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Everett Fulgure

An Ornit noble who travels close behind the Duumvirate's army, gathering up war-blasted land for cheap. In addition to his opulent home in Imbre, he semi-legally commands a large army at the forefront of the war. His forces include a large number of dragons, including Loambosk and her division.   His colleagues describe him as having a youthful face, prim brown hair, and wise worldly eyes, and his face is useful in selling the Duumvirate's image. He has a signature library of fleece coats, and always wears the one which complements the place he's visiting. He has a jovial step and a content posture, and always likes to be at ease, though he seems to relish in the discomfort of those nearby.   Despite being incredibly disliked as a person, there's a grim fascination to his confidence and lifestyle, and he's somehow kept his position as a Duumvirate figurehead.  

Strength through malice

Fulgure has an obviously twisted worldview, which unfolds layer after rotten layer to anyone who speaks with him. Even his worst enemies may not take him seriously: his hatefulness seems to screw up his judgment, and he simplifies every situation beyond the point of usefulness. But Fulgure's combative outlook gives him his own flavor of cunning, power, and vindication.   He's neglectful to those beneath him and aggressively withholds any sort of praise. So he's very good at conserving favors: people across the continent feel like they owe him something, and he has a dozen cards in his hand at all times. He expresses a hatred for people who are overtly meek and compassionate, and tries to find a hidden malice beneath their sugary personalities. So he's very good at recognizing people whose villainy is more subtle than his. He has a vast personal life, with plenty of family and friends to visit after work. So he knows what his enemies are fighting for, and he knows the threats he can make to keep them in line.  

A fascination with Imbre

He used to move around Ornity quite a bit, but Fulgure wanted to settle in Imbre for years, even before it was captured. He loved the idea of bardic magic, a distinct set of powers that served to put his noble musical training to work. The sequences he plays on his lute kept getting stranger, with frenetic melodies and esoteric structures, as he devoted his practice entirely to the abilities it unlocked. He loves to show off his newfound mysticism through spells like Friends and Countercharm.   Fulgure led the effort to transform Imbre into a cornerstone of magic, supporting the Duumvirate and developing new devices to penetrate the Stakes. While he's usually apathetic and takes losses in stride, his project in Imbre is one he won't compromise. He has one of the greatest castles on the continent; nobody will take his city away.   Developments - Act I
Fulgure knows a great deal about creatures awakened by Mass Resurrection. His wacu prisoner has taught him a lot; most notably, the fact that some propesentient creatures have trouble distinguishing dreams and reality. Fulgure made sure to practice his Minor Illusions, just in case; in fact, his fleece coat functions as a material component for that spell.  
  Though he seems to be an inexperienced bard, dealing in party tricks without caring about real mastery, Fulgure secretly wields extraordinary power. He also has a streak of magical luck, enough to stow him in the comfort of a lucid dream. He rewrites events that frustrate him, and easily believes his own lies.  

Everett Fulgure

Medium Human Bard , Any

Armor Class 16
Hit Points 132
Speed 30ft

STR
11 0
DEX
12 +1
CON
16 +3
INT
14 +2
WIS
12 +1
CHA
18 +4

Saving Throws Dex +5, Cha +8
Skills Deception +12, History +6, Insight +9, Perception +9, Persuasion +12
Languages Common, Draconic
Challenge 12


Description

He carries the Mongoose Foil and mithral chain mail.


Fulgure is a 12th-level bard that uses Charisma as his magic ability (spell save DC 16). He knows the following spells:   Cantrips: minor illusion, message, friends, vicious mockery   1st Level (4 Slots): disguise self, identify, thunderwave   2nd Level (3 Slots): hold person, lesser restoration, moonbeam   3rd Level (3 Slots): counterspell, tongues   4th Level (3 Slots): confusion, dimension door, hallucinatory terrain   5th Level (2 Slots): cloudkill, greater restoration, hold monster, scrying, teleportation circle   6th Level (1 Slot): eyebite


Bardic Inspiration. As a bonus action, a creature within 60 ft. that can hear Fulgure gains an inspiration die 1d10 . For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.   Lucky. Fulgure has 3 luck points. Whenever he makes an attack roll, an ability check. or a saving throw, he can spend one luck point to roll an additional d20. He chooses which of the d20s is used. Fulgure can also spend one luck point when an attack roll is made against him.


Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d8+2 piercing damage.   Countercharm. As an action, Fulgure can perform until the end of his next turn. During that time, he and any friendly creatures within 30 ft. that can hear him gain advantage on saving throws against being frightened or charmed.

Reactions

Cutting Words. As a reaction when a creature (that's not immune to being charmed) Fulgure can see within 60 ft. makes an attack roll, ability check, or damage roll, Everett can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. He can do so after the roll but before knowing the result.


 

 
  Developments - Act II
Fulgure was over 150 years old. With the help of multiple generations of necromancers, including Grover Hortensius, he stole decades of something like life. He crafted a variety of youthful faces, switching between identities every time people got suspicious.   When his powers were pushed to their limits, Fulgure's juryrigged body began to come apart. He is no longer affected by healing magic.
Children

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