ThanduilRoy Thomas
CHARACTER BIO
Thanduil is a 110 year old, Medium sized, Male Elf, High, with Blue eyes and Blond hair. He stands 5' 11" tall and weighs 159 pounds. His world view is Chaotic Good in nature, and is currently a worshipper of Pflarr

CHARACTER LEVELCLASSES and LEVELS
10Wizard 10 (favored)

CURRENT EXPERIENCENEXT LEVEL ATNEEDED TO MAKE LEVELEXPERIENCE GAINED IN PLAY
48,08555,0006,915


HP
TRACK

NON
LETHAL

AC
TRACK



ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
9
-1


DEX
14
+2


CON
9
-1


INT
16
+3


WIS
14
+2


CHA
13
+1


TOTAL HIT DIE TYPE DAMAGE
REDUCTION
MOVEMENT TYPES and RATES
HP
POINTS
2210d4
SPEED
MOVE
20
AC
ARMOR
141212=10+0+0+2+0+2+0

-3
+3

NORMAL FLAT
FOOTED
TOUCH
AC
BASE ARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
% SPELL
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST
TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
FORTITUDE
CON
+6=3+-1+2+2+ + 
REFLEX
DEX
+9=3+2+2+2+ 
WILL
WIS
+13=7+2+2+2+ 
BASE ATTACK
+5
INITIATIVE
MODIFIER
+2=2+0
TOTAL DEX MOD MISC
GRAPPLE
ATTACK BONUS
+4=5+-1
+0
+0
+
MELEE
ATTACK BONUS
+4=5+-1
+0
+0
+
RANGED
ATTACK BONUS
+7=5
+2
+0
+0
+
TOTAL BASE
ATTACK
ABILITY
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMP
MODIFIER

Weapons (SIZE/DMG TYPE)

Attack
Bonus

Damage

Critical

Lbs

I

Unarmed (T/B)

0

1d3-1

x2



I2

+2 Quarterstaff (L/B)

6

1d6+1

x2

4



I

Dagger (T/P)

4

1d4-1

19-20/x2

1



I

+1 Dagger (T/P)

5

1d4

19-20/x2

1



I — Main hand (Primary)w — Off hand (Secondary)I2 — Two-handed

SKILLSMAX RANKS 13/6.5

NAME (KEY ABILITY)TOT
RNK
ABL
MSC
w
Appraise (Int)3 =
+3
w
Balance (Dex)*-1 =
+23
w
Bluff (Cha)2 =1+1
w
Climb (Str)*-4 =
13
w
Concentration (Con)12 =131
w
Diplomacy (Cha)1 =
+1
w
Disguise (Cha)1 =
+1
w
Escape Artist (Dex)*-1 =
+23
w
Forgery (Int)3 =
+3
w
Gather Information (Cha)1 =
+1
w
Heal (Wis)4 =
+2+2
w
Hide (Dex)*-1 =
+23
w
Intimidate (Cha)1 =
+1
w
Jump (Str)*-4 =
13

Knowledge–Arcana (Int)12 =9+3

Knowledge–Engineering (Int)4 =1+3

Knowledge–History (Int)7 =4+3

Knowledge–Nature (Int)6 =3+3

Knowledge–Religion (Int)7 =4+3

Knowledge–The Planes (Int)4 =1+3
w
Listen (Wis)6 =
+2+4
w
Literacy ()0 =
+0
w
Move Silently (Dex)*-1 =
+23
w
Perform (Cha)1 =
+1
w
Remote View (Int)5 =2+3
w
Ride (Dex)2 =
+2
w
Scry (Int)4 =1+3
w
Search (Int)5 =
+3+2
w
Sense Motive (Wis)3 =1.5+2

