Kir's Story

Early Years:

Kir was raised by his mother and father who were master artisans of smithing and leatherworking in the city of Darromar.  From a young age his aptitude for understanding complex concepts became apparent as he watched his parents work in the forge or shop.  

His early days in the forge were creating simple things.  While he lacked the strength for the heavy forging of swords or armor, he excelled at smaller projects such as locks, gears, and other more intricate items.  It was during this time in his early years where he began to experiment to create unpickable locks.  While he never made this his life’s work, he got fairly adept at both creating and disabling locks. 

One day when Kir was 16  years old an older gentleman came into the shop with some unusual drawing to have his parents craft.  They required much more finesse than the typical work that was done by his parents. Some of the work required more delicate and intricate features, something Kir had grown to excel in.  When the work was completed, the gentleman was surprised to learn that Kir had handled the work himself.  He spoke with Kir long into the evening about his skills and discovered that Kir had been hiding a eidetic memory. He need to only see things once to memorize them.  The gentleman, who named himself Auril, asked his parents if he could return to test Kir’s aptitude?  They all agreed and Auril left.

A week later Auril returned with many strange objects, gears, gems, jars, and scrolls.  After working helping his parents in the forge or leather shop, Kir spent his evenings learning about the nature of the universe, magic, and creating, and transforming things.  His interest was sparked and he left his parents to become Auril’s apprentice. 

Apprentice Years:

Auril was a mage of moderate skill.  He was also a master artisan, but had no strength in smithing.  His was the skill of alchemy and cutting gems.  Auril taught Kir Alchemy, and some of faceting gems, but Kir took a liking to alchemy specifically.  Kir helped Auril with forging.

Auril was also a member of the Fraternity of Order who believe that all of existence is governed by laws, and power comes from understanding and exploiting them.  He reinforced these beliefs in Kir and together they began working to bend reality with arcane devices, alchemical concoctions, and magic.   Auril explained to Kir some of the nature of the multiverse.  The planes of existence beyond Toril where the Gods walked, and demons and celestials fought mighty battles. He spoke of a city of doors and a silver sea.  None of this made any sense to Kir, but he took the old wizard’s word for it.

Kir became a student of the art of transmutation. Quickly he was able to uncover the secrets of changing copper into silver, or iron into wood.  None of his changes had much permanency, but he found he could also change the appearance of himself.  He could become someone else, if not someTHING else.  This helped him when he would visit places in secret to find components and other requirements for Auril and his experiments.

Kir continued experimenting with creating items that could store and hold small amounts of magical energy.  He also discovered the alchemical recipe to create an explosive powder from several of Auriel’s spell components.  Combining the two he fashioned his first prototype firearm.  While the first one was little more than a crude barrel on a handle, he was able to refine the design, and the process to craft it.  It took him months, and several prototypes, many of which exploded or transmuted until he came up with a consistently working design.  

HC-37

Type: Firearm: Pistol

Size: S

DMG: 1d10 Piercing 

Ammunition

Range: 30/90

Feature: Prototype. On a roll of a 1 the weapon has a chance to explode. Roll a d6.  On a 1-2 the firearm is rendered inoperable and must be repaired.  The wielder takes 1d6 fire damage as a result. Repairs can happen with Smith’s or Jewelers tools. On a roll of 3-4 the weapon jams and the user must spend 1d4 rounds un-jamming the weapon.  

It was during this time that he and Auril became aware of magical concepts of being able to transform oneself or others into differing creatures. Auril mastered this magic first, but Kir struggled to make it work, he just didn’t have the mastery over his own energies yet.   Auril began experimenting more and more with a fervor of believing he could extend his lifespan if he could change his body at a fundamental level.  Auril’s excitement also bled over to Kir as soaring the skies of the world, or diving into the ocean depths was something he only was able to do through books or dreams. 

Auril became obsessed with the dragons, demons, and celestials.  Their long lifespans are only being exceeded by Gods and the Undead. Demons and Celestials didn’t interest Kir much, but Dragons, there was something that was exciting.   It was here that Kir learned to read and speak Draconic.  He learned of the well known dragons (metallic and chromatic), but also many of the lesser known variants such as gem and shadow.  Auril uncovered rumors of other varieties, but they were only mentioned in scraps of ancient parchments or stories passed down through the years.  One of these, the Steel Dragon, was of most interest to understand more.  

