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| <!-- End faction/group memberships. --> | | <!-- End faction/group memberships. --> |
| |assoc=<!-- For this section, enter any important character associations. --> | | |assoc=<!-- For this section, enter any important character associations. --> |
| {{assoc|Alfan Silverwillow|Arandir has become very close to Alfan Silverwillow, as well as Alfan's friend and companion, Zelf. It was Zelf who originally introduced the two, and then promptly tried to get them to hook up. The three spent a very pleasant night, and over the time since they've become all but inseparable, even if Alfan would normally prefer to hide in the lab or library rather than be out operating in the field on the adventures that Arandir and Zelf enjoy.}}{{assoc|Zelf Coldfall|When Zelf met Arandir, he swiftly decided that the warrior-mage would be great fun, and he urged Arandir to become involved with himself and Alfan. Alfan was reluctant at first, but Arandir's charm and assertiveness soon won him over, much to Zelf's delight. Arandir has become very close to both, as a friend and a lover, and at this point has become Zelf's favorite adventuring companion and co-conspirator. The three make quite a group when operating together.}} | | {{assoc|Alfan Silverwillow|Arandir has become very close to Alfan Silverwillow, as well as Alfan's friend and companion, Zelph. It was Zelph who originally introduced the two, and then promptly tried to get them to hook up. The three spent a very pleasant night, and over the time since they've become all but inseparable, even if Alfan would normally prefer to hide in the lab or library rather than be out operating in the field on the adventures that Arandir and Zelph enjoy.}}{{assoc|Zelph Coldfall|When Zelph met Arandir, he swiftly decided that the warrior-mage would be great fun, and he urged Arandir to become involved with himself and Alfan. Alfan was reluctant at first, but Arandir's charm and assertiveness soon won him over, much to Zelph's delight. Arandir has become very close to both, as a friend and a lover, and at this point has become Zelph's favorite adventuring companion and co-conspirator. The three make quite a group when operating together.}} |
| <!-- End associations. --> | | <!-- End associations. --> |
| |fullname=Arandir Finthalion | | |fullname=Arandir Finthalion |
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| |notes=An elven warrior-mage from a distant land, Arandir is a master of magic blades and channeling arcane spell energies through the weapons he carries. Having traveled far in his time, his journeys brought him to the Bay of Omens region, where he currently resides. | | |notes=An elven warrior-mage from a distant land, Arandir is a master of magic blades and channeling arcane spell energies through the weapons he carries. Having traveled far in his time, his journeys brought him to the Bay of Omens region, where he currently resides. |
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| Along his many journeys, he has also become the frequent companion of Zelf Coldfall and Alfan Silverwillow, both of whom he has grown very close to, not only as members of an adventuring party but also as close friends and lovers. Whether with his favored companions or on his own, Arandir is a seeker, and a finder, of many adventurers. | | Along his many journeys, he has also become the frequent companion of Zelph Coldfall and Alfan Silverwillow, both of whom he has grown very close to, not only as members of an adventuring party but also as close friends and lovers. Whether with his favored companions or on his own, Arandir is a seeker, and a finder, of many adventurers. |
| |pers= | | |pers= |
| |bg= | | |bg= |
| In a faraway land lives an ancient family of elves, House Finthalion, which rendered in the common tongue can be read as "dauntless cunning." Many years ago by human reckoning, though not so many to elven thought, a son of House Finthalion was born. He was given the name Arandir, meaning "noble wanderer," since his mother had foreseen that he would one day travel to distant places. From a young age, he was gifted with magic, and as he grew older, he also developed great skill with blades. By the time he came of age, he had learned to combine these talents, allowing him to perform powerful magic through his blade. | | In a faraway land lives an ancient family of elves, House Finthalion, which rendered in the common tongue can be read as "dauntless cunning." Many years ago by human reckoning, though not so many to elven thought, a son of House Finthalion was born. He was given the name Arandir, meaning "noble wanderer," since his mother had foreseen that he would one day travel to distant places. From a young age, he was gifted with magic, and as he grew older, he also developed great skill with blades. By the time he came of age, he had learned to combine these talents, allowing him to perform powerful magic through his blade. |
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| True to his mother's visions, Arandir undertook many adventures. He loved to travel, and it was through such travel that he found himself meeting many interesting companions, including a young Frost Elf by the name of Zelf Coldfall, as well as his companion, Alfan Silverwillow, and after Zelf instantly took a liking to Arandir, the three soon became very close. Arandir can now be found often traveling the Bay of Omens region, frequently in the company of Zelf as they explore ruins or strange places, and if they're firm enough in their urging, they can even sometimes coax Alfan out of the library or laboratory. Sometimes, they have to carry him. | | True to his mother's visions, Arandir undertook many adventures. He loved to travel, and it was through such travel that he found himself meeting many interesting companions, including a young Frost Elf by the name of Zelph Coldfall, as well as his companion, Alfan Silverwillow, and after Zelph instantly took a liking to Arandir, the three soon became very close. Arandir can now be found often traveling the Bay of Omens region, frequently in the company of Zelph as they explore ruins or strange places, and if they're firm enough in their urging, they can even sometimes coax Alfan out of the library or laboratory. Sometimes, they have to carry him. |
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| Ever and on, Arandir lives a life of magic and adventure. | | Ever and on, Arandir lives a life of magic and adventure. |
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| * He bears a ring of "feather falling," which ensures that no matter what height he leaps or falls from, he will never be harmed from the fall -- unless, of course, he lands in or on another hazard. | | * He bears a ring of "feather falling," which ensures that no matter what height he leaps or falls from, he will never be harmed from the fall -- unless, of course, he lands in or on another hazard. |
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| * Another valuable piece of gear is his small "bag of holding," the twin to one carried by Zelf, which allows him to carry quite an expansive inventory without taking up much room or being overburdened by heavy weight.}} | | * Another valuable piece of gear is his small "bag of holding," the twin to one carried by Zelph, which allows him to carry quite an expansive inventory without taking up much room or being overburdened by heavy weight.}} |
| {{Trait|Flying Blade|Enhanced|Magic|One form of magic that Arandir has trained extensively is the ability to summon magical blade constructs, conjured from raw magic and behaving like mundane swords, save that they are wielded by invisible magic and "fly" to strike each target they're directed toward, operating within a 30 foot radius from Arandir. While they are not individually much stronger than an otherwise well-crafted mundane blade with perhaps minor magical enhancement, he is currently able to summon two such blades at once, which act by his will alone, allowing him to keep his hands free to wield his own physical weapons or perform other tasks.}} | | {{Trait|Flying Blade|Enhanced|Magic|One form of magic that Arandir has trained extensively is the ability to summon magical blade constructs, conjured from raw magic and behaving like mundane swords, save that they are wielded by invisible magic and "fly" to strike each target they're directed toward, operating within a 30 foot radius from Arandir. While they are not individually much stronger than an otherwise well-crafted mundane blade with perhaps minor magical enhancement, he is currently able to summon two such blades at once, which act by his will alone, allowing him to keep his hands free to wield his own physical weapons or perform other tasks.}} |
| {{Trait|Mind|Enhanced|Innate|Born with a keen intellect and a naturally strong will, Arandir has only refined these qualities over time. His studies and the practice of magic have made him quite strong when it comes to the mental virtues, especially when it comes to resisting mental influences and controlling his own magical abilities.}} | | {{Trait|Mind|Enhanced|Innate|Born with a keen intellect and a naturally strong will, Arandir has only refined these qualities over time. His studies and the practice of magic have made him quite strong when it comes to the mental virtues, especially when it comes to resisting mental influences and controlling his own magical abilities.}} |