Emyr
Rose's mentor, Emyr, is one of the many who came to the Demiplane of Dread from another world. Although he taught Rose everything she knows about druidcraft, he mixed in some bizarre and arbitrary rules that didn't seem to hold outside of his forest. Among them were never to cross the river at a certain point, which Rose learned firsthand was because there was a vicious fey on the other side, and never, ever to harm a fox, which he didn't explain (and which was all the more unusual because he clearly disliked foxes).
Unbeknownst to Rose, Emyr had some sort of bargain with Madadh-Ruadh for nearly a hundred years. The exact terms of the bargain are unclear to you so far, but it seems that part of it compelled Emyr to grant the requests of anyone who came to the forest. Despite the value he places on courtesy, he's called Madadh-Ruadh by various insults over the past century--"predator," "parasite," "beast," "blight," "monster"--and if he ever broke his end of the bargain, he would become everything he had accused the faerie of being. His scrupulous nature, combined with his fear of the curse, drove him to keep his word even in the face of unreasonable requests--until Nicolae came.
You don't know exactly what Nicolae asked for--only that it involved betraying Rose. That was the one thing Emyr would not do, and the weight of the curse came down on him and transformed him into an Elven Vampire.
(Picture this, but his entire face.)
The curse affects Emyr differently at day and night. By day, he is a vampire in body, mind, and soul, content in his newfound role as a predator; by night, his conscience returns, but brings with it madness, loss of control, and what seems to be an even greater hunger. His day self despises the wild and almost bestial nature of his night self, as well as the loss of clarity and purpose that the night brings; although you haven't spoken at length to his night self, he is clearly horrified and ashamed of his vampiric nature.
According to Daylight Emyr, it's only Night Emyr that's desperate for Rose to leave. By day, Emyr sees himself as a predator without a pack--and because all of this was for Rose, he believes that she owes her life, and her future unlife, to him.
Previous stats:
* only usable when trained (rank 1 and higher)
Emyr | LN | ||
Character Name | Alignment | ||
Druid 9 | |||
Character Level | |||
Elf | M | ||
Race | Size | ||
M | - | ||
Gender | Age | ||
- | - | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
NPC | |
Player | |
- | - |
Deity | Homeland |
Air | 0 |
Domain/Oath/Patron/School | XP |
Initiative
Dex
Modifier
+0
+0
+0
BAB
+6/1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
10
+0
+0
+0
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
10
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +5 | +5 | CON +0 | +0 | +0 | +0 |
Reflex | +2 | +2 | DEX +0 | +0 | +0 | +0 |
Will | +8 | +5 | WIS +3 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+7 | +6 | +1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
17 | 10 | +6/1 | +1 | +0 | +0 | +0 |
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +0 | (DEX) +0 | +0 | +0 | |
Bluff | +0 | (CHA) +0 | +0 | +0 | |
Climb | +6 | (STR) +1 | +2 | +3 | |
Diplomacy | +2 | (CHA) +0 | +2 | +0 | |
Disguise | +0 | (CHA) +0 | +0 | +0 | |
Escape Artist | +0 | (DEX) +0 | +0 | +0 | |
Fly | +0 | (DEX) +0 | +0 | +0 | |
Heal | +5 | (WIS) +3 | +2 | +0 | |
Intimidate | +0 | (CHA) +0 | +0 | +0 | |
Knowledge: Arcana | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Dungeoneering | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Local | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Nature | +17 | (INT) +3 | +9 | +5 | |
Knowledge: Planes | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Religion | +3 | (INT) +3 | +0 | +0 | |
Perception | +15 | (WIS) +3 | +9 | +3 | |
Ride | +0 | (DEX) +0 | +0 | +0 | |
Sense Motive | +7 | (WIS) +3 | +4 | +0 | |
Spellcraft* | +12 | (INT) +3 | +9 | +0 | |
Stealth | +4 | (DEX) +0 | +4 | +0 | |
Survival | +14 | (WIS) +3 | +9 | +2 | |
Swim | +2 | (STR) +1 | +1 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +3 | (INT) +3 | +0 | +0 | |
Craft: Carpentry | +8 | (INT) +3 | +2 | +3 | |
Handle Animal* | +12 | (CHA) +0 | +9 | +3 | |
Knowledge: Engineering | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Geography | +3 | (INT) +3 | +0 | +0 | |
Knowledge: History | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Nobility | +4 | (INT) +3 | +1 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
* only usable when trained (rank 1 and higher)
Feats
L1: Brew Potion
L3: Craft Wondrous Item
L5: Natural Spell
L7: Augment Summoning
L9: Quicken Spell
Special Abilities
Nature Bond (Air Domain)
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lore
Wild Shape
Venom Immunity
Low-Light Vision
Elven Immunities
Elven Magic
Keen Senses
Weapon Familiarity
Relationships
Alignment
Chaotic Neutral (night), Neutral Evil (day)
Current Location
Species
Spouses
Siblings
Children
Related Reports
- Curing Emyr--Barovia
- Curing Thornroot--Barovia
- Defeating Madadh-Ruadh--Barovia
- Emyr's Curse Revealed--Barovia
- Entering the forest--Barovia
- Finding the Tree--Barovia
- Investigating Emyr--Barovia
- Leaving Borca--Borca
- Let's Give the Demon Baby an Axe!--Barovia
- Preparing to Cross the River--Barovia
- The Hunt Begins--Barovia
Ruled Locations
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