Mordaiin Agent Image

The dingy musts of mildewed carpet and the scent of alchemical chemicals; A splitting headache and hazy eyes. These are your earliest memories as an Agent of Mordain, After that you were made to work for him. At first in your younger years you were sent out, either to the neighboring lands of Droaam or you were dropped in the streets of a Nation to survive the tough streets of whatever town you were left in. You've lived a life of filling his orders and as the years have gone these tasks have become more demanding: Assigned to you via crow or letter you've always used the means at your disposal to acquire his requested components.

 
Skill Proficiencies: Arcana, Medicine, Survival
Tool Proficiencies: Thieves Tools
Languages: Two of your choice.
Equipment: A Pendant with your name on it as well as a 3 digit number, a set of commoner’s clothes, an empty journal, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a set of 3 vials, a vial of a strange glowing liquid, a glass bottle of unidentified slime, and a belt pouch containing a small journal of various herbs and fauna.
 
Eberron Faction

As an Agent of Mordain, you are tasked with acquiring all nature of material — be they bizarre, odd, or even unscrupulous. Furthermore you have a strange affinity for the basics for necromancy, when a 1st level necromancy spell or cantrip is cast within 30 feet of you you're able to discern what the spell is without making an Arcana check, additionally you can identify spells of the same nature and of the same level on sight.

d6 Eberron Faction
1 Hull Clade, focused on protection and durability
2 Fin Clade, focused on movement
3 Gyre Clade, focused on cyclical patterns and metamagic
4 Guardian Project, focused on creating guard monsters and super soldiers
5 Crypsis Project, focused on intelligence and counterintelligence
6 Independent research in a new area
 
Feature: Father's Secrets

When you attempt to learn or recall a magical fact in regards to Necromancy or similar experiments, if you don't know the fact yourself you know where to ascertain knowledge on the subject. This can typically be achieved by sending a message with one of your dead drops back to Mordain, answers to these messages will be sent with your orders for the next component request. Otherwise you're able to rely on you're own sensitivity to the abberant and necromantic nature of these components and can trace information regarding them on your own and are aware of individuals that have this information or locations where it is documented.

Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

 
Suggested Characteristics

Null

 
 
Contacts

Mordains agents are spread far and wide across the continent of Khorvaire enacting his deeds, and while they may not know one another personally they are able to identify one of their own based solely off of the lingering presence of Mordains experimental magics coming off of them. Some of Mordains Agents band together thankful to have some semblance of unity after their Father abandoned them, others find working alone to be the more effective alternative.

 
Mordaiin Agent Image

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