Caron Evenstone, Necromancer

History

Caron was born to the family of a landed knight in the kingdom of Karista. The stars were wrong at his birth, which was confirmed when he was born with the caul over his face (the caul is part of the amniotic sac, a sign of bad luck and magical ability). At a young age, an itinerant mage noticed his gift of Magery, but a divination revealed that Caron's future was surrounded by death. The mage informed his family and quickly left the vicinity. His parents and three sisters feared him, but since he was the only son, they didn't disown him. Instead, when the time came for his fosterage, he was sent to a distant cousin far away.

Caron adjusted well to his new surroundings, and often ventured into the enchanted woods alone, against the advice of his foster family. One day, he came upon a severely injured traveler, whom he brought home to mend. While recuperating, the man confided in Caron that he was a great sorcerer, and that he would teach him, if he dared. Thus began his magical instruction. The mage turned out to be a necromancer, which intrigued Caron, and he applied himself strenuously to his studies. After a few years, and with his fosterage over, Caron moved to the necromancer's home to continue his education.

At the age of 22, Caron learned of his father's death in a war against a neighboring country, so he packed his belongings and moved home to claim his rightful title. Within a year, his mother had died of a broken heart, and Caron worked diligently to find suitable marriages for his two remaining unmarried sisters. These matches proved to be particularly astute, and he formed alliances with his new brothers-in-law. With his lands and future secure, he sent for his teacher and moved him into the manor.

Five years of hard secretive study later, his mentor was killed by angry villagers while ransacking a graveyard for the grisly requirements of a necromancer. Caron mourned him greatly, but he was well instructed and continued his research alone, with his only Spirit-Guide to lead him on. During this period, he found an ancient ruin deep in the forest on his lands, and began investigating it. In its depths, he found a temple to a dark insectoid god called Siith-Haz. Caron pledged himself to Siith-Haz, and resurrected the worship of this long-forgotten and forbidden deity. Within these ruins, he also found several books of ancient spell lore, many of which were necromantic in nature. Learning these spells took several years, and Caron still hasn't learned all of them.

Caron began another of his projects in the following years: bringing a dead body back to life, not the unlife of the zombie. Painstaking experimentation starting with small animals and working up to a dog and a warhorse took many years. Caron then spent five more years creating Dourmar. He is very proud of Dourmar, and protects him like his own child. On his first 'birthday', Caron gave Dourmar the horse and the dog he had brought to life. These are the only animals that will get near Dourmar.

Caron's relationship with Siith-Haz has provided several benefits. The demonic warriors in his army are insectoid demons from Siith-Haz. Caron was also led to a remote colony of an intelligent insect race thought to be long extinct. He made an alliance with them and they provided him with 5000 elite warriors. He turned six of these fearsome fighters into wraiths, who, along with six human wraiths, help command his army.

Again secure in his strength, Caron embarked on a Machiavellian political gambit. Through magic and intimidation, he assassinated rivals, made one-sided alliances, and did anything else necessary in order to increase his power base. At first he was very discrete, but as successes mounted, he became bolder and more open. Everyone in the kingdom feared him, but few could do much about it.

At the current time, Hardrick II, the king of Karista, can no longer stand for this slow whittling away of his power, and has gathered his loyal vassals to fight this foul sorcerer's minions. A full-scale civil war has begun. King Hardrick has an uphill battle ahead of him, but his ranks have recently been boosted by 2000 High Elves from the island of Branthar, the Elvish homeland. The Elves say that one of their elders, who had 'gone across the sea' (the Elvish equivalent of 'gone to heaven'), had returned from the Summerland (Elvish Heaven) with an urgent request. The elder had a vision of terrible evil in Karista that the elves were needed to combat. The elder elf gathered a force of warriors and ships to sail the 1000 miles to Tumera, the capital of Karista. Heartened by this unexpected arrival, Hardrick plans an offensive against Caron next spring.

Caron Evenstone
550 points

Human necromancer, 5'8", 130 lbs., age: 58, appears to be about 40

Appearance: brown hair, blue eyes, pale complexion.

