Aurann Elanesse

Character: Aurann Elanesse
Player: Terran Casey
Level 15
Race: Eladrin; Alignment: Good
Class: Wizard
Paragon Path: Arcane Wayfarer; Epic Destiny: N/A
Patron Deity/Religion: Corellon; Action Points: 1
Age: 52; Sex: Male
Height: 5’10”; Weight: 140
Skin/Hair: Fair/Silver (Long); Beardless; Eyes: Violet
Size: Medium; Handedness: Ambidextrous
Ability Scores
Strength 9 (-1), Constitution 16 (3), Dexterity 16 (3)
Intelligence 22 (6), Wisdom 16 (3), Charisma 12 (+1)
Hit Points: Max HP: 82, Bloodied: 41 (= ½ Max HP), Surge Value: 20 (= ¼ Max HP), Surges/Day: 9
Defenses: AC: 26, Fortitude: 22, Reflex: 25, Willpower: 25
Special Defenses: +5 to saving throws vs. Charm effects, Resist 5 Fire, Resist 5 Cold.
Speed: 6 squares; Initiative: +12
Skills: Acrobatics +10, Arcana +20, Athletics +6, Bluff +8, Diplomacy +12, Dungeoneering +10, Endurance +14, Heal +10, History +20, Insight +15, Intimidate +8, Nature +15, Perception +15, Religion +13, Stealth +10, Streetwise +8, Thievery +10
Passive Insight: 25 (= Insight +10); Passive Perception: 25 (= Perception +10)
Attacks: Magic Wand 4 (19 to hit / 10 damage with an additional +3 damage when using Dual Implement Casting), Summoner’s Tome +3 (17 to hit / +9 damage with an additional +4 damage when using Dual Implement Casting)
Feats: Alchemist, Mark of Scribing, Expanded Spellbook, Linguist, Quick Draw, Implement Expertise: Wand, Dual Implement Spellcaster, Improved Tome of Readiness, War Wizardry, Spell Focus.
Proficiencies: Cloth Armor, Dagger, Longsword, and Quarterstaff.
Equipment and Possessions: Fine Clothing, Fancy Belt, Fancy Boots, Magic Wand +4, Summoner’s Tome +3, Scintillating Cloth Armor +3, Cloak of Survival +2, Handy Haversack, Instant Campsite, Eternal Chalk, Everlasting Provisions, Map of Orienteering, Everburning Torch, Floating Lantern, Rope of Climbing, Spellbook / Ritual Book, Crystal Ball (worth 200 gp), Khyber Dragonshard, Arcana Reagents: 200 gp worth, Silk Rope (50 ft.), Pouch: 2, Prison clothes, Longsword, 0 gold.
Mount: N/A.
Rituals: Animal Messenger, Comprehend Language, Make Whole, Tenser’s Floating Disk, Enchant Magic Item, Brew Potion, Water Breathing, History Revealed, Purify Water, Object Reading, Unseen Servant, and Wizard’s Sight.
Languages: Common, Elven, Abyssal, Draconic, Dwarven, Giant, Goblin, Primordial, and Quori.

Feats

Alchemist
Benefit: You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill.
Special: You can take this feat instead of the Ritual Caster feat granted by your class feature.

Mark of Scribing
Benefit: Choose four languages. You can speak, read, and write those languages fluently. When you gain a level, you can retrain one of these languages instead of a feat, a power, or a skill.
You gain a +2 bonus to Diplomacy checks.
You can master and perform rituals as if you had the Ritual Caster feat. Furthermore, you can create scrolls in half the normal time (that is, the same amount of time it takes to create a ritual book).

Expanded Spellbook
Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two).
This feat doesn’t change the number of daily attack spells you can prepare each day.

Linguist
Benefit: Choose three languages. You can now speak, read, and write those languages fluently.
Special: You can take this feat more than once. Each time you select this feat, choose three new languages to learn.

Quick Draw
Benefit: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

Implement Expertise: Wand
Benefit: Choose a type of implement. You gain a +2 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +3 at 25th level.

Dual Implement Spellcaster
Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls.
Both of your implements must be useable with this power, and you must be capable of wielding both implements, to gain this benefit.

