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Alnor 'Usurpator' Emyn

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High Elven male 14th lvl fighter/16th lvl wizard

AC -9 or -22 (unarmored + dex bonus, ring of protection+3, boots of speed, staff of power, cloak of displacement, bracers of protection +6, +1 or great wyrm black dragon armor: base AC -3); MV 24 (boots of speed); hp 55; THAC0 -1 or 0 (vorpal weapon or longbow); #AT 3/1 or 2/1 (vorpal weapons or longbow); Dmg 1d8+12/1d6+12 (longsword +3 vorpal weapon/shortsword +3 vorpal weapon); SA/SD see below; MR 35% (figurine of wondrous power, pseudo dragon) 90% versus sleep and charm related spells; SZ M (5'6"); ML 16; Str 19, Dex 19, Con 13, Int 19, Wis 11, Cha 10; AL NG.
Spells (5/5/5/5/5/3/2/1): Alnor has most spells from the PHB except for name spells, of which he only has little. His favorite spells include: charm person, color spray, enlarge, mirror image, rope trick, lightning bolt, fly, slow, charm monster, Evard's black tentacles, stoneskin, fire shield, chaos, cone of cold, teleport, anti-magic shell, chain lightning, disintegrate, teleport without error, reverse gravity, spell turning, mind blank and polymorph any object, next to the spells he developed himself of course. Most of his spells focus on defense and enchantments that complement his fighting ability. His own spells can be found in the Hall of Boccob.
Weapon proficiencies: Blades, longbow, javelin, two weapon style specialisation.
Nonweapon proficiencies: blind fighting, etiquette, swimming, armorer, engineering, reading/writing (common, elvish), carpentry, stonemasonry, leatherworking, modern languages (common, elvish, undercommon, orcish, fire giant), ancient history (Celadon forest).
Magical items: When in public Alnor is rarely without his magical items. His standard complement is an Amulet of Proof Against Detection and Location, Longsword +3 - Vorpal Weapon, Shortsword +3 - Vorpal Weapon, Boots of Speed, Dagger +4, Bracers of Protection +6, +1 on Saves, Brooch of Shielding [101], Cloak of Displacement, Figurine of Wondrous Power: Pseudo Dragon, Helm of Teleportation, Heward's Handy Haversack, Ring of Wizardry (doubles 1sr-3rd lvl spells) [21], Wand of Frost [98], Ioun Stone: sustains person without air, Ring of Protection +3, Ring of Vampiric Regeneration, Scarab of Protection [12], Staff of Power [23]. He has many more magical items available to him, although most are of lesser power than the ones he carries. They are stored inside a well-protected vault at his keep, among with his a Gem of Insight.

Background:

Alnor is a relatively young elf with long flowing dark brown hair and green eyes. He is well-proportioned and his movements are fluent. His wears fine clothes, usually favoring combinations of black, green and red, with gold trimmings. On some occasions he might wear his suit of black dragon hide armor with only a dark red cloak, a fine leather backpack and a girdle with his weapons above it. He usually appears well groomed and his face reveals little emotion although his sparkling emerald green eyes have an eerie quality to them; a peculiar mixture of fear, arrogance and curiosity.

Often seeming distant and cold to strangers, Alnor is warm and caring to his trusted friends, and he will never abandon them. He tends to keep strangers at a distance, but his natural curiosity sometimes overcomes this, especially if magic is concerned. He can behave extremely arrogant at times, but he does so to compensate for his own feelings of insecurity or cowardice. He is sometimes given to dark moods, thinking about the past, but these do not last very long. He is very excited about new magic, whether it be items or spells, and can become somewhat covetous where they are concerned. Alnor is intelligent and creative and can often see solutions were other cannot. He does have a pathological fear of losing control of situations. This means that he often overprepares, always has several contingency plans and is sometimes slow to reach a decision. Once he has made a decision however, he usually perseveres in his course of action, even if the situation becomes life-threathening. He tends to follow his own set of rules and his very outspoken over what he thinks is right and wrong, which sometimes brings him into conflict with local authorities. People who ridicule him or who do not show him the proper respect are ignored or, if they push him, shown their proper place. Those who do respect him and his viewpoints, he treats as equals.  He rarely refuses to assist someone in distress, especially if they are just innocent bystanders. His peers sometimes find him controlling and humorless, although they appreciate his reliability and respect his power. He is not very religious, but sometimes prays to Ehlonna and, more rarely, to Correlon Larethian. His device is a flame-colored phoenix upon an azure field.

