## Overview
**Armara** is a legendary **Human Wizard (Evocation)**, once an elite enforcer of the secretive guild known as **[[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]]** and apprentice to the infamous **Renald the Shadowmaster**. She made her mark during the **Battle of Shadow Island**, where she unleashed her true arcane might, obliterating an elven queen and altering the balance of power near Silvervale. Her actions led to the downfall of her mentor, but she escaped justice and now roams Solare, working in secret as an agent of chaos, arcane precision, and ambition.
She serves the goddess **Ishimus**, the embodiment of neutral arcana. Though she appears to work for unknown masters, Armara weaves her own schemes behind layers of subterfuge. She is **Lawful Evil**: methodical, pragmatic, and utterly devoted to power through magical knowledge and control.
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## Lore & Role
- **Allegiance**: Ishimus, secret high-tier mages, the Brimstone Wraith, and [[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]] (restructured)
- **Opposes**: The Heralds of Silver, the Elandran Court, and any force attempting to regulate or suppress magical autonomy
- **Known For**: Destruction of an elven monarchy, evocation supremacy, Brimstone Tendril magic, and high-tier spell scrolls
- **Faith**: Ishimus, Goddess of Neutral Magic
---
## Abilities & Combat Tactics
- **Evocation Savant**: Specializes in explosive, high-precision magic with extensive area denial
- **Tendrils (Brimstone Wraith Boon)**: Necrotic damage in 15ft radius (8d12), heals for damage done
- **Energy Redirection**: Reflects energy damage via reaction (2d12+3)
- **Prediction**: Gains advantage on melee attacks by glimpsing the future (1/encounter)
- **Pre-battle Buffs**: Mind Blank, Foresight (via scroll), Contingency and Chain Contingency setups
### Defensive Profile
- **HP**: 182
- **AC**: 21 (via Robe + Shield spell + magic items)
- **Resistances**: Fire, Psychic
- **Saves**: INT +12, WIS +11, CON +6
- **Magic Items**: Robe of the Lialandrens, Mantle of Spell Resistance, Ring of Free Action
---
## Signature Spells
### Spellcasting Details
- **Spell Save DC**: 20
- **Spell Attack Bonus**: +12
- **Arcane Mastery**: Signature Spells (Counterspell, Forceful Repurposing), Spell Mastery (Catapult, Power Word Rebound), Overchannel
- **Boon of Ishimus**: +3 Arcana & Religion, +2 spell attack, 1 full-effect spell/rest, +1 spell slot per level
### Cantrips
- Fire Bolt, Ray of Frost, Toll the Dead, Sword Burst, Mind Sliver
### 1st Level
- Charm Person, Shield, Witch Bolt, Magic Missile, Catapult (also Spell Mastery)
### 2nd Level
- Hold Person, Mirror Image, Ray of Enfeeblement, Darkness, Scorching Ray, See Invisibility, Power Word Rebound (also Spell Mastery), [[Callidora]]'s Blood Motes, Snilloc's Snowball Swarm
### 3rd Level
- Fireball, Counterspell (Signature), Haste, Fly, Lightning Bolt, Dispel Magic, Intellect Fortress, Forceful Repurposing (Signature), [[Callidora]]'s Blood Armor
### 4th Level
- Wall of Fire, Otiluke’s Resilient Sphere, Greater Invisibility, [[Callidora]]’s Blood Sphere, [[Callidora]]’s Shadow Cloak, [[Callidora]]’s Wounds Exchange, Ice Storm, Raulothim's Psychic Lance
### 5th Level
- Wall of Force, Wall of Stone, Cone of Cold, Dominate Person, Immolation, [[Callidora]]’s Firecloak, [[Callidora]]’s Blood Shield, Negative Energy Flood
### 6th Level
- Disintegrate, Chain Lightning, Contingency, Freezing Sphere, Globe of Invulnerability, Circle of Death, Tasha's Otherworldly Guise, Black Well, Heartseeker, True Seeing
### 7th Level
- Delayed Blast Fireball, Whirlwind, Reverse Gravity, Power Word Pain, Forcecage, Finger of Death, Ravages of Time, [[Callidora]]’s Spell Sphere, Dying of the Light, [[Callidora]]'s Pain Blood, Teleport
### 8th Level
- Abi-Dalzim’s Horrid Wilting, Clone, Mind Blank, Sunburst, Antimagic Field, Feeblemind, Frailform, [[Callidora]]’s Death Tether
### 9th Level
- Chain Contingency, Foresight, Psychic Scream, Invulnerability, Prismatic Wall, Black Hole, Time in a Bottle, Star's Heart, Blasphemous, Asmodeus' Eternal Suffering
---
## Personality & Appearance
- **Height**: 5'9"
- **Build**: Medium, statuesque
- **Hair**: Long black
- **Eyes**: Piercing blue
- **Skin**: Pale white with a slight shimmer
- **Voice**: Calm, and commanding
She wears her **Robe of the Lialandrens** in crimson and obsidian. Often surrounded by a faint haze of heat or ash, her very presence feels enchanted and dangerous.