Years passed and Kir grew stronger as a wizard and was able to help Auril more on his experiments.  Auril had crafted many magical items and artifacts to help him in his search.  He created scrying devices, devices which could change some types of matter into other types of matter, as well as supply power to other devices.   Kir was able to do some of his own research, including figuring out how to help his familiar gain a new form, a Pseudodragon.   He developed simple spells, and one that allowed him to continue his work away from the tower.  Kir’s Temporary Tower. 

Last years as an apprentice

As Auril aged, he became more frantic that he wouldn’t master the skills necessary to extend his lifespan.  He worked in secret on another device, not allowing Kir to know what he was working on.  When the time came where he needed help, Auril called him into his private workshop.  There were books lining the walls, and contraptions of all sorts in various levels of construction. But at the center of the room was a chair.  The chair was surrounded by all sorts of dials and knobs and arcane cabling.  The cables were attached to a circular construction about 6 feet above the chair.  Auril told Kir that he would need Kir to help him in case something went wrong.  He would need to shut it down by cutting the arcane power to the circle.  When Kir asked what this was about, Auril just smiled and said, “I’ve found a way to infuse myself with energy to give me more time to find the answers I need”.  

Auril sat down on the chair and had Kir strap him in. Kir connected all of the cables from the circle to the chair.  As Kir stepped back Auril began performing the incantation that would begin the ritual.  Kir threw the switch up, as he had been instructed and arcane sparks flowed into the circle above Auril.  Auril’s voice rose in the strange spidery language of magic and a bright light began to swirl in the circle above the chair.  The light grew until it filled the circle and soon the light began moving down the arcane cables into the chair.  Auril kept chanting as the light built up around him.  He started to glow himself as his voice began to ring out clearer and stronger.  The magic was working.  Suddenly, the light in the center of the circle split down the middle and formed an opening.  Auril’s voice changed to sound tense as more and more light flooded the chamber.  He called out for Kir to shut the experiment down, but as Kir threw the switch nothing happened.  The power went out from the cells, but the circle was sustaining itself with power.  Auril cried out in pain as the circle began to change form into a brass-y color from the cold iron it was before.  Kir watched in terrified awe as the color began to spread out from the circle down the cables.  He ran to try and unbind Auril from the chair but as he approached a flash of radiant energy blasted him back against the door.  Auril was screaming in pain and his voice was changing.  Kir could no longer see through the light but the circle’s light had expanded to fill half the room and more of the room was changing into brass, gears, and other strange objects.  

Kir quickly grabbed what stray notes that seemed relevant from the desk near the door and fled the private workshop.  The light expanded out of the workshop and Kir watched in horror as the door changed from wood to a large brass gear.  He ran to his study to grab what he could before he climbed out of the window and ran from the tower.   As he looked back from a distance he watched as the light engulfed the entirety of the tower and expanded.  Then it winked out leaving the tower nowhere to be found.  Kir swore he saw a world of giant floating gears in the after image of what he assumed was a portal to somewhere else.

Leaving for Waterdeep

Kir began walking.  Numb from the experience he had, but taking inventory of what his next steps could be.  He decided to stop by his family’s home in Darromar to better try and understand next steps.  

He had always sent some time throughout the years visiting his parents.  When he would arrive, he would always spend some time in the forge with his father and mother.  Upon arriving in Darromar, he explained what happened to Auril, though not why the experiment was tried.  He didn’t want to unerve them.  They were sorry to hear about his teacher, but were glad to hear that at least he was safe.  

He spent about a week taking stock of his belongings and the little he managed to salvage from the tower.   He had his spellbook, a couple hand cannon prototypes, his latest version of the hand cannon, his collection of research on the various dragon families, some notes from Auril on the invention, some tools, and what money he could grab from his room.  The research notes on Steel Dragons mentioned a rumor of a Lady in Waterdeep who was actually a Steel Dragon.   Since Kir lacked Auril’s network of informants, ability to travel more quickly, he decided he would have to do research the old fashioned way and go there in person. 