Alnor was born on the 15th of Reaping, 465 CY in the Gnarley forest as the only child to his parents. His parents were humble foresters leading simple but enriched lives. As a child he excelled in physical games and became a fine archer by the time he was 30. A travelling elven wizard visited his parents when he was 40 and discovered a strong talent for magic within the growing elven boy. Alnor was fascinated by the feats of magic the wizard demonstrated. Before the wizard moved on, Usurpator had already mastered several simple cantrips. The wizard invited Alnor to come along, and become his apprentice, but he declined, finding the discipline needed to become a true mage to harsh and rigorous at that time. In the following period Alnor and other elven youths pulled many pranks on natives and travellers in the Gnarley forest, and during a short period he was known be the nickname 'The Mad Archer'. As he reached a century, he took service in the elven archer contingent, to assist in protecting the Gnarley and its inhabitants from the growing number of incursions from evil humanoid bands.

On one such fated day, Alnor was helping his parents to ready their homes for the coming winter, when a marauding band of orcs entered the small settlement. The members of small elven community were no match for the far more numerous orcs, and the battle was swiftly going the orc's way. At the time of the attack, Alnor was up in a tree, searching for good branches to make arrows. While orcs beneath him were attacking his parents and setting their houses on fire, he readied his bow, to take as many Orcs with him as he could. When he aimed at the orc that was attacking his father and let the bowstring go, fate struck mercilessly, as the bowstring snapped. Paralyzed with fear and disbelief, he watched an orc strike down his father. Alnor wanted to scream and clamber down the tree to exact revenge on the Orcs, but his body felt paralyzed, and he couldn't move a muscle. Meanwhile the orcs dragged of his mother, and his Alnor was still paralyzed with fear and disbelief. It took him long to regain his senses and shake the fear and stiffness from him. By then the orcs were long gone, and he was the only elf that lived,  spared by his own cowardice. He buried his father and the others but could not find the body of his mother. Later, Alnor found out that the markings worn by the orcs indicated that they were in the service of Iuz. This episode put a black mark on him and from that they on he became grimmer and lost some of his carefree elven attitude.

Alnor then took full time service in the elven armed contigent of the Gnarley Forest, and even fought in the Battle of Emridy Meadows. He cut down many enemies, especially orcs and followers of Iuz, during that time, but his grief and anger was hardly diminished. During this period he was given the nickname 'Usurpator' by some fellow warriors, a nickname that he has continued to wear as an adventurer. After the battle of Emridy Meadows Alnor had enough of the fighting, and decided to turn his mind to something else, in an attempt to drive away his dark moods. He turned to his childhood love and fascination: magic. He searched for and found the travelling mage who taught him his first skills, and apprenticed to him. The hard years of study, and the many moments of wonder drove, helped to drive some of his bitterness away, at least temporarily. After some time, he became restless again. He decided to take it upon himself to create a new realm, a realm where everyone could live in harmony without being threatened by evil forces, and to take vengeance on one of the major forces behind the evil in the realm, and the death of his parents, the demi-god Iuz. In order to acquire enough experience, wealth and magic to succeed in his ambitions he began adventuring.

During this time he made new friends, earned much gold and found and created many new magical spells and items. He also earned the enmity of Orcus, Asmodeus and Baalzebul. The last few years he erected a keep inside the Celadon Forest, along the Nesser with some friends. He began funding the construction of a city there; a city that would be the center of his new realm of freedom. Although having become powerful, and still yearning to take revenge on Iuz, Alnor finds he still lacks the might to confront the demigod and his cronies directily, and bides his time, searching for other means to destroy his power.

Notes

Alnor was my first and always remained my favorite AD&D character. Created on 23 februari 1987, he often managed to survive against impossible odds, and I began to capitalize on this survival ability, choosing those magical items that helped protect him against disaster. Due to this he became somewhat of a "munchkin" character, often still possessing full hit points and most spells when his fellow adventurers were begging to rest and recover. Next to a host of adventures created by my two co-DMs of Greyhawk, he participated in the last part of the Temple of Elemental Evil, Where Dark Cloud Gather, Tomb of Horrors, Isle of the Ape, Expedition into the Barrier Peaks, Queen of the Demonweb Pits and the Bloodstone Mines.

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