---
## Adventure Hooks
- **Ghost of Shadow Island**: Sightings of Armara near the ruined island of her greatest battle draw attention from factions and scholars
- **Ashes of the Queen**: The spirit of the elven queen Armara slew stirs once again, seeking revenge
- **Fire Queen's Scrolls**: Several of Armara’s spell scrolls have been stolen; recovering them could mean dealing with ancient forbidden magic
- **Contracted Flame**: Armara hunts a rogue who betrayed [[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]]—but who is truly the villain?
---
## Notes
- Creates high-level scrolls in half the normal time
- Keeps scrolls of Mind Blank, Invulnerability, Foresight, and others on hand
- Maintains **Contingency** (Resilient Sphere) and **Chain Contingency** (Wall of Force, Circle of Death, Ravages of Time) for rapid defense
- Appears unpredictably in campaigns, sometimes as an ally of convenience, other times as an unstoppable force
---
Armara remains one of the most dangerous spellcasters active in Solare. Her blend of divine blessing, pact magic, and wizardly precision places her among the elite arcane powers of the age.
Current [[Talonalton]] Link
**Armara's True Mission & Objectives**
**True Mission:**
Armara, former lieutenant of [[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]] and now a free agent of arcane intent, is secretly pursuing the **eradication of [[Rarvas]] Mev**. Once an ally in a long-forgotten operation in [[Talonalton]], [[Rarvas]] betrayed their secret pact with [[Top Factions/South Angoria/Silvervale/The Shadows|the Shadows]] and sold forbidden magical knowledge to a rival faction tied to [[Raphael]] and the [[Crimson Sigil]]. Armara's personal vendetta is laced with cold strategy—she seeks to ensure that no one who wields corrupted necromantic knowledge beyond their station remains alive.
Her ultimate goal is to **secure magical balance** and eliminate uncontrolled variables across South Angoria that could disrupt the weave or alert divine forces. Though she appears self-serving, Armara is genuinely loyal to **Ishimus, Goddess of Magic**, and follows a strict code: power must be earned, not stolen. [[Rarvas]]’s transgressions broke this code.
---
**Objectives:**
1. **Track and Kill [[Rarvas]] Mev**
- Confirm his current location.
- Test local adventurers for usefulness or interference.
- Use magical surveillance and disguised familiars.
2. **Uncover Remnants of [[Top Factions/South Angoria/Silvervale/The Shadows|the Shadows]]' Past in [[Talonalton]]**
- Recover any leftover sigils, arcane documents, or experimental artifacts.
- Silence anyone who has uncovered the truth.
3. **Prevent [[Raphael]]’s Influence from Spreading Further South**
- Investigate connections between [[Rarvas]] and the [[Crimson Sigil]].
- Eliminate known vampire agents in the area when strategically viable.
4. **Assess and Manipulate the Adventuring Party**
- Observe them during their confrontation with the [[Bonehowler]].
- Approach them post-battle, offering knowledge or cryptic guidance.
- Use them as bait or pawns against [[Rarvas]] if they prove competent.
5. **Collect Forbidden Magic before Others Can**
- Any spells, scrolls, or necromantic relics tied to [[Rarvas]] must be taken.
- If a party member has such a relic, she will manipulate them into giving it up—or take it by force.
6. **Maintain Anonymity Until the Final Strike**
- All actions taken must appear as coincidence or divine will.
- Should she be discovered, she will spin a web of half-truths to preserve her mission.
