| Ekar Thrae Caer`Thalarin
Sa`Adrashtai a vell Seldarine
Noble / Paladin /
Healer Baron of the Vale, Jordaine | |
I.Q. | 16 | +2% to all skills |
M.E. | 13 | +0 save vs. Psionic Attack, +0 save vs. Insanity |
M.A. | 18 | 50% Trust/Intimidate |
P.S. | 24 | +9 Hand to Hand Combat Damage |
P.P. | 30 | +8 Strike/Parry/Dodge |
P.E. | 24 | +18% vs Coma/Death +5 vs Poison |
P.B. | 22 | 60% Charm/Impress |
SPD. | 24 | No Special Bonus |
PER. | 19 | 25% Danger Sense |
LUCK | 14 | No Special Bonus |
REF | 24 | +6 to Initiative |
O.C.C. | Noble | Paladin | Healer |
Experience Level | 4 | 2 | 2 |
Current Exp | Experiance needed for next level |
4801 | Noble: 17,001 | Paladin: 4,801 | Healer: 4,801l |
True Name: Thaervince Caer`Thalarin | Title: Baron | Race: Grey Elf (Ly`Tel`Quessir) | Alignment: Scrupulous | Land of Origin: Kingdom of Arethane |
Age: 100 | Sex: Male | Weight: 163 lbs | Height: 7' | City/Town: Teradryn |
Handedness: Right | Eye Colour: Ice Blue | Hair Colour: Black | Birth Order: 2nd Born | Religion: Seldarine |
Social Background: Noble | Social Class: High High Class | Mother T`Sharra Caer`Thalarin, a royal Sajorte | Father
Unknown who Father is (Mother not wiling to tell. Rumour says it is the Valishar which is true) |
Siblings: Brothers Saerevon, Rhyoric, Sisters Kaeritha Shiwen, Tamryn, and Taeblytha |
HP: 68 | Natural SDC: 76 | AR: 18 (+3 Elven Plate) | Armour SDC: 300 |
Combat and Other O.C.C. Bonuses |
LEVEL | HAND-TO-HAND COMBAT TYPE | NO. OF ATTACKS/MELEE | STRIKE | PARRY | DODGE | DAMAGE | CALLED SHOT | INITIATIVE |
4 | Paladin | 5 | +10 | +4 | +3 | +9 | Nat 18-20 | +8 |
ROLL WITH PUNCH/FALL | PULL PUNCH | K.O./STUN | CRITICAL HIT | CRITICAL FROM BEHIND | KICK ATTACK | DISARM | HORROR FACTOR | DEATH BLOW |
+10 | +4 | Nat 19-20 | Nat 20 | x2 | +2D6 | +8 | +1 |
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NOTES |
Sence Necromancy within 50': 30 +3%/lvl, Immune to Disease, 90' Nightvision, +7 save vs Charm and Sleep |
Weapon Proficiencies | WEAPON | LEVEL | PROFICIENCY STAGE | STRIKE | PARRY | THROW | ROF | RANGE | DAMAGE | SPECIAL BONUS |
WP Longbow | 4 | Expertise | +1@lvl 2, 4, 6, 8, 11 | +1 | N/A | 2+1@lvl2,3,5,7,9 | 640'+20'/lvl | 2D6 | - +1 Att at LvL 2, 6, 10, 14
- Has +1 STRIKE and +2 ROF from being Elf+1
- +3 STRIKE From Elven Quality
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W.P.: Sword | 4 | Specialization | +1 STRIKE @ lvl 1, 3, 6, 9, 12, 15 | +1 PARRY @ lvl 2, 4, 7, 10, 13 | +1 Strike @ lvl 4, 8, 12 | N/A | N/A | 2D6 | - +1 Att at LvL 3, 6, 9, 12,15
- +1 STRIKE/PARRY, +2 DAMAGE
- Has +1 STRIKE from Elf
- +3 STRIKE From Elven Quality
- +1 Attack from Level 2 Expert
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W.P.: Shield (Large Kite) | 4 | Proficiency | +1 STRIKE @ lvl 4, 8, 12 | +1 PARRY @1, 3,6, 9, 12, 15 | N/A | N/A | N/A | 1D4 | N/A |
WP Lance | The roll of a natural 19 or 20 (unmodified die roll) means the lance strike inflicts triple damage (instead of double; an otherwise successful strike does normal damage, including bonuses for being on horse back) or the strike unseats his opponent. The player must announce his character's intention as to whether he intends to inflict damage or unseat his opponent.