Spellcraft (Int)15 =12+3
w
Spot (Wis)6 =
+2+4
w
Swim (Str)**-8 =
17
w
Use Rope (Dex)4 =
+2+2
w
Wilderness Lore (Wis)2 =
+2

w Can be used untrained * Armor Check penalty** -1 per 5 lbs gear

Equipment Description

Value
Each

Qty

Lbs

Equipment Description

Value
Each

Qty

Lbs

²Azurite10 g1ySpyglass1,000 g11
²Chalcedony50 g1yTraveler`s outfit1 g1(5)
²Eye agate10 g1yWaterskin (full)1 g14
²Freshwater (irregular) pearl (2)20 g16Potion of Cure Moderate Wounds (CL3)300 g2
²Hematite (3)30 g16Potion of Lesser Restoration (CL3)300 g1
²Lapis lazuli (2)20 g16Potion of Truth500 g1
²Malachite10 g1¡Ring of Water Walking15,000 g1
²Moss agate10 g1bScroll of Locate Object (CL3), Locate Creature (7), Plane Shift (13)3,125 g1
²Rose quartz (2)100 g1bScroll of Magic Circle against Evil (CL5)375 g1
²Sard (2)100 g1bScroll of Polymorph Self (CL7)700 g1
²Silver pearl (3)300 g1bScroll of Water Breathing (CL5), Levitate (5), See Invisibility (5)875 g1
yBlanket, winter5 s13!Wand of Knock (CL3) (Charges: 26)2,340 g1
yCandle (5)5 c1!Wand of Lesser Restoration (CL3) (Charges: 5)450 g1
yCoin: cp (5)5 c1(0.1)°+1 Dagger2,302 g11
yCoin: gp (641)641 g1(12.8)°+2 Quarterstaff8,600 g14
yCoin: sp (6)6 s1(0.1)°Dagger2 g11
yCold weather outfit8 g17¬Dragon Order (2nd Class)2,000 g1(—)
yFishhook1 s1¬Scroll Of Creation2,500 g1
yFlint and steel1 g1
yHealer`s kit50 g11
yInk (vial)8 g1
yInkpen1 s1
yJournal5 g1(3)
yLantern, hooded7 g12
yOil (pint)1 s11
yRations, trail (per day) (5)25 s15
yRope, silk (50 ft.)10 g15
yScroll Organizer5 g1
ySpellbook, wizard`s15 g1(3)

Carried Weight

36 lbs

1-30

31-60

61-90

90

180

450

Light

Medium

Heavy

Over
Head

Off
Grnd

Push
Drag

u Armour² Gem|Arty Goods6 Potion¡ Ringd Rod
b Scrollv Shieldf Staff! Wand° Weapon¬ Wondrous


Feats

Armor
Light

Armor
Medium

Armor
Heavy

Weapon
Simple

Weapon
Martial

Shield


Alertness — You have finely tuned senses. +2 bonus on all Listen and Spot checks (PH80).

Great Fortitude — You are tougher than normal. You get a +2 bonus to all Fort saving throws (PH82).

Iron Will — You have a stronger will than normal. +2 bonus to all Will saves (PH83).

Lightning Reflexes — You have faster-than-normal reflexes. +2 bonus to all Ref saves (PH83).

Scribe Scroll — You can create scrolls, from which you can cast the scribed spells. (PH84).

Silent Spell — A silent spell can be cast with no verbal components. Prepare spell as if one level higher. (PH85).

Spell Mastery(2) — Choose a number of spells equal to your Int mod. You can prepare these without a spellbook (PH85).


Protective Items

Bonuses
Provided

Lbs

Scroll Of Creation

Draw any non-magical, non living item of less than 100lbs in weight and you may take it from the scroll. The scroll can be used once per day and the i

Dragon Order (2nd Class)

Natural Armor +2
Luck +2
Armor +2
Armor +2
Armor +2

Provides protection to the wearer (+2 saves, HP, Natural Armour) Gold with Ruby Eyes




Class Features

Wizard

Bonus Feat (2)

Scribe Scroll

Spellbooks

Spells

Summon Familiar

Wizard weapon proficiencies

Special Qualities

+2 Saves vs. Enchantment Spells and Effects

Elven traits (Ex)

