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ZEMEAL CR 13 * These items, while magical, merely contain the sundered pieces of Zemeal's old master. As such, they have no current use. |
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Quiver of Launching Price (Item Level): 2,000 gp (6th) This quiver (can also be in the form of a crossbow case) can hold a score of arrows. In addition, it has a side compartment that can hold 5 vials or 2 flasks. Any arrow or vial or flask placed into the quiver for 10 minutes becomes charged. A charged object can be drawn forth from the quiver and launched as if affected by a launch item spell. If the item drawn is not launched by the end of the bearer's next turn, the item loses its charge and must be recharged. Only the wearer of the quiver can draw forth an item and retain its charge. Anyone else drawing forth an item will find it carries no charge. Presrequisites: Craft Wondrous Item, launch item |
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Eye of Erramu Price (Item Level): 37,000 gp (17th) This fist-sized crystal looks like a large glass eye. When picke dup and looked into, the eye of Erramu blinks and glows with sky-blue clarity (shedding light equivalent to a candle). The eye of Erramu is said to be the crystallized eye of some forgotten netherbeing who was renowned for his prodigous travel magics. Merely looking into the eye of Erramu activates either of its effects. The first effect shows whomever looks into the eye a perfect prerecorded vision of another location, sufficient for the observer to count as very familiar with the location for the purpose of a teleport spell. The eye can hold up to ten such scenes, and each time the holder blinks while gazing into the eye it reveals its next stored scene. To add a new scene, the user must bring the crystal to the location to be recorded, then hold it up while speaking the command "See and remember, Erramu." To delete a scene, the observe looks at it with the eye and speaks the command Forget, Erramu." The second effect allows anyone looking through the eye to see a reconstructed image of the object viewed, no matter how ruined or torn up. For example, looking at a ruined keep through the eye will show the keep in its fully constructed glory. Looking at the ripped up pages of a tome will show the page whole and unmarred. Presrequisites: Craft Wondrous Item, arcane eye |
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Belt of Shrinking Price (Item Level): 6,000 gp (10th) This belt will cause the wearer to be under the effect of a reduce person spell. If the wearer is not a humanoid creature, the belt will not function. Presrequisites: Craft Wondrous Item, reduce person |
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Boots of Lesser Levitation Price (Item Level): 4,500 gp (9th) These leather boots are made of the hide of a barghest, and are studded with from three sapphires of deepest blue. They can be used by their wearer to cast a levitate spell upon himself 3/day. Presrequisites: Craft Wondrous Item, levitate |
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Sceptre of Storms Price (Item Level): 65,250 gp (19th) While this item is a sceptre of twisted coral topped with an amethyst, it functions like a staff for purposes of activating and using its powers. It allows use of the following spells: Fog cloud (1 charge) Prerequisites: Craft Staff, fog cloud, gust of wind,
control winds, cloudburst, chain lightning |
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BLITZANTHIUM CR - Invisbility (Su) Blitzanthium may become invisible (as the spell) for 5 minutes/day. Whirlwind (Ex) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 6 rounds. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 20 feet tall The elemental controls the exact height, but it must be at least 10 feet. The elementals movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creatures space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a DC 11 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second DC 11 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a DC 11 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwinds volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwinds base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwinds height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. |
Experience Points: 79,578.
Originally born on the Isle of Onlor in 5391, in the eastern Forest of Relum, the third son of the elven noble house of Avanarastir, Zemeal exhibited magical talent from an early age. At much cost to the family, Zemeal was apprenticed to a powerful mage named Nemis who dwelt in the village of Leaventide and ran a guild dedicated to teaching the way of formal wizardry to the normally sorcerous elves. Zemeal spent many years with Nemis and learned fast.
Nemis was head of his guild, known as the Order of Blood and Thought, and it was rumoured that he had dealings with the legendary silver dragon Octonneor de Lurgente. Nemis and the guild took no interest in worldly affairs or problems and tried to ignore what later became the War of the Gem. However, when the silver dragon left to fight in the War, he bequeathed to Nemis, for safekeeping, an artifact of great power. Even when the dragon returned, he was so tired and wounded from his fighting that he bade Nemis still watch over the mighty item.
In 5530, a group of paid mercenaries attacked the Guildhouse in Leaventide. These mercenaries stole the artifact and a spellbook said to have been given to Nemis by Octonneor de Lurgente which was rumoured to have scribed within it a great many exotic or little-known arcane spells.
During the attack, many of the guild's mages were slain or severely wounded. Zemeal was one of these, and he was left for dead by the attackers. The mercenaries used some form of magic prepared for them to encase Nemis inside a specially prepared sapphire. The sapphire was then splintered into 3 pieces. Each piece contained a portion of Nemis's being mind, body, and soul. The pieces were then divided up among the three mercenary leaders who then disappeared into the North.
After returning to health, Zemeal tried to continue his studies. Soon he began to have visions of his old master in eternal pain, and speaking only in broken common. The visions were unending and continue to this day, but one reoccurring statement has been: "Splintered Arrow". With some research this was revealed to be the name of a mercenary band. Not knowing if this was just old memories resurfacing or true visions, Zemeal began the search for these mercenaries, thinking them perhaps the same who sacked his Guildhouse.
Tracking the mercenaries to the Far Coast, Zemeal met Varinoth, the House Commander of House Riverine. Varinoth knew of Splintered Arrow, and explained they worked for House Mercur as sometimes bullyboys and hired muscle.
Knowing the growing power of the House Mercer, Zemeal needed to align himself with a like power. Varinoth sponsored Zemeal's membership in the House Riverine, feeling the elf was sincere in his desire to avenge his master's capture and/or death.
Zemeal served as mercenary for House Riverine, though his strange ways did not endear him to his fellows. Nevertheless, Zemeal eventually recovered all three pieces of his master, as well as the artifact from the drow elves who had perpetuated the crime in the first place.
Zemeal has returned to Onlor to try to tind a way to reconsititute Nemis. He has also returned the artifact, the crystal of the ebon flame, to Octonneor de Lurgente.
In combat, Zemeal, who always wears his belt of shrinking, rides his familiar as a steed, using it to zip into spell range, cast a spell, and then zip out of harm's way.