Opponents unseated from horse back suffer 1d6 damage from the lance, are knocked off their horse and take an additional 1d6 damage unless they successfully roll with fall/impact. The fallen rider also loses initiative and one melee action/attack. An opponent who is not on horse back, but standing on the ground can be knocked off his feet and on his back side with the same result, except no additional damage from the fall.
In the alternative, the paladin can try to disarm an opponent with the lance. Roll to strike as usual, but if the defender fails to parry or dodge, the paladin successfully strikes him in such a way that he drops his weapon or shield. The player must announce his character's intension to disarm his opponent and make a called shot indicating what item he is trying to knock out of the opponents hands. This attack can also be used to knock off any hat or helmet that isn't bolted directly to the body armour. This attack is often used by paladins for fun and games, as a warning, or an attempt to frighten away or discourage an opponent rather than engage in a battle to the death.
An opponent may also be unseated or disarmed with a modified strike roll (all bonuses included) that is 19, 20 or greater. |
WP Crossbow | 2 | Proficiency | +1@ lvls 2, 4, 6, 8, 11, 14 | +1 | N/A | 2+1@lvl 2, 3, 5, 7,9,12 | 340'+20'/lvl | 2D4 | +3 STRIKE From Elven Quality |
WP Targeting | 2 | Proficiency | +1 STRIKE at levels 2, 5, and 10 | N/A | +1 STRIKE @ lvl 2, 5, 10 | N/A | N/A | N/A | N/A |
WP Paired | - Strike and parry simultaneously. In other words, warriors skilled in paired weapons can often perform two actions for every one meleeaction/attack.
- Twin, simultaneous strikes against the same target. Both weapons hit, but is considered ONE melee attack/action, (roll only once to strike). The defender can only try to parry one of the weapons in the parry! The other will strike, unless he too is using two weapons, or a weapon and a shield, and has the W.P. paired weapons skill.
- Strike two different targets (or strike one and parry the other), simultaneously; both must be within reach.
- Weapons are limited to the one-handed types and can be used in any combination; for example, two short swords, or short sword and broadsword, sword and knife, mace and shield, etc. Two-handed weapons cannot be used as a paired weapon.
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Saving Throws |
Breath Weapons | Coma/Death | Electrocution | Extreme Heat/Cold | Non-Magical Gasses | Harmful Drugs | Insanity | Illusion |
15 | +18% | 13 | 13 | 14 | 14 | 11 | 11 |
Pain | Paralyzation | Petrification | Poison Lethal | Poison Non-Lethal: 15 | Disease | Psionics | Soul Drinking |
15 | 13 | 13 | 13 | 15 | immune | major-11 | 13 |
Magic-Circles | Magic-Faerie | Magic-Fumes | Magic-Item | Polymorph:13 | Magic-Ritual | Magic-Spell | Magic-Wards |
14 | 15 | 13 | 12 | 13 | 14 | 10 (caster level 1-3)/12 (caster level 4-7)/12 (caster level 8-11)/13 (caster level 12-15) | 12 (creator level 1-3)/13 (creator level 4-7)/14 (creator level 8-11)/15 (creator level 12-15) |
Natural Elven Magic |
Base P.P.E. | Level 1 | Level 4 |
30 | Dancing Lights
Faerie Fire
Globe of Daylight
| Levitate
Know Alignment
Detect Magic
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These are Natural spell like abilities and do not require P.P.E. to cast |
Major Psionic |
Category | ISP | Abilities |
Healing | 47 | - Disease Purification (18)
- Brain Scan (10)
- Bio-Feedback (6)
- Deaden Pain (4)
- Healing Touch (6)
- Increased Healing (10)
- Induce Sleep (4)
