000 (T&B/PHB)
Death Ward 56 000 * 2 = 112 000 (T&B/PHB)
True Seeing (Divine) 75 000 GP (main power-cloak) = 75 000 GP (UE-Mask of True Seeing)
The Star of Arvandor is a powerful magical tatoo drawn on Hyanda's body by the Seldarine, it consists of a star with the planar symbol of Arborea emblazoned in the centre ( a running mountain range) with interwoven lines of text extending outward like branches on a tree around his torso and across his back, the text is written in the High Tongue and is an account of Hyanda's purpose. OOC- Uses Vest,Robe and Cloak slots. Caster Level: 20
Lightblade 262 315 GP
+5 Keen Holy Chaotic = 200 000 GP
Use Activated Bless Weapon = 8 000 GP (+ 2000 unconvential penalty) * 2 = 20 000 GP (DotF/T&B/PHB)
Pounce ( 30 000 - (2000 * 2 (+10 Climb)) - (2000 * 2 (Low-Light Vision)) = 22 000 GP (A&EG-Claws of the Leapard/T&B/MaF-Low Light Vision)
Readiness (20 000 GP)
Masterwork Longsword (315 GP)
A lightblade is a Tulani's weapon summoned and dismissed with but a thought, however it takes a full day to bond with a weapon and make it a lightblade a Tulani may maintain only two Lightblades at a time- one for each hand)
One of Each Ability Tome +5 - 825000 GP
Eladrin's Travelling Pack
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches,
each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can
actually hold material equal to as much as 30 cubic feet in volume or 250 pounds in weight. The large central portion of the
pack can contain up to 150 cubic feet or 1000 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a
specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a
haversack contains. Retrieving any specific item from a haversack is a free action. The handy haversack and whatever it
contains gain a +5 resistance bonus to all saving throws.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, secret chest; Market Price: 30,000 gp; Weight: 5 lb.
Staff (Changestaff prepared)
Masterwork Harp 100 GP (In Pack)
Expensive Spell Components - None
Cash on Hand- None
New Feat
From:
http://enworld.cyberstreet.com/showthread.php?s=&postid=762209&postid=762209&perpage=1
WIth minor alterations (Included below)
A language exists of such power and fairness that only those who have known love, justice and compassion may utter it and live. This language, usually called the High Voice, was originally the language of the good gods and their most loyal and powerful servants. Also called High Celestial, this is the language that the tongue of the lesser holy beings and mortal clerics was based on. Translating or writing the High Voice is impossible, for its concepts of goodness, justice and mercy are too complex and accurate.
Besides communicating in the language of exalted goodness, you can use it for:
Awe: By speaking words of praise, courage and holiness, you can awe the creatures who can hear you. Using the High Voice in this matter drains you of 1d4 points of Charisma per round of use. Those withing hearing range and line of sight must make a Will save vs. DC 10 + 1/2x your level + your Cha mod. Those who fail suffer consequences based on their level and alignment;
Levels 1-10, Evil: Characters are afraid and shaken, and flee from the source of their fear as quickly as possible, not stopping until they are out of hearing and sight. When cornered or otherwise unable to flee, a character may fight, though tey are still shaken for 1d10 rounds.
Levels 1-10, Neutral: Characters are awed by such pure words of utter holiness and stand unable to take any actions but still capable of defending themselves (no easier to hit, can't be coup de graced , or sneak attacked, recieve reflex saves etc) for 1d10 minutes.
Levels 1-10, Good: Characters of good alignment respond favourably to the High Voice, and are charmed persons for 1d10 minutes.
Levels 11+, Evil: These characters, are so impressed by or possibly afraid of the speaker, that they are unable to attack this obvious beacon of exalted goodness for 1d4 rounds + 1 round per point of charisma lost.
Levels 11+, Nonevil: These characters are impressed, treating the speaker more favourably, and consider him or her more worthy of respect. Increase their attitude by one step.
