Character:Corak "Desertstorm"

Player John W.

Vital Facts
Ability Scores
Spells: First Level Spellbook Second Level Spellbook Third Level Spellbook Fourth Level Spellbook
Non-Weapon Proficiencies Languages
Weapon-Proficiencies
Equipment: Magical Items General Items Weapons Scrolls Potions Books Unidentified Items Riding Camel And Items On It
Background
Order of the Flame
Miscellaneous information

Vital Facts
Class:Kalishari Afreetikahj (Pyromancer) wearing ornate red robes of pyromancer, red scull cap decorated with alchemical symbols. Ornate red tattoos and burn marks are visible on his face and the exposed portion of this arms.
Level: 8 light-brown skin, black-haired, dark eyes
Race: Human (Zharzanja) Religion: Order of the Flame
Alignment: NG Height: 69'', 1.75 meters
Age: 23 weight: 85 kg (189 lbs.)

Ability Scores
Strength: 12 Weight Allow 45 lbs.,
Maximum Press 140 lbs., Open Doors 7/20, BB/LG 4%
Dexterity: 17 Reaction/Missile Adj +2, Defensive Adj -3
Constitution: 15 HP Adj +1, Sys Shock 90%, Res. Survival 94%
Intelligence: 18 Bonus Proficiency Slots 7, Max Spell Level 9th,
Chance to Learn Pyromancy Spell 100%,
other Spells 70%, Max Spells/Level 18,
Bonus spells: 2 1st, 2 2nd, 1 3rd, 1 4th level spell
Wisdom: 12 Magical Def Adj +0
Charisma: 10 Max Henchmen 4 Loyalty Base +0 Reaction Adj +0

Spells:
1st level 7 (4 base + 1 for specialist + 2 int bonus)
2nd level 6 (3 base + 1 for specialist + 2 int bonus)
3rd level 5 (3 base + 1 for specialist + 1 int bonus)
4th level 4 (2 base + 1 for specialist + 1 int bonus)
5th Level level 2 (1 base + 1 for specialist)

First Level Spellbook
Armor Affect Normal Fires Burning Hands (Pyromancer ver.)
Dancing Lights Detect Magic Feather Fall
Fire Burst (TOM) Identify Log of Everburning
Protection from Hunger & Thirst Read Magic Sleep

Second Level Spellbook
Cat's Grace (S) Flaming Sphere Invisibility Irritation

Third Level Spellbook
Fireball Fireflow (TOM) Protection from Fire
Melf's Minute Meteors

Fourth Level Spellbook

Fifth Level Spellbook

Wall of Fire Fire Shield Fire Trap
Conjure Elemental Teleport

NW-Proficiencies: 17 slots
Firewalking Religion-The True Flame Survival-Desert
Language: Zharzhani (free) Language: Gondwanapal (Common) (free) Riding, Camel
Tattoing Read/Write-Fharul Script Spellcraft
Firebuilding Mana Reading Calligraphy
2 unused slots

Languages
Gondwanapal Zarzhani *

Weapon-Proficiencies
Dagger Staff

Equipment:

Magical Items
a crystal ball set in the mouth of a golden snake that forms part of the stand. The crystal ball is filled with a swirling grey mist
Medallion of favour from Lokatha: sign to her followers, to give every aid. Can be invoked once to call forth an intercession of Lokatha
7 tuqil stones
Scroll of Mana Restoration
Skull of a sage
Pebbles of Pyromancy:six smooth red pebbles remain. Each of them is wrapped in a silk cloth. Use these pebbles in any fire based spell and it will treble the intensity of the fire, (doubling the area of effect, tripling the damage or duration as appropriate). The pebble is consumed in the casting.
Magical Letter of Credit currently worth 14,300
Wand of Fatima: a 2' long red cylinder. It holds the fire of Fatima's friendship and the fire of her fury. By invoking her name, one can cast up to 25 fireballs from this wand. 22 remain. After that it will return to her, now a an avatar of Taurt the Vindicator. Fatima was Corak's sister
Crystals of the Koori, holding the guardian spirits of the seven cities of the Upper Gebra-Salamwardu. Can be redeemed when: "Seven wells to be dug around the Temple of the Sands/ A Ziggurat to a Pantheon Lost/ From choking dust, an oasis sprung/ The sacred center of a gathering storm/ The holy Jihad of deliverance.