- Psychic Diagnosis (4)
- Stop Bleeding (Self) (2)
- Suppress Fear (8)
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Healer Abilities | LEP: 248 |
Level One | Level Two |
Anaesthesia (Local) (4) | Anaesthesia (General)(8) |
Cure Light Wounds (4) | Bio-Regeneration (6) |
Death Trance (4) | Cure Minor Wound (6) |
Delay Poison (4) | Disfigure Flesh/Skin (10-50) |
Destroy Dead Flesh(1-6) | Fuse Bones (4) |
Diagnosis (4) | Gathering of Maggots(6) |
Disinfect (6) | Heal Simple Fracture (10) |
Healing Touch (8) | Identify Toxins/Disease (5) |
Meditation Trance (0) | Inflict Light Wounds (6) |
Minor Blood Stoppage (5) | Lust for Life (10) |
Preserve Living Flesh(2) | Minor Organ Repair(12) |
Resist Cold (3) | Negate Toxins (10) |
Resist Fire (3) | Replace Flesh (5) |
Resist Hunger (3) | See Through Lifeless Eyes ( 4) |
Resist Thirst (3) | Soothing Touch (10) |
See Health (2) | Stun Relief (6) |
Sense Life Essence (2) | |
SKILLS |
Background & Racial Skills |
Level | Skill | Start % | Bonus | Skill % |
4 | Dance (Pro) | 30+5 | +47% | 82% |
4 | Heraldry (Pro) | 20+5 | +52% | 77% |
4 | Horsemanship: Paladin | 45/40+5 | +42% | 92/87% |
4 | Languages: Elven (Pro) | 40+5 | +60% | 98% |
4 | Literacy: Elven (Pro) | 30+5 | +52% | 98% |
4 | Language: Common (Pro) | 40+5 | +52% | 98% |
4 | Military Etiquette(Pro) | 50+5 | +52% | 98% |
4 | Court Etiquette (Pro) | 25+5 | +47% | 92% |
4 | Mathematics: Basic(Pro) | 80+5 | +52% | 98% |
4 | Play Musical Instrument Lute | 25+5 | +42% | 72% |
4 | Sing (Pro) | 30+5 | +42% | 77% |
4 | Hand to Hand: Paladin of Light | N/A | N/A | N/A |
4 | Track Humanoids | 35+5 | +37% | 77% |
4 | Track/Trap Animals | 35+5 | +42% | 82% |
4 | Prowl (Pro) | 40+5 | +32% | 47% |
4 | Identify Plants & Fruits | 30+5 | +32% | 67% |
4 | WP Longbow | N/A | N/A | N/A |
4 | W.P.: Sword (expert) | N/A | N/A +1 to Strike,+1 Att | N/A |
4 | W.P.: Shield (Pro) (Large Kite) | N/A | N/A | N/A |
4 | Wilderness Survival: Forest | 40+5 | +42% | 87% |
OCC Noble |
4 | Play Musical Instrument Drum | 25+5 | +42% | 67% |
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OCC Paladin |
2 | WP Lance | N/A | N/A | N/A |
2 | WP Crossbow | N/A | N/A | N/A |
2 | WP Lance | N/A | N/A | N/A |
2 | WP Targeting | N/A | N/A | N/A |
2 | Lore: Religion | 20+5 | +47% | 67% |
2 | Forced March | 25+5 | +12% | 37% |
2 | Language: Drow | 40+5 | +37% | 77% |
2 | Language: Orc | 40+5 | +37% | 77% |
2 | Literacy: Human | 30+5 | +37% | 77% |
2 | Prayer of Strength of the Blessed |
2 | Prayer of Communion |
2 | Summon the Minions of Light |
2 | Prayer of Intervention |
2 | Miracles |
2 | Detect Good/Evil 100' rad. At will. |
2 | +5 to saving throws |
2 | Immune to all diseases |
2 | Healing touch (or Harming touch against enemies of the church) |
2 | Cure Disease 3/week |
2 | Perpetual emanation of protection from evil 10' rad (or good if a Paladin of Dark) around the paladin. |
2 | Clerical Abilities: Special Prayers as Priest of same level (see priest occ for descriptions), Spell ability (+3 S/P/D, 2-12 S.D.C., Circle of Protection, Curse/Remove Curse) starting at fifth level (as if a priest of first level.), Circle of Protection, Curse/Remove Curse, Dispel Magic, Turn 4-24 dead, or by the churches discretion). |
OCC Healer |
2 | Holistic Medicine | 30/20+5% | +42% | 72/62% |
2 | Identify Plants & Fruits | 30+5% | +22% | 52% |
4 | Preserve Food Pro | 40+5% | +42% | 82% |
2 | Surgery | 30/20+5% | +37% | 67/57% |
2 | Research | 60+5% | +37% | 97% |
4 | Biology (pro) | 40+5% | +47% | 87% |
4 | Cook (pro)td> | 50+5% | +42% | 92% |
