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amy_paurgiliath

Amy Paurgiliath

Natural daughter of Thalion Paurgiliath Arch Duke of Eltán.

Fraternal twin of Rannathon Paurgiliath

Glyphscribe(Mariner) L4 CG Half Elf - Denier

Amy Paurgiliath's Character Sheet

Founding member of Gatekeepers of the Benevolent Grotto.

  • Friend of Candlekeep
  • Library of Denier in Waterdeep
    • Home Library
  • Reading Room of Masters Library in Earthfast Mountains (Denier)
    • Nearby mage colleges in Impatur
      • Primary trainers of ship mages for the Sea of Falling Stars
      • She researches and studies sailors' magic, particularly searching for spells or items that would be as much use for Spelljamming as Sailing. Rumors of a spell of Ship Invisibility in use amongst mariners here is a primary topic, as is sourcing magical equipment for FEA Group, the Free Imperia's Fleet build up agency.

Character History

She and Rannathon were born to a Realmspace lady priest of Denier, whom Thalion met on the Rock of Braal. Their mother spent intervals taking contracts with local run Spelljammers and reading in libraries. Raised in scribes quarters in the Library of Denier, both children have a fondness for sailing and Spelljamming, although they aren't very physical types.

She owns a Knarr (small sailing ship), and it's curragh ship's boat with a tiny cabin, outfitted with a minor 'Jamming helm. It is often sailed as a wet-hull ship, with the helm locked in her cabin against emergencies. Not uncommonly the Knarr will remain anchored somewhere, and the curragh will use the helm for a short hop by night. Her crew worked with her mother for a decade before her birth, and often operates without her. Sometimes she and Rannathon cruise with it, even more rarely her mother will take it somewhere. It has variously worked as a training ship for the ship mages' colleges in Impatur, freighted food and water to the Arcane Dock (where both are always in short supply) in Kara Tur, and worked as a local freight hauler around the Rock of Braal, providing a cabin in wildspace where Denier grants his clergy an extra level. It will often make a living as a fishing vessel, in whatever harbor she is near, employing her net of fishing to good effect.

Since the advent of the Grotto Society, she had a small cabin, looking like an anonymous tiny asteroid, with air producing moss towed out to an unlikely place far off the ecliptic, only a day's travel from the crystal sphere, where Denier grants clergy three extra levels. The mirror makes travel (and checking for intruders!) fairly immediate. She and her brother both use it on the rare occasion where higher level casting is needed.

She researches ship magic and items, as her primary academic focus. Of late, she particularly tracks markets and researches makers with an eye towards fleet supply contracts or recruiting.

Magic Items

Net of Fishing This net is used to fish in the wide open seas on worlds. It can operate in the phlogiston (an almost unheard of practice similar to standard ocean fishing). The minimum size fish that a net of fishing will catch is 24 inches long, and the maximum size is 100 feet long. If the net is used to capture anything larger than 100 feet long, the net must save vs. acid or break from the strain (treat the net as rope“). A total of 1,000 pounds of fish can be scooped and brought aboard without any difficulty. Whether there are fish to be caught is up to the DM. When the net of fishing has captured a school of fish, the weight of the catch for purposes of drawing in the net is 1/100th of its actual weight. The net measures 120' by 160”; a total of 19,200 square feet of surface area. The net of fishing has 4,000 gp value and is worth 800 XP.

Boots, Winged (21C)

These boots appear to be ordinary footgear. If magic is detected for, they radiate a faint aura of both enchantment and alteration. When they are on the possessor's feet and he or she concentrates on the desire to fly, the boots sprout wings at the heel and empower the wearer to fly, without having to maintain the concentration.

The wearer can use the boots for up to two hours per day, all at once or in several shorter flights. If the wearer tries to use them for a longer duration, the power of the boots fades rapidly, but it doesn't abruptly disappear—the wearer slowly descends to the ground.

For every twelve hours of uninterrupted non-use, the boots regain one hour of flying power. No amount of non-use allows the boots to be used for more than two hours at a time, however.

Some winged boots are better than others. To determine the quality of a given pair, roll 1d4 and consult the table below:

  • D4 Flying Maneuverability
  • Roll Speed Class
  • 1 15 A
  • 2 18 B
  • 3 21 C
  • 4 24 D

Copyright 1999 TSR, Inc.

Alchemy Jug

This magical device can pour forth various liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only one kind of liquid on any given day, seven pourings maximum. The liquids pourable and quantity per pouring are:

  • Salt water 16 gallons
  • Fresh water 8 gallons
  • Beer 4 gallons
  • Vinegar 2 gallons
  • Wine 1 gallon
  • Ammonia 1 quart
  • Oil 1 quart
  • Aqua regia 2 gills (8 oz.)
  • Alcohol 1 gil (4 oz.)
  • Chlorine 8 drams (1 oz.)
  • Cyanide 4 drams (½ oz.)

The jug will pour forth two gallons per round, so it will require eight rounds to complete a pouring of salt water.

Copyright 1999 TSR, Inc.

/home/mounrlfd/freeimperia.com/fiwiki/data/pages/amy_paurgiliath.txt · Last modified: 2025/01/05 02:42 by eltan