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Proctar Luthen Cormaeril

Appearance

Proctar Luthen Cormaeril is a gaunt, hollow-cheeked man whose once-handsome features have been marred by years of torment and conflict. His posture is slightly hunched, the result of injuries sustained during brutal interrogations—both those inflicted upon him and those he has dealt out. His left leg is stiff and drags slightly when he walks, accompanied by the faint click of his cane, which doubles as a discreet wand. His eyes are pale gray, sharp, and unnervingly observant, set above a mouth that twists into a bitter half-smile.

He dresses in the dark, severe robes of an Alarphon War Wizard.

Personality

Cormaeril’s wit is razor-sharp and often laced with sardonic humor. He is cruelly pragmatic, his worldview shaped by betrayal, pain, and the necessity of rooting out treachery. He views loyalty as a fragile thing, constantly tested, and sees the world as a web of schemes and lies.

While he is a master manipulator, adept at reading people and extracting secrets, he carries a deep well of bitterness over his past. Once a promising noble scion, his family’s fall from grace and his own physical suffering have hardened him into a cynical and ruthless enforcer of the Crown’s will.

Despite his outward severity, Cormaeril occasionally shows a flicker of humanity, especially toward those who remind him of his younger, idealistic self.

History

Born into the disgraced House Cormaeril, Luthen grew up amidst whispers of treason and shadowy dealings. His family’s downfall instilled in him a fierce drive to prove his loyalty to the Crown, leading him to join the War Wizards and eventually rise to prominence within the Alarphons.

During a failed mission against Netherese infiltrators, Luthen was captured and subjected to months of torture. While he survived, his injuries left him physically weakened but mentally sharper and more determined than ever. Upon his return, he ascended to the role of Proctar, Head Inquisitor and becoming one of the Alarphons’ most feared and respected figures.

Quotes;
“Loyalty is a fleeting thing. That’s why I keep mine locked in a cage of fear.”
“Pain is an honest teacher. It taught me everything I know.”
“I do not expect trust. Only results.”

Children

Character Portrait image: Sand Dan Glokta / Nicomo Cosca by David Benzal

War Wizard Alarphon

Medium Humanoid, War Wizard, Any

Armor Class 15 (18 with Mage Armour)
Hit Points 180
Speed

STR

14
( +2 )

DEX

16
( +3 )

CON

14
( +2 )

INT

20
( +5 )

WIS

16
( +3 )

CHA

10
( +0 )

Saving Throws CON +8, INT +11
Skills

Arcana +5, History +5, Investigation +5

Senses

Passive Perception 11

Languages Common
Challenge Rating 28
Proficiency Bonus +8

Description

Alarphons are an internal police force, keeping an eye on the War Wizards themselves and always on the lookout for signs of treason or treachery.

Spellcasting. The alarphon is a 12th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). They have the following wizard spells prepared: Cantrips (at will): fire bolt, friends, prestidigitation, ray of frost, shocking grasp, true strike. 1st level (4 slots): charm person, mage armor, magic missile, shield. 2nd level (3 slots): detect thoughts, hold person, zone of truth, suggestion. 3rd level (3 slots): counterspell, dispel magic, haste. 4th level (3 slots): greater invisibility. 5th level (2 slots): dominate person. 6th level (1 slot): mental prison.


War Magic. When the war wizard uses their action to cast a cantrip or 1st-level spell, they can make a melee weapon attack as a bonus action.

Actions

Shortsword. Melee Weapon Attack: +9 to hit, reach 5 f t., one target. Hit: 6 (1d6+3) piercing damage. Mind Siphon (Recharge 5-6). The alarphon targets a creature it can see within 60 feet of it. The creature must succeed on a DC 19 Intelligence saving throw. On a failed save, the target takes 52 (8d12) psychic damage and the alarphon discerns the target’s surface emotions and thoughts. On a successful save, the target takes half as much damage and the alarphon discerns the target’s general emotional state, but not their thoughts.

Reactions

Arcane Deflection. When the war wizard is hit by an attack or fails a saving throw, they may use their reaction to gain a +2 bonus to their AC against that attack or a +4 bonus to that saving throw

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