2 | Midwiving | 40+5% | +27% | 67% |
2 | Language: Ancient Elven | | +32% | 98% |
2 | Sign Language Drow | 15+5% | +27% | 42% |
2 | Sign Language (pro) | 30+5% | +27% | 57% |
2 | Literacy: Ancient Elven | 30+5% | +32% | 62% |
2 | Healing Abilities |
OCC Related Noble |
4 | Recognize Weapon Quality | 25+5 | +62% | 87% |
4 | Racial Cultures: General | 30+5 | +62% | 92% |
4 | Law | 35+5 | +37% | 72% |
4 | Public Speaking | 30+5 | +42% | 72% |
4 | Diplomacy | 35+5 | +62% | 97% |
4 | History | 30+5 | +42% | 72% |
3 | Rope Works | 40+5 | +37% | 77% |
2 | Lip Reading | 40+5 | +52% | 97% |
1 | Literacy: Drow | 30+5% | +27% | 57% |
OCC Related Paladin |
4 | Military History | 25+5 | +42% | 67% |
4 | Armour Identification | 30+5 | +42% | 72% |
4 | Armourer (pro) | 20+5 | +82% | 98% |
4 | Blind Fighting | 30+5 | +42% | 72% |
4 | Camouflage | 25+5 | +42% | 67% |
4 | Detect Ambush | 50+5 | +42% | 92% |
3 | Intelligence | 45+5 | +42% | 87% |
2 | Interrogation | 40+5 | +37% | 77% |
2 | Lore Farm | 40+5 | +47% | 87% |
OCC Related Healer |
2 | Lore: Flora | 20+5 | +17% | 37% |
<2 | Gardening | 40+5 | +12% | 52 % |
2 | Language: Goblin | 40+5 | +52% | 97% |
2 | Escape Artist | 30+5 | +12% | 42% |
2 | Appraisal | 30+5 | +12% | 42% |
1 | Herding | 20+5 | +7% | 27% |
Secondary Skills: Noble |
4 | Falconry | 40+5 | +22% | 62% |
4 | Fresh Water Fishing | 30+5 | +22% | 52% |
3 | Drawing: Pencil/Ink/Chalk | 40+5 | +17% | 57% |
2 | Running | N/A | N/A | N/A |
1 | Wrestling | N/A | N/A | N/A |
Secondary Skills: Paladin |
2 | Boxing | N/A | N/A | N/A |
2 | General Athletics | N/A | N/A | N/A |
2 | Acrobatics | N/A | N/A | N/A |
2 | Gymnastics | N/A | N/A | N/A |
2 | Botany | 40+5 | +22% | N/A62 |
1 | Kick Boxing | N/A | N/A | N/A |
Secondary Skills: Healer |
2 | Meditation | 25+5 | +12% | 37% |
2 | Swimming | 50+5 | +12% | 62% |
2 | Tumbling | 30+5 | +12% | 42% |
2 | Set/Disarm Traps | 40+5 | +12% | 57% |
2 | Animal Husbandry | 40+5 | +12% | 57% |
1 | Lie Detection | 25+5 | +7% | 32% |
Money |
Copper Piece (CP) | Tin Piece (TP) | Brass Piece (BP) | Bronze Piece (BZP) | Steel Piece (STP) | Silver Piece (SP) | Gold Piece (GP) | Platinum Piece (PP) | Mithral Piece (GP) |
| | | | | 3700 | | | |
Gems and Jewelry |
Gem | Quality | Base Value |
Amethyst | Above Average | 105 gp |
Sardonyx | Average | 500 gp |
Ametrine | Exceptional | 1725 gp |
Morrisonite | Poor Grade | 1425 gp |
Jewelry | Quality | Base Value |
Buckle/Clasp | Good | 750 gp |
Bracelet | Good | 1500 gp |
ArmBand | Good | 500 gp |
Special Possession |
Corellon's Grace |
This amulet that he wears under his armour is made from shimmering mithril, adorned with
intricate Elven runes that glow softly when the paladin channels his divine
power. It was a gift from his mother, passed down through generations of noble
Elven paladins of the Caer`Thalarin Family Line, each adding their own blessing to its magic. Corellon's Grace enhances the paladin's
connect to the Seldarine, granting them increased protection against evil +2
and a heightened ability to heal wounds in times of dire need Heals twice the
normal amount on Healing touch. It also serves as a symbol of the noble lineage
and unwavering dedication to justice and righteousness that runs through their
family line. |
Land/Holding |
Granted Barony of the Vale, and Deed to Black Island (Character knows that the
island is supposedly cursed, and the buildings are unlivable and that
everything will need to be rebuilt and sanctified. He will not disclose this information unless
he absolutely needs to) |
Animals |
Lathrien
