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Ionn Castaliogne, Lord Darkhorse

(a.k.a. Ionn Castaliogne)


Castaliogne has had many aliases over the last few millenia. He was born in the  year SF 2 2106 and he began as a lowly necromancer.
His current objective is to create a device powerful enough to strike the moon and create his own shatterfall.  He will use this to obtain great power for himself and release the Dark One from his domain of dread.  He looks to gain favor as the greatest of the fallen and be rewarded with first consul to the Dark one as they begin their reign of terror. 
His secondary objective is to destroy the Assembly of the Weave.  He has a plan that requires an enormous amount of magical energy and utilizes the medallions that all of the Assembly mages wear.  By linking them all he will gentle them by cutting them off from the weave permanently.  With one wave of his hand he will bring the great organization to it's knees.
Lord Vedemire Darkhorse - A half elven man from the Second age who studied Necromancy. In the first half of his life he earned a fortune in building prisons and profiting off of law enforcement. It is said that he became obsessed with the Dark One and pledged himself in the later years of his life. The dark one cured his fatal cancer and gave him immortality. Since then Lord Darkhorse has been looking for ways to free the Dark One from his prison to be granted more power and rule by the Dark One's Side.
In Porsk - The town is under the rule of House Quail and has been for almost 400 years. At this point the rule is almost ceremonial like many of the cities and towns of the Eigerlands. The current head of the house in Porsk is the Baroness Gillian Offerdahl Quail. She is an older human woman but fiercely intelligent. Her current goal is to fend off the takeover of the main government by a group of dwarven ministers from Stoneport. She also has taken a strange man as her Paramour by the name Ionn Castaliogne...

Physical Description

General Physical Condition

Lord Vedemire Darkhorse

Medium fallen, any
Armor Class: 17
Hit Points: 150
Speed: 29 ft

STR

11 +0

DEX

14 +2

CON

17 +3

INT

17 +3

WIS

14 +2

CHA

18 +4

Skills: • Otherworldly Patron (The Dark One, Aer'Chabadzael) • Pact Magic (all cast as 5th level spells, regain spell slots after short or long rest)   • Awakened Mind (telepathic speech to any one creature with language within sight to 30 feet)   • Eldritch Invocations (see below)   • Pact Boon (Pact of the Tome / Book of Shadows, able to cast Message, Resistance and Chill Touch cantrips)   • Entropic Ward (once betw. rests, impose disadvantage on opponent, gain adv. if miss)   • Thought Shield (block telepathy, gain psychic resistence, reflect back psychic damage)


Crown Of Madness - One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw [15] or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Dimension Door - range 200 feet anywhere he can visualize
Dispel Magic - When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Dissonant Whispers - You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Fly - fly speed of 60 ft

Hold Person - The target must succeed on a Wisdom saving throw [15] or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Phantasmal Force - You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration.  Treats it as real, can do damage to the target.  1d6 psychic damage.
Witch Bolt - A beam of crackling, green energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 2d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

Actions

Eldritch Blast Cantrip.
Ranged Spell Attack: +9 to hit, target one creature within 120 ft. range. Hit: 1d10+5 force damage with 2 beam(s).
(If more than one beam, blast can be used as multiple beams of 1d10+5, each with separate attack roll to hit as one attack action.)
Ruin's Wake (unawakened) - +8 to hit / 2d6+4 damage
[This weapon is a powerful “Betrayer” weapon, meaning that it functions like one of the Vestiges of Divergence, introduced in Critical Role’s Explorer’s Guide to Wildemount, and Ruin’s Wake is a doozy. In its dormant state, it’s a sentient spear that grants you a +1 bonus to attack and damage, as well as dealing an extra 1d8 damage. And, like it’s sun-blessed counterpart up there, Ruin’s Wake also lets you make a reaction attack, only it works whenever you’re hit by a melee attack.
If you awaken it, its bonuses increase, and you gain the ability to hurl your spear like a lightning bolt (per the spell), and eventually even regain hit points when you reduce a creature to 0 hit points with an attack from the spear.]

Mental characteristics

Personal history

His name was Intruglio Wesker and he grew up in the great city of Corsundias, what we now know as the Arrow and the Fletching. Before the third shatterfall that city was one great megalopolis. Wesker studied at a mage college and became frustrated when his genius was not recognized.  He was studying ways to use necromancy to create immortality and magical healing factors. His teachers pointed out the dangers of this both with the psyche of the immortal and the many side effects and curses that could upset the balance of all life and magic. 
Wesker continued though and began to study the ways of the artificer as well.  He felt by combining these many disciplines he could achieve his goals faster.  He was immediately cast out of his college and exiled from the region.  From there he traveled the world even finding himself in the Coven Realms.  When he returned over thirty years later he looked as if he hadn't aged.  Many wondered if he had achieved his goals.  
The truth was he had made a deal with dark entity.  The Dark One himself, Aer'Chabadzael had gifted him immortality so that he could continue his studies.  This came at a great price though and he was bound to serve the dark one for eternity.
When he returned from the Coven Realms he named himself Lord Vedemire Darkhorse and built a great castle called Darkhold.  [This would later be named Oxill Onn Fortress when the great human king Farouq Al' Seal captured it early in the third age. ] Before the fall of the Dark One, Lord Darkhorse was able to take over half of the Eigerlands by supplying both the elves and the humans with weapons and prisons.

The Dark One grew stronger at the end of the second age and was the driving force behind human elven wars of those centuries.  This continent spanning war and the death and destruction it created fueled the Dark One almost giving him dominion over all of the planet.  
Fortunately a band of heroes rose up against him and sealed him away in his domain of dread.  The Fallen seek to release him once more so that they may retain their gifts and immortality and become his trusted lieutenants that will rule at his side.
Species
Age
3254
Children
Sex
Male
Eyes
Dark Brown
Hair
Black and Grey
Height
6'1"
Weight
200

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