Created using PCGen 5.8.0 on 10-10-2005
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
41




  
Walk 30'
BASE ATTACK
Bonus
+3
SPECIAL ABILITIES
+2 bonus to Spellcraft when learning Abjuration, Summon Familiar
FEATS
Alertness, Extend Spell, Heighten Spell, Scribe Scroll, Skill Focus (Knowledge (The Planes)), Spell Casting Prodigy, Spell Penetration
LANGUAGES
Celestial, Common, Draconic, Elven, Infernal
SPELLS
 Wizard 0
1
2
3
4
5
6
7
8
9
4+1
5+1
4+1
3+1
0
0
0
0
0
0
0:
Acid Splash (DC:15)Arcane Mark (DC:15)Detect Magic (DC:15)
Detect Poison (DC:15)Disrupt Undead (DC:15)Ghost Sound (DC:15)
Mage Hand (DC:15)Mending (DC:15)Message (DC:15)
Open/Close (DC:15)Prestidigitation (DC:15)Read Magic (DC:15)
*Resistance (DC:15)Touch of Fatigue (DC:15)
1:
Color Spray (DC:16)Comprehend Languages (DC:16)*Endure Elements (DC:16)
Expeditious Retreat (DC:16)Identify (DC:16)Mage Armor (DC:16)
*Protection from Evil (DC:16)Reduce Person (DC:16)*Shield (DC:16)
True Strike (DC:16)Unseen Servant (DC:16)
2:
Blindness/Deafness (DC:17)False Life (DC:17)*Filter (DC:17)
Glitterdust (DC:17)*Resist Energy (DC:17)See Invisibility (DC:17)
3:
*Dispel Magic (DC:18)Major Image (DC:18)*Protection from Energy (DC:18)
Slow (DC:18)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE






SHIELD
TYPE
AC

CHECK
SPELL FAILURE






ITEMS

AC











TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES



EQUIPMENT ( - //)
x Backpack
   x Scroll (Arcane Sight)
  
x Scroll (Flame Arrow)
   x Scroll (Comprehend Languages)
  
x Brooch of Shielding
   x Scroll (Heroism)
  
x Coin (Gold)
   x Scroll (Hold Person)
  
x Coin (Platinum)
   x Scroll (Invisibility)
  
x Coin (Silver)
   x Scroll (Knock)
  
x Dagger
   x Scroll (Lightning Bolt)
  
x Everburning Torch
   x Scroll (Mount)
  
x Horse (Light - Twinkle)
(Horse (Light))
   x Scroll (Ray of Enfeeblement)
  
x Ink (1 Oz. Vial)
   x Scroll (Rope Trick)
  
x Inkpen
   x Scroll (Tongues)
  
x Jewelry of loyality
(Amulet)
   x Scroll (Whispering Wind)
  
x Cold Weather Outfit
+5 circumstance bonus on Fort saves vs cold
   x Scroll (Wind Wall)
  
x Scholar's Outfit
   x Slippers of Spider Climbing
  
x Paper (Sheet)
   x Spell Component Pouch
  
x White Pearl
   x Spellbook (Wizard's/Blank)
  
x Potion of Cure Light Wounds
   x Blue Star Sapphire
  
x Pouch (Belt)
   x Golden Yellow Topaz
  
x Quarterstaff
   x Vest of Resistence (+1)
(Vest (Save Bonus (Resistance) (+1))), Resistance bonus to all saving throws of +1
  
x Ring of Loyality
(Ring)
   x Wand (Cure Light Wounds)
  
x Scroll (Arcane Lock)
   x Writing Raw Material
1 Spell level
  
AMMUNITION

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.8.0 on 10-10-2005

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Backpack

1
2
2
 Scroll (Flame Arrow)
Backpack
1
0,01
375
 Brooch of Shielding
Equipped
1
0
1500
 Dagger
Carried
1
1
2
 Everburning Torch
Backpack
1
1
110
 Horse (Light - Twinkle)
((Horse (Light)))

