The most important people in the world (my players stay out)

Sebastiano Mazin, human Loremaster 10/Wiz 7 One of the smarter beings in the world. He hasn't progressed above level 17 because he keeps burning XP to make scrolls of wish and other items. His INT is currently a 36. 18, +3 for old age, +6 item, +5 inherent (from wishes) and increased 4 times. (physical stats are, well, low, given the -6 age penalty) All knowledge skills have at least 10 ranks, Arcane & nature are maxed out at 20 ranks. He has little patience with 'slow-witted' folks, and tends to skip steps in converstations as he makes connections which seem obvious, so he doesn't need to bother saying them.

His Holiness, High Priest of the Lady of Peace. An old, old man, radiating serenity, a cleric of tremendous power who has taken a vow of non-violence. The blessings of his goddess give him a permenant Sanctuary effect (DC:30), provided he does not attack, directly or indirectly. If the meeting is taking place in a location where no violence is possible, perhaps His Holiness has something to do with that? Or wishes to make it a church of his goddess afterwords? He speaks very softly, almost in a whisper, and walks slowly, slightly stooped over, leaning on his staff.

The green monkey. A cleric of the God of Creation and Destruction, once human but reincarnated as the monkey-humanoid from OA. Missing a bit of tail, and fur a bright vivid green thanks to some Alchemical goop. All clerics of this god are ritually killed and reincarnated to start their new life in service. Clearly the world is dying so a better world can be created in its place. We should hasten its destruction, thus hastening its creation.
 

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The Council of six, a group of powerful psions from the Dreaming Isle of Rajin. They each are a master of a particular discipline . They tend to look down on those who are less enlightened than them, but work together particularly well. They have no total leader, with much arguing among the group before they come to a consensus.

Mathew Schiller- Human Egotist 17- Mathew is the youngest member of the Council , Mathew is the most impressionable member of the group. Given his vast array of powers, he is allays looking for a new form to take. He tends to go out his way to fit in to any situation, or conversation.

Jamsheed Rajin- Xeph Nomad 19- One of the more experienced members of the Council, Jamsheed is a powerful nomad. He tends to stay in constant motion, never stopping in one place for long. He also has a great sense of humor, and may pull a few "simple pranks" using his mastery over space and time.

Isak Valnorg- Maenad Kineticist 19 - Isak, while being one of the more powerful members of the Council, is the the most introverted. He will go out of his way to avoid confrontation and having to talk with others. Thoses he does talk to tend to find him moody and temperamental. He tends to get frustrated easily, and when he does, he tends to lash out with his powers, which leave a trail of destruction.

Culler Jonas - Elan Seer 21- The most powerful member of the Council, and it's unofficial leader, Jonas is also the oldest. Almost 1,000 years old, he just beginning to show the signs of old age. He has seen almost all history as it has happened, and has great insight into anything. He is wise beyond his years, which, considerings his age, means a lot. His arsenal of powers leaves him unmatched when it comes to gathering knowledge. He probably already has a plan to save the world.

Thomas Tasheem - Elan Shaper 18 - A Skilled inventor before his rebirth, Thomas is just as likely to be working on some new psionic device as he is to be paying attention to the world around him. His skill in itemcraft is unmatched, an he likes to show off, potentialy leading into conflict if someone disparages his work. Although everyone on the council is officially equal, Thomas has great respect for Jonas, and will tend to go with whatever options he presents.

Ida Ulech- Dromite Telepath 19- Ida is probably the most outgoing member of the council , and will tend to serve as their face. Ida will also go out of his way to try and make friends with everyone at the meeting, sometimes through telepathic means. Ida also might try and "convince" people to go also with Culler Jonas's ideas.
 


Chimbule Dira (Brd20)
Chimbule was born an elf, the youngest son of the wealthy Maralin Dira. Although he was frail, and a bit slow in learning, he excelled in the musical arts. Unfortunately, he was killed by a pack of hungry wolves while exploring his family's orchards.

The family held close ties with a nearby druid, and she was able to reincarnate Chimbule as a bluebird. He was offered a position in the Society of the Reborn, where he has quickly risen through the ranks.

The Society of the Reborn is a group of intelligent animals. Some are animals made sapient via Awaken, while other are humanoids made animal via Reincarnate. They are the most powerful group of spies in the land, and the Druidic Council are the only outsiders who know of their existence.

Chimbule has infiltrated the conference by convincing a powerful wizard that he's his familiar. As the second in command of the Society, he must find out how much the humans and elves have discovered...

