SIR FAERADD BUNUCKLE, the Karan Ambassador

Current Status: Summer, 1331 Avard. Faeradd's icer grew to nearly eight feet in length -- long enough for the gnome to ride the ceiling-hugging animal. Faeradd stayed with Gideon Enterprises for a time, helping them work on various submersible vehicles for a time. In 1329, just before the outbreak of the ogran invasion, Faeradd and a hand-picked group of sneak-thieves struck out for the Griktale Escarpment, and then for the Heavensbane Mountains -- in search of his home, and a way there.

Male Gnome, 1st-Level Illusionist

Hit Points

6 (-2)
18 (+4)*
14 (+2)
16 (+3)
10 (+0)
8 (-1)


Fortitude Save
Reflex Save
Will Save

Melee Attack:
Ranged Attacks:

S (3'1")


Armor Class
Flat-footed AC
Touch AC




Skills: Alchemy +8, Craft (Alchemy) +6, Diplomacy +1, Knowledge (Arcana) +7.
Feats: [Scribe Scroll], Toughness, [Alertness], [Empathic Link].
Languages: Gnomish, Aulde Common.
Possessions: Faeradd carries a lot of 'little things' upon his person, from a bedroll sized for him, to a spellbook that would seem tiny in anyone else's hands. He also carries with him a small pack full of his alchemical materiel, ranging from a small iron pot, flasks of oil, candles, spell components, viles of acid, smoke bombs, and even a general book of alchemy. His most desperate possession is a citrine that he thinks is enchanted, and will let him teleport back to his homeworld of Kara. He carries on him a light crossbow with a case of bolts, and a dagger bound in his homeland's ice-blue leathers.

Appearance: Faeradd is a small creature, with a long nose and piercingly blue eyes. His hair and well-trimmed beard are a thick blue-gray; he does not grow a mustache, perhaps because of his gnomish nose. Well-built for his size, amazingly fast with hand-eye coordination to match, he strikes the ignorant as fiercesome and dangerous. Armed with a light crossbow (that appears like a large crossbow against his small frame), and wearing travelling clothes of considerable quality, Faeradd seems anything but friendly.

Background: Five-hundred years ago, the gnomes of Gaeleth fled to the icy world of Kara through their Gate Nexus. Carving out an existence in the glaciers and cold stones of Kara proved difficult, but not impossible, for the tough and innovative gnomes. After centuries of eaking out an existance, and fighting the terrible ice creatures known as the Gogun, many of the gnomes have grown tired of their exile. A small faction of gnomes eager to return to the fabled homeworld of Gaeleth exists, but they have tried unsuccessfuly to find any active Gates through which the gnomes could return.

Faeradd Bunuckle's father, Calladjan, was a councilman of one of the largest gnomish kingdom. Being a nobleman, and a councilman, Calladjan's influence in the council was considerable. He fought against the more militant members of the council to prevent a foolish offensive against the Gogun, but grew more and more ill as the debate heated up. Though some would suspect poison, such a move would seem foolish with Faeradd next in line to the council, and to his father's titles. The militan members of the council, and their supporters, conspired to remove Faeradd without drawing suspicion upon themselves. Through a dummy faction, they lured Faeradd deep into the fantasy of returning to Gaeleth.

Seeking to save them from their terrible existance on Kara, Faeradd eagerly accepted a chance to explore a 'gate' that would return him to Gaeleth. He was given a large citrine crystal that, he was assured, would return him to Kara when he was ready. The gnomish mages of the militant movement used several powerful illusions, in conjunction with a primitive teleport spell, to eliminate him. Unknown to the movement, the inactive Gate upon which the illusion was cast was powered up by both the illusions and the teleport spell. The action could perhaps be duplicated, but the movement had no idea that they sent Faeradd successfully to Gaeleth.

Appearing in midair because the terminal end of the Gate was inactive, Faeradd plopped into a warehouse in Lamental, Vridara. The Empire of Vridara is both Inquisition-friendly, and very knowledgeable about the Storm Wars. Quickly recognizing Faeradd as a gnome, a great hunt began for him, which teamed him up with a kidnapped druid, and a Defender of Rahne.

For more information on the gnomes of Gaeleth, the following is available: The Legacy Project, The Slider (a gnomish artifact still on Gaeleth), and The Storm Wars.

Roleplaying Notes: Faeradd is actually quite friendly, though he has little tolerance for stupidity or ignorance. His keen mind sees all the world with considerable potential -- particularly since all of Gaeleth is alien to him. From the blue skies of the day, to the hooting of owls at night, Faeradd has no comparison with Kara, his homeworld. Though his parents both taught him considerably, and made illusions a natural part of his life, the illusions he has seen are nothing compared to reality -- especially on such a grand scale. The only thing Faeradd knows for certain, is that the Dark Race nearly wiped his people out. As such, he has a deep fear and a deep hatred of the drow. Faeradd is very inquisitive, and very sharp. He's also quick to smile, but it looks intimidating with his large nose, bright blue eyes, and gnomish features. Courageous and no stranger to danger, Faeradd has no compunctions about hiding, if the need arises.

Familiar: An illusionist of considerable skill, Faeradd chose an icer as his familiar. An icer is a cold-climate lizard native to Kara, and they can grow up to fifteen feet in length. Faeradd's is just a baby, though, at thirty inches in length. Fitz; lizard, tiny animal; 1HD per level of Faeradd's (final growth at 8HD, though progression will continue; Init +2 (Dex); Spd 40ft., climb 20ft; AC 15 (+2 size, +2 Dex, +1 natural armor); Atcks bite +4 melee (1d4 points); F/R 2.5x2.5/0ft; SVs Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 2; Skills and Feats: Balance +10, Climb +12, Hide +13, Listen +4, Spot +4, Weapon Finesse (bite), [Improved Evasion], [Share Spells], [Empathic Link]. *Fitz adds +2 to Faeradd's Dexterity because of their empathic link. Blue-white in color, Fitz's spines are nearly transparent, like ice -- hence the name 'icer' for their species. Illusionists on Kara have found that, perhaps because of their deep afinity for the cold, or for ice, icers can retain illusions cast upon them exceptionally well. All illusions cast upon icers last 1 extra time unit per caster level.

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