::liquidbrain ::forgotten realms campaign

Here are the characters I've played and some of the institutions I've fleshed out for the Dungeons and Dragons campaign I play in:


Celowin Caspian Eveningfall (Fighter, Moon Elf, chaotic good, Diety: Correllon Larethian): Celowin is 5' 10" and weighs 150 pounds. He has grey eyes and long silver-blue hair. Elven-style tattoos depicting an urborus mark both of his wrists and upper arms. When in his home, Silverymoon, he dresses as an urbane city dweller; when travelling in the wilderness of The North he wears the simpler dress and earthen colors of the elvenkind.

Even more so than most moon elves, Celowin feels that instilling elven values, culture, and tradition amongst other races is important. He also believes it is important to both learn from and respect other races and their cultures.

Celowin loves Silverymoon and would defend it to the death. He respects those that defend the city: the Harpers, the Spellguard, the Knights in Silver. While he is not a Harper himself, he believes strongly in their ideals and has aided them in the past.

Celowin is an archery instructor at Everdusk Hall, an elven temple and library that is part of the Conclave of Silverymoon. He enjoys studying a wide variety of subjects, but is too unfocused to be much of a scholar, except where the martial arts are concerned.


Here are some questions asked by the GM when Celowin was first created:

Q: But given that most elven communities in the forest these days are semi-nomadic, do some thinking about the community he grew up in, and how he ended up in Silverymoon.
A: The Eveningfall clan -- at least the branch Celowin is from -- are merchants. Not only did Celowin lead the semi-nomadic life typical of a moon elf, he also had a chance to travel to cities and settlements close to the High Forest, including Silverymoon. While Celowin is at home in the wilderness (recall his 1st. level feat is Forester), he is equally at home within civilization. He appreciates the natural beauty of the forest; he also appreciates the variety offered by a large city such as Silverymoon. Celowin has lived in Silverymoon for about 20 years -- long by human standards, long by most moon elf standards, not long by elven standards in general. He still feels like he's exploring the city and learning about the cultures of the various races that live there.

Q: I'd also like to know more about the character himself - he's an archery instructor at the Conclave - how did he get that position?Ê Is he content there?
A: Celowin heard about the instructor of archery position at Everdusk Hall while visiting Silverymoon on business for the family's mercantile business. His friends in the city -- including Bremaeril Caellicin, who Celowin is currently travelling to Beorunna's Well for -- encouraged him to apply for it. They knew about Celowin's proficiency with the bow and his interest in Silverymoon and thought it would be a goood fit. He enjoys teaching there and thus far hasn't thought much about leaving Everdusk Hall, except perhaps to take a sabbatical that would make him a more efficient member of the Hall.

Q: Does he yearn for adventure?Ê Basically, I want to know why he wouldn't stay within the comfortable confines of a beautiful city and enjoy the good life. What drives him to go out into the howling wilderness, to face danger and death?
A: Celowin doesn't yearn for the adventuring life. He is comfortable living in Silverymoon and enjoys teaching archery at Everdusk Hall. However, while more settled than most moon elves, Celowin also wouldn't mind exploring the Silver Marches and the North. As of now, Celowin has little interest in travelling further than Waterdeep, but moon elves are pretty impulsive, so that could change. Celowin would like to explore the High Forest more than he has, especially the Star Mounts and nearby Unicorn Run. If Celowin were ever to become an adventurer, he'd be interested in ridding ancient elvish cities such as the Elven Port, Lothen of the Silver Spires, and Mhillamnir of the evil infesting them.

Q: Does he want to be a Harper?Ê Or is he content to go his own way without the benefits (and restrictions) of membership in a larger organization?
A: Since Celowin doesn't view himself as an adventurer per se, he hasn't given the matter much thought. He believes in the Harper's ideals and has aided them in the past in minor ways: archery instructions, background on people and places within the High Forest he has had contact with, and the occasional errand run. Celowin would certainly be flattered by an invitation to join the Harpers. Whether or not he would take on the responsibility is another matter altogether -- although he probably would, since he believes that the Harpers have some (good) reason for most of the things they do, so they must be asking him to join for a reason....


Aramil Silvershield: Aramil (an Elvish name) is 6'4" and weighs 220 pounds. He seems aerodynamic for his size. He has hazel eyes and shoulder-length light brown hair and usually remembers to shave; when he forgets, he sports a scruffy-looking beard. Aramil favors dark clothing: black, midnight blue, charcoal gray, forest green. His boots and belt are of well-worn (but well taken care of) black leather; his cloak clasp is a silver disk bearing a black uroborus with a ruby eye. He wears enchanted elven chainmail of mithril links and mithril bracers, etched with scenes of heroes fighting dragons and giants, on his arms. An incandescent blue gem orbits Aramil's head.