So he said goodbye to his parents again and set off for Waterdeep. 

Waterdeep Era

 Kir arrived in Waterdeep and took up residence at the Yawning Portal Inn to begin looking for information into the history of Waterdeep's mysterious dragon. He began asking around, but didn't encounter many folks who had heard of those rumors. About to give up Kir encountered three individuals that would soon become a part of his adventuring party: Varian, a Half-Elf Paladin of Tyr, Varis a Elven Ranger who brings evil wizards in for justice as his favored foe, and Selah a Tiefling Bard who is known throughout Waterdeep for her performance abilities. 

During the Day of Wonders celebration in Waterdeep Kir and his friends were approached by a young Halfling named Lyle. Lyle took a specific liking to Varian, and assured him that he could take him to the "Best Seat in the House" for the upcoming parade of constructs.. Lyle led the group to sit near one of the large Waterdeep sentinels overseeing the Market square. It was then that Lyle's "mates" showed themselves. They were wererats and had been pickpocketing. Kir and his friends intimidated them that the group wasn't an easy target and they left. 

It was just then that several constructs went berserk and began attacking the civilians. Kir and his friends jumped into the fray and dispatched several constructs before realizing there were large things at play. They took off down the street to see a Pentadrone controlling more constructs. Kir and his troupe dispatched the pentedrone after taking some damage and the other constructs went back to operating normally. 

After things settled down the group was approached by a Lady Seraphina who thanked the party and said Waterdeep was in their debts.  It was that time that Lyle showed back up and advised us to be wary around her type. HE heard a rumor that she was one of the Masked Lords of Waterdeep. 

Selah invited the group back to her dad's, Harry, Restaurant known as the Ruby Bowl, which she claimed had the best tomato soup on the sword coast. The next day the troupe was approached by a courier from the palace inviting them to meet with Lord Auric, the Open Lord of Waterdeep. They met with the Lord and overheard that several items had gone missing from the parade: a Clockwork Dragonfly, a Clockwork Butler, and a Massive Clockwork dragon along with it's inventors. After inquiring if they could be of service, Lord Auric said he already had adventurers looking into the matter and to not concern themselves. Kir and his companions were dismissed with fanfare and left the audience hall. 

Walking towards the exit, they were confronted by a cloaked figure who guided them into a hallway to ask them to look into these missing items in spite of what Lord Auric said. She was lady Zethis Zathura, a silver dragonborn cleric, and a member of the Order of the Gauntlet. Kir and his friends agreed to look for the items and went back to the Ruby Bowl to consider next steps. 

It was during this planning that Selah revealed she had a "secret place to practice her music" and led us to the Alley of Many Cats in Waterdeep. There was a 2 story home with a basement that Selah had barely used. Kir quickly did an inventory of what was in the house, much of it in disrepair, and spent time over the next several days fixing things (through traditional and magical means) and setting up the house for use. While inventorying, he discovered a few scrolls, a ruby necklace (belonging to a Lady Amcathra, which he wanted to return), and a wand of smiles. The last of which he gave to Selah. 

Upon returning to Harry's he was given a note from Lady Seraphina for a private tea. He sent back an acceptance and attended the next day. During that tea he and Seraphina conversed about several subjects, including her past as a Mage (though she claims not to know very much). She also mentioned that one of her new maids had word that Lady Zethara had the Dragonfly in her possession and was using it to spy on Lord Auric. Kir mentioned he would look into it as the team had been approached by Lady Zethara. Conversation drifted to other things about Kir's past, where he discussed his time helping Auril with making constructs and the like. Kir asked if she would, and Seraphina agreed to, make introductions at the Blackstaff Tower here in Waterdeep. Towards the end of the meal Kir asked if Seraphina knew about a Lady Amcathra. She did and pointed him to the direction of where her estate was located. 

