(S., lit. watercourses-guy of the fist of the host-of-all-the-stars)
Natural son of Thalion Paurgiliath Arch Duke of Eltán.
Fraternal twin of Amy Paurgiliath
Glyphscribe(Tactitian) L6 CG Half Elf - Denier
Rannathon Paurgiliath's Character Sheet
Founding member of Gatekeepers of the Benevolent Grotto.
Apart from his role in the Grotto, he does research with military intent for the Free Imperia, looking at how best to interact with Realmspace, and indexing its key resources. This is his academic Sage Lore specialty. He is putting this to use for FEA Group and the West Arda Trading Company, guiding and developing the growing surreptitious export/import program.
He is somewhat active with the Spelljammer community, though he is busy with the Grotto and research. Priests of Denier cast at higher levels in the Wildspace of Realmspace, maxing out at 3 levels higher near the glyph inscribed Crystal Sphere itself. With instant travel through the mirror, this raises interesting possibilities.
Amanuensis
When cast, this spell generates its own ink and animates a quill pen as if it were in an invisible saibe’s hand (though there is in fact nothing tangible or sentient present) to precisely duplicate nonmagical writing. The animated quill writes as fast as the caster, and copies as much of any writing the caster assigns it as can be duplicated before the spell expires. The quill vanishes when the spell is done or earlier if the caster wills the magic to end. Though the ink created by amanuensis is unique and does not duplicate the copied work, the penmanship of the copy is exacting. Perfect forgeries can he made by means of this spell. Once the quill is set to its task, the caster need not be present or in range for it to continue; only destruction of the writing surface or the casting of dispel magic upon the quill prevents the writing from being wmpleted. If necessary to complete its assigned task, the quill becomes intangible and follows the writing surface if it is moved, it cannot be grasped or struck aside in an effort to make it cease. No being except the caster can control or influence the moving quill. If the quill finishes its copying and some time remains, the caster can direct it to hegin copying a second writing or making a second copy of the same writing, if within range. An amanuensis spell cannot copy any magical writing or markings. If directed to do so, the quill hangs motionless. A diary, grimoire, or other work containing passages of text interspersed with spells and magical symbols is copied as text with gaps where the original displays magical markings. Many powerful priests have pleaded with Deneir to allow this spell to be modified so that their prayers would allow them to copy spells, hut Deneir has steadfastly refused to grant this power. The material components of this spell are a quill pen and a blank sheet or sheets of parchment, some vellum scrip, a chapbook, or another writing surface onto which the writing will be copied. The quill vanishes when the spell ends. Notes: Granted by the god Deneir, Lord of Glyphs, of the FORGOTTEN REALMS setting.
Rannathon and Amy 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.
His primary scholarship is in military resources: schools of magic, makers of items, styles of ships, recruitable talents, and the state of modern markets. He has applied this data for FEA and the WATC as to how best to fund and supply of magic items for fleetbuilding, possibly also recruiting talent.
He funded much of his research with his graduation gift from his mother, a hold of holding (20'x25') and a thought bottle. He could transport large amounts of goods inconspicuosly and forget what he was doing until he delivered them. He only used this gift for good purposes, and friendly factions, but there were a coulple jobs that came from the Temple of Denier in the Harper Headquarters that he was glad he didn't get caught during.
When the grotto came online, he quit doing secure work for outside agencies, but he took advantage of the mirror's instant transportation ability to generate considerable funding. Moving goods and a few merchants and guards cleanly from one market to another didn't have to be done often to make a significant profit for the Benevolent Grotto Society, particularly directed by remote viewing and augaries.
He composed an information system for the Benevolent Grotto Society, and hired on several of his Mother's loyal Denier worshiping scribes. Now he is taking on the plan for wider distribution of FEA and WATC goods into Realmspace, as well as sourcing imports of higher magic items we can't produce in volume, and is up to a dozen scribes from the temple. They are loyal to he and his family, and have been sworn to secrecy on the promise that the temple can have copies of any of it in fifty years to add to their library and pursue the Ultimate Metatext in.
He is organizing transport schedules and methodology, analyzing minimizing impact and attention while maximizing profit. He took the first weeks' small shipments of magically manufactured goods, and mostly delivered them to Kyo Paurgiliath's maternal grandfathers' family of SJ traders in Calimport, and on a ship near Kyo's mother's family village in Wa. A few sample tons were loaded on his sister Amy's Knarr, and sailed into Baldur's Gate, and then a couple ports in the Sea of Fallen Stars, before returning to Waterdeep. The Knarr traveled via it's minor SJ helm when out of sight, but sailed into ports, with supplemental cargoes of local trade, including local fish caught with its net of fishing.