Immunity: Sleep Effects (Ex)

Low-light Vision (Ex)


Languages

Common, Draconic, Elven, Sylvan


Coins

New Coins
Gained in Play

5 cp 
6 sp  
641 gp  
0 pp  
642 gp Total gp equivilent (approximate)



Animal (size/race)

Str

Dex

Con

Int

Wis

Chr

For

Ref

Wil

Init

Sky Fury (D/Familiar, Sparrow hawk)

5

17

10

10

14

6

+5

+11

+13

+3

Align

Speeds

AC-Base

AC-Flat

AC-Tch

Hit Die

HP

CG

10; 50 ()

27

24

17

10d10

11

Attack

Attack Bonus

Damage

Crit

Claws

+12

1d3-3

20/x2

Special Qualities: Power Resistance (Ex): 5 + Character Level

Features: Empathic Link, Share Spells, Improved Evasion, Alertness, Touch, Speak with Master, Speak with Animals of its Type

Feats: Weapon Finesse: Claws

Skills: Sense Motive +3.5, Bluff +2, Scry +4, Concentration +12



WIZARD SPELLS

LEVELS0123456789
Known:074444
Per Day:455432

5th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Cloudkill
V,S18
Yes
1 Action
100 ft.+10 ft./level
1 minute/level
Special

School of Conjuration / Kills 3 HD or less; 4-6 HD save or die (PH185).
1
Shadow Evocation
V,S18
Yes
1 Action
Special
Special
Will disbelief

School of Illusion / Mimics evocation less than 5th level (PH250).
1
Wall of Force
V,S,M18
No
1 Action
25 ft.+5 ft./2 levels
1 minute/level
None

School of Evocation / Wall is immune to damage (PH269).
4th LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE
1
Dimension Door
V17
Special
1 Action
400 ft.+40 ft./level
1 minute/level
Special

School of Transmutation / Teleports you and 500 lb. , 90 ft. /level (PH195).

Evard`s Black Tentacles
V,S,M17
No
1 Action
100 ft.+10 ft./level
1 hour/level
None

School of Conjuration / 1d4 +1/level tentacles grapple randomly within 15 ft (PH201).
1
Ice Storm
V,S,M/DF17
Yes
1 Action
400 ft.+40 ft./level
Instantaneous
None

School of Evocation / Hail deals 5d6 damage in cylinder 40 ft. across (PH216).
1
Polymorph Self
V17
-
1 Action
Personal
1 hour/level


School of Transmutation / You assume a new form (PH237).
3rd LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE
1
Fireball
V,S,M16
Yes
1 Action
400 ft.+40 ft./level
Instantaneous
Reflex half

School of Evocation / 1d6 damage per level, 20-ft. area (PH203).
1
Fly
V,S,F/DF16
Harmless
1 Action
Touch
10 minutes/level
None

School of Transmutation / Subject flies at speed of 90 (PH206).
1
Hold Person
V,S,F/DF16
Yes
1 Action
100 ft.+10 ft./level
1 round/level
Will negates

School of Enchantment / Holds one person helpless; 1 round/level (PH214).
1
Major Image
V,S,F16
No
1 Action
400 ft.+40 ft./level
Concentration +3 rounds
Will negates

School of Illusion / As silent image, plus sound, smell and thermal effects (PH225).
2nd LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE
1
Alter Self
V,S15
-
1 Action
Personal
10 minutes/level


School of Transmutation / As change self, plus more drastic changes (PH172).
1
Fox`s Cunning
V,S,M/DF15
Harmless
1 Action
Touch
1 hour/level
Will negates

School of Transmutation / Subject gains 1d4+1 Int for 1 hr. /level (T&B89).