The Next day Selah and Kir visit the Lady Amcathra and have a wonderful tea. The lady is happy to be reunited with her great-great-great grandmother's necklace. After tea, the Lady presses a small ring into Kir's hand for returning the necklace, the Ring of Cat's Grace Kir now wears on his right ring finger. When Kir inquired where he might sell things, Selah mentioned a few places, the most important being the Tirelessly Turning Wheel, a general goods store of sorts where all sorts of things get caravanned in from all over Toril. The rest of the day Kir spent building relationships with other craftsmen in the area, specifically a blacksmith and alchemist, knowing he might need a place to work if he needed additional income. 

The following day the whole group visited the Tirelessly Turning Wheel to liquidate some items and we met Nicknack (Nick) the gnome proprietor of the store. Kir Volunteered to Identify anything that came in that Nick needed identified and cataloged, Nick agreed and Kir identified a few things during their session. Upon leaving Nick’s shop, Lyle surprised the group with some information about one of the people the group was interested in. Varian, had been sent by the Order of the Gauntlet to track down a fugitive known as “The Ghost”. The Ghost, according to Lyle had been seen at the Silent Shield Inn, located north of the groups new home. In addition, Lyle mentioned that he heard the Ghost’s real name was Barrow. The team decided to book a room at the Inn to try and track down the Ghost.

 After booking lodging for Varis and Kir at the Silent Shield, the group tracked Barrow to a tavern known as the End Shift Tavern. There they found numerous guards enjoying themselves after their shift. An anomaly in the room was a young half-elf woman who was sharing stories with the guards. After listening into the conversation between Varian and the half-elf, who’s name was Nyssa Barrow, Kir decided to track her when she left the tavern. 

After leaving the tavern, Kir cast Invisibility on himself and tracked her through the city. He watched her meet with a shadowy figure and discuss the deal. Nyssa was worried about being discovered. Nyssa stormed off and Kir decided to follow the shadowy figure, which stopped at the house owned by Lady Zethis Zarthura. He returned to the Silent Shield and used an invisible familiar to track down Nyssa’s quarters at the Inn. Once he found them he and Varis worked out a plan for how to see if she was involved in one of the plots. 

The next day, after Nyssa had left, Varis and Kir broke into Nyssa’s room and discovered a hidden chest that was locked and trapped. Kir picked the lock, but couldn’t disarm the trap. He used his familiar to open the trapped chest, annoying his familiar, but no serious harm. Inside the chest was the remote for the Dragonfly and a few other things. Kir took the remote and a scroll from the case and left the rest. Upon returning to the Ruby bowl there was a note from Seraphina that she would love to take Kir to the Blackstaff tower in a couple days. While there the group decided to return to their house in the Alley of Many Cats. 

When they arrived, a young lady yelled for them to follow her and that Lyle was in trouble. The group quickly followed the young woman into the sewers where they encountered a large group of Modron constructs, controlled by another Pentadrone. Lyle was lying unconscious near the beast. Two wererats, the ones from previous, were engaged with a few modrons at the front. The young lady turned herself into a wererat and everyone dove into the fray. 

After a tense battle, the party stabilized Lyle and asked if the troupe of wererats had a place to stay down here were they all could rest. The wererats showed the party to their hideout and there everyone recovered from the fighting. The wererats talked about how so many folks have been disappearing. They were worried one of them might be next. Most of the groups down below were being targeted. Kir, Varis, Varian, and Selah all promised to look into the missing people. While there the two groups spent time talking through things, and Kir convinced the wererats to check into the Xanethar’s guild, which had been referenced by both Lyle and Lady Zethis Zarthura. They mentioned they had a few folks they could talk to. 

After this the group went back to their home and fully rested up. The next day, each member of the party had different things to accomplish and so they split up. Kir went with Lady Seraphina to the Blackstaff Tower where he met Aldin Thalorian, the instructor of Lady Seraphina during her time at the tower. Kir relayed many things that he had seen and experienced (leaving out the part about the wererats), but specifically mentioning the parts about the Ghost, Dragonfly, and Lady Zarthura. Aldin and Seraphina took counsel and said they would continue to dive deeper. In addition they mentioned two other things that the group could look into: First the missing persons. Aldin and Seraphina had additional information about where the last one took place, the City of the Dead, and who was taken, a Glazier named Tessi, and Kir mentioned they could look into it. Second, was a little more concerning, but potentially connected. The Hawk Man sentinel was thought to have moved slightly. And only the Blackstaff tower should be able to activate the guardians. Kir thanked Seraphina and Aldin for their time and returned to the party to see how the other’s fared. 