Courage: By speaking to your allies in High Celestial for one round, you inspire courage in them, much like the bardic ability of the same name. They receive a +2 morale bonus on saves against charm and fear effects and a +1 morale bonus on attack and damage rolls for 5 + Cha mod rounds. Using the High Voice in this manner drains 1d4 points of Charisma.
Power: You can energise good magic items and spells with the High Voice. As with the other uses, this drains 1d4 points of Charisma per use. By weaving High Celestial words in addition to verbal components, you can increase the effective spellcaster level of a spell or magic item with a +1 divine bonus without extra cost. Weapons forged or ensorcilled under the sound of the High Voice are always considered blessed weapons, and most Holy Avengers and Artifacts of Good were created with it's help.
Good-aligned gods, Paragon creatures and the upper ranks of the Celestials who meet the requirements can speak High Celestial by default. Other creatures, and mortal servants of Good need to take this feat, for their physiology was never designed for it's use.
HIGH VOICE [BLESSED]
You learn to speak the tongue of the highest rank of celestial beings.
Prerequisites: Unwavering Good alignment, base Will save bonus +5, Int 15, Cha 15.
Benefit: You can use the High Voice to reinforce your allies, rebuke your enemies or help cast good spells and create good magic items.
Normal: Attempting to speak in the High Voice without this feat usually results in the death of the user; the concepts and words are of such purity that they consume unworthy and non-good parts of those who utter them.
Special: This feat may only be taken by characters who are extremely Good; they must have served the same diety throughout their adult life and possess a nigh virginial record of goodness and faith.
*
New Spell:
Bolt of Arborea
Conjuration (Good,Chaotic)
Cleric 7
Range: Medium (100 ft + 10/lvl)
Target: One Creature
Components: V, S , M , Eladrin
Save: No
Spell Resistence: Yes
Using this spell an Eladrin calls on the planar power of Arborea to smite its foes. This manifests as a bolt of flickering golden light that flies unerringly towards the designated target and strikes them for damage depending on their alignment and type as displayed on the following table.
Code:
[color=white]
Alignment Damage
Non-Lawful and Non-Evil 0
Lawful or Evil 1d8 / 2 caster level
Lawful Evil 1d8 / caster level
Lawful or Evil, Undead or Outsider 1d8 / caster level
Lawful Evil, Undead or Outsider 1d10 / caster level
[/color]
Against an evil foe this is holy damage, against a lawful foe its chaotic damage, against a lawful evil foe its half and half. With an odd split favouring holy damage.
This spells damage caps at caster level 14.
Material Component: A representation of nature from Arborea (such as a vial of water from the ocean or a leaf from a tree)
Autopilot Actions
On the Planes
General: Reactivate Aura if Dispelled, Let gaze work passively, reactivate any dispelled or out of duration at will spell abilities if doing so does not endanger another party member or himself. If combat begins use improved invisibility. Heal or cure party members who need it. Use Telekineses to try and remove cold iron weapons if a foe has one.
Round
1. Mass Charm on neutral or good aligned foes, prismatic spray on evil aligned foes
2. Hold Monster on good or neutral foes who persist in violence, Chain Lightning on evil foes, unless he knows they are immune to electricity, in which case Bolt of Arborea the must powerful evil foe (outsiders and undead in preference to others).
3. Use flyby attack to see how vulnerable to meleeing persistant foes are (strike for subdual damage on good aligned foes)
4. If melee is effective repeat round 3, otherwise if evil targets are present assume Ghaele Form and blast away at the most powerful seeming evil individual, if not assume Firre Form and blast away at the most powerful seeming individual, trying to avoid killing a good or neutral aligned foe.
On the Prime, in Mortal Company
General: Reactivate Aura if Dispelled, supress gaze , reactivate any dispelled or out of duration at will spell abilities if doing so does not endanger another party member or himself and would not be noticeable. Heal or cure party members who need it (not using spells that would breach his cover).