Invisibility
V,S,M/DF15
Special
1 Action
Touch
10 minutes/level
Special

School of Illusion / Subject is invisible for 10 min. /level or until it attacks (PH217).
1
Knock
V15
No
1 Action
100 ft.+10 ft./level
Instantaneous
None

School of Transmutation / Opens locked or magically sealed door (PH219).
2
Scorching Ray
V,S15
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Evocation / You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (
1st LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE
1
Color Spray
V,S,M14
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
Will negates

School of Illusion / Knocks unconscious, blinds, or stuns 1d6 weak creatures (PH185).

Feather Fall
V14
Yes
0
25 ft.+5 ft./2 levels
1 round/level
Will negates

School of Transmutation / Objects or creatures fall slowly (PH203).
1
Hypnotism
V,S14
Yes
1 Action
25 ft.+5 ft./2 levels
2d4 rounds
Will negates

School of Enchantment / Fascinates 2d4 HD of creatures (PH215).

Mage Armor
V,S,F14
Harmless
1 Action
Touch
1 hour/level
Will negates

School of Conjuration / Gives subject +4 armor bonus (PH223).
1
Magic Missile
V,S14
Yes
1 Action
100 ft.+10 ft./level
Instantaneous
None

School of Evocation / 1d4+1 damage; +1 missile/two levels above 1st (max +5) (PH224).
1
Message
V,S,F14
No
1 Action
100 ft.+10 ft./level
10 minutes/level
None

School of Transmutation / Whispered conversation at distance (PH227).

Mount
V,S,M14
No
1 Action
25 ft.+5 ft./2 levels
2 hours/level
None

School of Conjuration / Summons riding horse for 2 hr./level (PH231).
1
Sleep
V,S,M/DF14
Yes
1 Action
100 ft.+10 ft./level
1 minute/level
Will negates

School of Enchantment / Put 2d4 HD of creatures into comatose slumber (PH252).
0 LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Arcane Mark
V,S13
No
1 Action
Touch
Permanent
None

School of Universal / Inscribes a personal rune (visible or invisible) (PH176).

Dancing Lights
V,S13
No
1 Action
100 ft.+10 ft./level
1 minute
Will disbelief

School of Illusion / Creates torches or other lights (PH190).

Daze
V,S,M13
Yes
1 Action
25 ft.+5 ft./2 levels
1 round
Will negates

School of Enchantment / Creature loses next action (PH191).
1
Detect Magic
V,S13
No
1 Action
60 ft.
Concentration, up to 1 minute/level
None

School of Universal / Detects spells and magic items within 60 ft (PH193).
1
Detect Poison
V,S13
No
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Divination / Detects poison in one creature or object (PH193).

Disrupt Undead
V,S13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Necromancy / Deals 1d6 damage to one undead (PH197).

Flare
V13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
Fortitude negates

School of Evocation / Dazzles one creature (-1 attack) (PH206).

Ghost Sound
V,S,M13
No
1 Action
25 ft.+5 ft./2 levels
1 round/level
Will negates

School of Illusion / Figment sounds (PH209).

Light
V,M/DF13
No
1 Action
Touch
10 minutes/level
None

School of Evocation / Object shines like a torch (PH222).
1
Mage Hand
V,S13
No
1 Action
25 ft.+5 ft./2 levels
Concentration
None

School of Transmutation / 5-pound telekinesis (PH223).

Mending
V,S13
Harmless
1 Action
10 ft.
Instantaneous
Will negates

School of Transmutation / Makes minor repairs on an object (PH227).
1
Open/Close
V,S,F13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
Will negates

School of Transmutation / Opens or closes small or light things (PH233).

Prestidigitation
V,S13
No
1 Action
10 ft.
1 hour/level
Special

School of Universal / Performs minor tricks (PH238).

Ray of Frost
V,S13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Conjuration / Ray deals 1d3 cold damage (PH243).

Read Magic
V,S,F13
-
1 Action
Personal
10 minutes/level


School of Universal / Read scrolls and spellbooks (PH243).

