BASIC INFO

name
kyranmil auvreaneldth

alias
the dark urge

class
draconic bloodline sorcerer (red)

alignment
chaotic evil; trends toward neutral evil / true neutral in later canon points.

race
half high-elf

age
adult. mid-eighties or so.

pronouns
he/him

height & build
5'8, slender

eyes
pale blue

hair
honey blond

features
red dragonscales across brows and cheekbones, down the nape of his neck and along almost the full length of his spine.

tattooed lips, reminiscent of blood dripping down his mouth and chin

ritualistic scarification along lips, chin, and throat

large, nasty scar behind right ear from where his brain was rather literally scrambled. mostly hidden by his hair.

countless silvery scars across torso and limbs. most eye-catching ones are along his belly and clavicles where it appears someone performed a messy vivisection or autopsy.













STATS





STR

8





DEX

16





CON

13








INT

12





WIS

10





CHA

21



PERSONALITY


Cold, calculating, and cruel. Kyranmil may have lost all of his memories from his time prior to waking aboard the nautiloid but he has lost nothing of the selfish ambition that guided his hand before then.

His sickening lust for violence and bloodshed is troubling, even to him, and it roils beneath his skin like some caustic, consuming poison or untamed beast, threatening to spill out at any moment. It's kept it check - barely - if only because he understands how precarious his position is with an illithid tadpole squirming in his skull.

Kyranmil isn't afraid to lie, cheat, threaten, or manipulate to achieve his goal of freeing himself the fate of becoming a mindflayer. That said, even with this goal, he abuses the tadpole's gifts almost without restraint, forcing himself into the minds and memories of friend and foe alike. It's much easier to get people to cooperate with what you want when you know exactly what it is they're thinking. He isn't above relying upon his innate magic either to shift the emotions of other people to his favor.

Beneath his selfish, imperious nature, he has a rather dry sense of humor and values anything or anyone willing to push back against his domineering personality - be it with playful banter, well-thought arguments, or fists. He respects ruthless ambition and cutthroat powerplays, either against mortals or the gods themselves, and actively encourages it in others.






HISTORY



A goddamn bloody mystery.

Choices: Act 1, Act 2, Act 3. No companions romanced.

tl;dr? With the exception of Shadowheart, who made her own choices regarding her faith in Shar, largely encouraged the worst in everyone in pursuit of power or freedom.






ABILITIES


cantrips: minor spells that do not require spellslots to cast

Dancing Lights;
Concentration cast light source, small area of effect
Fire Bolt;
Low damage, single-target fire spell
Friends;
Win friends and enemies with magical influence; may be detected by those it is used upon
Mage Hand;
Conjured spectral hand that can be used to manipulate objects. Lasts until dismissed or destroyed.
Minor Illusion;
Conjured illusion intended to compel viewers to investigate
Ray of Frost;
Extremely low-damage, single-target frost spell. Can be used to slow targets.

spells: magical abilities that consume spellslots on use. spellslots can only be returned upon long rest (8+ hours). level indicated by roman numeral followed by number of slots in parenthesis. for spells indicating that they are concentration - only one can be cast at a time, if a second is cast the first will dissipate immediately.

VI (1)
Chain Lightning;
High damage lightning bolt that targets a single object then radiates three additional bolts to nearby targets (max 3 targets)
Circle of Death;
Necrotic magic cast on a single target that expands to a large circular area that devastates anything caught within.
Disintegrate;
Single target force damage. For times when FUCK YOU IN PARTICULAR is required.
Globe of Invulnerability;
Concentration spell lasting for only a few moments, grants immunity to all damage while inside dome.

V (2)
Cloud Kill;
Concentration spell. Massive cloud of poison gas, capable of movement but the caster is unable to perform other actions whenever doing so.
Telekinesis;
Concentration spell. Only one target can be manipulated at a time.

IV (3)
Fire Wall;
Concentration spell. Dead dove do not eat.

III (3)
Counter Spell;
NO U but make it magical. Interrupts enemy spellcasting as a reaction.
Fireball;
Exploding explosions. D&D staple since forever
Haste;
Concentration spell that increases number of spells/abilities that can be used in a single turn. The only thing better than one fireball in a turn is two.

II (3)
Scorching Ray;
Three spicy firebeams that can hit one target multiple times or be split between three total. All targets must be within line of sight.

I (4)
Burning Hands;
Conal melee-ranged fire spell.
Chromatic Orb;
Spherical magic orb of varying properties, can be used to alter small patches of the ground beneath target / targeted area. Types of magic: acid, cold, fire, lightning, poison, or thunder.
Shield;
Reaction spell. Can only be cast in response to a spell or attack (melee or ranged) being about to strike the caster.

CONNECTIONS

OOC

//PLAYER// . //TIMEZONE// . //PB// . //CONTACT//