Icrane Erelhays (Character)

Race: Human (native of Orlec)
Class: [Storm] Sorcerer 5th / Warlock 1st
HD: 4, 4, 4, 4, 4 / 5 +6 HP -1 Sacrifice to primordial elements = 19 -1 Ritual = 29 -8 hard/-7
Essence: 31 -1 (-2 Warlock) -14 Occult Aptitude 4, -1 Natural Occult Talent
Strength [10] +0
Intelligence [14] +2
Wisdom [11] +0
Dexterity [12] +1
Constitution [12] +1
Charisma [21] +5
Sanity [13] +1

Proficiency +3 bonus @6th level

Skills: History {+2}, Persuasion {+5}, Singing, Arcana {+2, +1, +2; 1 Mana = Simple}, Insight
> Perception (non-proficient; +5 with Raven)
Lores @+2: The Oldening, Medja, Montvin (locale), Celestials
Tools: None
Weapon: daggers, darts, slings, quarterstaffs, light crossbows; Simple Weapons
Armor: Light
Saves: Constitution, Charisma, Sanity [Mind Flayer taught] TRAIT: Natural Occult Ability, Mana Pool, Occult Breakthrough, Occult Insight (1 Mana = simple Arcana)
Communication: [common human of Orlec] Dundarum (speak + literate), Primordial (speak + literate; Aquan, Auran, Ignan, Terran), + Feyloise (speak and literate), Gladnorian (primitive; group commands)

Combat

Tactics/Setup: Prefers to stay out of combat completely, otherwise covers the back. Tactical approaches are better than direct improvised – although if the best tactics are direct, then that is appropriate. If he enters into combat, prefers to expand all resources and destroy foes with overwhelming force.
Armor: Studded Leather (1 Resilience); Dex (1) = ARMOR CLASS = 13 +1 range
Scoutsbane: ring gives +1 vs. range attacks
Item Prep: Always carries dagger.

Magic

PROHIBITED: Fire and Force causing damage spells
Occult Aptitude 4
Mana = 12
Spell SAVE DC = 8 + prof + CHA = 16 (+1/17 w/lightning struck focus)
Spell Attack > prof + CHA = +8
Storms Blood: +1 Damage on all Thunder and Lightning spell damage (+1 min.); with the lightning struck arcane focus an additional +1 to spell save DC
Comprehend Languages: Cast at will, as a ritual. Taught by the fiend of knowledge.
Rallying Wind: Can use DC 10 Song check + Prestidigitation OR Gust of Wind spell use to cause the results of the Rally maneuver 1/Short Rest (1 target)
– Use a bonus action and expend one superiority die [D6/3] to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier (+5).
Sorcery Points = 5+1 (dark ritual)
Metamagic: Quickened Sorcery (2 for convert action to bonus action); Twinned (1 per spell level), Distant Spell (1 sorcery to double range if over 5′; if touch, then gains a range of 30′)
Flexible Casting
a) You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
b) Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Tempestuous Magic: Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level of higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Feat – Elemental Adept: [Thunder] Ignore resistance; +1 per dice of damage

Feat – Ritual Magic: [Book] Speak with Animals (taught by Shamans), Identify, Detect Magic, Tenser’s Floating Disk [Occult Aptitude] • Augury [taken from Medja Ritual] – cards (Weal, Woe, Both, Nothing)

Occult Short Rest: Regain 1 Sorcery Point and 1 Spell Slot per Short Rest

Occult Aegis: 1/Long Rest > Occult Aegis > treated as a spell, cast as an Action and takes the form of a small shield attached to the off hand: +1 AC [if no physical armor worn & does not stack with Mage Armor], -1 Damage per attack/hit; lasts for 30 minutes * Occult Aptitude; note it surrounds the occultists with visible shimmers – invisibility or Stealth is not possible); Non-Detection; False Life when cast (maximum affect = 8) and Mislead once (used as a Reaction – ends the aegis if used)
• Arcana DC 15 ritualized check to give it 1 Greater Resilience when its created
• Arcana DC 15 to imbue it with 1 use of Counter Spell (used as a Reaction)