Breed: Dagor`Kelytha {Elven War Horse}
I.Q.: |
11 |
M.E.: |
16 |
M.A.: |
10 |
P.S.: |
22 |
P.P.: |
16 |
P.E.: |
20 |
P.B.: |
12 |
SPD: |
18 |
PER: |
9 |
LUCK: |
10 |
Age: 4 years
Size: 6 feet (1.8 meters) tall at the shoulder, powerful build
Weight: 1900 pounds (862 kg)
A.R.: Not applicable
Hit Points: 41
S.D.C.: 44
Plate Barding: AR: 16 SDC: 300
P.P.E.: 27
Attacks Per Melee: 4
Damage:
- Kicks: front doing 3D6+4 SDC damage
- Rear doing 5D6+6 SDC damage
- Stomp does 2D4SDC damage
- Trample SDC damage 5D6
- Bite 2D4
Note that horses instinctively leap over and run around humanoids and most other animals, but may trample when completely panicked or when a domesticated animal is made to do so by its rider.
Bonuses: +3 on initiative, +5 to strike, and +4 to dodge, +5 to save vs. Horror Factor, and +4 to save vs. poison and disease.
Natural Abilities:
- Great strength and endurance
- Can pull as much as six tons on a wagon
- Can carry up to 650 pounds (294.8 kg)
- Swim 50%
- Jump 5-6 feet (1.5 to 1.8 meters) high and 15 feet long (4.6 meters)
Horsemanship- Paladin: Base Skill: 45%/40%+5% per level of experience.
- Ride & care of horses: The first percentile number indicates the character's riding ability and a fundamental knowledge of feeding, caring, and grooming of horses.
- Recognize quality/breed: The first percentile number also indicates the success ratio of recognizing the breed quality, age, strength, speed, health, and general attributes/capabilities (race horse, workhorse, warhorse, etc.) of the animal.
- Breed horses: The second percentile number indicates the knowledge in the raising, breaking, training and breeding of horses. It includes shoeing horses, giving birth, and curing minor ailments and injuries.
- Jumping: The second percentile number also indicates the success ratio of NOT being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, character must roll under his percentage to remain in the saddle and in control of his animal. Damage from being thrown off a horse is typically 1D6.
- Racing: The second percentile number also indicates the success ratio of maintaining control and getting maximum speed while racing at full gallop. A failed roll means the horse runs quickly but 10% short ofits maximum speed attribute. A successful roll not only means running at maximum speed, but the rider can coax that little extra spirit and speed out of the animal. Once every four minutes, the rider can get the horse to kick into overdrive and run at 25% faster than its normal maximum. However, this speed can only be maintained for one minute at a time and cannot be done more than three times in a 15 minute period. Maximum running speed can be maintained for a period of minutes equal to the horse's P.E. attribute.
- Pushing the horse beyond its endurance will cause it to slow down by 30% and after 4D4 minutes, collapse from exhaustion (requires at least a half hour rest and light activity for another hour).
- Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
- +1 on initiative when on horseback.
- +2 to roll with fall or impact when knocked from a horse.
- +2 to parry or dodge while on horseback.
- Inflicts +6 to damage when on horseback.
- Charge attack (running horse) with a lance, pole-arm or spear: +3D6 damage. The attacker must roll under the second percentile numberto avoid being dismounted. Charge attacks count as two melee actions/attacks.
- Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under the second percentile number). Damage from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs.
