Astrid, level 12 Elf, Wizard, Spellstorm Mage Build: War Wizard Arcane Implement Mastery: Wand of Accuracy Arcane Admixture Damage Type: Arcane Admixture Fire Arcane Admixture II: Arcane Admixture Cold II Arcane Admixture Power: Force Orb Arcane Admixture II: Force Orb Background: Arcane Tracker (+2 to Dungeoneering)
FINAL ABILITY SCORES Str 9, Con 13, Dex 17, Int 20, Wis 16, Cha 11.
STARTING ABILITY SCORES Str 8, Con 10, Dex 13, Int 18, Wis 13, Cha 10.
AC: 24 Fort: 19 Reflex: 23 Will: 23 HP: 67 Surges: 7 Surge Value: 16
TRAINED SKILLS Arcana +16, Nature +16, Insight +14, History +16
UNTRAINED SKILLS Acrobatics +9, Bluff +6, Diplomacy +6, Dungeoneering +11, Endurance +7, Heal +9, Intimidate +6, Perception +11, Religion +11, Stealth +9, Streetwise +6, Thievery +9, Athletics +5
FEATS Wizard: Ritual Caster Level 1: Expanded Spellbook Level 2: Destructive Wizardry Level 4: Mark of Shadow Level 6: Enlarge Spell Level 8: Elven Arcane Precision Level 10: Improved Initiative Level 11: Arcane Admixture Level 12: Arcane Admixture II
POWERS Wizard at-will 1: Magic Missile Wizard at-will 1: Cloud of Daggers Wizard encounter 1: Force Orb Wizard daily 1: Flaming Sphere Wizard daily 1 Spellbook: Freezing Cloud Wizard daily 1 Spellbook: Sleep Wizard utility 2: Guardian Blades Wizard utility 2 Spellbook: Phantasmal Terrain Wizard encounter 3: Shock Sphere Wizard daily 5: Grasp of the Grave Wizard daily 5 Spellbook: Fireball Wizard daily 5 Spellbook: Wizard’s Fury Wizard utility 6: Wizard’s Escape Wizard utility 6 Spellbook: Dispel Magic Wizard encounter 7: Winter’s Wrath Wizard daily 9: Ice Storm Wizard daily 9 Spellbook: Lightning Serpent Wizard daily 9 Spellbook: Wall of Fire Wizard utility 10: Mirror Image Wizard utility 10 Spellbook: Mass Resistance
ITEMS Spellbook, Cloth Armor (Basic Clothing), Implement, Wand, Hellfire Wand +3, Blackflock Robe Cloth Armor (Basic Clothing) +3, Versatile Spellbook (paragon tier), Everlasting Provisions (heroic tier), Resilience Amulet +2, Ironskin Belt (heroic tier), Boots of Free Movement (heroic tier), Reading Spectacles (heroic tier), Bracers of Mental Might (heroic tier) RITUALS Amanuensis, Conceal Dragon mark, Tenser’s Floating Disk, History Revealed, Disorienting Portal, Knock, Last Sight Vision
600 years after the first Mark of Shadow manifested, your House fled its homeland for fear of finding the same fate as the House Vol which bore the Mark of Death. They came to Khorvaire in search of acceptance and riches, sharing their unique talents of Entertainment and Information Trafficking. That was 2600 years ago. Since then, House Phiarlan has cornered the market in both areas, lending its services to the mightiest of the nations through numerous conflicts and struggles. Though, not without its own internal challenges.
26 years before the Day of Mourning, Phiarlan splintered into 2 factions. You remember it well. Many Elves you thought close friends turned on the house and sought quicker, more sinister and dark means to express their gifts. Luckily for you, you had already been admitted to the institution of The Twelve. Featured by Phiarlan as a progeny in your field, you were admitted to pursue your studies and help promote the glory of House Phiarlan. So, when the split occurred, it just seemed illogical to follow a crazy ideal over the unlimited potential The Twelve had to offer. Let alone any personal loyalties you have to House Phiarlan.
Safely cut off from the Last War, since the Dragonmarked houses pledged independence from all nations, you were free to study and grow during what was a time of terrible chaos and loss for many of the population around you. As you excelled in The Twelve, so did the confidence the council members of your house had in you. When you were finally graduated to field work, you were granted liberty to pursue your own interests as you saw fit, so long as you kept an open line of communication with your sponsor back at the new headquarters of your Demense of Shadow in Sharn.
You chose to assist the Twelve by providing information you gather on expeditions about artifacts, which basically put you in the Hall of Records and in the Libraries of places like Morgrave University more often than you’d like. But it also gave you plenty of interesting and dangerous missions as you delved into places no normal person should be going in search of ancient mysteries.
Several months ago a small blip appeared on your network radar. A man by the name of Fergus Curren was making his way across Khorvaire setting up what could be seen as militia in each major city of each nation. Each group founded was supposedly a policing agent for that region. Fergus was attempting to set up a sort of nationalization effort, empowering the peoples of Khorvaire to help protect themselves under a unified flag. With the exception of Thrane, all nations agreed to allow him to conduct his mission. You found that he set up shop in Flamekeep, Thrane anyway, but kept it entirely underground. This bit of information would have been filed in the dusty archives for you if it weren’t for one thing. A link, albeit small.
Recently you had been sent to investigate the mysterious disappearance of a key component from a House Cannith museum. The component itself was relatively useless, but when joined with other key components, could combine to build a Gate Key, a device of artifice necessary in a ritual opening planar gateways.
While investigating this theft, you uncovered the name Fergus again, which brought him back up on your radar. As it turns out, that particular component was salvaged from a Gate Key that was destroyed along with its owner by an adventuring company that included one Fergus Curren.
Tracking down Fergus proved difficult, but you eventually did find that he set up a semi-permanent base of operations right at your doorstep in Sharn. Digging further, you find that his Omega Company that he formed in Sharn was actually making quite a name for itself across Khorvaire, not just in the south west where they’re housed. You also uncover that several members of Omega Company are descendants of some of Fergus’ old party members. The connections prove too numerous to ignore. So, when you learn that Omega Company has set out to Q’Barra, on the completely opposite coast of Khorvaire, your inquisitive nature gets the best of you and you decide to pursue. Besides, Q’Barra is a land ripe with conflict and you were feeling a bit cramped in the Archives, anyway. So, it would do you some good to mix it up with the Lizardfolk and Dragonborn of the jungle nation.
The trip is quite long, but being connected to The Twelve does prove useful. With House Lyrander at your side, you find it easy enough to book passage to Q’Barra on a Lyrander airship and make the journey in a quarter of the time.
When you arrive in Newthrone, Q’Barra, you search around to find that Omega company was there, but set out several days ago on a quest for a lost temple. Some mention of an ancient artifact was made, but you could get no more detail. Rather than traverse blindly into the wastes, you decide to remain behind and await their return. Luckily you don’t wait long before they do. A day or so later, they return in the night. The next day when you venture to engage them, you meet their Warforged, Tripper, in front of the inn in a tizzy. It seems that all members except Tripper and Corwyn, who soon joins you, had been kidnapped in the night and they’re at a loss of what to do. You surmise, based on Tripper’s information, that the members who were taken were the members of the party related to former members of Fergus’ old party who destroyed the original Gate Key.