Corash
An elf who seeks arcane knowledge in the bustling city of Obsidian Bay.
Overview
- Class(es): Wizard 7
- Sex: Male
- Race: Elf
- God: None
- Alignment: Lawful Neutral
- Status: Alive
- City: Obsidian Bay
- Country: Domain of Obsidian Bay
Celene, the cultural heart of the Elves of the Flanaess, the successor kingdom to the great Elven civilization of the Elder Years. Celene, its bough-eaved forest villages, the glowing white towers of Enstad, the gently rolling plains, sighing ever-woods, and hidden places of the forest forever protected by the vigil of its Fey defenders. That glittering kingdom that was like a jewel upon the verdant blanket of the night, this place was the home of Corash.
What is the span of years to one that lives a millenia? Corash learned the Art from his father, whose living memory ecompassed the Rise and Fall of the kingdoms of the Suel and Oerid. Even Corash's youth, as he grew from a babe into the full faculties, vigor, and intellect of adulthood spanned the entire life of an average man. But this long span of years brought with it a terrible burden. How does one come to terms with a life so long one could experience a million hurts? Where no Elf survived to die abed elderly, but through disease, violence, and misfortune?
Thus is the bane of all Elves.
In the one-hundred and tenth year of the flowering of Corash's majority, when he came to the full inheritance of his kind and his Art Arcane was mastered where he could learn no more from is sire, he took his leaves of the Everwoods of the land of his birth and travelled south. He left the long, sad faces of his father, mother, sister, and cousins and sought the secrets of the larger world. But the words of his father haunt Corash still.
"This land, the land Men call The Flanaess, is no longer for us. Our time is fading, and the Kingdoms of Man will overwhelm us and we shall sink to obscurity. The borders of this land are secure for evermore...the might, wisdom, and largesse of the Seldarine give us aegis from the hurts of the larger world. And the steel and bones and sinews of Elfkind. Seek your fortune and Truth amongst the Other, and seek to do the will of Corellon and all that is good an noble, just as I did centuries ago, as your grandfather did and his father. Practice the Art I taught you and share it with none but the worthy. Jealously keep the secrets of our people. And beware dwarfkind; they are noble and as old as we. But their hearts are forever swayed by that which glitters, and they love life not unless it is at the forge, loom, or workbench. Their ways are a mystery."
With these words still echoing in the chambers of his mind, Corash gazed at the squat immensity of the man-crafted city he stood before. Where elves would have raised gleaming spires of white towers there were grey towers; and where elfkind would have reclined under the green shade of bough and leaf, men dwelt beneath shale and thatch. The smell was opressive: the stink of civilization. For this Corash called the city The Miasma.
But men, dwarves, halflings and gnomes call it Obsidian Bay.
In Search of Magic
Since his arrival in the city, Corash has been constantly searching for new sources of magic. He attempted to join the Guild of Wizardry, but was unable to pass its initiation test for apprenticeship. He also attempted to join the Guild of Alchemy, but could not find the time to complete the alchemical tests needed to gain admission. Instead, he helped defeat the murderous gang of thugs known as the Bloody Axes, repeal a mutant crab invasion in the town of Coral Bend, and repel an extradimensional invasion in the Darkdweomer End.
He has also apprenticed himself to Maurgiir, a wizard with an interest in ancient knowledge regarding the strange reality known as the Far Realm.
Followers
- Giselle: A former prostitute that Corash rescued from undead horrors known as skin kites. She then swore to become his servant.
Organizations
- There are no organizations associated with this character
Statblock
"Corash: Male Elf(High) Wiz7; CR 7; Medium Humanoid(elf); HD 7d4; hp 18; Init +2; Spd 20 ft/x4; AC 12 (+2 dex), touch 12, flat-footed 10; Base Atk/Grapple +3/+3; Full Atk +3 One-handed (1d8;19-20/x2) Longsword, +5 Two-handed (1d8;20/x3) Longbow, +3 One-handed (1d4;19-20/x2) Dagger, +3 One-handed (1d6;20/x2) Club, +5 Thrown (1d4;19-20/x2) Dagger(Thrown), +3 Two-handed (1d6;20/x2) Quarterstaff; AL CG; SV Fort +2, Ref +4, Will +5; Str 10 (+0), Dex 15 (+2), Con 10 (+0), Int 18 (+4), Wis 10 (+0), Cha 10 (+0);; Skills: Concentration¹ +10, Craft (Achemy)¹ +13, Decipher Script +6, Knowledge (arcana) +14, Knowledge (arch & eng) +6, Knowledge (dungeoneering) +7, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Knowledge (the planes) +10, Spellcraft +17;
Feats: Combat Casting(PH 92), Toughness(PH 101), Brew Potion(PH 89), Craft Wand(PH 92), Scribe Scroll(PH 99)²; Grafts: Ghost Hand of Essini" "Racial Abilities: × Dexterity+2, Constitution-2 × Base land speed of 30 feet. × Low-Light Vision × Immunity to sleep effects × +2 racial bonus on saving throws against Enchantment spells or effects. × +2 racial bonus on Listen, Search, and Spot checks. × Automatic Searching: Passing within 5 feet of a secret or concealed door entitles you to a free Search check, as if you were actively looking for it × Proficient with rapier, longsword, and all bows (except crossbows). × Favored Class: Wizard
Class Abilities:"