A Bloody Flagg
One can only spend so much time on Dyval before the unrelenting beauty of the place bores you to tears. Oh, sure, there are games of power and prestige to play, but the gains are so static it makes me want to vomit. You may be king of the hill one day, but the next you're being torn to shreds and left in a bloody heap for the imps to play with. And its like that for _eons_. Do you have any idea how stale it gets to constantly play the same game, with no end in sight, with no _point_ in sight? It's enough to turn one to virtue, just for variety. All the while, those damn lords just look down at you like they really give a shit, expecting obsequiousness and instant attention given to their commands... which a wise Deevil gives, I assure you.
One day, just a little bit ago (maybe 60 years on this world... who cares, right? Its only time), I just up and left. Went to make my own games on the world... what is this place called again? The Palladium World? Whatever. I came down in the Western Kingdoms, and stumbled across an absolutely delicious game to play.
On this world, I found a man of virtue... a paladin. Young son, pretty wife, devoted to his king, his gods, and his family. Really boring guy. However, he lived on a border, and his king's enemies knew that this man stood in front of them and invasion. Something began to percolate in my head... I could feel the ideas bubbling up like blood from the neck of a fresh-killed priest... hot, tasty, and worth the time and trouble to get. I spent a year mulling over the options, planning the ramifications, figuring out how to cause the maximum damage... of course, the plan was beautiful... simple on the outside, but convoluted enough I didn't have to worry about the mortals figuring out what was going on.
It was simple enough to lure the young lord away from his keep for a day, to have him get separated from his men for an hour or so... he was, after all, following a buck of magnificent size, with a rack that would make the other lords envious, if he could only catch it... of course he never did. Meanwhile, someone wearing the face and form of his rival appeared to the non-human tribes who huddled at the other end of the pass, with a sizable sum of gold and word of a hole in the kingdom's defenses, if they would only wait three days. What fools these mortals be, and how easily they let themselves become pawns. The non-humans agreed to wait, and to spare a certain section of land... a small price to pay, especially when since they had no intention of keeping their word.
Three days passed so quickly, but there was enough time for a messenger wearing the king's livery to appear to the young paladin and demand that he and his soldiers aid in the battles on the other side of the kingdom. Enough time for the young son and pretty wife to be hidden safely with a brother. Enough time to leave the pass completely unguarded. I saw the goblinoids pouring through the pass, and knew that my plan would work, provided the last two pieces fell into place. I stepped sideways, appearing in Dyval only long enough to get my bearings and appear again in the lands the goblins and their ilk had "promised" to spare. My magic ensured they kept their promise, and set another piece of the game in its proper position.
It was now laid before me, the bulk of my plan. This good lord, a man of virtue and bigotry towards those of us who just like to play with our lessers, was in disgrace. His family was in exile. His chief rival's lands were untouched, and the seed of hatred for that rival had been placed in his son's heart. Hatred he knew not how to direct.
How I loved that seed, how I nurtured it. I appeared to that boy many times over the years, though he never knew it. I tested his aptitudes, learning where he was strong and where he was weak, learning his name and his habits, always asking him to tell his story so the seed of hatred would be well fed, so it would burn in his mind like a brand. My tests showed that he would be a wizard, so I took him from his mother, and taught him what he needed to know... but never what he wanted. I never told him who I was, what I was, or what I knew... his blindness would serve me better than his knowledge. When he knew all I would teach him, I set him free to seek his vengeance.
In the time since, I've monitored my toy's progress... he calls himself "Strahan", now, but I know his real name. His TRUE name. He's been away for such a long time, he might have forgotten his burning desire for revenge. _I_ think, however, it is time for me to get the most out of my toy, to point him on the trail of his father's betrayer, and to enjoy what comes of it.
I think, were circumstances different, I could love this boy who will give me so much pleasure...
