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Lord Epareos

 

Lord Epareos, the Lord of the Lost Tides

 

History

Lord Epareos was born over forty years ago in the smoky marshes surrounding Cothussiph, in the heart of the Aj'Snaga community. His lineage had been tied to the sea and trade for generations: shrewd merchants, middlemen, traffickers of rare spices and metals mined from D'Hroha's few deposits. Unlike many of his peers, however, Epareos was never content with mere wealth: from a young age, he nurtured a grander vision: to transform his name into an institution, a symbol of power rivaling the generals themselves.   When the port of Cothussiph was still open to trade, Epareos's family prospered: they built fleets, signed agreements with foreign merchants, and purchased entire neighborhoods to rent to outsiders. His ships carried grain, salt, weapons, and even gems from the Sea of Mists. Everything changed with the closure of external trade: the city fell into ruin, and much of their wealth disappeared. Faced with this desperate situation, where his family saw no hope for the future, Epareos found a way to survive: he reinvented himself as a black market lord, using clandestine channels and bribing officials to keep at least a glimmer of trade alive.   Today he is seen as a controversial figure: on the one hand, he is the one still keeping Cothussiph from complete collapse, on the other, he is suspected of illicit ties to smugglers and slavers, and even of plotting with shadowy emissaries of the Old Ones.  

Character and Personality

Epareos is a man of cold and calculating charm. He never raises his voice, never shows any unwanted emotion: every smile, every gesture, every word is calibrated with the precision of venom. Behind his serpentine eyes burns a burning, yet not reckless, ambition: Epareos does not seek the glory of the battlefield like generals, but prefers the slow chess game of politics and commerce.  
  • He is patient: he never moves a pawn without having at least three backup plans.
  • He is proud of his Aj'Snaga lineage, which he considers superior to other races. However, he is not averse to trading with outsiders and using them as tools, often treating them as expendable pawns.
  • He is enigmatic: he often withholds all he knows, leaving his interlocutors unsure whether he is an ally or a manipulator.
  • Despite his coldness, Epareos is not without his weaknesses: he deeply fears humiliation and loss of control. He is obsessed with the idea of leaving a legacy, and suffers from recurring nightmares in which the city of Cothussiph falls into ruin and his name is forgotten.  

    Relationships and Conflicts

  • General Myklos Epareos admires the general's discipline and power, but detests his military influence, which threatens to reduce merchants to mere puppets of the soldiers. The two form a forced alliance: they cooperate, but each waits for an opportunity to crush the other.
  • Brother Kaldren: Epareos considers him an anomaly, an Aj'Snaga who preaches compassion and spirituality. While he does not disdain him for his kindness, he recognizes the value of his moral influence over the populace and sometimes collaborates with him.
  • Queen Arafdalia He is publicly loyal to her, but secretly dreams of becoming indispensable to her kingdom. He doesn't seek to overthrow her, but rather to carve out a role for himself as a "merchant king" capable of controlling the entire kingdom's finances.
  • Scaleless Rebels For Epareos, they are nothing but a serious problem for his city, but also an asset: he often uses infiltrators to secretly manipulate them or uncover their plans in advance.
  • The Eleftheria Movement: The movement for the betterment of Mazur, called Eleftheria, is a tremendous opportunity for Epareos. If Eleftheria's goals were to be realized, for Cothussiph it would be a return to the golden age; free trade would restore the city to its former splendor. For this reason, Epareos generously funds the rebels' activities. Naturally, given his cunning and distrustful nature, he uses numerous intermediaries and connections, making it impossible to detect the money coming from his coffers.

  • Overall, Lord Epareos lives in a precarious balance: he must appear patriotic and loyal to the royal palace, but he knows that true power lies in controlling the flow of gold and goods, not in raising swords.  

    Skills and Powers

    Epareos is not an elite warrior like Myklos, but a master of political manipulation and covert commerce. His skills shine especially in social and strategic contexts, though he is not without his own defenses.  
  • Master of Rhetoric: He gains advantage on all Persuasion and Deception checks when discussing business, politics, or the Aj'Snaga faith.
  • Merchant's Eye: He can accurately estimate the value of any good or magical item with a single glance.
  • Dark Contacts: He maintains a network of informants ranging from smugglers to corrupt officials. In game, the DM may allow Epareos to always have at least one piece of useful information about events occurring in the kingdom.
  • Aj'Snaga Resistance: Immune to natural poisons, resistance to necrotic damage.
  • Innate Minor Magic: As an Aj'Snaga aristocrat, you can cast limited spells once per day (-Charm person, Suggestion, Darkness-).
  • Possessed Items