General Items
red robe sand-colored belt
sand-colored shoes backpack
spellbook, spell components 5 gems from giant spiders in the Tunnels of the Ancient
Fatima's spellbook tatooing inks & equip
whetstone iron pot and cutlery
hooded lantern with two oils 8 torches
grey travelling cloak tinderbox, flintstone and an appropriate piece of metal
wineskin with wine winter blanket
a belt 18 GP, 6 SP, 9 CP
10 oils spell-crystal
loincloth + sandals (plus spare set) dagger + sheath
2 pouches (1 spare) each with 6 tattoo
needles in (2 black, 1 red/green/blue/yellow)
2 sets of: 1 large vial of black tattoo-ink
1 medium vial each of red/green/blue/yellow ink (1 spare) waterskin

Weapons
1 Jambiyah (curved double-edged daggers) with sheaths

Scrolls

Potions
3 resist fire potions 1 red fulminating potion 1 blue mana restoring potion 2 yellow Choking and Strangling potions
(Stinking Cloud in a Jar )
4 yellow potions with green speckles (from al-Hitah)-fire suppressants

Books
Fatima's Spellbook Spells: Affect Normal Fires, Burning Hands, Dancing Lights, Fire Burst, Hold Portal, Identify, Magic Missile, Read Magic

Unidentified Items
none

Riding Camel: None as yet
Standard Items Carried In Kharj when Corak has a camel
kharj (pack saddle for camel) dry rations (3 wks.)
water (5 gallons) reddish robes
rope bedroll
blanket

Background:
I am Corak, a young pyromancer. I am the son of Takiq of the Afritijah and my mother was Ghurza of the Tabrechi. Fatima who was with this party before me, was my twin sister. For thethe first 13 years of my life I lived as a Tabrechi until the Order of the Flame initated me and sent him to the sactuary in the Jhoz desert for the next ten years. A month after I left, the Pelai began their conquest of the Delta. The Order of the Flame is my second family. It was originally founded by a group of Haz disciples of a great and powerfuI ILVAARAK. Ilvaraak is a personification of the sun. His name means the "Inspirer," and is derived from the Hazkhat root word varaa, to drive or stimulate. As the Dawn-god he is spoken of as a red-eyed, golden-tongued, and ruddy-golden scaled Haz, or as a red dragon. Rubies and Golden objects are sacred to him. Ilvaraak cut off his hand as a sacrifice, the member turning into a giant sandworm that killed the enemies of the Haz. Sand Worms are sacred to Ilvaraak. Haz priests gave him a golden one instead in gratitude. Ilvaarak sent the origninal founders of the Order of the Flame into a place in the Pharaka Wastes known as the Caves of Dispair. There in the Cave of the Unquechable Fire, they freed the Efreet Lord Azenai from his long prison and bound him into the service of Ilvaarak. He came to be known as Azenai the Purifier, the Justiciar of Ilvaarak. The Haz Order of the Flame was destroyed in ancient antiquity, and Azenai roamed the world in various guises for many years. He eventually became the founder of the clan of Zharzhanjah (dervishes) called the Al-Afritah. They founded the art of Pyromancy and members of this clan have married into all the other clans of the Zharzhanjah in order to serve the cause of Azenai. This clan refounded the Order of the Flame, and established a secret sanctum in the Jhoz Desert. Corak al-Afritah was one of the Keepers of the Flame at that sanctum for many years. Until he was called by Azenai to serve him in the outside world. The Jhoz desert is a miserable inhospitable plateau of sun-baked outcrops of rock covered in some places in dunes. Places that were said in antiquity to be lakes and streams have been altered into flows of black, red, and green obsidian Voclanic vents dot the region, and lava can occassioanlly be seen flowing across portion of the Jhoz. There is little in the way of potable water or edible plant life in the Jhoz. It's very name is a zharzhan term for sun-bleached bones. Thus the sanctum of Azenai is effectively isolated. There is another sect in the Jhoz dominated by women. It was founded by Azenai under the guise of a woman mystic named Hjaube. This order is known as the Ta'ax Gharu. They like the al-Afritah have spread their influence across the desert and like the Order of the Flame work veiled in secrecy. Azenai has come to see humanity as his "charge". Although he is nominally a servant of Ilvaarak he was imprisoned by gods and has come to work towards helping humanity develop a destiny for themselves rather than as puppets of gods. He is partial to humanity over all other races on H'kartha although has aided Haz (Desert Lizardmen), Darakhghar (Dust Dwarves) and Vashaleyneshee (Sand-elves) in the past. He worked to overthrow the rule of the Ishandeshee (Sea-Elves) whose domination of the Kiresh he found distasteful. (Azenai in fact finds the whole race of sea-elves distasteful not in small part being their afinity with water). With the coming of the Pelai he has turned his animosity toward these Sky Reavers and their evil plans to dominate H'kartha. In his guise as the mystic Venakro, he founded a league which came to be known as the Rebels of the Delta. In other guise he is the mystical founder of the Yildirim Ghazim, the Holy Warriors of the Desert set to purge H'kartha of evil influences in a Great Jihad. Member os the Order of the Flame are sworn to keep secert the various guises and identities Azenai the Purfier takes or his identity as an Efreet.

