A powerful spellcaster that bends the power of lightning and electricity to his will.
Str 11, Dex 15, Con 10, Int 14, Wis 12, Cha 20
Initiative +6; Speed 40 ft.
Languages Common, Elven, Shou, Draconic, Damaran, Giant
HP 37; AC +7, touch +4, flat-footed +5; CMD +6
Fort +6, Ref +8, Will +9
BAB +4, CMB +4
Weapons & Attacks
Staff +5 | 1d6 bludgeoning +2 damage w/Arcane Strike | Crit 20/x2
Soranil +1 | 1d8+1 slashing +2 damage w/Arcane Strike | Crit 19-20/x2
Sorcerer Spells CL 9th, 11th for air, electricity, sonic, or water spells; ~/8/7/6/5
4th—celerity, lightning lance
3rd—call lightning, dispel magic, lightning bolt
2nd—blur, electric vengeance, gust of wind, scorching ray+, shocking spark
1st—burning hands+, feather fall, protection from evil, shield, shocking grasp, true strike
0th—amanuensis, arcane mark, detect magic, electric jolt, light, mage hand, message, prestidigitation
+These spells always deal electricity damage. In addition, the subtype of these spells changes to electricity.
Skills Acrobatics +6, Bluff +12, Craft (alchemy) +8, Craft (drawings) +6, Intimidate +17, Knowledge (arcana) +15, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +6, Linguistics +4, Perception +7, Profession (herbalist) +5, Ride +3, Spellcraft +15, Survival +8, Use Magic Device +10
Feats Arcane Strike, Eschew Materials, Improved Initiative, Obtain Familiar, Somatic Weaponry, Storm Bolt, Mounted Combat
Special Abilities Quick, Bloodline Arcana, Cantrips, Elemental Ray, Alertness, Elemental Resistance, Share Spells, Empathic Link, Speak with Familiar, Storm Spell Power, Thunderclap, Shield of Winds, Alessandria’s Armor, Danger Ward, Caster’s Trance, Eye of the Storm, Thunderbolt
Gear darkwood staff, Soranil, +3 bracers of armor, +3 cloak of resistance, bag of holding 1, music box, potion belt containing 2 potions of barkskin, wand of dispel magic, wand of magic missile, signet ring, silver ring, traveler’s outfit
Bag of Holding staff of size alteration, +2 bracers of armor, candle of truth, greater enlarge metamagic rod, bedroll, journal, artist’s kit, pestle and mortar, small waterskin, 2 of Marius’ journals, Marius’ notes, small sack for personal funds containing 554 pp, 22 gp, and 5 cp, small sack for party funds containing 325 pp, 4 gp, and 3 sp, 5 empty vials, 3 vials of bullette acid, 2 pure silver rods, 3 silver necklaces, fine scholar’s outfit, map case containing a large map
Eiremis is a man of average height and a serious demeanor with olive-colored skin, chin-length black hair, and dark green eyes. The youthful appearance of his face seems to be overshadowed by some dreadful memory, and he tends to keep his eyes low as if to avoid eye contact with those around him. He also has a four-inch long scar just above his right collarbone and to the left of his right shoulder blade. He typically wears clothes ranging in color from dark purple to red with a little black here and there. He also often wears a mantle made of black feathers reminiscent of his association with ravens and crows.
“Nearly all men can stand adversity, but if you want to test a man’s character, give him power.” – Abraham Lincoln
The boy who would become known as Eiremis Vandril was born on the nineteenth day of Barrakas, 1398. He was the only son of a young, unwed couple. His parents, who were not prepared to care for a child, left him on the doorstep of a private orphanage in Amberton, a large town in Estus, where they had been living for the past seven months. The owners of the orphanage were an middle-aged couple named Marcus and Juliet Remis. They were the ones who named him Eir. The young Eir spent the next fourteen years of his life in the orphanage, distinguishing himself from a young age as a bright child. Despite his sharp mind, Eir was frequently bullied by the older children, forced to do their chores while they humiliated him in front of everyone. However, by the age of ten, he was able to use his wit and superior presence to overthrow his oppressors. Eir lived an easy life for the next four years and eventually became one of the oldest children living at the orphanage.
