Glamorgan the Dweomerkeeper
Archmage of Hyerune


Medium-size humanoid (Aldari human)
Wizard 20/Bard 5/Archmage 3
Hit Dice:
20d4 plus 5d6 plus 3d4 (89 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 22 (+2 Dex, +5 armor, +5 deflection), touch 17, flat-footed 20
Base Attack/Grapple: +14/+14
Attack: +17 longsword melee (1d8+3, 19-20/x2)
Full Attack: +17/+12/+7 longsword melee (1d8+3, 19-20/x2)
Special Attacks:Spells
Special Qualities: Baric music, bardic knowledge (+10), countersong 5/day, fascinate 5/day, inspire competence 5/day, inspire courage 5/day, Mastery of Counterspelling, Mastery Elements, Arcane Fire, SR 20, spells
Alignment: Chaotic good
Saves: Fort +10 Ref +15 Will +23
Str: 11 Dex: 14 Con: 11 Int: 20 Wis: 14 Cha: 18
Skills: Bluff +11, Concentration +31, Craft (alchemy) +25, Craft (weaponsmithing) +22, Decipher Script +18, Diplomacy +14, Handle Animal +14, Knowledge (arcana) +30, Knowledge (the planes) +30, Knowledge (religion) +16, Perform (sing) +10, Perform (string instrument) +7, Ride (horse) +12, Spellcraft +39
Feats: Brew Potion, Combat Casting, Craft Magic Arms & Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Enlarge Spell, Forge Ring, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (spellcraft), Spell Focus (conjuration), Spell Focus (evocation), Spell Penetration, Still Spell.

Wizard Spells/Day (4/6/5/10/5/5/4/3/3/2; DC= 15 + spell level except for Conjuration and Evocation spells which have a DC= 16 + spell level): 0- detect magic, light, mage hand, read magic; 1st- disguise self, mage armor*, magic missile* (x3), protection from evil; 2nd- darkvision, detect thoughts, knock, Melf's acid arrow*, mirror image; 3rd- blink, daylight*, dispel magic (x2), fireball*, fly, halt undead, haste, suggestion, summon monster III* (spell slots doubled dues to magic of ring of wizardry); 4th- dimensional anchor, fire shield*, greater invisibility, remove curse, silent dispel magic; 5th- baleful polymorph, cone of cold*, hold monster, mind fog, Mordenkainen's faithful hound*; 6th- greater dispel magic, greater heroism, mass bull's strength, summon monster VI*; 7th- banishment, greater scrying, limited wish; 8th- polymorph any object, power word stun, protection from spells; 9th- quickened teleport, time stop
*- indicates a spell from either the School of Conjuration or the School of Evocation

Bard Spells Known (6/5/4; save DC= 14 + spell level): 0- dancing lights, detect magic, lullaby, mending, prestidigitation, summon instrument; 1st- cause fear, comprehend languages, cure light wounds (x2), detect secret doors; 2nd- alter self, calm emotions, cure moderate wounds, tongues

Possessions: +5 ring of protection, White Robe of the Archmagi, ring of wizardry III, +3 holy longsword, wand of charm monster (27 charges), staff of illumination (37 charges), boots of levitation, cloak of resistance +2, scarab of protection (can absorb 9 more attacks), (2) potions of cure serious wounds, scroll of chain lightning, scroll of summon monster V, scroll of break enchantment, scroll of Mordenkain's disjunction, scroll of Glandor's arcane shield, spell book, lute.

Owl Familiar: Tiny magical beast; HD 28; hp 44; Init +3; Spd 10 ft (2 squares), fly 40 ft. (average); AC 27 (+2 size, +3 Dex, +12 natural), touch 15, flat-footed 24; BA +11; Grp -11; Atk Talons +11 melee (1d4-3); Full Atk Talons +11 melee (1d4-3); Space/Reach 2.5 ft/0 ft.; SA none; SQ low-light vision, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with owls, scry on familiar, SR 32; AL CG; SV Fort +7, Ref +14, Will +21; Str 4, Dex 17, Con 10, Int 15, Wis 14, Cha 4. Skills and Feats: Listen +4, Move Silently +17, Spot +6 (+8 in shadowy illumination), Weapon Finese.

