| The Meade Hall is a free-form roleplaying environment, so there aren't any hard numbers and statistics associated with the characters. So the stats here are approximations and guesses, based on the abilities displayed. (Stats are more or less in AD&D 2nd Edition format.) |
| Zoya Natovna | ||||||||||||||||||||||||||||||||
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Class: Wild mage / priestess (Erdian) Level: 24th / 13th Gender: Female Race: Human Hair: White (one purple lock) Eyes: Grey Height: 6'4" Weight: 155 Age: 39 |
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| Class Abilities
Mage Spells: 5/5/5/5/5/5/5/5/4 Clerical Spells: 8/8/6/4/2/2 *For the purposes of a free-form roleplaying environment, Zoya uses magic under these rules: "Normal" magic spells must be formulaically learned and recited, much according to the AD&D rules. Wild ("chaos") magic is an attempt to shape raw magical energy at the moment of the spell, and as such requires no prior memorization or specific spells. It is, however, much more tiring.
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| Erdian (Archmage of Chaos) Demipower of the Prime Material Plane |
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The Deity Portfolio: Wild magic, chaos Domain Name: Faerun: Erdian's Tower & Sealgair's Meade Hall in Marsember Superior: Mystra Allies: Mystra, Tymora Foes: Cyric Symbol: A shining golden ball on a brown background Erdian is the Archmage of Chaos and Wild Magic. Erdian was an accomplished wild-mage/rogue during his life, and close friends with the owner and proprietor of Sealgair's Meade Hall, a tavern in Marsember. He lost his life during a battle in that tavern with a major demon, and his spirit continued to linger protectively around his friend. Shortly afterward, he was elevated to divine status, but the only beings to notice were a small band of magic-blind tinker gnomes, who set up an altar and kept vigil in the basement of Erdian's abandoned tower. Erdian's Tower is a receptacle for much of his earthly power, and as such is, in essence, an artifact. It can change location approximately once a week, moving to a random spot within five miles of Marsember's city walls. Its shape, both inside and out, is extremely volatile - it is highly recommended that visitors be escorted at all times by a current resident. |
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The Church Clergy: Clerics, specialty priests, wild mages Turn Undead: C: Yes, SP: No, WM: No Cmd Undead: C: Yes if CN, SP: No, WM: No At the present, there are only two priests of Erdian: the High Priestess, Zoya Natovna, and her apprentice, Glossaria Anobium. They care for the small population of tinker-gnome worshippers who live in the basement of Erdian's Tower. Erdian's priesthood is expected to be comprised of approximately 60% specialty priests, 20% clerics, and 20% wild mages. Dogma: Wild magic is representative of the most beautiful and joyous parts of life itself. Using wild magic rather than law magic is tantamount to choosing to ride an unbroken horse Ð vastly more exhilarating, faster and more elegant when it works, but not often cooperative. We do not seek to force the magic to our wills. Rather, we attempt to understand it, that we may better persuade it. We embrace all forms of chaos which are free of malice, and respect law and order as the necessary counterpoint to chaos. Day-to-Day Activities: Zoya and Glossaria spends much of their time in magical research, in the spiritual guidance of their charges, and in the company of friends. Zoya also has taken active steps toward building goodwill in the neighborhoods the Tower frequents. There appears to be little or no concern about the small size of the congregation. Priestly Vestments: For official or formal occasions, a flowing robe made of silk, magically charged with a mild form of the spell hypnotic pattern, so that someone looking at it becomes mildly mesmerized. For everyday wear, any appropriate clothing may be worn as long as Erdian's holy symbol is prominently displayed. Adventuring Garb: Clerics may wear leather or elven chain mail. Specialty priests and wild mages may not wear any armor that could interfere with spellcasting (mage restrictions). Followers of Erdian may use any blunt weapon, darts, and daggers. |
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Specialty Priests: (Weavers of Chaos) Req: Wis 9, Int 16 Prime Req: Wis, Int Weapons: Any blunt, dagger, dart Armor: No armor (restricted as per mage) Major Spheres: All, Chaos, Guardian, Protection, Numbers, Law (reverse only) Minor Spheres: Charm, Combat, Divination, Thought Magical Items: Same as cleric or wizard Req. Profs: none Bonus Profs: none Races allowed: any magic-using NWPs: Weavers may select non-weapon proficiencies from both the priest and wizard groups. Special Notes: 1) All spells (including priest spells) are subject to wild surges. 2) Weavers of Chaos must be wild mages in addition to being priests. (Multi-class restrictions against humans are dropped for this requirement, as much of the training is similar.) If a human wild-mage wishes to become a weaver, the following adaptations of the dual-class rules apply: - If a Weaver uses wild magic spells during an encounter, she receives 3/4 XP for that encounter, and no additional penalty for the adventure. - When the priest XP surpass the mage XP, the character becomes multi-classed, and can once again advance in wild-mage levels. - Use the best saving throws. - THAC0: Use the lowest (best) THAC0 for magical attacks requiring to-hit rolls. Use the priest's THAC0 for mundane attacks until the character reverts to multi-class. 3) (Using spell point system in Spells & Magic) the Weaver gets bonus points for exceptional Wisdom and Intelligence scores. (Using old spell system) grant extra mage-spells based on Int (using Wis chart). |
| Back to The Dragon's Eyes |
Zoya's Page |
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| A note about the artwork: |
| Many thanks to
Elaine Carter for permission to use her picture Night's Huntress. |
| This artwork is copyrighted by the original artist and may not be used without permission. |