Algernon Moncrief D'Lyrandar
The charismatic, quick-witted storm scion of House Lyrandar.
Spell Source: Storm Magic
Background: Aundair City (+2 to History), Lyrandar Airship Sailor, Mist-TouchedFINAL ABILITY SCORES
- Str 10
- Con 15
- Dex 16
- Int 11
- Wis 8
- Cha 18
AC: 14 Fort: 13 Reflex: 14 Will: 17 HP: 32 Surges: 8 Surge Value: 8TRAINED SKILLS
- Arcana +6, Intimidate +10, Diplomacy +12, Bluff +10, Streetwise +10
- Acrobatics +4, Dungeoneering, Endurance +3, Heal, History +3, Insight +2, Nature, Perception, Religion +1, Stealth +4, Thievery +4, Athletics +1
- Level 1: Mark of Storm
- Level 2: Bardic Dilettante
- Dilettante: Sly Flourish
- Sorcerer at-will 1: Arcing Fire
- Sorcerer at-will 1: Lightning Strike
- Sorcerer encounter 1: Thundering Roar
- Sorcerer daily 1: Howling Tempest
- Sorcerer utility 2: Spatial Trip
- Disguise Kit, Sky Sailor Outfit, Dagger, Hand Crossbow, Grappling Hook, Identification Papers with Portrait, Hempen Rope (50 ft.) (2),
- Winged Dagger +1
Algernon is a tall, dark haired young man. He looks around 25 years old, is lean and toned but not muscular. Algie usually wears his hair shoulder length and he is usually sporting a couple of days worth of stubble. He wears nice but practical clothes, and tends to dress in airship sailor styles. On special occasions he will wear his Lyrandar officer dress suit, a dark blue uniform.
Algernon, known to his childhood friends as “Algie,” is the lighthearted rogue of the the group. He lives life to the fullest and works only to have more opportunity to play. Algernon is a carefree womanizer who is fond of the drink, especially Aundain wines and brandies (though he appreciates a good Brelish whiskey as well).
Algie is not particularly devout or even thinks about gods or worship and largely uses religious holidays as an excuse to throw lavish parties. His experiences with the Last War and the Mourning haven’t diminished his espiritu animado, they just gave it a more fatalistic perspective.
Algernon was born into money, one of the favored sons of House Lyrandar, and he was trained to be an essential member of the House’s airship crews. Something of an irresponsible playboy as a youth, his vigorous aliveness caused an accident that resulted in the destruction of an airship and he was put on piloting probation until his 21st birthday.
As a result of his probation he started to look for adventure elsewhere, and ended up on a recovery mission for Joranndar d’Sivis. Algernon was told to retrieve an Eberron shard on the Cyre/Breland border, which just so happened to be very near the location of a huge battle raging between what appeared to be Cyrean and Thranish troops. While investigating the site of the shard, Algie met what would be his future group for the first time. Agents of the Emerald Claw appeared and the future friends banded together to take the necrotic terrorists down.
It was just afterward that the Mourning struck the land.
Algernon was always different after that day. He still remembers the screams as the blighted mist rolled out of the center of Cyre and subsumed the battlefield on the valley below. He was a few hundred yards away from the edge of where the Mournlands stopped, and that wall of evil death at times still troubles his dreams. While Algernon still acts carefree and nonchalant, there is a certain fatalism in his carefree attitude that wasn’t there before. “Eat, drink and be merry, for tomorrow we die.”