Cantrip [Sorcerer 5] > Shocking Grasp (2D8/9+1 Shock, Dexterity save can’t take reactions until the start of its next turn.), Dancing Lights, Thunderous Split (2D6/7+2+1 thunder/60’/2 foes within 5’/Con save), Thunderous Boom (60′ You cause disorienting thunder on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6/7+2+1 thunder damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.), Minor Illusion / [Warlock [2] Prestidigitation, Mage Hand (30′, #10)
> “Occult Flash”: Can use 1 Mana to add 1 to the DC for the save or +1 Attack, +1 damage, +50% range, and adds a one way Message cantrip effect for a Occult Class Cantrip and infuses the cantrip with one effect from Prestidigitation (cannot suppress these effects).

1st [4+1 supplement ritual] > (3) [Sorc] Thunderwave (15′ cube/2D8[9 +3]+10′ push away/vs. Con), Chromatic Orb (90′ range/3D8[13 +4] choose type/attack), Fog Cloud / [Warlock] Armor of Agathys (5 HP/Damage per level), Hex (90′, Bonus Action)
Swift Recovery Powers: Detect Magic (Arcana DC 12 when ritualized and detection becomes a Bonus Action instead, and last an additional 10 minutes * Occult Aptitude)
Ritual of Minor Occult Supplementation: 10 minutes ritual incantation with minor+major; Expeditious Retreat
Long Recovery Powers: Feather Fall, Find Familiar 1/Long Rest (can sacrifice bonus action and reaction each to increase Tempestuous Magic by 10′ each when casting the spell)

2nd [3] > (2) Shatter (3D8[13 +4]/10′ rad/60′ range/vs. Con), Detect Thoughts (Spell Mastery/no spell slot if prepared – Fiend of Knowledge)
Ritual of Major Occult Supplementation: 10 minutes ritual incantation with minor+major; Suggestion

3rd [3] > (1) Thunder Blast (150’/20′ radius/8D6(28) +9+5 like fireball, but thunder; Dexterity or lose 10′ of movement), Thunderous Meteors (6 orbs[+2 per level higher], as Bonus Action, 2 per round up to 120′, 2D6 thunder each creature within 5′, Dex save for half)

Arcane Preparations

1) “All Out” Thunder: +1 per Die/+1/+5 = -1 Charge + Spell Level (double) OR 2 sorcerer points (cast as bonus action) > triggers 10′ fly per spell level; DEFENSE = Gaseous Form as a Reaction (1 hard damage).
2) Sitting on throne in Harpy Hall >
Familiar in rafters, spirit raven on left shoulder. There are 6 flasks of oil on ignition stones (within 30 – for Mage Hand) – 2 for each doorway. There are 3 colored smoke “bombs” (on throne – each side and top/10′ radius) – ready to be lit from Prestidigitation; There is a rope noose hanging over the throne so that the Tempestuous magic can take him into the rafters to a door. There is a dark crystal ball that is seen to be a focus (decoy) of Icrane. Two heavy crossbows in the rafters pointed to the 5′ in front of the throne (for mage hand). There is a bag of white bones and a deck of cards on a rough hewn black table.
> If there is a chance to prepare – Unseen/Occult Servant. It will hold up a straw and wood mask prop with a black robe behind the left side of the throne (decoy)

Equipment

Arcane Focus: Branch (piece) from lightning struck tree (+1 to lightning or thunder spells and effects)
Armor: Studded Leather (1 resilience)
Weapons: Knife (D4)
> Club +1, +2 damage, Alert feat while touching it/wielding it. Greater Resilience.
Scroll Tube: False Life, Sleep, Magic Missile

Thunder Fist (tattoo talisman)