Keep lightblade in hand or sheathe with light aura disabled at all times.
If pretending to be a bard use memorized buff spells or spelllike abilities available to a bard and then enter combat. Striking to subdue good aligned foes.
or
If pretending to be a cleric,
1 Use memorized offensive spells or spelllike abilities available to a cleric of the appropriate god and enter melee combat. Striking to subdue good aligned foes.
2 Use cleric buff spells or spellike abilities available to a cleric of the appropriate god and wade into melee combat.
Appearance
Hyanda
Hyanda stands 8' tall, with flowing silver hair and irradescent silver eyes, his face is elven in build but suffused with the otherworldy beauty and passion of Arborea, he wears a robe of shimmering colours that sparkles and changes colour as he moves. He is slender for his 8' height but this belies his impressive strength. He is surrounded by an aura of powerful Good and Chaotic energies that evil creatures cannot bear to be near, this aura also protects him from lesser magics and being sof lawful nature. When he speaks or sings his voice is truly uneartly, sounding like living music.
Timati
Timati is tall for a gray elf standing at 5 and a half feet. He has the distinctive silver hair and violet eyes that mark him as a 'faerie' elf, a peculiar arrangement of colour and eyes that appears only amongst the grey elves. Timati wears a priests robe. an old tattered backpack and carries a quarterstaff with him at most times. He carries with him at all times a symbol of the Seldarine, the Court of Elven Dieties. Unusually for a Grey Elf Timati is prone to flights of fancy and humour and at times takes strange actions and doesn't seem to hold other races in contempt.
History:
Almost one millenia ago, Hyanda was a mortal elf by the name of Nossevoronwe, a cleric and sacred excorcist of Correlon Larenthion in fact. Nossevoronwe was an adventurer but towards the end of his second century of life he returned to his home town of Qualnessa, in the Forest of Dreams, he lived there in relative peace for 150 years, so his increase in power was slow, although a mighty cleric he was not yet in the realms of truly epic power, alas for Nossevoronwe, for as he was approaching his 350th birthday, an old nemesis, Thargrid of the Ironhammer, a duergar blackguard of formidable power, raised an army of mercenaries, undead and devils and laid seige to the small town, determined to crush his old foe and extract his vengeance for past plans brought to ruin.
Nossevoronwe, looking over the army knew that there was no way that he and the people of the small town could drive them off, Nossevoronwe decided on a daring (reckless) plan that just might work, he challenged Thargrid to a duel to the death, if Hargrid was slain his devils would depart, if Thargrid triumphed he would have his vengeance with a much greater ease. Thargrid weighed up his options and decided that the prissy elf could never stand against him in combat and agreed to the combat to be held at dusk on the next day.
Nossevoronewe, used the time and used 2 of his most powerful spells opening a chain of gates to evacuate the people of the village first to Arborea then back to elsewhere in the Forest of Dreams to bring warning to others. This would weaken him in the combat to come.
At dusk Nossevoronwe and Thargrid met alone on the field of battle to begin their duel. Thargrid charged forth with speed uncanny in a dwarf and was surprised when Nossevoronwe turned aside the mighty hammer blow with his longsword,and so the battle began in earnest, both combatants exchanged blows and spells as a pillar of divine fire smote the blackguard and summoned fiends ripped at the elf's body. The battle wore on for more than 20 minutes as the two well matched foes countered and attacked, at last both were drained of energy, and new that one more action would push them into unconsciousness if it was not a spell of healing, Thargrid attempted to heal himself but Nossevoronwe seeing this was likely to be his only chance to defeat his foe lashed out with his longsword just before the healing spell was cast and the two foes drifted into unconsciousness and spiralled into death as their life bloods mixed together on the forest floor.
With their leader gone the Devils had no choice to depart as their oath stated, the mercenaries fell to quibbling amongst themselves and the mindless undead were almost useless. When the people of Qualnessa returned bringing reinforcements they find the much weakened army easy to defeat and so the town of Qualnessa was saved and Nossevoronwe was laid to rest beneath his church on elven soil as was the custom, Thargrid's body was burnt were it had fallen and nothing would grow on that spot for many a year.