1
0
75
 Ink (1 Oz. Vial)
Backpack
1
0
8
 Inkpen
Backpack
1
0
0.1
 Jewelry of loyality
Carried
1
0
0
 Cold Weather Outfit
( +5 circumstance bonus on Fort saves vs cold)
Backpack
1
7
8
 Scholar's Outfit
Equipped
1
6
0
 Paper (Sheet)
Backpack
10
0
0.4
 Potion of Cure Light Wounds
Carried
1
0
50
 Pouch (Belt)
Equipped
1
0,5
1
 Quarterstaff
Equipped
1
4
0
 Ring of Loyality
Equipped
1
0
0
 Scroll (Arcane Lock)
Backpack
1
0,01
175
 Scroll (Arcane Sight)
Backpack
1
0,01
375
ITEM LOCATION QTY WT. GP COST
 Scroll (Comprehend Languages)
Backpack
1
0,01
25
 Scroll (Heroism)
Backpack
1
0,01
375
 Scroll (Hold Person)
Backpack
1
0,01
375
 Scroll (Invisibility)
Backpack
1
0,01
150
 Scroll (Knock)
Equipped
1
0,01
150
 Scroll (Lightning Bolt)
Backpack
1
0,01
375
 Scroll (Mount)
Equipped
1
0,01
25
 Scroll (Ray of Enfeeblement)
Equipped
1
0,01
25
 Scroll (Rope Trick)
Backpack
1
0,01
150
 Scroll (Tongues)
Backpack
1
0,01
375
 Scroll (Whispering Wind)
Backpack
1
0,01
150
 Scroll (Wind Wall)
Backpack
1
0,01
375
 Slippers of Spider Climbing
Equipped
1
0,5
4800
 Spell Component Pouch
Equipped
1
3
5
 Spellbook (Wizard's/Blank)
Backpack
1
3
15
 Vest of Resistence (+1)
((Vest (Save Bonus (Resistance) (+1))), Resistance bonus to all saving throws of +1)
Equipped
1
0
1000
 Wand (Cure Light Wounds)
Backpack
1
0,06
750
 Writing Raw Material
(1 Spell level)
Backpack
8
0
100
TOTAL WEIGHT CARRIED/VALUE   10,83 lbs. 14935.1 gp
WEIGHT ALLOWANCE
Light 26 Medium 53 Heavy 80

FEATS
Alertness, Extend Spell, Heighten Spell, Scribe Scroll, Skill Focus (Knowledge (The Planes)), Spell Casting Prodigy, Spell Penetration
MONEY
Coin (Gold):
Coin (Platinum):
Coin (Silver):
xWhite Pearl ()
xBlue Star Sapphire ()
xGolden Yellow Topaz ()
Familiar: Wart (Toad)
FORT: +2 REF: +3 WILL: +7 HP: 20 AC: 18 INIT: +1
Special:   Amphibious (Ex), Deliver touch spells, Empathic Link, Improved Evasion (Ex), Share Spells, Speak with master

SPECIAL ABILITIES
+2 bonus to Spellcraft when learning Abjuration, Summon Familiar
PROFICIENCIES
Club, Crossbow (Heavy), Crossbow (Light), Dagger, Gauntlet, Quarterstaff, Spells(Ray), Unarmed Strike
PROHIBITED
Enchantment,Evocation
LANGUAGES
Celestial, Common, Draconic, Elven, Infernal
SPELLS
 Wizard 0
1
2
3
4
5
6
7
8
9
4+1
5+1
4+1
3+1
0
0
0
0
0
0
0:
Acid Splash (DC:15)Arcane Mark (DC:15)Detect Magic (DC:15)
Detect Poison (DC:15)Disrupt Undead (DC:15)Ghost Sound (DC:15)
Mage Hand (DC:15)Mending (DC:15)Message (DC:15)
Open/Close (DC:15)Prestidigitation (DC:15)Read Magic (DC:15)
*Resistance (DC:15)Touch of Fatigue (DC:15)
1:
Color Spray (DC:16)Comprehend Languages (DC:16)*Endure Elements (DC:16)
Expeditious Retreat (DC:16)Identify (DC:16)Mage Armor (DC:16)
*Protection from Evil (DC:16)Reduce Person (DC:16)*Shield (DC:16)
True Strike (DC:16)Unseen Servant (DC:16)
2:
Blindness/Deafness (DC:17)False Life (DC:17)*Filter (DC:17)
Glitterdust (DC:17)*Resist Energy (DC:17)See Invisibility (DC:17)
3:
*Dispel Magic (DC:18)Major Image (DC:18)*Protection from Energy (DC:18)
Slow (DC:18)
 * = Domain/Specialty Spell
FEATS
NAME DESCRIPTION
Alertness You get a +2 bonus on all Listen checks and Spot checks.
Extend Spell An extended spell lasts twice as long as normal.
Heighten Spell A heightened spell has a higher spell level than normal (up to a maximum of 9th level).
Scribe Scroll You can create a scroll of any spell that you know.
Skill Focus (Knowledge (The Planes)) You get a +3 bonus on all checks involving that skill.
Spell Casting Prodigy +2 primary spellcasting ability score for determing bonus spells and saving throw dc
Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Created using PCGen 5.8.0 on 10-10-2005

