A certain amount of prestige and respect comes from being the son of the ruler, even if that ruler serves at the pleasure of others. In Rashemen, the Iron Lord runs the nation's business, protects its borders, and generally keeps things prosperous. He is appointed by the Witches of Rashemen, and he can be removed at any time. Rarely is the title passed to the son of the previous Iron Lord.
Faced with these realities, Fyldrin nonetheless grew up in his father's shadow and tried to emulate his success and prowess. Whether Fyldrin wanted to be Iron Lord someday is unknown, but it is certainly possible. His cronies during his youth would have thought so, simply because he tried to do everything his father did. And life would have continued normally for Fyldrin, as it does for so many people, if his father were not Iron Lord.
When fifteen years old, Fyldrin found himself in the hands of Thayan slavers as a captive. The Thayans are constant enemies to the Rashemi, and the two sides fight on the shores of River Mulsantir on a regular basis. Sometimes the fight takes the form of guerrilla actions more than military ones, and during one such attack on the coast of Rashemen, Fyldrin was captured by slavers. Where others would be sold to cruel masters, Fyldrin was merely thrown into a cell to be used as leverage against his father, the Iron Lord.
In that cell he languished for nearly three years, because his father did not bow to Thayan demands. A true leader, he knew that he could not allow the whole nation to suffer because of his own needs, so he publicly disowned his son. At the same time, he launched punitive raids of his own against Thayan targets and drove the Thayans back to their own shores for a time. However, he never heard of Fyldrin's whereabouts after his declaration.
Fyldrin, meanwhile, grew increasingly bitter during his years in confinement, both at his captors and his father. Or so it appeared to the Thayans, who eventually believed that Fyldrin had turned his back on his homeland. They offered him a chance at the revenge he seemed to want, hoping to use his knowledge of Rashemen and its people to aid the Thayan efforts, and he took it. He joined a Thayan slaver gang and worked his way through the ranks. A number of Rashemi died at his hands, but Fyldrin hardened his heart to play the part he had chosen. He learned that a group of eleven Thayan nobles had masterminded and financed his abduction, and he sought revenge.
His charade came to an end when he and several other gangs attacked a large group of Rashemi. By this time Fyldrin had won the loyalty of most of the gang, and during the battle he slew his leader and took control of the gang. His actions turned the tide of battle in favor of the Rashemi, and the Thayans were routed and destroyed. Fyldrin entered his homeland as a returning hero.
However, his homecoming was somewhat rocky, since his father had previously disowned him. A painful scene took place between father and son, with the result that Fyldrin stalked out of his father's house and returned to Mulsantir. For reasons unknown, Fyldrin's father refused to accept him as a son, and that action caused a permanent rift between the two. Fyldrin, never expecting to become Iron Lord himself, had no reason to remain in Immilmar and made Mulsantir (and the lake) his home. Even though his father is no longer Iron Lord, Fyldrin has felt no desire to reconcile with him.
However, Fyldrin's commitment to his home nation is not in any doubt, and he began a successful campaign of attacking Thayan slavers and disrupting Thayan shipping. After four years of this work, he is popular in Mulsantir and well regarded by the Witches.
Two years ago, Fyldrin rescued a young ranger named Colrodin from Thayan slavers, and in gratitude this young man swore an oath of service to Fyldrin. Since then, Colrodin has become a skilled and almost indispensable part of Fyldrin's plans, as well as a close friend. However, Fyldrin keeps a certain amount of distrust of all his warriors, including Colrodin, since he remembers his own ruse to escape and thwart his captors.
His painful youth has made Fyldrin a hard, but fair, man. He knows that his father did the right thing for Rashemen in abandoning him when he was captured, and he strives to be as much like his estranged father as he can be. He leads with an iron hand, but he treats his warriors very well and has made them all quite rich. To Thayans he gives no quarter whatsoever, and few survive his attacks to carry tales. Some hard lessons in the early years have taught him tactics, and he seems a natural at understanding his enemies.
One small room within his home has eleven chairs mounted against the walls. These chairs serve as confinement and (occasionally) torture devices, thanks to sets of manacles and painfully barbed chains that are used to confine the seated prisoners. Mindful of the number of Thayans responsible for his imprisonment, he keeps only eleven prisoners at a time. Sometimes these prisoners are ransomed, and sometimes they join the warriors. A majority, however, find themselves stranded on small deserted islands or fed to the lake creatures.
Fyldrin of the Eleven Chairs: Male human (Rashemi) barbarian 9; CR 9; Medium humanoid; HD 9d12+18; hp 76; Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 17; Base Atk +9; Grp +12; Atk +13 melee (2d6+5/17-20, +1 flaming greatsword) or +12 ranged (1d8+3/x3, masterwork composite longbow [+3 Str bonus]); Full Atk +13/+8 melee (2d6+5/17-20, +1 flaming greatsword) or +12/+7 ranged (1d8+3/x3, masterwork composite longbow [+3 Str bonus]); SA rage 3/day; SQ damage reduction 1/--, improved uncanny dodge, literate, trap sense +3, uncanny dodge; AL CN; SV Fort +8, Ref +5, Will +5; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12. Height 6 ft. 4 in, weight 245 lb., age 28.