However the tale of Nossevoronwe does not end here, for as his friends celebrated and mourned his loss his spirit flew on wings of ether, towards Arvandor, the court of the Seldarine, arriving there Nossevoronwe was surprised,awed and honoured to find the Creator of Elves himself awaiting him. Correlon was impressed by Nossevoronwe's sacrifice and had an offer for him, Nossevoronwe could give up what he had been and become an emisary for the Seldarine or he could go to Arvandor and live as a petitioner, Nossevoronwe honoured by the opportunity to continue serving his gods accepted and so was remade as the greatest of the Eladrin,a Tulani but he was invested with more divine and planar power than the Tulani are normally granted making him greater than even a Planetar, possible even approaching the mighty Solar in power. After his transformation Nossevoronwe was no more and where he had been there was Hyanda tel Seldarine (The Blade of the Gods), Nossevoronwe was the core of Hyanda's spirit, his very essence, his True Name. And so Hyanda's tale truly begins. After a hundred years of leanign his new abilities, his powers and weaknesses, the first task the Seldarine set for their new servant was a simple one, normally given to a powerful ghaele, but one that would allow Hyanda to come to grips with practival applications new powers and abilities, as well as the powers and abilities he had lost in his transformation,.
The mission was simple, travel to the Prime Material and restore the rightful king of The Forest of Dreams, Nosse Telquarn, to his throne for his father's brother, Nessaren Telquarn, a secret worshipper of Vhaerun had poisoned Nosse's father and taken the throne, the Usurper was slowly poisoning the minds of the elves and fey of the forest, moving them towards worship of the evil drow diety.
Hyanda used his abilities to alter his form to that of a nondescript elven cleric and then
Planeshifted to the Prime and then
Teleported without Error to the edge of the forest kingdom.
Arriving at the edge of the Forest headed to his old home town of Qualnessa to gather some information, unsurprisingly the elven town had changed very little in the past hundred years and Hyanda was thankful his appearance didn't match the one he had had as a mortal lest someone recognise him. Making some enquiries Hyanda heard a rumour that Nessaren had been seen dealing with an Infernalist, and that the young prince was still in the Usurper's care, fearing what this meant Hyanda left the town and
Teleported to the Kings Palace. Posing as a Cleric of Correlon Larenthian he gained access to the Palace and sought out the princes room, drawing on a glamour to make himself unseen Hyanda disappeared from normal sight and stood waiting for night when he suspected some great ill would befall. Indeed he was correct, for as midnight struck, an uncannily beautiful elf entered the room, when she immediately looked at him Hyanda knew that she was not what she seemed and the Star of Arvandor revealed to him the truth, she was an Erinyes a devillish tempter of mortals. The Erinyes knowing she was outmatched but unable to renege on her bargain tried to move towards the young king and snatch him up so she could escape, moving with blinding speed Hyanda struck her with his lightblade badly wounding her and forcing her to divert her attention. Focusing his power Hyanda unleashed a blinding ray of prismatic light, the Erinyes died in a blue tinged blast of elctricity and her form faded as she returned to the Hell from which she came. Knowing that he could not afford to leave the prince here but being unwilling to directly affect mortal destiny, Hyanda sought out one of the Forest Wardens, and convinced him to take the prince, Hyanda would see to it that the Infernalist and Usurper would believe that their temptress had succeeded in her mission what so ever it be. Using his ability to change shape Hyanda assumed the form of the Erinyes and turning invisble searched the area for the Infernalist finding the mortal Hyanda dropped his/her cloak of invisibility.