The next day was the Day of Misrule, where some versions of chaos erupted in the city of Waterdeep by its citizens. Pranks and other mischief abound on this day and the party was forced to deal with issues as they arose. They rescued Nick’s shop from fog and slippery streets, helped some servants get back to their home, and proceeded to make their way to the City of the Dead to track down more information about the missing persons. The party decided to stage a scene to see if they could lure the perpetrators out. Kir cast Alter Self to change his appearance into one of a half-elf maiden and sat alone while the other’s lied in wait to assist. Kir heard a “Help me” voice from inside one of the tombs and went to investigate, only to find a large Orc bent on capturing him. Kir called the others in and a battle ensued. 

The battle was hard fought due to 4 statues coming to life. The party incapacitated the orc and bound him, took away his weapons and then interrogated him with the help of Selah charming him. They discovered his name was Ulrog and he was in a partnership with a woman named Zora. Zora was making people disappear through a shiny portal. Ulrog mentioned that Zora was long gone, but the group decided to call out to see if she was still around because they just wanted to talk. Zora appeared and discussed the situation, as many villains do. She explained she worked for “The Architect” and that he needed these people to help him reach immortality. While the team debated with Zora for more information, she eventually disappeared, but not before Varian could cast Locate Object on her staff. They left Ulrog tied up and followed Zora quickly. The group tracked Zora to a clearing and watched her use her necklace to open a portal to a place filled with Bronze gears and stepped through. 

The group spent the next day considering their options and helping Selah with a small quest of her own; to help the Ruby Bowl win the cooking competition. Her father, Harry, was asked to prepare food for a party for Lord Auric, and he needed Selah’s help to cook for the competition. The group worked together to acquire a Gryphon Egg, Elven Moonstone Dust, some Feywild Flour, and an Enchanted Wisk. During this excursion, and while Selah was practicing baking with her father the group ran into someone that looked remarkably like Selah, but she claimed her name was Coral. 

The group returned to the Ruby Bowl with the supplies and Selah was grateful for their help. Each member of the group wanted to report back to their individual patrons: Varis to the Emerald Enclave, Varian to the Order of the Gauntlet, and Kir to the Blackstaff tower and Lady Seraphina. Kir met with Aldin and he mentioned knowing about Zora. She studied at the tower and served in their library. Aldin had other information about Zora, but very little that would help Kir in tracking her motives down. He referred Kir to the library at the tower and across the street as well as mentioned someone Zora went to work for after she left the tower, a Lord Ravenswake. Kir investigated the libraries, but didn’t find a great deal of value that would help him understand what she was researching. 

Upon returning to the rest of the group, they shared what they learned and also found out others had disappeared from the House of Healing just last night. Varian met with Lady Zarthura and heard that others had disappeared, but wasn’t familiar with Zora. Varis had been given a scroll when he happened to be introduced to Lord Ravenswake by the Emerald Enclave and discussed the situation with him. Varis passed the scrolls off to Kir to read and understand. The scrolls were about the creation of magical devices, automata, and the like. The group decided they would investigate the House of Healing the following day. 

The next day the group had a brief encounter with Snarl, one of Lyle’s group, who brought the group up to speed on the Xanethar’s Guild. He confirmed the group’s suspicion that the Guild was involved with the disappearance of the Dragon. Snarl also mentioned that the Guild was very closed off at the moment, and even more paranoid than normal. The group moved onto the House of Healing where they met the head of the House and discussed the situations. She gave information and mentioned, after much discussion, that there happened to be a newer person to the House. His name was Manly, and the group asked if they could speak with him. During the conversation with Manly, it became apparent that he was not being completely truthful. Varian cast Zone of Truth and everyone had a very honest conversation. It was apparent that Manly had been coerced by Ulrog by threatening his life to leave windows open on very sick patients. The group hatched a new plan. 