Improved Tome of Readiness
Benefit: After you prepare your daily and utility wizard powers after an extended rest, choose one daily or utility power in your spellbook that you didn’t prepare and store this power in your tome.

War Wizardry
Benefit: Your arcane spells take a -5 penalty on attack rolls against allies, and deal only half their normal damage to allies.

Spell Focus
Benefit: Creatures that attempt saving throws against your wizard powers take a –2 penalty to the rolls.

Racial Features

Low-light vision
You can see normally in areas of bright and dim light.

Fey Origin
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Trance
Rather than sleep, Eladrin enter a meditative state known as a trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Class Features

Tome of Readiness
When you select this form of implement mastery, choose a wizard encounter attack power of your level or lower that you don’t already know. That power is now stored and available for your use at a later time.
Once per encounter as a free action, you can use the stored power by expending another unused wizard encounter attack power of your level or higher. You must still take the normal action required to use the stored power.
Each time you reach a level that lets you choose an encounter power, you can replace the stored power with a new wizard encounter attack power of your level or lower that you do not already know.
You must wield a tome to benefit from this feature. Wizards of all builds appreciate this form of mastery because of the flexibility it allows them during combat.

Cantrips
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.

Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10).

Blink Strike
Whenever you score a critical hit with a wizard attack power, you can also teleport the target 4 squares.

Wayfarer’s Action
When you spend an action point to take an extra action, you can also teleport 4 squares as a free action.