    1. Ring of Lost Tides: An ancient Aj'Snaga artifact that allows you to breathe underwater and communicate telepathically with sea creatures within 100 feet.
    2. Cloak of Serpents: A ceremonial robe woven from black scales; grants advantage on saving throws against enchantment spells.
    3. Book of Eternal Debts: A magical tome in which Epareos writes the names of those who owe him money or favors. As long as the name remains written, the victim suffers disadvantage in resisting any of its charms or suggestions.
    4. Ceremonial Sword "Mist Razor": A magical, non-battle weapon, capable of harming incorporeal creatures. Epareos rarely uses it, preferring to rely on guards and mercenaries.
    5. Seals of Cothussiph: A set of documents and contracts that grant him legal rights to the harbor and various city districts.  

    Conclusion

    Lord Epareos represents the political counterpart to General Myklos: if the latter is the strength of arms, the former is the power of wealth and manipulation.   He's a perfect NPC to serve as a shady ally or subtle adversary: characters might negotiate with him for resources or information, only to discover that every favor received is an invisible chain that binds them ever more closely to his game.   Behind his elegance and self-control, however, lies an Aj'Snaga willing to do anything to prevent his name and his city from falling into oblivion.

    Lord Epareos

      -Medium humanoid (Aj'Snaga), Lawful Evil-   Armor Class: 16 (Cloak of Serpents)
    Hit Points: 152 (16d8+80)
    Speed: 30 ft.

    STR 12 (+1)
    DEX 14 (+2)
    CON 20 (+5)
    INT 16 (+3)
    WIS 14 (+2)
    CHA 20 (+5)

    Saving Throws: CON +9, INT +7, CHA +9
    Skills: Deception +13, Persuasion +13, Insight +8, History +7, Perception +6
    Resistances: necrotic; Poisons
    Immunities: poisoned
    Senses: darkvision 60 ft., passive 60 ft.
    Languages: Common, Aj'Snaga, Abyssal, Elven
      Challenge Rating: 11 (7,200 XP)  

    Special Traits

  • Aura of Authority. All creatures within 30 ft. that Lord Epareos can see have disadvantage on saving throws against charm effects.
  • Dark Contacts. Once per long rest, Epareos can "call a favor": the DM decides on a piece of information, an item, or a minor ally to come to his aid.
  • Merchant's Cunning. Lord Epareos Gains advantage on all Deception and Persuasion checks when dealing with money, contracts, or trade.
  • Innate Spellcaster (Charisma). DC 17, +9 to hit.

  • At will: friendship, prestidigitation, message
  • 3/day: charm person, darkness, suggestion
  • 1/day: dominate person, demonic invocation (type: spectral serpent), greater sphere of darkness
  • Actions

  • Mistrazor (ceremonial sword). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  • Damage: 8 (1d8 + 4) slashing + 7 (2d6) necrotic. (Also affects incorporeal creatures.)  
  • Merchant's Command (Recharge 5-6). Lord Epareos speaks a binding word: up to two creatures within 40 feet must succeed on a DC 17 Wisdom saving throw or obey a simple command ("stop," "knock down," "run away") for 1 turn.
  • Hypnotic Gaze. A creature within 30 feet must succeed on a DC 17 Wisdom saving throw or be charmed until the end of Epareos's next turn.
  • Reactions

  • Shield of Darkness. When hit by an attack, he can summon a veil of shadow: he gains +5 AC against that attack until the end of the turn.
  • Magic Items

  • Ring of Lost Tides. Allows you to breathe underwater and communicate telepathically with sea creatures.
  • Cloak of Serpents. Grants advantage against enchantment spells and +2 to AC.
  • Book of Eternal Debts. Creatures whose names are written there have disadvantage on saving throws against charm or suggestion cast by Epareos.
  • Tactics

    Lord Epareos never fights alone: he is always protected by guards and mercenaries. In battle, he prefers to:

    1. Open with Suggestion or Merchant's Command to lock down targets.
    2. Use the Hypnotic Gaze to weaken the most dangerous enemies.
    3. Stay behind the lines, using the Mist Razor only when necessary.
    4. If cornered, summon the spectral serpent to buy time and escape.
      This makes him a social, controlling boss rather than a bruiser: perfect for intrigue, manipulation, and multi-phase battles (first political, then physical).
    Current Location
    Ethnicity
    Children
    Gender
    Male

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