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ID: 3185


February 6, 2007, 1:41 pm

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Cheka Man

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Hachnar Velstrad


Hachnar T’ Velstrad

An insular alchemist walking two paths..


This dread alchemist and underground figure is surprisingly mundane in appearance.  He is middle-aged with salt and pepper hair, and somewhat pale skin.  Facial hair is cut short, the better to avoid contact with the various components and reagents which he uses.  He is slightly portly and has the body of one who has never pursued manual labour. 


Hachnar was born into what some societies would consider a well-off middle classed family. Trained originally as Wizard - a vocation at which he excelled, he found himself drawn to the secondary art of Alchemy.  While the powers within can be formidable, when one combines it with external sources such as elixirs or items of enchantment, one can be even more powerful still.

It was his interests in Alchemy which nearly ended up killing him.  One area of Alchemy at which he was especially adept was the crafting of toxins.  Since the Royal Guard used poison against various foes, such as the lions which occasionally raided into the civilized lands, their manufacture and development was accepted.  However, Hachnar made the mistake of selling one of his projects to an assassin. This assassin was unsuccessful in his mission and was captured, along with the vial of unused poison.  Hearing of this, Hachnar knew it was only a matter of time before his part in the affair would be found, and so he fled his homeland.

When he finally settled into his current home, he concealed his true skills and took a job as an Apocathary’s assistance at The Crystal Retort.  He worked hard at the job, biding his time while continuing to establish contacts within the city’s underground. 

Satisfied he had the necessary network in place, he carefully, slowly, poisoned his boss.  As his boss’s health declined, Hachnar took over more and more duties.  It was to Hachnar’s advantage that his boss was a proud man, and took to trying to cure himself rather then seek outside help.  It did not occur to him that the medicines so helpfully provided by Hachnar were in fact the source of his illness.

Finally, knowing death was near, Hachnar’s boss willed the Crystal Retort to his ever-helpful assistant (what family he had was remote, and estranged). That was all Hachnar needed - he increased the next dose, oh so slightly and found himself master of the Crystal Retort the following morning.

An investigation was made, but the conclusion drawn by the examiner was that the dead proprietor simply succumbed to the hazards of his trade.  Hachnar was warned that perhaps better venting might help him avoid his master’s fate.

Once in firm control of the establishment, Hachnar made a point of firing all of the current employees, as well as engineering various scandals, threats and assaults upon them to drive them from the city.  He replaced these people with ones recommended by his underground friends.

Next, he expanded the product line of the shop, focusing less on medicines and other remedies, and more on powerful alchemical substances useful to adventurers, soldiers and the like.

Finally, he began escavating a second work area far below the current establishment, where he would produce and sell even more ‘interesting’ wares to his friends and contacts in the underground.

Learning from his experience in his homeland, he made a point of separating himself from virtually all outside contact and instead worked through a pair of Homunculi he created (Het and Eta - see The Crystal Retort for details).

Both of his businesses have done well, and he now has employees (in the above-ground enterprise) who have no idea of the full picture.  Those who do know work exclusively in the subterranean part of the operation.

His current line of research is the creation of magical items from the remains of magical creatures.  He has developed techniques to preserve the innate powers of creatures and bind them into usable items.

Having limited his outside contact to the two Homunculi, he has become more and more eccentric over time.  That plus the slow effects of contacts with alchemical substances may push him over the edge someday.

Special Equipment

Hachnar carries a wide array of magical devices, potions and elixirs on the odd time that he leaves his establishment, and then always with magical protections and disguises.

More typically in his establishment, he carries a few powerful offensive items and a small number of powerful curative elixirs in case of accidents.

Roleplaying Notes

Hachnar is very cautious but greedy.  He harbours dreams of returning to his homeland with riches and power enough to enter the elite and crush his enemies.  He thinks that he is a sought-after villain, but in truth no-one found out about his involvement with the assassin.

He does not have to play a villain in the campaign - he can be a supplier for shadier equipment the PC’s may desire, he can provide employment for monster hunters, and he may (indirectly, of course) commission PC’s to obtain specific items.

However, if the PCs are investigating crimes where items sourced from Hachnar are used, they could easily come into conflict with him as well as the local criminal element.

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Comments ( 3 )
Commenters gain extra XP from Author votes.

Voted the Wanderer
February 6, 2007, 21:57
Nice stand alone NPC, great with the shop! Well done! I like the fact that he can play two roles, makes him even more fun and useful.
Voted Wulfhere
February 7, 2007, 11:43
A cold-blooded villain that could lurk in the background of a campaign for years without ever coming to center stage (How often do player characters try to track down where the villains get their poison, anyway?)

He's a well-detailed character with a variety of uses. I could picture him having a falling out with one of his contacts in the underworld, leading to a cat-and-mouse game where the villains try to do each other in...

Sir Lothar, the Lord High Mayor has asked that you look into this matter. The deaths of several prominent merchants over such a short period of time may be a coincidence, but we suspect not. All the men were quite mysterious in their business dealings..."
Voted Cheka Man
February 7, 2007, 12:52
Only voted

Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

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