First Name: Glymuldor
Last Name: Gryxulmyr
Race: Moon elf
Age: 120 years
Height: 70 inches (178 cm)
Weight: 145 pounds (66 kg)
Eyes: Midnight blue
Hair Style: Inky strands swept back in streaming locks
Skin: Pale blue
Physique: Gaunt stature and wiry of limb
Alignment: Neutral Evil
Deity: Shar, Mistress of the Night
Profession: Scholar, collector, prestidigitator
Base Class & Proposed Development: Wizard + Shadow Adept + Arcane Scholar + Archmage
Favored Schools of Magic: Necromancy, Enchantment and Illusion
Familiar: Black bat named Wyk
Weapon of Choice: Mage staff
Place of Origin: Silverymoon, Gem of the North
Background Feat: Appraiser
Languages: Common, Elven, Arcane, Draconic; Chondathan, Dwarven, Gnome, Abyssal
Diversions: Night foraging for mushrooms, residual ectoplasm and the rare purple lotus
Strengths: A voracious mind for learning and an acute sense for finding traps
Weaknesses: Sleep deprivation due to night terrors, a downside of the profession
Of gaunt stature and pale countenance, the hooded figure before you bears the trappings of a mage. Tendrils of shadow coil about his form like spectral mist. Peering more closely, you note the following details.
Pointed ears extend through slits at conical hood. Furrowed brow, hawkish nose and hollowed jawline rob him of his race’s refined features. Sunken eyes are ringed in shadow, as though deficient on sleep.
Glym favors robes that evoke the colors of twilight: violet, indigo and crimson. Multilayered folds shift with cryptic patterns and emit a purplish glow. Arcane traceries wind about his long black gloves, while thick leather boots appear too heavy for his frail form.
Glym wields a mage’s staff crafted from black oak. Draconic runes line the haft. At the headpiece, six steel barbs encircle an oblong crystal of pure amethyst that drones with arcane energy.
At left hip rests a spellbook bound in dark leather secured with metal clasp. A sheathed wand is slung at right hip. Twin rings fit over gloved fingers, each forged from black platinum and inset with onyx disk ringed in purple gemstones.
Among the Conclave of Silverymoon, House Gryxulmyr maintained a proud lineage of prominent mages specialized in enchantment and illusion. Glym was the first to deviate from the ancestral line, for his innate talents compelled him toward the black craft.
Unlike his fair kin who dwelt among sunlit glades composing poems to the Seldarine, Glym was ever drawn to the shadowy secrets that lurk at the dark heart of the forest. Even as a lad, conjured visions of ghostly glamours and dread phantasms set his imagination spinning.
TOMES IN THE GLOAM
By nature a loner, Glym shunned the white-walled Academy and instead conducted his studies in a nearby wood where he sought out pockets of gloom and fervently consumed knowledge under shaded willow and gnarled oak. Exiting the Moorgate at dusk, he would enter the grove at twilight, wade through mists with tome in hand and revel in the darkening gloam.
As a young cadet, not yet advanced to a true spellcaster, Glym oft pilfered the headmaster’s near-depleted wands, with which he practiced on small creatures of the forest. The sense of domination proved fiendishly addictive.
Year by year, Glym’s skills progressed, as did his lust for power. He became adept at casting minor spells of fright and life-leech. He secretly scoured the Vault of Sages for fell grimoires from which he scribed spells of the dead. He pushed and pushed until one fateful day he naively reckoned himself strong enough to engage the void.
THE SHADOW WITHIN
Glym never speaks of the darkness he encountered at the deep forest core. Whether pact-sworn or repressed by fear, whether tormented by witches’ coven or interplanar demon, the truth remains buried only in his black memory.
Slighter of frame, grimmer of presence, Glym emerged from the wood with a fanatical obsession for the Shadow Weave and a newfound faith in Shar. Pledged to the Mistress of the Night, he focused only on shadow magic and set his capable mind to mastering its dark distortions.
A DARK PATH FORWARD
Always known to be a glum persona, Glym’s deepening turn to the macabre drew both concern and scorn from his classmates. Many were sickened by his recurring failed experiments to reanimate a dead bat. When at last its leathery wings flapped back to life, the grandmaster sternly requested that he withdraw his name from the Academy.
Few folk glimpsed his silhouette that final night, clouds drifting beneath crescent moon as he crossed under the Moonbridge, swept past the charred ruins of Everdusk Hall and vanished through the Blacklar Gate. With satchel at side and staff in hand, Glym set his back to Silverymoon and turned his path south to seek out others of like-minded wizardly pursuits and necrotic compulsions.
• Decipher the physics of the Shadow Weave.
• Master the ability to shadow walk between planes.
• Form bonds with others dedicated to Shar.