Nar's Notes

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*pelhikano
Posts: 197
Joined: Thu Jan 01, 1970 12:00 am

Posted by *pelhikano »


What many people know:
  • Name: Nar Qazam (full title: Nar, Jidr-Amir of Bayt Qazam)
  • Race: Shield Dwarf / Half-Azer / Red Dragon blood
  • Place of birth: a Prime world called "Ard", which has many portals to the Elemental Plane of Fire
  • Occupation: Adventurer
  • Languages: Common, Dwarven, Ignan, Draconic
  • has an obsession with finding gems and will leave other loot if it means he can get all the gems when adventuring with others
Nar's back story that he will tell if asked:



Nar is a young (50 years old) dwarf from a very hot, mostly desert world in the Prime material plane that is called "Ard" by the sentients that live there. His world has many portals to the Elemental Plane of Fire, where the Azer dwell, dwarf-like beings of great strength and power.

A pencil drawing of a true Azer that Nar possesses:


Azer are burning hot, but nonetheless somehow the dwarf tribes of Ard carry some Azer blood in them which sometimes manifests itself in some of the mundane dwarves to varying degrees. This can be just slightly reddish hair and bronze skin, but in rare cases the heritage manifests itself in the form of total immunity to fire and greatly increased toughness and strength. These latter ones are called "Half-Azer Dwarves" and can freely interbreed with true Azer, from which more hybrid dwarves arise. The mundane dwarves usually develop the Azer traits gradually, and only late in life become true Half-Azer. The potential Half-Azer, as determined by the all-female priesthood, are given the title "Jidr" (meaning "root") which comes with certain privileges (among other things training in the magical arts as well as advanced combat techniques) and higher standing in dwarven society.

It is considered a great honor for a tribe (called a "Bayt", meaning "house") to count a Half-Azer among them, and they are often used as ambassadors and traders for visiting the Elemental Plane of Fire. There is frequent trade and friendly relations with the Azer that travel to Nar's world often.

If the Azer are ancestors of the mundane dwarves or if it is the other way around nobody knows, but both sides do not care much since they consider it unimportant. They all think of themselves as sons and daughters of Moradin the All-Father, creator of all dwarves, and pray to the same dwarven Pantheon.



Due to the tight ties with the Elemental Plane of Fire, Ard's dwarves in addition to the standard Dwarven also usually learn Ignan, the language of the Plane of Fire, as well as sometimes Draconic because Ard has a great number of Red Dragons which thrive on the hot world. Some dwarves even carry draconic blood in themselves, and very very few have both active Azer and draconic blood which makes them incredibly strong and resilient as well as giving them a small amount of sorcerous power and magical affinity. The latter can be counted on two hands in all of Ard's history, and all are still revered there to this day as the greatest champions of legend (or feared as the most dangerous villains).

Nar has the typical red hair and bronze metallic looking skin of a Half-Azer, but has not fully developed yet. To become a true adult, the Bayts of Ard expect a young individual to go on a journey alone to a far away place and come back with treasure, great knowledge and tales of great battles he or she fought. Nar's tribe, Bayt Qazam, on seeing that he has the potential to become one of the rare true Half-Azer and even possibly a hybrid draconic Half-Azer, decided to send him to an appropriately far away and dangerous place: Sigil, the Jewel of the Multiverse. He is not to return from there until he has become a true Half-Azer and amassed great wealth, and also has proved himself in a truly epic battle.



The dwarves of Ard value gemstones over everything else, and finding a new kind of precious stone is considered to be one of the greatest deeds a dwarf can achieve. The dwarven god of mining and gemstones, Dumathoin, is especially revered among the dwarves of Ard.



Nar dreams of finding a gem that is unique in beauty, value and if possible magical power because he wants to honor and impress his mother Khala, who is Bayt Qazam's Matriarch ("Malika") and High Priestess of Dumathoin. Since his mother is the leader of the Bayt, Nar is considered the equivalent of a prince ("Amir") in Ard's dwarven society although he as a male can not become the leader of the Bayt. Coming back with a merely very valuable but widely known kind of stone is something that Nar fears and wants to avoid at all cost.



Hardy desert bats are a popular pet on Ard. They also serve as messengers and scouts after being trained properly. Nar has brought a particularly well trained one with him to Sigil.
*pelhikano
Posts: 197
Joined: Thu Jan 01, 1970 12:00 am

Posted by *pelhikano »




Arrived in Sigil,
what a strange place this is.

Did some minor jobs for various people in the Smoking Hammer Inn. Some killing to be done, sometimes just deliveries. Simple stuff, though the underground of Sigil does have its dangers. Saw a mindflayer down there, and the damn goblinoids are thriving as usual.

People I've met:
- Karathrok or such, a male gith zerai. Tall gangly one, speaks oddly. Fights with a small axe in each hand. Seems trustworthy so far.

- Anastasia (?), human female. Look all the same to me, this one had some magic. Sword and shield type fighter.

- Oolalyn-something, female gnome (?). Looks like a human child, got some strange magic I have not seen before.

- Marius Darktale, masked human male. Wizard I think, got a flying imp that follows him around. Odd one, though trustworthy so far. Keeps away from close up battles.

- Jade, female halfling. Short sword wielding fighter. Seems trustworthy so far, don't know much about her.

- Qrum, half orc. Exactly like what you would expect a half orc to be like.

And a couple more whose names fail me at the moment.

Have visited some other planes already.

- Gray Waste. Colorless desert, full of undead. Terrible place. The dead carry some trinkets worth taking.

- Outlands. Land below Sigil, full of lizard faced warriors and mages. Can be quite dangerous in masses.

- Beastlands. Full of, well, beasts.

Things are going well so far, found no gems of great interest. Most of the usual stuff can be found as treasure.

Bought some equipment, though do not have much yet. Wands of magic are useful, very much indeed. Must make more of them.
*pelhikano
Posts: 197
Joined: Thu Jan 01, 1970 12:00 am

Posted by *pelhikano »




Outlands: Region on the bottom of the spire over which Sigil floats.

Dangerous place, full of tall lizard headed humanoids. Was exploring alone for a while and almost died. They have dangerous magic users, archers and warriors, and their chieftains pack an incredible punch. Avoid to go alone again.
*pelhikano
Posts: 197
Joined: Thu Jan 01, 1970 12:00 am

Posted by *pelhikano »



The Paraelemental Plane of Ice

Cold. Slippery. I hate it, but there is great treasure to be found. Lots of filthy frost giants bastards here, may Dumathoin shove them in a cave to never see light again.

Keep meeting this human lad named Kelth here. Runs around barechested. Like all longlegs he's all offense, no defense. No wonder they seldom reach over a measly 100 years of age. In addition he found himself a cursed sword that almost ate his soul. I wish there were more dwarves here, I feel my mind suffering from all the long-legged hare-brained shenanigans.

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