Repair Minor Damage
V,S13
Harmless
1 Action
Touch
Instantaneous
None

School of Transmutation / Repairs 1 point of damage to a construct (T&B96)

Resistance
V,S,M/DF13
Harmless
1 Action
Touch
1 minute
Will negates

School of Abjuration / Subject gains +1 on saving throws (PH245).

Description

Thanduil is a dark brooding character, believing an ancient curse is following him and taunting him. But his demons are not only within his mind. Sure enough something has been chasing him over the years.

As much has been told to him by the archmage of his order on the Secretive world from which he hails. And it hunts him still - seeking him out to complete some ancient ritual.

His only hope to defeat his nemesis is to accumulate sufficient knowledge and power to out do it. And to this end, he has joined an adventuring group.

On most occasions, Thanduil will stay in the background of conversations, adding the odd gem on information here and there. He seldom elaborates on his sources of knowledge. Once or twice however, he might take a more central role, when something stirs within him, reminding him of his nemesis, or a chance to gain the knowledge necessary to destroy it.

Thanduil is tall and slim, typical elven looks with long blond hair and blue eyes that seem to peer right through to your soul. His hair is rarely visible, however as he covers most of his face with the hood of his cloak.


Personal History

The What no man should know

Samhein, a night of hatred, a night of evil. The blackness of the sky chilled the hearts of any who dared its might. Those who could were tucked behind locked doors, not daring to venture into the wilderness. Villages appeared deserted, and nothing stirred in the half light of the blood red moon At least nothing human...

Silhouetted in the moon against the obsidian clouds, something moved. Out in the wilderness, where few dared in the daylight, something evil looked up. Lupine eyes coloured red with hatred, gray fur raised in the darkness. It chanted, its three brothers around it in a circle, joining in the evil chant. A low guttural chant that would make any bystander shudder. They chanted to their god but from the darkness about, there was no answer.

The knight Paladin knelt behind the bush, watching the evil gathering. The fingers of his right hand closed around the sword at his side as he viewed the proceedings with disgust. And his left hand was clutched around the silver holy symbol of his goddess, bound with leather cord about his neck.

Another figure entered the fray, huge talons clutching a package. It stalked into the centre of the ring, razor teeth laughing into the night. A flat stone lay at the centre of the ring, and it placed the package there, unwrapping it eagerly.

Within, lay a babe, elfin, innocent - a victim to this evil rite. It cried at the harsh grip of its bearer, but the talons held it firm. Lifting this babe to the moon, the creature howled into the night. Its intent was clear; the knight reacted before his mind could register what had happened.

Screaming an anger that came from the core of his very being, the paladin leapt from the bush and plunged into the were-creatures, striking with is blade, and hacking where he could. Creatures fell before him, but there seemed to be more where ever he looked.

It was almost as if his enemies rose again after they had been struck.

Talons as strong as steel raked at his armor and shield, but the knight fought on. Were creatures appeared everywhere, but the knight turned and fought, fighting for his very life, and that of the babe.

Something struck at his leg, then at his back. His helm had moved, and he could hardly see what attacked him. He flayed wildly at anything that moved. Then his shield was knocked away, his armour scraped back. Something clawed at his side, and he felt a wave of pain sear over him. He knew that he was losing; his enemies still outnumbered him, but the cold determination of his will, over rode the fear that clawed at his heart. He knew what he had to do.

Spinning, he fled from the battle, scooping the babe as he ran, and slashing behind him with his sword. His horse neighed as he approached, and he ran blindly to the sound. Dropping the sword, he grabbed at the reigns, spurring the horse into action. It thundered away, carrying the doomed knight and the now quiet babe away. Behind were the anguished howls of the were-wolves as their prey and their sacrifice escaped - and beyond that, unheard by the knight, the sound of a deep guttural chant. Mages would have recognised it as an ancient curse, on the knight and the innocent babe - a curse that

would follow either of them where ever they went.

The knight rode through the night, oblivious to the direction, riding only from fear and instinct. The loyal horse galloped on, bearing its master far from the horrors that troubled him. The babe was still clutched to the knight’s chest, safe from the harm of the outside world.

