Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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ehind those openings.) If Alzegund is escorting a<br />
particularly large or valuable caravan, he expands<br />
the size <strong>of</strong> his escort accordingly.<br />
Foes/Enemies: Any foes <strong>of</strong> the Red Wizards<br />
across the Heartlands <strong>of</strong> the Realms.<br />
Appearance: Alzegund is an old, battle-scarred<br />
invoker who openly wears his native country’s distinctive<br />
wizardly garb. His hands are gnarled, but<br />
he’s bright and his back strong. Alzegund is most<br />
commonly found in a roadside inn somewhere in the<br />
Heartlands, buying drinks for the locals and trying to<br />
chat them up in order to gain any information his<br />
superiors back in Thay might deem important. His<br />
escort usually sits dourly through these episodes,<br />
keeping any rowdies from disturbing their master.<br />
Personality: Like most Red Wizards, Alzegund’s<br />
primary interest is himself. He makes himself out to<br />
be a friendly merchant, noting he cares for his masters<br />
only as far as they help to line his pockets. This<br />
bluff is only half false. Alzegund realizes he’ll never<br />
progress very far back home, due to his age and his<br />
years on the road. Therefore, he’s begun thinking<br />
about retirement-somewhere far from Thay where<br />
he can set up his own power base.<br />
Locales Frequented: From Thay to Cormyr, Sembia,<br />
Teflamm, Hillsfar, Procampur, Turmish, the Pi-<br />
rate Isles, and Westgate, among other destinations.<br />
History: Alzegund was born into the noble<br />
Agneh clan <strong>of</strong> Thay, and he had risen to 2nd level<br />
when an intrafamily squabble erupted into violence.<br />
Alzegund was studying under an uncle, and thus was<br />
spared when his parents and most <strong>of</strong> his siblings were<br />
murdered by another branch <strong>of</strong> the family tree. By<br />
keeping his nose in tomes, he avoided the feud.<br />
Some five years later, he’d grown much in power<br />
and decided that he’d bided his time long enough.<br />
He unleashed a ferocious beast into the bedchambers<br />
<strong>of</strong> the man who’d had Alzegund’s family killed.<br />
The very next day, Alzegund left Thay, able to<br />
avoid any attempts <strong>of</strong> vengeance by means <strong>of</strong> his<br />
new duties as roving caravan guard and spy for the<br />
Red Wizard hierarchy.<br />
Since then, Alzegund has bettered his own lot<br />
and that <strong>of</strong> his superiors <strong>of</strong>ten enough to stay in their<br />
good graces. Alzegund follows the orders <strong>of</strong> the<br />
Zulkir <strong>of</strong> Invocation, Aznar Thrul, but he feels that<br />
Thrul’s imperial ambitions for Thay will be bad for<br />
business-both Alzegund’s and Thay’s. Recently,<br />
he’s been reportedly killed by a rival.<br />
Motivations/Goals: His travels allow him to spy<br />
for his Red Wizard superiors and he seeks to learn as<br />
much as he can so that he remains valuable back<br />
home. Alzegund isn’t above improving his own position<br />
at the expense <strong>of</strong> his masters back in Thay. In<br />
short, he intends to do as well for himself as he can<br />
for as long as he can. When he’s worn out his welcome<br />
back in Thay, he’ll move on and settle down—<br />
very likely to hatch schemes <strong>of</strong> his own.<br />
Campaign Uses: If the Red Wizards are major<br />
players in your campaign, the PCs are bound to meet<br />
Alzegund at some point. He and his escort will be<br />
guarding a caravan the Red Wizards consider important.<br />
These caravans have <strong>of</strong>ten included slave<br />
trains in the past. Having a high-level wizard and<br />
several experienced warriors to back him up tends to<br />
discourage most families and loved ones from attempting<br />
rash rescues. When a group does try to<br />
mount a strike against a slave train guarded by Alzegund,<br />
the train usually ends with more slaves than it<br />
started with.<br />
Sources: FORGOTTEN REALMS Adventures hardcover,<br />
Spellbound boxed set.<br />
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