---
**Tactical Outlook:**
Armara views most people as tools or obstacles. However, those who impress her with restraint, intellect, or arcane understanding may be offered mentorship—or a place in her network. Her war is cold, precise, and long-planned. She will not act rashly. [[Rarvas]] will fall when the time is right, and only when all pieces are in place.
---
**Quote:**
_"There is no chaos in the weave. Only hands unworthy of touching it."_
## Armara's Connections
### Origins: [[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]] and the Pact
Armara was once the prized student of Renald the Shadowmaster, a feared and secretive figure who led the enigmatic guild known as _[[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]]_. Unbeknownst to many, Renald forged a dark triad pact with:
- **The Brimstone Wraith** – A fiery, necromantic entity tied to ancient destruction magic.
- **[[Anam]], [[Anam|the Withered One]]** – Master of death, corruption, and the apocalypse.
- **[[Raphael]], Lord of the Blood Throne** – A rogue vampire lord seeking to destroy Queen [[Callidora]]'s rule.
Together, their goal was to establish a web of rituals spanning Solare, drawing energy from death, fire, and undeath to **herald [[Anam]]’s return and reshape the world**.
### [[Rarvas]] Mev – The Traitor
[[Rarvas]] Mev, now an agent of [[Raphael]]’s [[Crimson Sigil]] in [[Talonalton]] and South Angoria, was once a junior operative within _[[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]]_. He:
- Betrayed the guild and revealed parts of their forbidden rituals to [[Raphael]].
- Became a vampire and was tasked with spreading the [[Crimson Sigil]]’s influence in the south.
- Remains one of the last living links to Renald’s original plans.
Armara has been **tracking [[Rarvas]]**, driven by:
- A need to **avenge the betrayal** of her master’s legacy.
- A desire to **sever her own past** from [[Anam]]’s growing influence.
- A personal vendetta to **eliminate those who perverted her guild’s original purpose**.
### Current Objective: Eliminate [[Rarvas]]
Armara now works in secret, no longer loyal to [[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]] but still shaped by their methods. Her true objectives are:
- **Destroy [[Rarvas]]** before he strengthens [[Raphael]]’s foothold in South Angoria.
- **Interfere with [[Anam]]’s long-term plans**, using her knowledge of rituals and corrupted ley-lines.
- **Recover or destroy artifacts** once tied to Renald and the Brimstone Wraith, before they can be used to awaken ancient forces.
### Position on [[Raphael]] and [[Anam]]
Armara sees **[[Raphael]]** as an opportunist and threat, one who has twisted everything _[[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]]_ once were. Though once tempted by **[[Anam]]’s power**, she now seeks freedom from its grip.
While she still draws strength from the Brimstone Wraith’s necrotic fire, she does so **as a means to an end**, not in service to destruction.
### **The Betrayal of Purpose**
Armara joined _[[Top Factions/South Angoria/Silvervale/The Shadows|The Shadows]]_ under Renald with a belief in the guild’s original creed: **power through precision, knowledge, and control**. But as Renald grew obsessed with **cosmic-scale devastation** via pacts with [[Anam]] and the Brimstone Wraith, Armara realized:
> “This was no longer about mastering the weave. It became about annihilating it.”
She never wanted to **unmake** Solare. Her loyalty was to _arcane dominion_, not _apocalyptic rebirth_. [[Anam]] represents entropy and corruption—forces that _consume magic_ instead of refine it. That **violates her Lawful Evil code**: all power must be _earned and preserved_, not fed to divine parasites.
---
### **2. Armara Was _Used_—Not Chosen**
Renald may have trained her, but he never saw her as a successor—only a **vessel** for Brimstone Wraith’s fire and [[Anam]]’s schemes.
She learned this after the **Battle of Shadow Island**, when she discovered contingency spells keyed to sacrifice _her_ in a ritual meant to awaken a corrupted leyline node.
This betrayal sealed her transformation. She:
- Killed the ritualists.
- Severed the pact—_at a cost_.
- Went rogue, burning her name from guild records.
---
### **3. Her Allegiance to Ishimus**
Unlike [[Anam]], **Ishimus** (Goddess of Neutral Arcana) values _balance_, _law_, and _arcane truth_. Her faith demands clarity of intent and **condemns the perversion of magic** through divine dominance.
Armara’s devotion to Ishimus gives her both divine clarity _and_ justification:
- **[[Anam]]’s necrotic entropy** is a violation of the weave.
- **[[Raphael]]’s vampiric corruption** is a theft of arcane legacy.
