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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30<br />
Appearance: Halaster’s true appearance is that <strong>of</strong><br />
a tall, gaunt, elderly man dressed in tattered brown<br />
robes under an equally ragged gray cloak. His hair is<br />
long and strikingly white, framing his thin face as it<br />
hangs from around his face to his shoulders. If<br />
viewed while in Undermountain, Halaster seems<br />
confused and distracted, not quite focused. He seldom<br />
looks directly at those addressing him, and multiple<br />
images (or “phantoms”) <strong>of</strong> him appear and disappear<br />
around continually. These images <strong>of</strong>ten seem<br />
to be engaged in their own activities and do not al-<br />
ways seem aware <strong>of</strong> their immediate surroundings.<br />
Personality: While in Undermountain, Halaster<br />
seems constantly distracted, always chuckling and<br />
muttering to himself over people and happenings<br />
only he can discern (see Unique Abilities below).<br />
He also has difficulty holding the thread <strong>of</strong> any<br />
conversation.<br />
If he’s ever removed from Undermountain, he regains<br />
his lucidity. At these times Halaster is fastidious,<br />
meticulous, and quite proper, though still thoroughly<br />
evil. Halaster can be honorable, and even<br />
noble in a way. He brooks no insolence in any case,<br />
and remembers any slight or aid given him.<br />
Locales Frequented: The myriad, deadly environs<br />
<strong>of</strong> Undermountain, the huge dungeon complex be-<br />
neath Mount Waterdeep.<br />
History: Halaster, the Mad Mage <strong>of</strong> Undermountain,<br />
is the designer <strong>of</strong> that insane, chaotic<br />
maze <strong>of</strong> deathtraps, monsters, and disreputable be-<br />
ings <strong>of</strong> all shapes and sizes.<br />
This man’s given name was Hilather, but he<br />
changed it to the grander Halaster as more befitting a<br />
powerful mage. The date and place <strong>of</strong> his birth are unknown,<br />
but he’s rumored to be older than even Elminster.<br />
Regardless <strong>of</strong> his origins, Halaster left <strong>of</strong>f his dealings<br />
with most <strong>of</strong> humanity more than 1,000 years ago.<br />
Accompanied only by his seven apprentices, Halaster<br />
came to the base <strong>of</strong> Mt. Waterdeep to build his new<br />
home. He summoned and bound fell creatures from<br />
other planes to build this tower and complex, as well<br />
as smaller towers for his apprentices. Once finished,<br />
even his apprentices saw less <strong>of</strong> their master.<br />
As he dealt less and less with humans and more<br />
with the vile creatures from other planes, Halaster<br />
changed. He grew grim and became prone to long,<br />
sullen silences, broken by sudden, violent rages. He<br />
had his servant creatures dig storage areas and additional<br />
laboratories beneath his tower, and this work<br />
went on for decades.<br />
Finally, his servitors broke into an area Halaster<br />
called the Underhalls. These tunnels had been dug<br />
by the dwarf Melairkyn clan, named after its<br />
founder, Melair. This clan had discovered mithral.<br />
The dwarves eventually died or were scattered by incursions<br />
<strong>of</strong> duergar and drow. When the mithral<br />
mines were played out, the duergar left, but the drow<br />
remained.<br />
Halaster is thought to have wiped out the last <strong>of</strong><br />
the drow after they had been weakened in a war with<br />
the surface elves. The mage’s apprentices believed<br />
that Halaster kept some <strong>of</strong> the drow, magically trans-<br />
formed them, and held them as his new slaves.<br />
In any case, Halaster soon faked his death, banished<br />
his otherplanar servants, and abandoned his<br />
complex on the surface, moving all to these underways.<br />
Halaster soon began “testing” his servants and<br />
traps against his seven apprentices. Only one survived,<br />
named Jhesiyra Kestellharp, who later became<br />
the Magister. The Magister’s writings provide<br />
what little is currently known <strong>of</strong> the Mad Mage.<br />
Now alone with his surviving servants, Halaster<br />
began his monstrous menagerie by visiting other<br />
planes and kidnapping creatures. He also built his<br />
network <strong>of</strong> gates to move them around his new<br />
home. Over time, Undermountain has slowly become<br />
what it is today, a reflection <strong>of</strong> its creator’s<br />
madness.<br />
Halaster was actually visited in his sanctum sanctorum<br />
recently by the adventurer Artek the Knife<br />
and others who were using a horned ring in an at-<br />
tempt to escape Undermountain.<br />
Motivations/Goals: Halaster views Undermountain<br />
as his own deadly playground, a means to bring<br />
him entertainment as well as new companions,<br />
knowledge, and magical spells and items. He seems<br />
content to rule his demented but lethal domain,<br />
constantly tinkering with its contents, inhabitants,<br />
and the network <strong>of</strong> gates he maintains there and<br />
beyond.<br />
Campaign Uses: Halaster is a mystery and a terror<br />
to those who know he still exists. DMs should<br />
ensure that he remains an enigma in their campaigns;<br />
most adventurers, even those who are brave<br />
(or depraved) enough to call Undermountain home<br />
should never meet Halaster, though many claim to<br />
have seen the strange “phantoms” <strong>of</strong> an aged wizard<br />
who observes much in Undermountain. Halaster is<br />
mad and evil, a terrible combination when one is as<br />
powerful as he.