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Dae Inster
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For the kingdom of Tremain this is the main part. The capital and bigger cities are here. They enjoy heavy trading from Tummil and the other sea faring kingdoms. The mountains in the middle have provided a home for the dwarven kingdoms for as long as anyone can remember. With the high population of dwarves in the mountains its no surprise the ruling party of Tremain is compromised 60% of dwarves. Though Tremain has a human king and a half-Elven Queen they have a council that makes most of the decisions. The king is kept as a figurehead and as the person for the common folk to look upto. Though there was a great scandal from his marriage with Selene the half-Elven queen the trade pact and riches it provided for everyone silenced the opposition quickly. Though King Matthew did not care about the trade pack or the riches when he first saw Selene. They married for love but after the dust settled the benfits of the union was immense.
In the Hardrock mountain range the population of dwarves are comprised of followers to a new belief. Its new as for the dwarves live a long time. For the past few hundred years the dwarves have grown a liking to Duktar Blightstone. Who is the dwarf of the earth. When he first was granted his position his following was little. Then one day when there was a earthquake some dwarves were trapped in several hundred feet of stone. After a day of digging the dwarves knew that they could not make it there in time. One dwarf stood there and made a loud prayer to Duktar asking for his help to save these dwarves. Then a large earth elemental appeared and started digging through the rocks at a speed greater than anyone had ever seen. Within a hour the tunnel was redug and the dwarves saved. When the tunnel was complete the elemental vanished and left behind a hammer and chisel made of mithral. The dwarf who made the prayer picked them up and announced the miracle by his God. After that thousands of dwarves now follow him. Due to this large following of Duktar its often you see a cleric of his sitting at the council or off to the side advising people. It is said that even King Matthew follows the dwarf. For his favorite hobby is chiseling beautiful statues and scenes out of marbel. He uses a simple steel chisel out of respect and humility to the dwarven God.
One of Matthews closest friends and advisors is Dae Inster. He is a old elven mage who used to tell Matthew stories when he was a kid about the days he lived as a hawk. Matthew always thought they were stories. As he grew up though he realized Dae's power. So has never really found out if it was true or not. Dae is one of the most powerful wizards in the world. He worships Jeruf even though he can remember days when Jeruf was mortal. He knows the waring between sorcerers and wizards from the two Gods. He prefers to keep out of it. Mostly spending his time tending to his children (Matthew and Selene though not really his children he feels like thier father). He will give respect to any who deserve it. Also is willing to give just about anyone a chance. Through his long years he has created many items and new spells. The items are used by the royal guard and his close friends.
Dae Inster; Elf Wiz20: CR 20; ECL 20; Size M; HD 20; hp 90; Init +3; Spd 30 ft; AC 23, touch 18, FF 20; BAB +10/+5; Atk: +10/+5 melee (1d3, Unarmed); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL LN; SV Fort +15, Ref +16, Will +23; Str 11, Dex 16, Con 14, Int 28, Wis 18, Cha 13.
Languages spoken: Common, Elven, Dwarven, Draconic
Skills and Feats: Craft (Alchemy) +18, Appraise +9, Balance +3, Bluff +1, Climb +0, Concentration +16, Craft (Armorsmith) +9, Craft (Bowmaking) +9, Craft (Gemcutting) +18, Craft (Locksmithing) +9, Craft (Trapmaking) +9, Craft (Weaponsmith) +9, Craft (Other) +13, Diplomacy +3, Disguise +1, Escape Artist +3, Forgery +10, Gather Information +3, Heal +5, Hide +3, Intimidate +1, Survival +4, Jump +0, Knowledge (Arcana) +32, Knowledge (Architecture) +14, Knowledge (Geography) +15, Knowledge (History) +14, Knowledge (Local) +14, Knowledge (Nature) +14, Knowledge (Nobility) +14, Knowledge (Planes) +14, Knowledge (Religion) +14, Listen +7, Move Silently +3, Perform +1, Profession (Scribe) +11, Ride +3, Search +12, Sense Motive +6, Speak Language +2, Spellcraft +34, Spot +9, Swim +0, Use Rope +3, Remote View +9; Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Quicken Spell, Scribe Scroll, Eschew Materials.
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