Speed: 54 (37 mph / 59.5 kph); Maximum speed 66 (45 mph / 72.4 kph)
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Magic Items |
- Backpack of Holding
- Boots of Elven Kind
- +3 Elven Full Plate Armour: AR:18 300 sdc
- Elven Scimitar Holy Weapon (+3 S/P/D, 2-12+6 vs Evil S.D.C)
- Elven Scimitar Holy Weapon (+5 S/P/D, 2-12+10 vs Evil S.D.C)
- Corellon's Grace
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Equipment |
- Lance
- Dagger
- Elven Scimitar
- Light Elven Crossbow & Quiver of 20 bolts
- Elven Long Bow & Quiver of 24 arrows
- Elven Kite Shield marked with the churches holy symbol
- Tabard marked with the churches holy symbol
- Belt with 2 Pouches,
- 4 sets of Clothing,
- Robe
- Cloak
- Grooming Utensils
- Seldarine Holy symbol
- Bed Roll
- Flint and Tinder Box
- 2 Large Sacks
- 2 Small Sacks
- Holy Water
- Hat
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Belt
Blanket
Two medium-sized sacks
Six small sacks
A water skin
Small kettle
Small frying pan
Iron Pot
2D4 vials (for herbs and potions)
Small pouch with six surgical knives (each does 1D4 damage if used as a weapon)
Several rolls of cloth bandages
First-aid kit
Food rations for 1D4+1 weeks
Cooking utensils
A six inch (0.15 m) wooden cross
A pocket mirror
1D4+1 wooden stakes
A small mallet
Tin of snuff
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A set of fine clothing
A pair of gloves
Tent
Purse
A wine skin of fine wine
A bottle of fine brandy
Comb
Salt
Collection of spice from common to exotic
50ft silk rope
Grappling Hook
Fishing Line
Fishing Pole
Fishing Hook
Fishing Net
Hooded Lantern
Elven Lute
Elven Drum
Signet Ring |
Bio |
Thaervince Caer`Thalarin, known as Thrae to those close to him, was born a Grey Elf in the illustrious Kingdom of Arethane, specifically within the serene city of Teradryn. His noble lineage traces back through generations of the Caer`Thalarin family, renowned for their dedication to the Seldarine and their unwavering commitment to justice and righteousness.
From a young age, Thaervince was groomed to uphold the noble traditions of his family. His upbringing in the royal household of his mother, T`Sharra Caer`Thalarin, a respected Sajorte, provided him with both privilege and a sense of responsibility. His father's identity remains shrouded in mystery, a fact his mother guards closely, sparking rumors suggesting a connection to the enigmatic Valishar.
Raised alongside his older brother Saerevon Caer`Thalarin and his 5 other siblings, Thaervince's early years were steeped in the teachings of the Seldarine, under the guidance of the Valishar and the rigors of noble etiquette. His mother ensured he received a comprehensive education befitting his status, excelling in languages, literacy, and courtly manners. Under the tutelage of skilled tutors and mentors, he developed a keen intellect and a deep understanding of both Elven and human cultures.
As he matured, Thaervince's natural affinity for leadership and his innate charisma became apparent. His prowess in martial training, particularly in the arts of swordplay and archery, further solidified his role as a future leader among the Caer`Thalarin family. His dedication to the ideals of the Paladin, melding martial prowess with healing abilities, marked him as a rare gem among the noble houses.
At the age of 100, Thaervince has bestowed with the title of Baron of the Vale, a responsibility he plans to take with solemn determination. The Barony, including the mysterious Black Island, has become his charge, despite the island's rumored curse and the daunting task of rebuilding its structures. He has accepted this challenge with characteristic stoicism and unwavering faith in the guidance of the Seldarine. He and 4 companions travel together to the Vale and seek out their destinies.
Thaervince's journey is defined not only by his noble lineage and martial prowess but also by his compassionate heart and commitment to healing. As a Paladin and Healer, he utilizes his abilities not only in battle but also in service to those in need, embodying the virtues of mercy and protection cherished by his family and the Seldarine.
With Corellon's Grace, a powerful amulet passed down through generations, adorning his armor, Thaervince stands ready to confront the darkness that threatens his lands and to uphold the honor of the Caer`Thalarin name. His story continues to unfold as he navigates the challenges of leadership, explores the mysteries of the Black Island, and strives to honor the legacy of his noble family. |
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