ST:
DX:
IQ:
HT:
10
13
15
13
Speed:
Move:
Dodge:
Parry:
Block:
Thrust:
Swing:
Will:
Fatigue:
6.5
6
6
3

1d-1
1d
17
16

Skills:

Appreciate Beauty/13
Archaeology/14
Axe/Mace/12
Broadsword/13
Chess/14
Demon Lore/15
Detect Lies/14
Diagnosis/13
Disguise/13
Gardening/14
Hypnotism/13
Interrogation/14
Knife/12
Occultism (undead)/16
Physician/15
Physiology/14
Poetry/14
Poisons/14
Politics/14
Research/15
Riding (horse)/12
Savoir-Faire/17
Shield/12
Spirit Lore
Staff/12
Strategy/15
Surgery/14
Swimming/12
Tactics/13
Thanatology/14
Theology/13
Writing/14.

Magical Skills:

Body Sense/12
Magic Jet/14
Spell Throwing (Curse-Missile)/13
Spell Throwing (Fireball)/14
Thaumatology/16

Spells:

Age/15
Ancient History/16
Apportation/16
Awaken/16
Banish/16
Beast Summoning/16
Beast-Soother/16
Bind Spirit (Shadow)/15
Bind Spirit (Spectre)/15
Bravery/16
Charm/16
Clumsiness/16
Cold/16
Command Spirit/16
Command Spirit (Ghost)/16
Command Spirit (Shade)/16
Command Spirit (Shadow)/16
Command Spirit (Spectre)/16
Complex Illusion/16
Continual Light/16
Control Air Elemental/16
Control Illusion/16
Control Person/16
Control Zombie/20
Counterspell/16
Create Air/16
Create Fire/16
Create Water/16
Cure Disease/16
Curse/16
Curse-Missile/16
Dark Vision/16
Darkness/16
Daze/16
Death Vision/16
Decay/16
Dehydrate/16
Destroy Air/16
Destroy Water/16
Detect Magic/16
Disintegrate/20
Dispel Illusion/16
Dispel Magic/16
Earth to Air/16
Earth to Stone/16
Enchant/17
Enslave/15
Explosive Fireball/16
Extinguish Fire/16
Fatigue/16
Fear/16
Find Direction/16
Find Weakness/16
Fireball/16
Flame Jet/16
Foolishness/16
Force Dome/16
Forgetfulness/16
Halt Aging/15
Hawk Vision/16
Heat/16
Hinder/16
History/16
Ignite Fire/16
Infravision/16
Itch/16
Know Illusion/16
Lend Health/16
Lend Strength/16
Light/16
Lockmaster/16
Locksmith/16
Loyalty/16
Madness/16
Magelock/16
Magic Resistance/16
Major Healing/15
Mass Zombie/17
Master/16
Measurement/16
Mind-Reading/16
Mind-Sending/16
Minor Healing/16
Night Vision/16
Nightmare/16
Panic/16
Pentagram/18
Perfect Illusion/16
Persuasion/16
Pestilence/16
Phantom/15
Poison Food/16
Predict Weather/16
Projection/16
Purify Air/16
Purify Food/16
Purify Water/16
Recover Strength/16
Repel Spirits/16
Resist Fire/16
Restoration/15
Ruin/16
Scryguard/16
Seek Earth/16
Seek Water/16
Seeker/16
Sense Emotion/16
Sense Foes/16
Sense Life/16
Sense Spirit/16
Shape Darkness/16
Shape Earth/16
Shape Fire/16
Shapeshifting/15
Shatter/15
Sickness/16
Simple Illusion/16
Skull-Spirit/16
Sleep/20
Soul Jar/15
Soul Rider/16
Sound/16
Spasm/16
Spell Shield/16
Steal Health/16
Steal Strength/16
Steal Youth/17
Sterilize/16
Summon Air Elemental/16
Summon Demon/17
Summon Earth Elemental/16
Summon Fire Elemental/16
Summon Minor Demons/17
Summon Shade/15
Summon Spirit/18
Summon Water Elemental/16
Telepathy/15
Teleport/15
Teleport Other/15
Terror/16
Test Food/16
Trace/16
Truthsayer/16
Turn Spirit/16
Turn Zombie/16
Utter Dome/20
Ward/16
Weaken/16
Weather Dome/16
Wraith/15
Youth/15
Zombie/16
Zombie Summoning/18