Skills and Feats: Climb +9, Intimidate +7, Jump +9, Knowledge (geography) +4, Knowledge (Rashemen local) +4, Knowledge (Thay local) +4, Listen +3, Profession (sailor) +7, Speak Language (Mulhorandi), Swim +5; Bullheaded, Cleave, Improved Critical (greatsword), Leadership, Power Attack.
Languages: Common, Mulhurondi, Rashemi.
Rage (Ex): Three times per day, Fyldrin can enter a state of fierce rage that lasts for 7 rounds. The following changes are in effect as long as he rages: hp 94; AC 15, touch 10, flat-footed 15; Grp +14; Atk +15 melee (2d6+8/17-20, +1 flaming greatsword) or +12 ranged (1d8+3/x3, masterwork composite longbow [+3 Str bonus]); Full Atk +15/+10 melee (2d6+8/17-20, +1 flaming greatsword) or +12/+7 ranged (1d8+3/x3, masterwork composite longbow [+3 Str bonus]); SV Fort +10, Will +7; Str 20, Con 18; Climb +11; Jump +11, Swim +7. At the end of his rage, Fyldrin is fatigued for the duration of the encounter.
Improved Uncanny Dodge (Ex): Fyldrin cannot be flanked and can only be sneak attacked by a character who has at least thirteen levels of rogue.
Uncanny Dodge (Ex): Fyldrin retains his Dexterity bonus to Armor Class even when flat-footed or targeted by an unseen foe (he still loses his Dexterity bonus if paralyzed or otherwise immobile).
Possessions:+2 studded leather armor, +1 flaming greatsword, masterwork composite longbow (+3 Str bonus) with 30 arrows, clothing, personal effects, 240 gp.
Colrodin, the Stalker of Mulsantir: Male human (Rashemi) ranger 6; CR 6; Medium humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft.; AC 15, touch 11, flat-footed 15; Base Atk +6; Grp +8; Atk +7 melee (1d8+3/19-20, +1 longsword) or +7 ranged (1d8+2/x3, masterwork composite longbow [+2 Str bonus]); Full Atk +7/+2 melee (1d8+3/19-20, +1 longsword) and +7/+2 melee (1d6+1/19-20, masterwork short sword) or +7/+2 ranged (1d8+2/x3, masterwork composite longbow [+2 Str bonus]); SQ animal companion (eagle; link, share spells), favored enemy Red Wizards (organization) +4, favored enemy monstrous humanoids +2, improved combat style, wild empathy +7; AL CG; SV Fort +7, Ref +5, Will +2; Str 15, Dex 11, Con 14, Int 13, Wis 10, Cha 12. Height 5 ft. 10 in., weight 166 lbs.
Skills and Feats: Climb +8, Hide +9, Knowledge (geography) +7, Knowledge (nature) +9, Listen +9, Move Silently +9, Spot +9, Survival +9, Swim +3, Tumble +4; Endurance[B], Far Shot, Improved Two-Weapon Fighting[B], Point Blank Shot, Precise Shot, Track[B], Two-Weapon Defense, Two-Weapon Fighting[B].
Animal Companion (Ex): The companion's abilities and characteristics are summarized below. Colrodin and Argentin enjoy the link and share spells special qualities.
Animal Companion Benefits (Ex): Colrodin has an eagle named Argentin as an animal companion. The ranger and Argentin enjoy the link and share spells special qualities.
Link (Ex): Colrodin can handle Argentin as a free action. He also gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding his eagle.
Share Spells (Ex): Colrodin may have any spell he casts on himself also affect his animal companion if the latter is within 5 feet at the time. The ranger may also cast a spell with a target of "You" on his animal companion.
Favored Enemy (Ex): Colrodin gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Red Wizards. He gains the same bonus on weapon damage.
Against monstrous humanoids, he gains a +2 bonus on these skill checks and on weapon damage rolls.
Possessions:+1 studded leather armor, ring of protection +1, +1 longsword, masterwork short sword, masterwork composite longbow (+2 Str bonus) with 30 arrows, personal effects, 140 gp.
About the Author
Robert Wiese is a veteran of the RPGA offices, where he worked for seven years and has been a member since early 1991. In that time he has written over 60 adventure scenarios for the club, a couple of articles for Polyhedron, and the Living Force Campaign Guide (the last one with Morrie Mullins). He also got the Living Greyhawk and Living Force campaigns off the ground and into the hands of wonderful members to develop. Now he works at the University of Nevada at Reno in the Biochemistry department, proving that you never can tell where you'll end up.
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