SPELLS
 Wizard 0
1
2
3
4
5
6
7
8
9
  Per Day 4+1
5+1
4+1
3+1
0
0
0
0
0
0
0:
Acid Splash (DC:15)Arcane Mark (DC:15)Detect Magic (DC:15)Detect Poison (DC:15)
Disrupt Undead (DC:15)Ghost Sound (DC:15)Mage Hand (DC:15)Mending (DC:15)
Message (DC:15)Open/Close (DC:15)Prestidigitation (DC:15)Read Magic (DC:15)
*Resistance (DC:15)Touch of Fatigue (DC:15)
1:
Color Spray (DC:16)Comprehend Languages (DC:16)*Endure Elements (DC:16)Expeditious Retreat (DC:16)
Identify (DC:16)Mage Armor (DC:16)*Protection from Evil (DC:16)Reduce Person (DC:16)
*Shield (DC:16)True Strike (DC:16)Unseen Servant (DC:16)
2:
Blindness/Deafness (DC:17)False Life (DC:17)*Filter (DC:17)Glitterdust (DC:17)
*Resist Energy (DC:17)See Invisibility (DC:17)
3:
*Dispel Magic (DC:18)Major Image (DC:18)*Protection from Energy (DC:18)Slow (DC:18)
 * = Domain/Specialty Spell