Advantages:

Ally Group (10,000+ undead)
Extra Fatigue/6
Language Talent/+4
Literacy
Magery/3
Status/5 (1 free)
Strong Will/+2
Wealth: Filthy Rich

Disadvantages:

Enemy (all High Elves on 6 or less)
Megalomania
Overconfident
Paranoia

Quirks:

Taciturn and gloomy
Enjoys smoking a pipe
Always wears black
Worships Siith-Haz - a dark Insectoid god
Goal: conquer the continent.

Languages:

Anglo Saxon/17
Arabic/17
English, native/19
Irish Gaelic/17
Italian/17
Latin/18
Norman French/17
Old French/17
Old German/17
Old Norse/17
Scotts Gaelic/17
Spanish/17
Welsh/17

Spirit Guide

Female necromancer, very evil
Original point total: 500

Employees

mechanician-artificer magician (female human weretiger, 300 points, salary: 2000 gold/year)
physician-alchemist (Tyllia, female human, 150 points, salary: 1000 gold/year)

Magical Servants

6 bug-wraiths
6 wraiths
3 balrogs
1 water elemental
15 gargoyles
1 dragon
12 clockwork automata (magically-animated robots)
1 zombie balrog
8 skeleton lieutenants (willful)
1 undead knight and charger
6 ghoul scouts

Army

1000 demonic cavalry (Elite/HC)
1000 demonic longbow (Elite/HI)
5000 demonic infantry pikemen (A/MI)
Undead (65% skeletons, 35% zombies):
250 undead heavy cavalry (Elite/HC)
500 undead heavy cavalry (Seasoned/HC)
500 undead medium cavalry (Seasoned /MC)
5000 uruk-hai (Seasoned /HI)
10000 orcs (Average/LI)
5000 orcs (Seasoned/MI)
300 trolls (Veteran/HI),
1500 gnolls (Average/HI)
5000 bug warriors (Elite/HI)
1000 mercenary cavalry (Seasoned/HC)
1000 mercenary crossbowmen (Seasoned/HI)
10000 mercenary men-at-arms (Seasoned/HI)
1000 human heavy cavalry (Elite/HAC)
5000 human heavy cavalry (Seasoned/HC)
3000 human medium cavalry (Seasoned/MC)
2000 human mounted archers (Seasoned/LC)
5000 human light cavalry (Average/LC)
100 human heavy cavalry (Elite/HC)
artillery:
50 trebuchets
100 onagers
300 ballistae
300 scorpions.

Mines

low grade gold, 450 oz./year, 4200 gold income
jade, 35,000 carats/year, 840 gold income
semiprecious stones, 128,000 carats/year, 1920 gold income.

Possessions:

black satin robes
black hooded wool cloak
sandals
lands and property equivalent to an Earldom
heavy warhorse
barding
balrog chariot
broadsword named "Blackhawke": (Souldrinker, +3 Accuracy, +3 Puissance, Loyal, Sword Spirit: IQ 21, Extremely Evil)
war axe (+2 Accuracy, +2 Puissance)
copper sacrificial dagger dedicated to Siith-Haz
half plate (Deflect 2, Fortify 2)
medium shield (Deflect 3)
padded undercoat
black leggings
helmet with detachable silver skull facemask
420 pounds of mithril

Magical equipment:

Elixir of Chiron (12 doses)
Amulet of Fire Resistance
Amulet of Moly against Mind Control
Bone staff: 60 pt. powerstone (100 ct.) held in a skeletal hand of silver, plus: Sleep, Fireball, Control Zombie, Disintegrate, and Utter dome
spell book (Stun, Strike Blind, Lightning, Strike Deaf, Geas)
ancient book of necromancy (Vile Spawn, Raise Ruins, Soul Bind)
spell book of ancient lost spells.