He keeps a core of half a dozen merchants from his mother's old crews employed. They are brawny spacefarer/sailor types, old and cultured enough to receive respect and not stick out too much in almost any port market. The mirror shuffles them from point to point to keep track of different Realmspace markets, mark availability of magic and prices, and fulfill orders from the Grotto or the Free Imperia. Sometimes they take scribes with them to index prices on various other commodities for our exports. On the rare occasion he is outside of a library or the Grotto, such as trips to and from the Free Imperia gate, they form an escort for him. He currently employs a dozen scribes from the temple, who he knows and has a good relationship with. He has more scribes lined up and alignment/background checked as volume increases. The merchants also have a lot of contacts, and could pick up extra help if needed.
Hold of Holding 1:20'x25'
The hold of holding is actually a knocker that one bolts on the door of the cargo bay. When this item is placed on a door inside a ship, it creates a portal to an interdimensional space. The number of knocks and the command word must be known in order to enter this special interdimensional space. Over 80% of these will be 5 tons or less, and only 1% will be of 20 tons or more.
The room inside appears as the rated size, but from outside, the room and the walls appear to be the size the room was before the knocker was attached. This is due to the interdimensional space created within the room. Beings can inhabit both the interdimensional space and the actual room without danger of suffocation.
Those within the actual room cannot leave the room as long as the door to the interdimensional space is open. (The door becomes impassable.) Those within the interdimensional space can leave provided the knocker is still attached to a door and the door is not currently open (thus exposing the original room).
Because of its nature, this magical item ceases to function in the phlogiston, rendering the material in the interdimensional space unavailable until the ship once again enters a crystal sphere. Each hold of holding is irrevocably tied to a specific interdimensional location. Therefore, by stealing someone's hold of holding, you also steal its contents!
Thought Bottle
This item usually takes the form of a metal flask similar in appearance to an efreeti bottle. Bottle and stopper are usually engraved with intricate runes. The bottle can be used to store and protect important memories and thoughts, and is often used by powerful characters as a way of managing their (potentially cluttered) memories.
To use the bottle, a character concentrates on the thought or memory to be stored. He then uncorks the bottle and speaks the word of command. The thought or memory is then transferred from the character's brain into the bottle. All details of the thought or memory are held within the bottle. The caster remembers the general nature of the thought (“Oh, that was my thought on the design of an efreeti-powered steam engine”) but need not worry about forget- ting specific details, since these are trapped in the thought bottle.
To retrieve a thought, a character uncorks the bottle and speaks another word of command. The thought or memory is then transferred directly into the user's brain.
Thought bottles are sometimes used to protect vital information. A messenger carrying vital plans through enemy territory where there is a significant chance of capture and subsequent interrogation might carry all sensitive plans in one or more bottles. The messenger does not know the contents or the command word and therefore cannot reveal the contents of the bottles. Likewise, a spy could gain secret information, transfer it to a thought bottle, then use forget or modify memory to wipe this information from his mind. After this, regardless of the methods used, the spy is incapable of revealing the sensitive information.
Thought bottles are sometimes used as “memory archives,” where characters can save memories that are “cluttering up” their minds. (This would be more of a problem for long-lived races such as elves, since the sheer volume of memories recorded over several centuries could be overwhelming.)
Thought bottles will function (in both storage and retrieval) for any intelligent creature.
When discovered, 75% of all thought bottles can hold only a single thought or memory. The remaining 25% have a capacity of 2d4 separate thoughts or memories. There is a separate word of command for each “thought slot.”
Copyright 1999 TSR, Inc.
Staff of Command
This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest's hands. The three functions are:
Human influence: This power duplicates that of the ring of the same name. Each suggestion or charge draws one charge from the staff.
Mammal control/animal control:This power functions only as mammal control (as the ring of that name) when the staff is used by a wizard. In the hands of a priest it is a staff of animal control (as the potion of that name, all types of animals listed). Either use drains one charge per turn or fraction thereof.
Plant control: This function duplicates that of the potion of the same name, but for each 10-square-foot ares of plants controlled for one turn or lass, one charge is used. A wizard cannot control plants at all.
The staff can be recharged.
Copyright 1999 TSR Inc.