The very observant or the very intimate may notice Aramil has a tattoo of an uroborus on his left wrist, for he is no friend of evil dragonkind. Aramil has helped defeat Malaeragoth (young adult fiendish black), Arauthator (adult white), and Azulkine (young blue).

Aramil's prized possessions are his sword Ice Fang and a book titled "The Wonders of Earth and Sky".


Ice Fang (+2 longsword, frost): Ice Fang's blade glows faintly and is exquisitely carved from a single piece of ivory, magically strengthened to a hardness greater than steel. The quillons are masterfully shaped from the talons of an ice dragon, and soft lights the color of the aura borealis eerily flow across the blade. The pommel of the sword is what appears to be a large, angular piece of carved ice that doesn't melt. The area within a few feet of the sword is noticeably cooler than the ambient temperature.

The wielder is protected by an endure elements spell (absorbs 5 HP/round of cold DMG), and will never need to make a balance check to avoid slipping on ice. The wielder's movement rate is never slowed due to snow or ice.


The Wonders of Earth and Sky: An ancient book of smallish size bound in black dragon hide and written in elvish runes. This marvel contains legends and lore surrounding the inhabitants of this sphereÕs earth and sky. Aramil uses it to research the weaknesses of his favored enemies. Gives a +2 circumstance bonus to Knowledge: Favored Enemy checks. Value: 250 GP


The Forest Knights: Rangers with the compassion to pursue good, uphold freedom, and the power to defeat evil. The knights see themselves as paladins, but with the virtues of chaotic good replacing those of lawful good, an organization such as the Shield replacing the hierarchy of a church, the favored enemy replacing the paladin's power over the undead, and with divine abilities focusing on enhancing the knights abilities in the wilderness. In all other respects, a knight pursues his duties with the same zeal a paladin would pursue his. Knights often tattoo a symbol representing their first favored enemy on the inside of their left wrist (e.g., a griffon where a knight has chosen beasts as his first favored enemy).


The Shield: The Shield is an organization devoted to protecting civilized lands -- especially the Upper Valley and the Silver Valley -- from the dangers of the Serpentcoil Mountains. Based in Shieldkeep and headed by the Ranger Lord Orvas, the Shield includes many rangers and druids in its ranks. However, one does not need to be a ranger or druid to qualify for membership, nor are all druids and rangers members of the Shield.

As befitting an organization with so many chaotic members, the Shield has a fairly loose structure, especially when compared to an organization such as the Kinghts of the Watch. The Shield maintains patrols along the borders of the civilized lands it defends; these patrols also serve as a way to indroduce less experienced Shield members to the wilderness lore they will need to succeed in their role as protector. Higher level characters who have distinguished themselves both through acts of bravery and the ability to act independently are sometimes chosen to penetrate deeper into the Serpentcoil Mountains to follow up on rumors or to neutralize threats. All members of the Shield are expected to respond to calls for aid, especially when a member would be able to offer specialize expertise in combatting a threat.

While the citizens of the Valleys are often unaware when members of the Shield are nearby (or to the extent of the dangers the Shield keeps at bay), the Shield is not a secret organziation. Most knowledge checks involving the Sheild have a DC of 10 or 15.

Many members of the Shield have a shield somewhere on their person to identify themselves (e.g., a decorative cloak clasp), but this is not required.


Shieldkeep: A fortress carved into the the side of a mountain in ages past by earth elementals who had their will bent by a powerful mage employing a legendary magic ring. Shieldkeep possesses a natural beauty, with winding stone staircases, gnarled pines, jutting towers, and small waterfalls falling into icy pools of water. Shieldkeep is ruled by the Ranger Lord Orvas and serves as the base of the Shield, who maintain constant vigilance against the dangers of the Serpentcoil Mountains. Shieldkeep is often visited by monks from the surrounding monestaries. Here are some images of Shieldkeep and the lands surrounding it painted by elves centuries ago: Pavilions on a Mountainside, River and Trees, Winter, Mountain Pines, The Lofty Mountain, Mansions in the Moutains of Paradise.


Dreambane (+2 longsword): Forged in the fallen kingdom of Tuara (now within the Fallen Lands) long ago by the arch mage Kenric to aid him in his quest to avenge his wifeÕs death. History does not reveal how or why she was killed, although the learned suspect a rival -- the lich Velidia -- unleashed some force from the Demi-Plane of Dreams to accomplish this end. Dreambane is fashioned from layered steel ("Damascus steel", as it is called in some spheres). The pommel of the hilt is a small cracked crystal ball; the handle is of the most delicately carved human bone. Aramil is one of Dreambane's former owners.

Dreambane's mortal enemy is "The Prince of Darkness", a pit fiend.

It is rumored that Dreambane is effective against creatures from the Demi-Plane of Dreams (the "Dreamscape") and/or extra-planar creatures.

Dreambane can communicate telepathically with its wielder. Dreambane also speaks an archaic form of Common.

