Azaethus Ilaro
Chief of the Summermists
Azaethus Ilaro leads the Summermists, one of Sherendyl’s four smaller tribes. A battlefield arcanist of rare discipline, he marries Evocation and Abjuration to erase threats while leaving the forest unharmed—a reputation that wins him both awe and caution. As arcane adviser to Las’törla Aerith, he backs hard readiness but clashes politically with her admiration for Celene, Faerie Kingdom of. Azaethus argues that the future of the wood elves runs through Verbobonc, not grey-elf chancelleries. He keeps an open corridor to Gilathadar Telva of Clan Meldarin to align oaths and policy.
“I respect tradition; I do not outsource my future to it.”
Appearance & Demeanor
Lean and ageless in the elven way; copper-brown hair braided with river-glass beads; green-gold eyes that reflect spellfire. He wears lacquered bronzewood scale under a fern cloak, with a runic gorget and fingerless warding gloves. His voice is low and measured, his temper quick to kindle but never wasted.
Roleplay cues: counts heartbeats before answering; sketches sigils in the air when thinking; stops arguments by stating a testable condition (“If the road holds for three nights, I yield this point”).
Lineage & History
- Summermists Chief for a century; previously served as battle-mage captain during the late raids and the aftermath of The Hateful Wars.
- Trained under two traditions: spear linecraft (Fighter 2) and storm-sculpting sorcery (Sorcerer 12), developing tactics to channel blasts upward/outward and wrap the canopy in wards.
- Rose as Aerith’s arcane adviser, but their strategic visions diverge: she leans to Enstad; he leans to Verbobonc compacts and mixed patrols.
Ideals, Bonds, Flaws
- Ideal: “Power serves the green or it serves nothing.”
- Bond: Oath-bound to keep the Summermists lands unscorched; he keeps a ledger of every tree spared in his battles.
- Flaw: Pride in method; dismissive of ceremony for ceremony’s sake, especially grey-elf protocol.
Politics & Relationships
- Las’törla Aerith Sherendyl: Mutual respect; frequent, pointed debates. He supports her drills and stores, opposes formal fealty to Celene.
- Gilathadar Telva, Lon’Törl (Meldarin): Trusted counterpart on Verbobonc-facing policy; they exchange scouts, writs, and intelligence.
- Clan Fealefel Councilors: Professional regard; disputes arise when their research closures obstruct patrols.
- Verbobonc Envoys / Mounted Borderers: Willing partner if canopy law is honored and operations remain daylight-bound.
“If a plan scorches the boughs, it is not a plan—it is a tantrum.”
Magic & Methods
Azaethus fights like an engineer: shape the blast, catch the shrapnel, seal the breach. Typical sequence: shield (prep) → wall of force or absorb elements (contain) → lightning bolt or ice storm (discrete vector) → counterspell (deny enemy mages) → wall of wind/water (clear smoke/embers). He carries seed-balls to replant ground torn by enemy spells.
Story Use & Hooks
- The Unburned Clearing: Azaethus asks the party to help test a shaped-evocation drill while undead press the Runeoak fringe—combat with collateral-damage rules.
- Paper Shields: He suspects a Dyvers charter hides a seizure clause; PCs must decode legal elvish and human writ before Aerith signs or refuses.
- Bridge to Meldarin: Escort Azaethus to Gilathadar Telva for a night council in Verbobonc; Temple agents aim to sabotage the meeting with a “forest fire” illusion.
- The Silent Pylon: Fealefel research closures block a patrol route; Azaethus wants mediators who can talk wizards into a safe corridor without spilling pride.
Relationships Web (DM sidebar)
- Aerith Sherendyl: Ally, rival, foil; together they are steel and scalpel.
- Gilathadar Telva, Lon’Törl (Meldarin): Policy confidant; together they draft oath-compacts that Verbobonc can accept.
- Mounted Borderers (Longriders): Tactical respect; he insists they quench torches and take elven guides inside the canopy.
- Dyvers Factors: Polite at the table, ruthless on the road.
“Oaths bind better than borders. Verbobonc understands oaths.”
Azaethus Ilaro
Medium humanoid (elf), Fighter 2 / Sorcerer 12 (Draconic/Storm—use any innate origin that grants blasting focus)
AC 18 (bronzewood scale + Dex)
• HP 110 (12d6+2d10+42) • Speed 35 ft.
STR 10 • DEX 18 (+4) • CON 16 (+3) • INT 12 (+1) • WIS 12 (+1) • CHA 18 (+4)
Saves Con +8, Cha +9, Dex +9
• Skills Arcana +6, Insight +6, Nature +6, Persuasion +9, Perception +6, Survival +6
Senses darkvision 60 ft.; passive Perception 16
• Languages Elvish, Common, Sylvan • PB +5
Traits
- Fey Ancestry, Mask of the Wild.
- Font of Magic (12 SP), Metamagic: Careful, Sculpted/Transmuted or Twinned (choose two that fit your table), Subtle (for council scenes).
- Fighter Training: Second Wind (1d10+2), Action Surge (1/rest).
Spellcasting (Sorcerer 12; save DC 17, +9 to hit).
At-will/Cantrips: fire bolt, ray of frost, lightning lure, mold earth, shape water, mage hand.
1st–3rd: shield, absorb elements, mage armor, feather fall, counterspell, dispel magic, lightning bolt, fireball (sculpted), protection from energy.
4th–6th: wall of fire, ice storm, greater invisibility, storm sphere, wall of force.
Signature Prep: wall of force (contain) + lightning bolt (linear, tree-safe), ice storm (stone-only grid), counterspell, absorb elements (free via gorget 1/day).
Actions
- Spear (Quiet Rain). Melee/Ranged +9 to hit, 1d6+4 piercing (thrown 20/60, returning).
- Cantrip Volley. Fire bolt or ray of frost at +9 to hit (2d10 or 2d8).
- Action Surge to reposition or to layer abjuration over evocation.
Reactions
- Shield, Counterspell, Absorb Elements (gorget 1/day without slot).
Tactics
Shapes evocations to spare trees/structures (DM: apply Gloves effect). Uses wall of force to channel blast lanes. Keeps counterspell for enemy controllers.
Notable Gear
- Gorget of the Summermists (wondrous, attunement): Advantage vs. concentration checks to maintain abjuration; once/day cast absorb elements as a reaction without slot.
- Gloves of Shaped Fury (wondrous, attunement): When you cast an evocation that deals area damage, you may exclude a number of 5-ft squares equal to your Cha mod (min 1).
- Spear “Quiet Rain” (weapon, uncommon): Finesse + returning (20/60 when recalled, it carries a wisp of water that douses unattended flame in a 5-ft square.


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