Powers

Fey Step – Level 1 Encounter, Teleportation
Move Action, Personal
Effect: Teleport up to 5 squares.
Ghost Sound – Level 1 At-Will, Arcane, Illusion
Standard, Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce non-vocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light – Level 1 At-Will, Arcane
Minor Action, Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand – Level 1 At-Will, Arcane, Conjuration
Minor Action, Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Prestidigitation – Level 1 At-Will, Arcane
Standard Action, Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
– Move up to 1 pound of material.
– Create a harmless sensory effect, such as a shower of sparks, a puff or wind, faint music, or a strong odor.
– Color, clean, or soil items in 1 cubic foot for up to 1 hour.
– Instantly light (or snuff out) a candle, a torch, or a small campfire.
– Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
– Make a small mark or symbol appear on a surface for up to 1 hour.
– Produce out of nothingness a small item or image that exists until the end of your next turn.
– Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.
Phantom Bolt – Level 1 At-Will, Arcane, Illusion, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1D8 + Intelligence modifier psychic damage, and you slide the target 1 square.
Winged Horde – Level 1 At-Will, Arcane, Implement, Psychic
Standard Action, Area Burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1D6 + Intelligence modifier psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Prismatic Burst – Level 13 Encounter, Arcane, Implement, Radiant
Standard Action, Area Burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3D6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Tome of Readiness
Mesmeric Hold – Level 13 Encounter, Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.
Hit: 2D6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
Prismatic Beams – Level 1 Daily, Arcane, Fire, Implement, Poison
Standard Action, Close Burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2D6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2D6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Tome of Readiness
Stonewrack – Level 1 Daily, Arcane, Implement, Zone
Standard Action, Area Burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 5D6 + Intelligence modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of jagged stone that lasts until the end of your next turn. Each creature that moves into the zone or within it without shifting or crawling takes 2D6 damage and is knocked prone.
Sustain Minor: The zone persists.
Wall of Ice – Level 1 Daily, Arcane, Cold, Conjuration, Implement
Standard Action, Area Wall 12 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high.
Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2D6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour.
Blast of Cold – Level 1 Daily, Arcane, Implement, Cold
Standard Action, Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 6D6 + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Summoner’s Tome
Summon Chainbearer – Level 15 Daily, Arcane, Implement, Summoning
Minor Action, Ranged 20
Effect: You summon a Large creature made of chains in an unoccupied 2-square-by-2-square space within range. The chainbearer has reach 2 and a speed of 6. It has a +4 bonus to AC and a +4 bonus to Fortitude. You can give the chainbearer the following special commands.
Standard Action: Melee 2; targets one creature; Intelligence vs. Fortitude; 1D10 + Intelligence modifier damage, and you slide the target 2 squares.
Opportunity Attack: Melee 2; targets one creature; Intelligence vs. Fortitude; 1D10 + Intelligence modifier damage, and you slide the target 2 squares. The chainbearer has threatening reach, allowing it to make opportunity attacks against targets within its reach of 2 squares.
Mystical Debris – Level 2 At-Will, Utility, Arcane
Minor Action, Ranged 5
Effect: One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action.
Special: You cannot have more squares than your Intelligence modifier under this effect at one time.
Shield – Level 2 Encounter, Utility, Arcane, Force
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Pinioning Vortex – Level 3 Encounter, Arcane, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2D6 + Intelligence modifier damage, and you slide the target 10 feet (2 squares) vertically. The target remains aloft until the start of its next turn; while aloft, it is dazed and immobilized, and it grants combat advantage to you and your allies. At the start of its next turn, it lands on its feet in the space it formerly occupied or in the nearest unoccupied space of its choice.
Phantasmal Assailant – Level 5 Daily, Arcane, Illusion, Implement, Psychic
Standard Action, Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2D10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to you and your allies (save ends both).
Fireball – Level 5 Daily, Arcane, Fire, Implement
Standard Action, Area Burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3D6 + Intelligence modifier fire damage.
Miss: Half damage.
Stinking Cloud – Level 5 Daily, Arcane, Implement, Poison, Zone
Standard Action, Area Burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1D10 + Intelligence modifier poison damage
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
Summoner’s Tome
Summon Abyssal Maw – Level 5 Daily, Arcane, Implement, Summoning
Minor Action, Ranged 10
Effect: You summon a Medium abyssal maw in an unoccupied square within range. The maw has a speed of 6. You can give the maw the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 2D6 + Intelligence modifier damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1D8 + Intelligence modifier damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an opportunity attack against that enemy after the enemy’s attack is resolved.
Fire Shield – Level 6 Daily, Utility, Arcane, Fire
Minor Action, Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2D6 + your Intelligence modifier fire damage. No creature can take this damage more than once per turn.
Dispel Magic – Level 6 Daily, Utility, Arcane
Standard Action, Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or zone
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
Winter’s Wrath – Level 7 Encounter, Arcane, Cold, Implement
Standard Action, Area Burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2D8 + Intelligence modifier cold damage.
Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to your Intelligence modifier. You can end this effect as a minor action.
Ice Storm – Level 9 Daily, Arcane, Cold, Implement, Zone
Standard Action, Area Burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2D8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Mordenkainen’s Guardian Hound – Level 9 Daily, Arcane, Conjuration, Implement
Standard Action, Ranged 10
Effect: You conjure a Medium guardian hound that occupies 1 square within range, and the hound makes the following melee attack. Once per round as a minor action, you can have the hound repeat its attack. As a minor action, you can move the hound 6 squares. The hound lasts until the end of the encounter or until you dismiss it with a free action.
Target: One creature adjacent to the hound
Attack: Intelligence vs. Reflex
Hit: 3D4 + Intelligence modifier damage. The target takes a -2 penalty to its next attack roll that targets you.
Wall of Fire – Level 9 Daily, Arcane, Conjuration, Fire, Implement
Standard Action, Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.
Arcane Gate – Level 10 Daily, Utility, Arcane, Teleportation
Minor Action, Ranged 20
Target: Two unoccupied squares
Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature.
Sustain Minor: The rift persists.
True Seeing – Level 10 Daily, Utility, Arcane
Minor Action, Personal
Effect: Until the end of the encounter, you gain darkvision, and you can see invisible creatures and objects within 10 squares of you that are within your line of sight. You also gain a +5 power bonus to Insight checks and Perception checks.
Hammerfall Step – Level 11 Encounter, Arcane, Implement, Teleportation
Standard Action, Close Blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Hit: 2D6 + Intelligence modifier damage, and you teleport the target 3 squares.
Effect: You teleport each ally in the blast 3 squares.
Wayfarer’s Evasion – Level 12 Daily, Arcane, Teleportation
Immediate Interrupt, Personal
Trigger: You are hit or missed by an attack
Effect: You teleport 10 squares.
Orbmaster’s Umbral Assault – Level 13 Encounter, Arcane, Illusion, Implement, Necrotic, Zone
Standard Action, Area Burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1D6 + Intelligence modifier necrotic damage.
Effect: The burst creates a zone of illusory darkness that lasts until the end of your next turn. All creatures are blinded while they are within the zone.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the zone expands to a burst 3 and doesn’t affect you or your allies.