Trials of the steppe shamans, ended up with tattoos on arms and fist. If tattoos are broken, the power is gone until it can be restored. The #2-4 spell powers can be cast as a Action or As a Reaction.
Each time a thunder spell or effect is cast in combat it regains a charge equal to the level of spell (CHARGES = 1 / max. 12). Each use causes a point of Hard damage.
1) Bonus CHA adjustment in damage to thunder/lightning spell or effect + triggers Tempestuous Magic (10′ fly per spell level) – normal damage, not hard.
2) Thunderous Smite (next melee attack +2D6 [+3] thunder + Dex or knocked back 10′ and prone)
3) Gaseous Form (1 hour/10′ move)
4) Sleet Storm (40′ radius/150’/Dex save or fall prone; with Frost Bite on initial cast for anyone caught in it)

Familiar: Shelgray

100′ telepathy and senses; Can deliver a spell using a Reaction of any Spell with a range of touch. If the spell requires an Attack roll, you use magus Attack modifier for the roll.
Typical Form: Crow or Water Cat; +4 Stealth, +3 Perception
> Loves baths and warm water; Critical of everyone else’s grooming habits.

Sentinel Raven: Koranthi

Traits: Friendly
Ideals: Slaughter (encourages violence)
Bond: Drawn to a special place?
A spirit that assumes the form and game statistics of a raven. It always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive and active Wisdom (Perception) checks. The bonus equals your Charisma modifier.

  • While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
  • You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
  • In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
  • The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.

The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

History

Description: 6’0, Black Hair (short), clean shaven w/sideburns, right handed, dusky skin, #170, 8″ thang
Background: Noble; Persuasion, History, Singing (instead of gaming?), +1 Language

Personality Trait: The common folk love me for my kindness and generosity.

Ideal: Power. If I can attain more power, no one will tell me what to do.
> Picked up traveling with Death’s Cradle and the harsh treatment of the people leaving the oldening and in Cheril.

Bond: The common folk must see me as a hero of the people.
> Tied to the history of his family and its role in their clan.

Flaw: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.

 
Orlec Travels Campaign

WIFE: Paula Forest (diplomat/beaurocrat)

The Harpy’s Messengers

Headquarters: Merowey – Harpy Hall (harpy statue on each side of the roof)
> Familiar stays at the Hall of the Harpy unless noted. It is watching for anyone to infiltrate.
Merowey is under the protection of The Harpy’s Messengers. In the coming struggle for the world, Medja must reign supreme. The allies may not always appear polished and shining lights of righteousness… we are of that ilk, but ultimately we stand with the light and life. The Harpy’s Messengers are swift, merciless, and exacting in their toll for justice. We follow the lawful precepts, but when they are subverted against the people then our own laws kick in.
Within the group:
The chain of command is absolute; Icrane is the leader. Obey or suffer their wrath.
Do not endanger members without good cause. Never betray the trust of a fellow.
Support the causes of right and good.
Where necessary, sink to the levels of your enemy to achieve victory.

Merowey
Wiped out 2 noble houses. Civil war.
Braget we had lunch with, he poisoned us then gave us the antidote after we agreed to help. He must die.
Arsonists?
Tree Cutter Downer?
Massive Clash! 200 vs. 400 (200 are levy) + mini siege engines – Esme took 2 out.
Adventuring With: Norian Aurthur, Prykevagon, Esme,


Icrane was a child of the winter people, from Ghunfan Reach in The Oldening. The Winter People were mountain valley folk, with auburn hair, pale skin and living at great heights among the blustery cold winds. They worshiped a strange elemental power named “Achrae”, also called “The Lonely Voice” – Achrae roamed the remote peaks searching for a counterpoint to his whistling voice. They had a tradition of powerful magic and song, though there were few of them. Icrane was brought up strong on his family traditions, and became a sorcerer like his grandfather and mother before him. He took on song and dance, to take his mother’s place and lead the people of his village in their ceremonies.

He learned the powerful voice he had by singing from the high mountain tops to echo for as long as he could. He followed the hunters of his clan and sang them the song of war to bolster their courage and used the wind he summoned to amplify his voice. He withstood the trials of ice, wind, and lightning with his mother in order to wrestle the powers of the elements.