Nareau
 

Piratecat said:
I welcome more, including religious leaders.
From my game:

GRISH: True Neutral Goblin Cleric/Wizard/True Necromancer, ECL ~20
High Priest of Igna, a Divine Rank 20 Neutral Evil Death/Undeath/Fire/Destruction deity--you may want to replace this with a local undeath deity who isn't, y'know, pantheon-dominating (the Fire aspect is important to my setting, but is the easiest part to replace for Grish, whose domains are Death and Undeath).

General:
Grish has always had a knack for crafting items and undead. The outside world discovered Grish when a group of adventurers [my PC's] sold some of his items to a local necromancer's guild (the guild was impressed by the quality). In the several years that have followed, Grish has become a powerful and influential religious leader for the religion of Igna. Due to his origins, Grish has a fondness for adventurers, often hiring adventurers for things that his own followers could easily handle for free. [My own PC's despise necromancy and won't go anywhere near him, amusingly enough.] Grish is not aggressive about expanding his ever-growing captial and lands, using his original goblin tribe (and, more recently, an acquired kobold tribe) only to defend and maintain his holdings while he himself brokers alliances and trade agreements. Thus, despite many hard feelings against Igna, Grish has never been seriously attacked or challenged. His good reputation among adventurers of all alignments helps this.

Traveling Companions:
Grish travels with his mount and cohort, a mummified (Libris Mortis template but ignoring the need for humanoid) griffon named Gahid. He often travels with a small retinue of bodyguards, but these vary greatly--Cinderspawn (Libris Mortis) are a common choice where they won't bother anyone, but for more conservative events he'll usually have a few mid-to-high level supporters (Bards, Clerics, Druids, Dragon Shamans, Knights, etc.) from his original tribe. He's also been known to travel with lowbie adventurers, hired as guards to help them get their careers off the ground.

Presentation:
Grish wears Feycraft Glamered Silent Moves Mithral Twilight Breastplate armor (say that fives times fast), which usually looks like some suitably appropriate diplomatic garb. He carries an enchanted quarterstaff. In general, though he does not typically need to fight, he's sufficiently well-equipped to handle pretty much anything, but he keeps his appearance--from visual to auras--appropriate for social situations. (Gahid is obviosuly mummified, though the wrappings are regal and impressive rather than old and rotting. Where Gahid's presence would not be tolerated, Grish does not travel with him.) He usually talks "like a Goblin" ("Yes, yes, Grish very happy to meet you, is glad could have this chat!"), because it's less unsettling to people, but he doesn't have to (he acutally has around 18 in Int and Wis and 16 in Cha, and he can speak common languages just fine).

Behind the Scenes:
Igna ordained Grish as High Priest for pragmatic reasons. Igna was tired of do-gooders smiting his champions, and with the genuinely non-evil Grish maintaining a solid power base, Igna is assured that he won't become forgotten or minor, even if a major plot (which never involve Grish) fails. Essentially, Grish represents a safety net to insure that a major uprising against Igna's entire religion (banned in major cities, spoken of only in whispers, etc.) is never feasible.
 

Nareau said:
The Society of the Reborn is a group of intelligent animals. Some are animals made sapient via Awaken, while other are humanoids made animal via Reincarnate. They are the most powerful group of spies in the land, and the Druidic Council are the only outsiders who know of their existence.

That's seriously cool.
 

These people wouldn't happen to be meeting on top of the Ivory Tower would they? If the PCs are worried about something called The Nothing, then I know of a great man-warrior from a tribe of the Plains People that hunt the purple buffalo. Atreyu is the one your PCs & NPCs seek.
 

Oryan77 said:
These people wouldn't happen to be meeting on top of the Ivory Tower would they? If the PCs are worried about something called The Nothing, then I know of a great man-warrior from a tribe of the Plains People that hunt the purple buffalo. Atreyu is the one your PCs & NPCs seek.
Heh heh heh...my thoughts exactly. I immediately wanted to suggest a Centaur medicine man, giant-headed rock-men...

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Nareau
 

Urden of Ten Thousand Rings (Treant with Druid levels, AL NG). The oldest sentient creature on earth, whose memory reaches back ten millennia. Urden appears as a gargantuan treant with gnarled skin showing the scars of many battles. He is the supreme sentinel of the living world, caring not only for trees but for all living creatures. He is the leader of the Green Council, a body of powerful druids of many races who meet in the secluded valley of Farglade, Urden's ancient home to learn from Urden and to respond to threats to the health of the world's plants and creatures.
 


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