Dispel Magic 3/day (Range: 100' + 10'/level, Target: One spellcaster, creature, or object; or a 30' burst, Duration: Instantaneous): Cancels magical spells and effects (p. 196).

Wielder does not need to sleep, as Dreambane conveys energy to him.

Dreambane sheds light in a 20' radius (the main source of light is the pommel, although the blade glows as well).


The Bard's Guild: The Bard's Guild is an ancient, massive stone building located within the walls of the port city Caernigan in the Freemarket area of the Trades District. The Bard's Guild was established by Caspian Gallus hundreds of years ago, and comparisons are sometimes drawn between the Guild and the College of War. The Guild fufills many purposes: as an inn, as a stable for mounts of all kinds, as a marketplace for items both mundane and magical, as a practice area for adventurers to hone their skills, as a library, and as a bank for the safekeeping of all manner of valuables. Many retired adventures make their home at the Guild, offering their knowledge and training to less experienced adventures (for a fee, of course). Rooms vary in quality and size. Permanent residence is allowed. The Guild is protected by armed patrols and magical defenses.

Guests of all classes and races are permitted at the Guild, although outwardly evil guests are frowned upon. Due to Caspian Gallus's chaotic nature, there are few rules at the Guild; however, there is a permanent ban on fighting amongst the guests (although duels are sometimes allowed) and theivery. Adventures can generally rely upon the Guild to be a safe haven.


Caspian Gallus: Caspian is a retired adventurer -- fighter, rogue, and bard -- living in Shieldkeep who runs (and lives at) the Bard's Guild. Caspian appears to be an elf with long, silver-white hair. In reality, Caspian is a silver dragon over 1200 years old (great wyrm). Caspian is capable of fighting in humanoid or dragon form; in humanoid form, Caspian wields a longsword of giant slaying and wears a suit of enchanted chain mail. Caspian posesses many wondrous items, including Daern's Instant Fortress.

At one time (hundreds of years ago), Caspian's draconic nature was uncommon knowledge (knowledge check of DC 15 or 20). However, this knowledge has slipped into obscurity in more recent years (knowledge check of DC 25 or 30). Caspian's closest friends and relatives know he is a dragon, however.

Caspian is a member of the elvish Caspian family (of the Silver Valley) by marriage. His wife is deceased -- even elves don't have the longevity of a dragon.


The Caspian Family: The Caspian family is one of the most ancient elvish families in the Silver Valley, The Caspians are zealous defenders of elvish tradition and lifestyle; however, they are not xenophobic, believing elves should serve as a shining example to less civilized peoples. This is contrary to the feelings of many elves, elder and commoner alike: currently, humans are not allowed into the Silver Valley, as many elves feel humans will wish to expand into elvish territory. Note that this band only extends to humans; for instance, the elves have extensive trade with the dwarves of the Serpentcoil Mountains. The Caspians uphold their beliefs either though involvement in politics or adventuring (with wizards and fighters being the most common classes chosen). Many members of the Caspian family, while brave and honest folk, are firm believers that the end justifies the means, thus placing them in the middle as far as good and evil are concerned.


Caspian Elf Caspian X: One of Mestopholes Caspians's uncles, Caspian Elf was a wizard/fighter who banded together with adventures of every race to assault marauding giants in the Serpentcoil Mountains. While doing so, they uncovered a drow plot to invade the surface world. Caspian and his companions traveled deep into the Underdark, finally taking their quest to the Abyss itself. The drow's spider goddess Lolth never forgave Caspian and his friends for this transgression, her agents (and sometimes she herself) pursuing them for the rest of their lives. Caspian finally fell while fighting a demi-lich.

Caspian fought with a dancing longsword and defended himself using magical spiked plate and shield. Both his breastplate and his shield were black with a red Sign of Chaos upon them. Caspian would adorn his helmet with the magically preserved heads of demons he had defeated in battle.


Mestopholes Dorchester Caspian XII: A wizard/fighter hailing from an ancient elvish family in the Silver Valley, Caspian specialized in evocation magic. Caspian fought with his magical longsword, Shatterspike, and an elven-crafted mighty composite longbow. When adventuring, Caspian donned an enchanted mithril shirt and used a large metal magic shield that defended him from critical hits and sneak attacks.

Caspian had pale skin, piercing green eyes, and medium-length wavy black hair. Caspian wore dark clothing, preferring charcoal gray and black, and was never without a cloak rumored to have magical properties. While brave and loyal to those he considered his "true friends", Caspian was considered eccentric and arrogant, even by other elves.

Caspian had an insane hatred of the denzians of the Underdark, especially the drow. He believed the drow and their allies will again assault the surface lands. Caspian was a bit paranoid in his beliefs, and suspected anyone who stood in the way of his "true mission" to be secretly aligned with the Underdark....

Caspian was slain while trying to rid the Silver Valley of an ancient curse.

(c) 2002-2007 John Koszarek