Created using PCGen 5.8.0 on 10-10-2005

Wizard Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4+1 5+1 4+1 3+1 0 0 0 0 0 0
LEVEL 0
Acid Splash
DC: 15
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Orb deals 1d3 acid damage.
Source:  SpellsA-B.rtf
Target Area:   One missile of acid
Arcane Mark
DC: 15
Save: None
Time: 1 standard action
Duration: Permanent
Rng: 0 ft.
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  Inscribes a personal rune [visible or invisible].
Source:  SpellsA-B.rtf
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Detect Magic
DC: 15
Save: None
Time: 1 standard action
Duration: Concentration, up to 6 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects spells and magic items within 60 ft.
Source:  SpellsD-E.rtf
Target Area:   Cone-shaped emanation
Detect Poison
DC: 15
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects poison in one creature or small object.
Source:  SpellsD-E.rtf
Target Area:   One creature, one object, or a 5-ft. cube
Disrupt Undead
DC: 15
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  Deals 1d6 damage to one undead.
Source:  SpellsD-E.rtf
Target Area:   Ray
Ghost Sound
DC: 15
Save: Will disbelief (if interacted with)
Time: 1 standard action
Duration: 6 rounds [D]
Rng: Close (40')
Comp: V, S, M
SR: No
School: Illusion
☐☐☐
Effect:  Figment sounds.
Source:  SpellsF-G.rtf
Target Area:   Illusory sounds
Mage Hand
DC: 15
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (40')
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  5-pound telekinesis.
Source:  SpellsM-O.rtf
Target Area:   One nonmagical, unattended object weighing up to 5 lb.
Mending
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Makes minor repairs on an object.
Source:  SpellsM-O.rtf
Target Area:   One object of up to 1 lb.
Message
DC: 15
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Medium (160')
Comp: V, S, F
SR: No
School: Transmutation
☐☐☐
Effect:  Whispered conversation at distance.
Source:  SpellsM-O.rtf
Target Area:   6 creatures
Open/Close
DC: 15
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S, F
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Opens or closes small or light things.
Source:  SpellsM-O.rtf
Target Area:   Object weighing up to 30 lb. or portal that can be opened or closed
Prestidigitation
DC: 15
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  Performs minor tricks.
Source:  SpellsP-R.rtf
Target Area:   See text
Read Magic
DC: 15
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  Read scrolls and spellbooks.
Source:  SpellsP-R.rtf
Target Area:   You
* Resistance
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject gains +1 on saving throws.
Source:  SpellsP-R.rtf
Target Area:   Creature touched
Touch of Fatigue
DC: 15
Save: Fortitude negates
Time: 1 standard action
Duration: 6 rounds
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Touch attack fatigues target.
Source:  SpellsT-Z.rtf
Target Area:   Creature touched
LEVEL 1
Color Spray
DC: 16
Save: Will negates
Time: 1 standard action
Duration: Instantaneous; see text
Rng: 15 ft.
Comp: V, S, M
SR: Yes
School: Illusion
☐☐☐
Effect:  Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Source:  SpellsC.rtf
Target Area:   Cone-shaped burst
Comprehend Languages
DC: 16
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  You understand all spoken and written languages.
Source:  SpellsC.rtf
Target Area:   You
* Endure Elements
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Exist comfortably in hot or cold environments.
Source:  SpellsD-E.rtf
Target Area:   Creature touched
Expeditious Retreat
DC: 16
Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Your speed increases by 30 ft.
Source:  SpellsD-E.rtf
Target Area:   You
Identify
DC: 16
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  Determines properties of magic item.
Source:  SpellsH-L.rtf
Target Area:   One touched object
Mage Armor
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Conjuration
☐☐☐
Effect:  Gives subject +4 armor bonus.
Source:  SpellsM-O.rtf
Target Area:   Creature touched
* Protection from Evil
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  SpellsP-R.rtf
Target Area:   Creature touched
Reduce Person
DC: 16
Save: Fortitude negates
Time: 1 round
Duration: 6 minutes [D]
Rng: Close (40')
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  Humanoid creature halves in size.
Source:  SpellsP-R.rtf
Target Area:   One humanoid creature
* Shield
DC: 16
Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  Invisible disc gives +4 to AC, blocks magic missiles.
Source:  SpellsS.rtf
Target Area:   You
True Strike
DC: 16
Save: None
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR: No
School: Divination
☐☐☐
Effect:  +20 on your next attack roll.
Source:  SpellsT-Z.rtf
Target Area:   You
Unseen Servant
DC: 16
Save: None
Time: 1 standard action
Duration: 6 hours
Rng: Close (40')
Comp: V, S, M
SR: No
School: Conjuration
☐☐☐
Effect:  Invisible force obeys your commands.
Source:  SpellsT-Z.rtf
Target Area:   One invisible, mindless, shapeless servant
LEVEL 2
Blindness/Deafness
DC: 17
Save: Fortitude negates
Time: 1 standard action
Duration: Permanent [D]
Rng: Medium (160')
Comp: V
SR: Yes
School: Necromancy
☐☐☐
Effect:  Makes subject blinded or deafened.
Source:  SpellsA-B.rtf
Target Area:   One living creature
False Life
DC: 17
Save: None
Time: 1 standard action
Duration: 6 hours or until discharged; see text
Rng: Personal
Comp: V, S, M
SR: No
School: Necromancy
☐☐☐
Effect:  Gain 1d10+6 temporary hp
Source:  SpellsF-G.rtf
Target Area:   You
* Filter
DC: 17
Save: Will Negates (Harmless)
Time: 1 standard action
Duration: 60 min.
Rng: Touch
Comp: V, S, M
SR: Yes
School: Abjuration
☐☐☐
Effect:  
Source:  Splat book (blood and tome)
Target Area:   Creature touched
Glitterdust
DC: 17
Save: Will negates (blinding only)
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160')
Comp: V, S, M
SR: No
School: Conjuration
☐☐☐
Effect:  Blinds creatures, outlines invisible creatures.
Source:  SpellsF-G.rtf
Target Area:   Creatures and objects within 10-ft.-radius spread
* Resist Energy
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Ignores first 17 points of damage/attack from specified energy type.
Source:  SpellsP-R.rtf
Target Area:   Creature touched
See Invisibility
DC: 17
Save: None
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Divination
☐☐☐
Effect:  Reveals invisible creatures or objects.
Source:  SpellsS.rtf
Target Area:   You
LEVEL 3
* Dispel Magic
DC: 18
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (160')
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  Cancels magical spells and effects.
Source:  SpellsD-E.rtf
Target Area:   One spellcaster, creature, or object; or 20-ft.-radius burst
Major Image
DC: 18
Save: Will disbelief (if interacted with)
Time: 1 standard action
Duration: Concentration + 3 rounds
Rng: Long (640')
Comp: V, S, F
SR: No
School: Illusion
☐☐☐
Effect:  As silent image, plus sound, smell and thermal effects.
Source:  SpellsM-O.rtf
Target Area:   Visual figment that cannot extend beyond 10 10-ft. cubes[S]
* Protection from Energy
DC: 18
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Absorb 72 points of damage from one kind of energy.
Source:  SpellsP-R.rtf
Target Area:   Creature touched
Slow
DC: 18
Save: Will negates
Time: 1 standard action
Duration: 6 rounds
Rng: Close (40')
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  6 subjects take only one action/round, -1 to AC, -1 on attack rolls, -1 on Reflex saves.
Source:  SpellsS.rtf
Target Area:   6 creatures, no two of which can be more than 30 ft. apart
* = Domain/Specialty Spell