Order of the Flame:
Magic of the Order of Flame:- Order members are treated as fire elementalists in that they may memorise +1 fire spell per spell level, +2 to saves vs. fire, inflict 2 on enemiesŐ saves vs. their fire spells, gain +25% to learn all fire spells and +15% to earth and air spells, and they also gain the abilities of not needing to concentrate to control a conjured elemental (at 11th-level), or for a conjured elemental to turn hostile on them (at 14th-level). Like fire elementalists, they cannot cast spells, or use items, concerned with ice or water, suffer 25% to learn to all non-elemental spells, and do not add an automatic specialist spell to their spell-books upon levelling. Unlike standard pyromancers though, they do not the one enhanced fire spell per day, or the "1 level less when researching" bonus. Unlike pyromancers though, they gain (major) access to the priestly sphere of Elemental Fire, and may use these spells as wizardly (and thus specialist). At 3rd-level, they spend their NWP slot (see above) and develop the ability to Produce Flame (1/level/day beyond 2nd). At 9th-level, they spend another NWP and can also activate Protection from Fire 1/day (both these effects being treated as innate abilities, thus a casting-time of 3 and not being disrupted. Their spells manipulate the True Flame and as such are channelled through their bodies. All within earshot of the Red Mage feel extremely chilly as (s)he gathers the energies to cast the spell, and then very warm as (s)he actually does cast the spell. (This means it is physically impossible to cast subtle spells.) Sometimes, the Red Mage cannot control the power properly and takes damage from the spell being cast. (All Red Mages must save vs. breath weapon or take 1 hp/level of the spell in heat exhaustion damage. This does not disrupt the spell in any way.) Their spell-crystals focus their spells, and If this crystal is destroyed, the Red Mage cannot use any fiery spell or ability, and must craft a new one, taking 1d4 weeks of prayer and fasting in their desert headquarters.) One final side-effect to being able to channel the True Flame, is that all his/her spells and abilities fail when in ice or water, such on a river, in the tundra, or sailing the oceans.

Miscellaneous information
Taboos: Must shave all hair and anoint body with oil at dawn. Otherwise, feel incapable of casting spells. Magic Specialism: Fire Signature Spell - Fireball:-
[1 slot, Fire spells only, 1/spell level] May cast each Fireball as 2 levels higher as regards,br> damage, duration, area of effect, range, and all other level-based characteristics.
May also cast this spell once extra per day.
Produce Fire: 3/day