Unfortunately, a short time after Eir’s fourteenth birthday, the orphanage was forced to close following the death of Marcus Remis by a terrible illness. Stress and grief soon got the better of Juliet and she joined her husband in death. With nowhere else to go, Eir was on his own. He spent two more years on the streets in Amberton before setting out for Kingdale. It was upon his arrival in the capital that he changed his name to Eiremis, in memory of his surrogate parents. The sixteen-year-old barely managed to survive life in Kingdale, keeping himself alive by stealing food from the market and drinking from fountains. His intelligence and presence wasn’t enough to keep him from being caught, which often led to his being forced to flee the scene of the crime whenever he was discovered. His life changed for the better one day, however, when he, now eighteen years old, was subdued by the son of a baker that he had been stealing bread from for a little over a week. Had it not been for the generosity of a wealthy merchant by the name of Argus Weaver, Eiremis would have surely been thrown in jail, or worse. Weaver offered to pay the man twice the value of whatever Eiremis had stolen as long as he was given custody of the boy. After a moment of hesitation, the man agreed and Weaver saved Eiremis’ life.
Argus brought Eiremis back to his estate, where he met Argus’ fifteen-year-old daughter, Branwen. After a few months of settling in, Argus noticed the budding relationship between Eiremis and Branwen. Argus came to the decision that Eiremis’ keen mind should not be wasted and that it was time Eiremis was given a sound education. Argus, using connections he had established throughout his career, arranged for Eiremis to become the apprentice of an old sage named Zede Vandril. Argus was aware of Zede’s reputation as an eccentric old man, but his intuition told him that he would be an excellent teacher for Eiremis.
Argus’ had never been more right about anything in his life. Eiremis eagerly absorbed everything that Zede taught him. After five years of training, Zede was convinced that he had taught Eiremis all that he could, telling the twenty-two-year-old that the world would become his mentor now.
Eiremis returned to the Weaver estate overjoyed at the thought of being able to see Branwen again. His return sparked a powerful romance between the two of them, and after one-and-a-half years of courtship, Eiremis asked Branwen for her hand in marriage. The news caught Argus off-guard, but he was nevertheless happy to hear it. Everything as perfect up until the night before the wedding. The two lovers had decided to take a walk in the park late that night, but they were not alone. Eight men ambushed them, almost beating Eiremis to death before forcing him to watch helplessly as they raped and murdered Branwen. After the men left, Eiremis crawled as quickly as he could to his beloved, and denied the possibility that she was dead. As he laid there in agony, clutching the limp hand of his fiancee with all the strength he could muster, he saw a raven with a small scar over its right eye land on a low branch of a nearby tree. The raven seemed to give off an air of sadness as it stared at Eiremis curiously until he blacked out. Their broken bodies were found early the next morning by a messenger boy, who, after recovering from the shocking violence of the scene, ran to get help. The local healers managed to pull Eiremis back from the cusp of death, but they were unable to revive Branwen.
Argus never blamed Eiremis for what happened, but that didn’t change the fact that the two slowly grew apart as Eiremis recovered from the attack. Branwen’s funeral proved to be too much for Eiremis. He stayed at her grave long after everyone else had departed, asking silently that Branwen forgive him. Eiremis left the grave as the sun began to set, making his way to the top of a nearby hill despite the storm brewing overhead. As the rain came down around him, Eiremis pleaded to the storm, asking it to take his life so that he could join Branwen in death, but the storm refused to do so, even after Eiremis lashed out at it with his magic. The sound of a music box that had mysteriously appeared in his coat pocket and Branwen’s voice in his head, Eiremis managed to regain some of his senses. As he rose from the ground, his eyes came to rest on the raven he’d seen on the night of the attack. The raven meticulously pecked at the ground some few feet away, pausing only to stare curiously at Eiremis.
Life at the Weaver estate seemed to smother Eiremis, leading to his eventual departure. He left Kingdale behind, having decided to seek advice from his old mentor, Zede. Arriving at Zede’s home, Eiremis was saddened when he found that his mentor was nowhere to be found. The only thing left in the house besides the bare furniture was a small piece of parchment bearing a message for Eiremis as well as a finely-crafted sword. The message told Eiremis that the sword was the Vandril family heirloom and that Zede wanted him to have it. Nothing pointed to the sage’s possible location or intentions. As Eiremis prepared to leave, he caught sight of the raven once again, watching him curiously through a window. Believing the raven was meant to be his companion for the journey ahead, Eiremis took him as his familiar, giving him the name Corvin. After spending a few days in what was left of his mentor’s home, Eiremis gathered anything that could prove to be useful for his trip and left, not knowing where his path would lead.