Every campaign world deserves its own iconic character. The World of Greyhawk has Mordenkainen. The Forgotten Realms has Elminster. The World of Hyerune has Glamorgan the Dweomerkeeper, Archmage of Hyerune.

The Archmage was born in the year 1109 in the Kingdom of Dunwyn. His father was a Royal Archvist in Falconcrest while his mother was an accomplished herbalist. It is widely believed that Glamorgan's mother was descended from the Fey and therefore faerie blood flows through the veins of the Archmage which allows him to seem much younger than he actually is at 64 years of age. He is the cousin of another powerful spellcaster known as Avimaya, the Silver Sorceress. He likewise has a lasting friendship with Glandor the White, the Head of the Indigo Order. He will always be accompanied by his tiny owl familiar who will often perch on his shoulder.

He is known to be a strong advocate of free-will and the subscribes to the notion of non-interference from Outsiders of all alignments. His many contacts throughout Hyerune allow him to monitor the trafficking of fiendish and celestial activity. He will interfere when necessary in order to restore a balance and allow mortal beings involved to make decisions with minimal outside influence.

Description: Glamorgan is a middle-aged Aldari male with brown hair that is graying at the temples and ice-blue eyes that sparkle with a degree of kindness and curiosity. He often wears typical wizard wear including his white robes and blue and gray overcoats. He always carries a gnarled wooden staff which only adds to his somewhat stereotypical appearance. He is tall at 6'5" and weighs 210 pounds with a long, lean build.

Personality: The Archmage of Hyerune is a naturally curious extrovert who enjoys meeting new people and finding out interesting facts about them. He can sometimes be a bit impetuous but his boyish charms make him a rather popular character. He has been known to have been influenced on more than one occasion by a beautiful maiden. The wizard has a strong attention to detail and has a sharp memory for faces and names. Very methodical in his spellcraft, the Dweomerkeeper maintains an extensive alchemical lab in his hidden stronghold somewhere in the far northwestern Rushwind Mountains.

Combat: Glamorgan is one of the most powerful spellcasters on Hyerune and is certainly not one to be crossed lightly. Although he carries a magical sword for melee combat, he will always prefer magical attacks over brute force. Furthermore, as a skilled Archmage, Glamorgan has use of the potent Arcane Fire special ability which with he can use to blast his foes.

If the wizard is accompanied by his retinue of retainers, he will enhance their prowess through the use of his mass bull's strength spell. He will also use his greater heroism on the most powerful allied fighter. Although protected by enemy spells with the Spell Resistance from his magical robe, Glamorgan will often use his powerful protection from spells to further this defense.

Once the battle has begun, the Archmage will use blink and haste to move rapidly around the battlefield, but never past the defenses of his comrades. Enemy spell casters will find their attacks just as easily countered or the victim of one of the wizard's own spells. He will often use power word, stun, magic missile or Melf's acid arrow in order to disrupt enemy spellcasting. He will reserve a number of dispel magic spells including a silent version to clean the playing field as it were of lingering magical effects or disrupt any magical defenses.

Powerful enemy fighters will be targets of a fireball or a cone of cold as well as baleful polymorph which he often uses to transform the most powerful enemy or leader type into a white rabbit or some other harmless creature. He also enjoys using the power of his suggestion to recommend that one of the enemy fighter-types (not generally known for their high Will saves) attempt to either restrain an opposing spellcaster or to disrupt enemy missile fire.

If the Archmage finds himself engaged in direct melee he will use protection from evil and mirror image to defend himself while attacking with his sword or staff. He will also conjure other creatures with spells to fight along side him sometimes further protecting himself with a fire shield or greater invisibility. If a battle is going against his allies a nicely cast time stop will do wonders for re-arranging the battle field. If his life is threatened, Glamorgan also memorizes a quickened teleport which he will use to vanish in the blink of an eye back to his stronghold in order to heal himself and perhaps gather additional support.