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ID: 3185

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Updated:
February 6, 2007, 1:41 pm

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Cheka Man

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Hachnar Velstrad

By:

Hachnar T’ Velstrad

An insular alchemist walking two paths..

Appearance

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. 

History/Background

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
0xp
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
0xp
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

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp


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