- **[[Rarvas]]’s betrayal** is a breach of all three: guild, god, and arcana.
She now sees herself as a **corrective force**, preserving arcane law by erasing those who’ve twisted it.
---
### **4. [[Anam]] Represents Chains**
Armara’s deepest fear is **enslavement to forces beyond reason**—and [[Anam]] _is_ that force. Her former proximity to him gives her unique insight:
- She’s _touched_ his magic.
- She’s _seen_ the rituals that lead to personal erasure.
- She’s _fought_ the inner whispers of surrender.
Now, she believes the only way to remain _herself_ is to oppose [[Anam]] at every turn. Her vendetta against [[Rarvas]] is not only vengeance—it’s a **preventative measure** against the old darkness creeping back.
---
### **5. Redemption Through Control, Not Morality**
Armara is **not turning “good”**. She still manipulates, kills, and deceives. But her motivations have shifted from loyalty to the guild… to **self-determined arcane sovereignty**.
> “I will never again be a vessel. The weave is mine to shape—not theirs to corrupt.”
Her **control over Brimstone magic** is proof: she uses the fire of her former pact **against** its original purpose.
---
### Why She Fights [[Anam]]**
- **Philosophical Clash**: Magic should be earned and refined, not devoured.
- **Personal Betrayal**: Her mentor tried to sacrifice her to [[Anam]].
- **New Faith**: Ishimus guides her toward balance and calculated autonomy.
- **Opposition to Control**: [[Anam]] represents annihilation of the self.
- **Legacy Cleanse**: [[Rarvas]] and [[Raphael]] are stains she intends to burn away.
---
### Role in the Campaign
Armara is a wildcard. She may appear during the battle at Hearthstone, passing by in a fortified carriage. Hearing the clash with the [[Bonehowler]], she may:
- **Intervene unexpectedly**, unleashing destructive magic against the undead.
- Offer **tense assistance** to the PCs in exchange for tracking [[Rarvas]].
- **Reveal hints** about [[Raphael]]’s true ambitions, or [[Anam]]’s long-reaching hand.
### Summary
Armara is no longer just a wizard—she is a living weapon wrapped in fire, vengeance, and painful clarity. Her pursuit of [[Rarvas]] is not merely personal—it is an attempt to **burn away the chains of the past before they consume the world.**
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# Arcane Glyph Sentinels
_CR 20 Guardians_
**Medium Construct (Arcane), Lawful Neutral**
---
**Armor Class:** 21 (natural armor, shimmering glyph ward)
**Hit Points:** 315 (30d10 + 150)
**Speed:** 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| ------- | ------- | ------- | ------- | ------- | ------- |
| 22 (+6) | 18 (+4) | 20 (+5) | 14 (+2) | 16 (+3) | 14 (+2) |
**Saving Throws:** Str +11, Dex +9, Con +10, Wis +8
**Skills:** Perception +8, Insight +8
**Damage Resistances:** Fire, Cold, Lightning, Force
**Damage Immunities:** Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
**Condition Immunities:** Charmed, Frightened, Exhaustion, Poisoned
**Senses:** Truesight 60 ft., Passive Perception 18
**Languages:** Common, telepathic link with Armara
**Challenge Rating:** 20 (25,000 XP)
**Proficiency Bonus:** +6
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### Traits
**Arcane Disguise.** While inactive, the Sentinels appear as ordinary human coachmen. A DC 20 Arcana or True Sight reveals their glyphic nature.
**Glyph Ward.** The Sentinel projects a 30-ft. aura of subtle runes. Allies within it gain advantage on saves vs. spells.
**Countermeasure.** Each Sentinel can use _counterspell_ (at 5th level) 3/day.
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### Actions
**Multiattack.** The Sentinel makes 2 Arcane Slam attacks.
**Arcane Slam.** Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) force damage.
**Glyph Burst (Recharge 5–6).** The Sentinel unleashes a pulse of runes in a 30-ft. radius. Each creature must make a DC 18 Con save or take 45 (10d8) force damage and be stunned until the end of their next turn. On success, half damage and no stun.
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### Legendary Actions (2/round)
- **Teleport (Costs 1).** The Sentinel teleports up to 30 ft.
- **Arcane Smite (Costs 2).** Makes one Arcane Slam attack that deals an extra 27 (6d8) force damage.