Created using PCGen 5.8.0 on 10-10-2005

Tulrik O. Haggenheim
Tulrik O. Haggenheim's portrait
Human
RACE
21
AGE
5' 9"
HEIGHT
136 lbs.
WEIGHT
Grey
EYE COLOR
Pale
SKIN COLOR
Brownish
HAIR COLOR
Shoulder length, under a pointy hat
HAIR LENGTH

PHOBIAS
t coward. A mother’s boy. Dislike bullies.
PERSONALITY TRAITS

INTERESTS

SPOKEN STYLE
Description
Home
,
Biography
Tulrik never knew his father. He died while adventuring with Tulrik's uncle, Nemour Haggenheim, when Tulrik was an infant. Tulrik's mother only had Tulrik and given the fact that she truly loved his father and given the fact that Tulrik looks at lot like his father it is propably not a surprise that Tulrik's mother became somewhat overprotective.

Tulrik always loved reading. Allready before school he would lecture his playmates and get beaten up because of it. Later, they just beat him up because he was a mothers boy and out of habbit.

Perhaps that is why Tulrik’s uncle, who came back rich from the adventure and made sure that his brother’s family was never in need of anything and furthermore bought himself a wizard’s tower, was able to persuade Tulrik's mother to let Tulrik study under his guidance at his tower already when Tulrik was 12 years old. Tulrik cried, starved himself, locked himself into his room and refused to talk to his mother in protest – but she had already made a decision and as always, she got her way with Tulrik. He was only allowed home once a month for a few days.

After a few years Tulrik was no longer homesick and longing for his mother, though he continued to visit her as often as before. Tulrik found that he enjoyed his uncles library but not his alchemy lab. Perhaps it was the explosion in the lab a few weeks after Tulrik moved there that scared the boy. No matter how hard he tried, he could only get Tulrik to cry if he forced him into the alchemy lab.

Tulrik liked to study so much that even after living in Waterdeep for 4 years, he hardly knew his way around the block. It did not come as an surprise for Nemour that Tulrik showed special interest in the school of Abjuration, the school of protection, and showed nothing but contempt to the school of Evocation and especially fireballs. He did so to the degree of getting himself beaten up at the annual Wizards Prodigy Ball at Waterdeep by the other young wizards.