History and Background
Aurann was born on the 7th day of Rhann in 946 YK and is the first son of Afanareth and Nuitaetha Elanesse. Afanareth Elanesse is Aurann’s father, and is known throughout eladrin society as a great maker of magical rings. Most of these rings have taken decades to craft, and are imbued with fantastic arcane properties. Throughout the ages these rings were distributed to each of the seven eladrin citadels, where they still remain. His mother, Nuitaetha Elanesse, is a kind and gentle soul who has devoted her life to mastering the art of healing. In Shae Joridal she is a beloved healer who never fails to inspire everyone around her with hope and courage. The Elanesse family has done much for Shae Joridal and the eladrin race.

With such reputable parents much was expected from Aurann, and he did not disappoint. He was born with a very distinct mark on the back of his right hand, the Mark of Scribing. This mark is something that has never appeared on an eladrin, at least not according to their records. As a small child Aurann was always being carefully watched and expertly studied. The sages and wizards of Shae Joridal could not figure out what it meant for an eladrin child to bear such a mark, as this particular mark was only seen on gnomes. It is true that the gnomes are cousins of the eladrin, but it was still an incredibly rare and uncanny occurrence. One that required much contemplation and examination.

The wizards of Shae Joridal wanted Aurann in their academy from the moment they laid eyes on him and fortunately for them, his mother and father agreed, as did the Shae Joridal council. They knew this mark was proof that Aurann was meant for something special, something great. Aurann was worked very hard for such a young and impressionable eladrin. He took to his schooling and lessons as everyone had hoped and surpassed their expectations. By the time he was 15 years old he could already read and write in six different languages, and could complete scrolls in half the time it took experienced wizards. It was obvious to everyone that they were right in their assumptions about Aurann as he continued to wow them with his keen ability for all things arcane.

Upon reaching adulthood he began teaching other students under the tutelage of his professor, Taranel Tanaer. With his help Aurann learned how to effectively write and detail entire exercises which were used to teach and instruct students who were his age. It was incredibly rare amongst eladrin culture for one so young to be teaching others within his own age group, but the more Aurann did the more people continued praising his skills. The eladrin of Shae Joridal began to commonly refer to him as the Emerald Fire, due to his affinity with fire magic. The spells he could create only increased in magnificence and power as he studied the great works of the wizards and sages who came before him.

In the year 994 YK, a brilliant white light spread out across the nation known as Cyre. In this instant the world known as Thelanis was incredibly close to Eberron. The eladrin citadel known as Shae Joridal was thrust into view of everyone within the immediate vicinity. The goblins and hobgoblins of Darguun discovered this shortly after and begun to attack the foreign beings who had suddenly appeared within their territory.

Aurann became a protector of Shae Joridal and used his knowledge and skill in arcane magic to defend the civilians of this proud eladrin citadel. This was the role he played for two years straight. Every day he would strengthen and rebuild magical barriers to keep the armies of Darguun out of Shae Joridal. Without fail, all of his efforts were complete and utter successes. Aurann was hailed as a great wizard by all who lived in Shae Joridal and feared by many goblin and hobgoblin soldiers.

In the year 996 YK, Taranel Tanaer sent Aurann away from Shae Joridal with an incredibly important task. He was to try and forge an alliance with Aundair and request aid from Queen Aurala in order to get the armies of Darguun to stop attacking Shae Joridal. How they stopped the Darguun armies was up to them, as Shae Joridal merely cared that their attackers cease their assault upon their precious citadel.

With that mission in mind Aurann ventured off to the Deneith Enclave in Darguun, where he met a man named Armus d’Deneith. After learning more about this man and realizing this was quite a daunting task for one person to take on, Aurann hired Armus to act as his personal bodyguard. He explained to Armus what his mission was, and Armus agreed to aid him however he could. Their first mission was to make way to the city of Fairhaven, which lies in the nation of Aundair.