Following his people’s traditions, he left them for a year and went north, following the peaks into Ghunfar to have his far-ranging time as all of the singers must, and return with knowledge of the outside world and tell stories of it. For months he watched the edges of civilized society, learning their ways and the dialect of his people’s language.

In Ghunfar he struggled, but soon fell in with a band of violent sell-swords called the Death’s Cradle. He was saved by them, nearly killed by a runaway cart in one of the cities when Elid the Stoney stepped in and saved him. In Icrane’s culture, his life was then bonded to Elid. Forced into depravity and violence, he served a full three years in the debt to Elid before he repaid it.

Civil War of Meritan

The mercenaries were hired by the council of Meritan. Suspicions grew over time, of council members acting inappropriately. Two factions of the city of Meritan plunged it into civil war. The faction of Sir Hugh Duvre lead a people’s army against the governor and council which had overtaxed the populace and left little to defend them from the marauders of the steppe that were preying on the caravans and fields. The civil war lasted over 4 months and at least 10,000 were killed. At first, the civil war was a war of factions in the streets. Then the council got desperate and enjoined the smugglers and thieves of the city – and even a few shady mercenary bands on the sly. Soon, civilians were turning on each other and the city burned. Trade crashed, fortunes fell, and the population fled. Sir Hugh turned to desperate tactics himself lives of innocents were snuffed out in reprisal. Sir Hugh Duvre was captured and hung and quartered for his crimes. The people were brutally suppressed just before a force of the king’s arrived to take matters into his hands. Some of the council were jailed; the mercenaries escaped just ahead of the trials.

Assault on Twin Rocks

Death’s Cradle were hired to spearhead an attack against encroaching nomads of the stripped Steppe – though they were merely defending themselves against the loss of river valley land taken from them in conquest. An attack was launched on their sacred place, called Twin Rocks. It was there, in the ensuing chaos, that Icrane managed to save one of the brotherhoods own and repay the debt. Despite this, he did all he could to save as many of the steppe folk in secret. He betrayed his bonds – binds he never believed in other than keeping his oath to repay those that saved him.

Time with the Steppe Folk

He spent a year among the Silver Hair clan of the steppe folk – trying to erase the debt for attacking their people. The shaman of the people understood he was also a sacred one, a wind-talker like some of their healers. He studied with them and learned more esoteric arts, building on his own wrathful powers with a softer perspective.
[Gain: Magic Initiate + Rallying Voice]

Return to the Winter People

He returned to his people a changed man, nearly five and a half years later. He found his place had been taken by his younger sister. He no longer fit into the clan of his own people, and grew more despondent. He made the choice to leave his people, and fled to the lowlands. HE had not completed his training among his people, and he cannot seen the energies of FIRE and EARTH.

Leaving His People

There he followed seekers, looking to escape The Oldening and make their way across the steppe to the south. They exploited him for his power to protect them, and after three attempts they finally made it to the free city of Cheril. There, he was robbed of nearly everything he had over time. Weakened and with his sacred bundle stolen and held hostage, he was forced into petty crime. He managed to recover his satchel with his people’s mementos and escape. They caught up with him in the dark alleys of Cheril, and he barely managed to throw his satchel into the gutter before he was jumped and beaten by a gang of thugs. He was beaten and left for dead.

Montvin or Bust

He eventually recovered and slowly traveled south towards Montvin regaining his strength and purpose. He learned of the cultures as he went, and knew that he would never fit in in the crossroads city of Montvin – though there was plenty of activity in the area to hire the like of him.

MOTIVATION: The character is an angry one, looking for purpose and meaning, having suffered several let downs trying to make it on his own. He knows he has strayed for from his people, he no longer cares and sees the world as cruel and wants nothing more than power to be the master of his own destiny.

DEATHS: Yeti Breath


BUILD OUT: Start @2nd; +1 level for basic background; extended background to gain 4th level Feat Magic Initiate [Warlock] at 3rd.