"Master, my duty is done. I demand the payment I was promised. "
"Go then Nyrassaveranti, take the child, do with him as you will just make sure he never sets foot on this plane with a hope of knowing what he is. I'm sure your master, Grassat of the Ironhammer has a use for him, Pit Fiends on the rise seem to have a use for anything. "
Barely concealing his shock that his nemesis not only was still conscious but a fiend of significant power Hyanda disappeared.
Awaiting the princes growth to adult hood Hyanda spent the next 50 years wandering the prime material plane posing as a various figures, ranging from Elanna the half-elven bard to Tharonair, the elven cleric, but he always kept an eye on the young prince and visited him regularly seeing to it that he was well trained for his destiny. On the day of his 110th birthday the Forest Warden reminded the prince who he was and that he needed to free his people who were suffering under the Usurper who was spreading the worship of the dark dieties of the Drow pantheon and was allowing an increasing number of devils to enter the kingdom.
The young prince decided that he would rally the loyal amongst the people to him, Hyanda playing the role of Tharonair advised the young king on good strategies for battle and how to win the hearts of his people. With such aid Nosse, rallied the people to him and was making swift progress across the Forest reclaiming it for the Seldarine and all free people. While in battle Nosse seemed to have uncanny luck, evil summoned creatures could not strike him and arrows fired at him turned aside, no one really payed much attention to the priest of Correlon that was always acompanying the King to be.
As they approached the palace the Usurper having become desperate ordered the Infernalist to
call the Pit Fiend IronHammer and his company of devils, promising them freedom to roam the entire kingdom for 500 years in exchange for their aid. Pleased with such a bargain the IronHammer stepped through the portal and followed by his fiendish legion marched onto the field of battle.
Upon seeing each other Hyanda and IronHammer recognised their ancient foes and both vanished, in the chaos of the battle, to the Astral plane their to contend in their seemingly unending feud, with a clash of blades and spells flying through the non-air the two champions of opposing beliefs fought with everything they had. Eventually Hyanda unleashed a Holy Word sending the mighty pit fiend back to whence he came. Knowing that their feud was not over but that there was an ongoing battle to deal with Hyanda returned to the Prime, and wading into the melee called upon the powers of Chaos and Good to banish the devils again and again, as the hellish army was reduced the remnants of the Usurpers followers fled the field knowing that they stood little chance.
After the crowning of the new king Hyanda returned to Arborea and spent more than 3 centuries gaining information on his old foe, during that time the two continued their ongoing feud intermitently across the Primes and across the planes, each one and lost some but neither could seem to finish the other. Eventually the Ironhammer struck upon an idea, using the right that the Usurper king had given him the Ironhammer began to allow any devil willing to join him free access to the Prime, knowing that he could not stand against such a horde and knowing that to bring in the hosts of heaven would defy the Veil of the Eladrin, Hyanda did the only thing he could he sought out a fiend of even greater power, one who he had heard only vague rumours of: Luz'Noc, a pit fiend of ancient age and disturbing power, Hyanda made a deal with the fiend, in exchange for stopping the IronHammer and barring him and his followers fom entering the Prime World containing the forest of dreams, Hyanda would do a service, that did not defy his basic nature, for the fiend in the future, since Hyanda was free to strike out at powerful fiendish figures without attracting the ire of Hell's overlords Luz'Noc agreed to the deal, specifying that once the favour was done his protection would be ended, and so an agreement was reached, as insurance on his end of the Bargain Hyanda told the fiend his true and secret name the essence of his being, and the Fiend and he swore Oaths of Binding, once the favour was fulfilled the True Name would pass from the Fiends mind, the fiend's protection would be lifted and Hyanda would be free of debt. Although the Seldarine viewed the deal with distaste they knew it achieved a necessary good.
And so two more centuries passed as the hatred and rivalry between Hyanda and IronHammer increased, each would move to thwart the others plans across the cosmos. At the end of the two centuries Luz'Noc called in his favour, standing before the powerful fiend Hyanda looked on as the mighty outsider lord of evil spoke
"The duration of allowance into your precious prime for my fellows has ended, now I claim my favour .......... "