When Nemour's old adventuring group decided to get together, Nemour arranged that the others would bring their apprentices as well. He also arranged for the apprentices to get a small task – they were to travel to a small town not far from the meeting place and fetch craps for the dinner. Nemour had hoped that spending time with the other youngsters would mature Tulrik but Tulrik instantly made himself noted for crying, refusing to go with them and generally making an arse of himself. Nemour had to comfort the young man in public and cast Mage Armour on him before he would go. While away from his mentor, Tulrik was at first completely frightened by his company: An arrogant elven archer and cleric, a female dwarven fighter and last a very strange young man who later turned out to be particular good at opening locked doors.

They were ambushed by a small band of goblins and Tulrik saw his first combat ever, if you count out the abuse and beatings he took from his peers for being a wiseguy. They managed to fight the goblins off and much against Tulrik’s wishes they decided to track the fleeing goblins back to their stronghold, which turned out to be an abandoned ruin. After even more combat, the others finally realized that if Tulrik’s timid personality and his tendency to brag about his knowledge, was endured he could actually be an assert in both investigation and combat. They came back with a considerable treasure. Still, Tulrik had not exactly killed anything himself.

When Nemour and Tulrik returned to Waterdeep, Nemour decided that it was time for Tulrik to get more out. He simply pushed the young man outside and locked the door. Not daring to return and having no friends in Waterdeep, Tulrik walked straight to the nearest temple of Azuth passing an inn and two taverns on the way. In the temple he spent the afternoon and a good portion of the evening reading. Nemour thought this new strategy was a success for almost half a year before a cleric of Azuth, Sister Ital, told him where Tulrik spent his days off. At this point Nemour gave up trying to socialize Tulrik, but Tulrik continued to visit the temple and listen to the textures of Azuth. He had become a somewhat passionate follower of Azuth. If it had not been for Sister Ital the younger clerics would propably have beaten Tulrik up for trying to lecture them about religion and especially about Azuth.

Somehow, somewhere the things he heard in the temple stroke a chord inside Tulrik. He found himself burning with a desire to become one of those wizards told about in the lectures of The Great Ones and he became more secure on himself. Still, he managed to attract the anger of the younger clerics when he pointed out how Elminster could have done things smarter if he had only known the mating rituals of imps.

One early morning ceremony Tulrik dozed off. He had been studying the laws behind the applications of countermagic the night before and had become so caught up that it had become an all nighter. He had a falling sensation and he wanted to cast levitate, but even if he knew the spell in the dream it was dispelled right from his fingertips. Then his ring of featherfall activated but it mysteriously vanished from his finger. He looked down into a bottomless darkness. He cast fly and almost managed to stop his fall when the magic was ripped from his body. Finally he tried flying by waving his arms and screaming as loud as he could: “Heeeeelp, I am faaalling”. Then he heard a gentle laughter and a booming voice: “Good, I have your attension, young Tulrik Ofelia Haggenheim”. “Don’t saa…” Tulrik started whining but the voice interrupted him: “You have been chousen, young Haggenheim”. Tulrik landed softly on the ground. He looked around and immediately recognized Dweomerheart, Azuth's home plane. He knelt, mostly so because his knees became soft and his mind overwhelmed. Azuth looked at his young follower with just a hint of both worry and amusement, then he said: “There is a dark presence that threatens the world itself. You must go to Silverymood, to a tavern named Unicorn’s Horn. There you will meet the chosen ones of my allies and together you will set out to find the magical objects that can stop this presence. That is my bidding, will you do as I command?”. Tulrik continued to stare into the ground from his kneeling position, but managed to speak: “Yes. I will obey!”. Then he swallowed hard and blinked. When he opened his eyes again he was staring into the floor at the temple. He jumped up and ran home, disturbing the ceremony and knocking over a couple of clerics at the way.

Nemour was extremely surprised when Tulrik packed his stuff and took off for Silverymoon later that very day.