Flagg, Fiend Wizard
True Name: Illrayth
IQ 19
ME 18
MA 23
PS 23 (supernatural)
PP 24
PE 23
PB 12 (in both human and fiend form)
Spd 22
*
HP: 58
SDC: 32
PPE: 200
Miscreant, with a couple Aberrant tendencies (tends to keep his word more often than not)
*
Ht: 6' in human form (15 in fiend form)
Wt: 180# human (1000# fiend)
Eyes: Gray (Yellow)
Hair: Black(None)
As a human, Flagg looks to be in his mid 30's or 40's, but still in good condition. He usually wears understated earth tones, mostly grays and browns, with a gray robe in his backpack for when he wants to look "magical". He has many other persona's, however, its simply that Flagg is his current favorite.
*
Natural AR: 12
HF: 14
90' Nightvision
See Invisible
Metamorphosis at will (human or animal shape)
Dimensional Teleport 60% +1% per level
Fire and Cold Resistant (half damage)
Bio-Regenerate 3d6 per melee
See and Use Ley Lines
Ley Line Drifting
Ley Line Rejuvenation
Knows all languages
*
+5% all skills
+11 Vs HF
+2 Vs. Psionics
+2 Vs insanity
75% trust/intimidate
+9 strike
+7 parry
+7 dodge
+3 pull punch
+3 roll with punch
+6 Vs magic
+4 Vs toxins
+16% Vs coma/death
+2 initiative
2d4+8 restrained punch
3d6+8 Full strength Punch
6d6+8 Power Punch
*
Recognize enchantment 35 +5% per level
Recognize magic 20%+5% per level
Streetwise 35%+4% per level
Intelligence 45%+4% per level
Land Navigation 50%+4% per level
Track Humans 40%+5% per level
Escape Artist 40%+5% per level
Pick Locks 45%+5% per level
Palming 35%+5% per level
Concealment 30%+4% per level
Locate Secret Compartment 25%+5% per level
Demon and Monster Lore 50%+5% per level
Basic Math 70%+5% per level
Prowl 35%+5% per level
Climb 55/50%+5% per level
WP Sword +1 strike
WP Whip
Literacy: Elven 50%+5% per level
Literacy: Western 50%+5% per level
Lore: Magic 50/40/35%+5% per level
Lore: Religion 50%+5% per level
Deevil Worship
Kirgism
Demon Worship
Church of Light and Dark
Northern Religion
Witchcraft
WP Knife +1 parry, +1 throw
HTH: Assassin
*
Use & Recognize Poison 29/21%+4%
WP: Paired (Knives)
Horsemanship: General 40/25% +5% per level
Horsemanship: Exotic 35/25% +5% per level
*
2 soft, gray jerkins
2 pair of brown pants
Grey, hooded robe
Boots, soft leather gloves, belt
Bedroll, backpack, large satchel, 2 small sacks, waterskin
10 sheets of parchment, 100 page notebook, 3 crow quill pens, 1 bottle black ink, 1 bottle red ink
4 sticks graphite, 4 sticks chalk, 3 candles
Wooden cross, small mirror, tinderbox
Set of lockpicks
50' of rope, Grapnel, 3 iron spikes, Small hammer
Studded Leather Armor
AR: 13 SDC: 44
2 magically black daggers 3d6+8 damage (in sheathes at belt)
Beheading Sword, Demon Slayer (strapped across back)
3d6+8 or 6d6+16 Vs demons (not deevils)
Bull Whip, Impervious to Fire (coiled at waist)
Magically Crimson short sword 3d6+8 (across small of back... weapon of last resort)
340 gold pieces, all western coins.
*
All level 1 spells
Chameleon
Shadow Meld
Multiple Image
Fear
Escape
Circle of Flame
Turn Dead
Animate and Control Dead
Exorcism
Heal Wounds
Cloud of Slumber
Enchanted Cauldron
Befuddle
Levitation
Mystic Alarm
Weightlessness
Extinguish Fire
Armor of Ithan
Trance
Compulsion
Invisibility: Simple
Fire Bolt
Impervious to Fire
Telekinesis
Reduce Objects
Paralysis: Lesser
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