Kir returned briefly to the Tower with the information about the House and the plan and retrieved a few key, simple scrolls that might help them. Selah disguised Varis as a sick patient and he chose to lay in the bed. Selah and Kir awaited outside to watch and observe. Varian waited in the hallway. As expected Ulrog showed up and took Varis and left on foot. The group followed, Selah and Kir Invisible from Kir’s spell, and tracked Ulrog to a clearing in the city. There was Zora. The group managed to get both Ulrog and Zora unconscious, through the unconventional manipulations of Selah keeping Ulrog charmed and Zora laughing or indisposed. 

The party removed any items that appeared to be of value from Zora and Ulrog to prevent them escaping and discovered a few key things.  First, an amulet that allowed the wearer to open a portal once per day to the plane of Mechanus.  Second, and more importantly, a letter to Zora from the Architect, who’s real name was Auril.  This solidified Kir’s suspicions and made him all the more determined to stop the kidnappings in Waterdeep and right the wrongs his master was deploying.  

They Brought Zora and Ulrog back to the House of Healing where they borrowed a cart to carry the unconscious to the Blackstaff Tower for interrogation.  There they were met by Aldin where he grudgingly agreed to let the party watch the interrogation the next day. 

When the next day arrived, Kir and the rest of the group was escorted to a basement area of the tower where the prisoners were kept.  The two were interrogated and additional details of Auril’s plans were uncovered.   He had constructed a Soul Engine and had plans to siphon an artifact known as the Starforge Crystal to achieve immortality.  Auril was only using those he thought were already doomed, or wouldn’t be missed, to extend his life until the Crystal could be retrieved.  

Lady Seraphina gave the group a reward of 1,000GP for bringing an end to the kidnappings. They were also allowed to keep the spoils of battle, to the grudging resistance of Aldin.  She also asked Kir privately if she would have a chance to inspect the amulet he now wore. Though taken aback, he agreed noncommittally.

After the interrogation the party left the Blackstaff tower, visited a few shops to potentially spend their hard earned cash, but nothing was either affordable, or met their fancy.  While flush with cash, they weren’t yet wealthy enough to buy “just anything”.

The group then decided to return to the CIty of the Dead and continue to investigate the portal while working through how to approach the Xanathar’s guild.  Once there they spoke with the Emerald Enclave representative that Waris had been working with.  They began searching and discovered a secret entrance that led below one of the crypts.  After going through tunnels they saw a light in front of them that was surrounded by Modrons.  Another battle ensued and the party was victorious.  The group tied Kir to a rope and he went through the portal.  The portal was stable.  

When Kir went through he was surrounded by Modrons who were not aggressive. He saw a tower in the distance that was like, yet very unlike, the tower of his mentor.  His mentors voice filled his head and after a brief conversation, with Kir promising to return, he went back through the portal.  

The group let the Emerald Enclave know they had found the portal and let them watch it while they gathered supplies.  The group agreed.  While Kir and his friends went to find supplies, they were unable to find anything, and by the time they had returned the Emerald Enclave had summoned the Blackstaff Tower to close the rift.   This dismayed the team, and they debated using the amulet, but decided to wait and pursue other avenues before blindly jumping across the boundaries of space and time. 

The group chose to visit a Baron Darkwater who had been referred to them for information as someone who knew when things were purchased in the city.  After meeting him, he disclosed that many houses, 7 in total had purchased the mechanical butlers.  He knew how to set up a meeting with the seller.  He directed the group to the Night and Shadow to speak with Elly. Mention his name and she would set up a meeting with the Ghost.  They briefly discussed the dragon, and the Baron mentioned he knew that the Dragon was not for sale, and while the Xanathar’s guild was involved, it was not theirs.   Kir thanked the Baron for his information and in exchange offered a business proposition to discuss later. 

As the team departed, they weren’t sure how to handle their next steps as all of their faces would be familiar to the Ghost at this time.  They headed back to the Alley of Many Cats to regroup, rest, and plan.



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