Once in Aundair, Aurann and Armus requested an audience with Queen Aurala in an attempt to begin talks of forming an alliance between Shae Joridal and Aundair. After much debate, Aurann and Queen Aurala eventually came to an agreement. Aurann and Armus would aid Aundair in reacquiring Thaliost from Thrane, and Aundair would help Shae Joridal get the Darguun to cease their attacks. The matter of a formal alliance was still something to be discussed at a later date, but Queen Aurala gave her word that Aundair would send aid to Shae Joridal if Aurann and Armus could get Thaliost back from Thrane.

The word of Queen Aurala was enough for Aurann to begin contemplating how he would go about reclaiming Aundair’s lost city. However, he knew he had to have more options to choose from when it came to securing the safety of his homeland. As he spoke with Armus in greater detail about his heritage he realized the potential of an alliance between House Deneith and Shae Joridal. With the Rhukaan Draal Enclave residing in Darguun, there was an incredible opportunity he had to try and take hold of. Armus knew by way of his contact in Aundair that a job had been posted in Sharn for the capture of several escaped prisoners from Dreadhold. Both Aurann and Armus agreed that this would be a perfect way for Aurann to get in the good graces of House Deneith, and give Armus more sway within his House. At once they departed to the city of Sharn.

Upon arriving in Sharn, Armus and Aurann met up with Lalia and Tasra d’Deneith, the leading Sentinel Marshals in Sharn and old friends of Armus. They directed Aurann and Armus to a man named Gareth Griffonclaw who was already hard at work on the investigation. The three of them met and discussed their reasons for capturing these fugitives and decided to work as a team to be more effective. Several nights after teaming up they had a streak of luck and located one of the fugitives inside a tavern off the beaten path. Aurann followed him to a back alley where he quietly discussed a plan with a second fugitive which involved stowing away on a lightning rail headed to Wroat.

Once Aurann and the others knew what this group had planned they decided to act. On the 10th day of Therendor in the year 996 YK, they purchased seats on the lightning rail and searched each car methodically. Two of these escapees went down without much of a fight, but the remaining five proved to be unwilling to cooperate. An epic fight broke out that spanned across three lightning rail cars. A little girl was kidnapped and nearly killed, and many weary travelers had quite a scare. Normal folks aren’t used to seeing wizards, warriors and fugitives battle it out. As expected, the heroes were victorious and the prisoners captured once more.

The party met up with their contact in Wroat and set forth on a long journey to Dreadhold where they would drop the escaped prisoners off and then head back to Sharn. At least that was the plan. Once the prisoners were back in custody, Aurann and his companions were tricked and falsely imprisoned by the Wardens of Dreadhold.

The date is now the 23rd day of Barrakas in the year 998 YK, and this is where our story begins…

Personality
Aurann is an attractive Eladrin, who is nearly as charming as he looks. However, he is not quite as good with people as he is with information. This is not to say that he blurts out the wrong thing all the time, but more that his ability with people is only slightly above average. This is mostly due to the fact that he’s operating on an entirely different level of thought than everyone else. He has seen things other people have only dreamed about, and studied them in every which way. He tends to pore over books and scrolls in his free time while others are off enjoying themselves in festivities. However, he loves wine. Aurann will sit down to have a glass of wine with just about anyone, and will thoroughly enjoy himself. It helps him open up to people and enables him to learn more about socializing than books ever could. He’s a wizard that prides himself on his ability to refine his vast knowledge and expertise with every moment. Aurann is an incredibly fast thinker, who loves gathering information and learning new things; to him, magic is an art form.

Description
Aurann is a thin, but very good-looking Eladrin male who stands 5’10” and weighs 140 pounds. Though he does not appear strong in the least, he definitely gives off an incredibly intellectual aura. He has long and flowing silver hair, and striking violet eyes which complement him gracefully and look as though they could pierce through time and space. His typical garb is very foreign looking, and tends to draw from gray, purple and blue palettes. He wears elegant form fitting trousers and shirts, carefully enclosing them within a long draping cloak.

Aurann Elanesse

An Empire Forgotten Terran