Finally, dawn broke, spreading its mist around the grasslands, bringing light from the darkness of the night. The knight's will was slipping fast, and he did not notice the horse slow to a canter. The medallion burnt at his neck. Deep within his consciousness he knew that his goddess was trying to tell him something, but he knew not what. But most of what he used to be was fading. He was weak, weaker than he had ever felt before. He fought to control his mount, but even that appeared to be beyond him. The medallion burnt so much, almost burning into his chest, his heart itself. Inside him, he heard a voice telling him that he was dying, but he was powerless, too weak to move. He slipped from the horse, into a deep and final sleep.

The Beginning

It was a small log cabin close to the edge of a settlement. At least, you could call it a settlement if there were more homes here. It was here that the known story began, in the house of Jerlas Akiim.

Jerlas himself was one of three sons to Sir Liram Akiim, and Liram had always envisaged his sons following in his footsteps. When Jerlas announced his intentions of marrying the commoner Karen, Liram disowned him. As a result, Jerlas and Karen lived the simple life of farmers.

A New Addition

Karen slipped from the bed. Her husband Jerlas was still asleep, but he had had a long day yesterday, and it was still early. It had been three days now since she had lost her unborn child, one of the twins, and she had still not recovered fully. She should rest, but she had rested so long. She wanted to work. Perhaps then she could forget the fate of her baby.

She pulled her gown close as she stepped out into the brightening day to draw water from the well. Soft dew was forming on the ground, but it was still warm, and it was a reminder to her that nature was close around. She liked the open, and the freshness, everything about the world around her, except that it took one of her children away.

The horse’s nicker startled her. She looked to see a fallen knight, and a small bundle lying on the horse saddle.

“Jerlas!” she called, startled. But as she did, the babe started to cry. Maternal instinct got the better of her, and she stepped closer to the bundle. Upon spying the child, she picked it up. Immediately, it stopped crying, and smiled at the woman in whose arms it was cradled. Jerlas was at the door in seconds, running to the aid of his wife.

“We can't keep it!” he said, watching his wife rock the child to sleep.

“We will have to give it to the elders. It might belong to a noble, look at the craftsmanship on that pendant.” he continued, eyeing the gold pendant that the infant was wearing.

“Nonsense!” Karen retorted, “No-one has come since the birth of Aria. We were meant to have another set of twins, perhaps we still might. We will bury the knight, and the horse will provide us with food through the winter. No-one will know that this is not our son!”

From the loft, the twins Jorus and Rell watched the events unwind.

“Do you think he is a changeling?” Jorus, the youngest asked his brother.

“Don't de silly, a changeling would have eaten us up!” he replied, being first born, he was wiser. “At least he is not a stupid girl like Aria.”

They both agreed laughingly, and returned to bed to wake up much later.

Different and the Same?

Tiras always knew he was different to other children. He was teased for the way he looked, and his lack of strength, but he was undeniably more intelligent than others around him. But for all this, and the help of his brothers (who always treated him as an equal), he was ever the outsider. He spent most of his time with his sister Aria. She was a beautiful girl, and he treasured the time he spent with her.

Sometimes, he thought about his real parents, where ever they were, as he picked at the birthmark on his forearm. The amulet he still wore about his neck was his only link to the past, that and the silver holy symbol that the knight that brought him once wore.

The rest of his time, he spent hunting with his uncle Jeb. Tiras loved the forest, and his Jeb was a retired ranger still who spent a lot of time hunting. The man showed the youngster much about the forest, especially the herbs and poultices that one could use when in need.

Life was good on the Akiim farm, and with the land developing as more families moved into the area, it promised much.

Life Changes

All this was to change the day he met the sage. “A curse follows you elfchild!” the man said to Tiras.

“What?” Tiras replied.

“You heard little one.” he said, stepping past the young child, “Your parents are already dead, but it is you the beast follows.” the man walked onwards, past Tiras to the harbour.

Tiras thought little about this, but those words were to change his life. He watched the man talking to the captain of a ship before he decided to go back to his parent’s house. He had been out late and no doubt his parents would have something to say.

As he reached his home, he noticed that people had crowded around. Smoke was rising from the top of the village, and some people were crying. As he neared his house, he saw Aria crying at the side of a neighbour. Jorus stood close by, his head hung low, and Rell was lying on the ground, a healer kneeling over him, and he heard the man's quiet voice “I can do a little for him, but really time will be the only thing to cure him.”

“I saw it!” Jorus said again, “I saw the beast. It hit Rell, and knocked him across the street. “The child is distraught!” someone was saying, “he does not know what he is saying.” “Who wouldn't be after seeing his parents die like that.” Then Tiras saw the house, his house. Razed to the ground. Nothing remained of it.

“Father, Mother?” he started, almost knowing the answer.

“They are dead!” Jorus said wildly, the realisation not really dawning on him yet.

“Tiras!” someone said, “We have something to explain.”

He did not want to hear. He could not bear to hear. He turned and ran, ran to escape the knowledge that the only parents he ever knew were dead. He ran most of the day, until night found him tired and hungry. He opened his tearful eyes, and stared across the harbour, into the sea.

A sage was climbing the ladder onto a ship. Its small crew were busy, and there was lots of clutter around. No-one would notice if another small passenger climbed aboard...

“Where are we going sage?” the captain asked. “Night is not a good time to travel, what-

ever the tide.”

“To The Northern Pearls!” the hooded man replied.

“Are you crazy? There waters there are treacherous”

“It is an easy journey, and you have been paid well for it.” the captain argued, but it was inevitable that he would lose. He had accepted the risk, and in any case, this was not a man to trifle with.

A New Beginning

“Thank god we are free of that man!” the captain was saying. “I'll be glad to get away

from this accursed island. Turn the wheel to home!”

“Rocks capt'n!”

“Look-out for the drag.” The phrases all turned to a jumble in Tiras' mind, as he recounted the events that led him here. He had been discovered by the sages of the island, washed up on the beach. At first, he was a cleaning boy, but one sage noticed something strange about him. They put him to work as an apprentice, and he studied well. His thirst for knowledge had him progressing at phenomenal speeds. It seemed that he had found something that did not require strength or dexterity. It was here that he learnt about the gods, and here that he decided to worship the God of Magic.

Through his studies and the other mages, he discovered that he was an elf child, whose true name was Thanduil, and that a curse had long been laid on him. It also seemed that he was protected from that curse whilst on this island. For now, he was happy, for here, his family were the sages around him, and though they were sometimes aloof and distant, they cared too.

“Thanduil!” the arch mage began. Everyone called him Thanduil now, “It is time for you to go your own way. There is a world out there, and you need to experience it!”

“But I have no wish to leave. It would please me stay here for ever.” he replied.

“Thanduil, you were washed upon our shores many years ago when you were very young, and in that time I have come to know you as the son I never had. It is for that reason that I tell you that you must leave here. This is not your place, not yet.”

“But if I go out there...” he left the sentence hanging for a moment. “It is out there!”

They both knew what was waiting out there for Thanduil. He had never escaped the curse that was laid on him, only delayed it. Thanduil had seen it in visions, a hulking shadowy figure. He could see demonic fangs, talons of steel. This was something unearthly.

“You cannot hide from your fears. Knowledge comes from facing fear and overcoming it.” the arch mage said finally.

The Return!

And so, two weeks later, Thanduil found himself upon a journey home This time, he knew more about his past, and he knew that his destiny would take him to the place that his past took him from.


Adventure Journal

Found two keys on the body of Janine who ran a guild of thieves out of the Yellow Warehouse in Safeharbour.

Also a enchanted dagger.

Under the Blighted Oak I found and unidentified wand and an unidentified iron ring.