Amranth d'Cannith

The Korranberg Chronicle Adventurer's Almanc:-Artificer p. 42-55-Spells: p. 120-124-Feat: Craft Homunculus: p. 126

Xanathar's Guide to Everything-Mold Earth: p. 162-163-Absorb Element: p. 150-Melf's Minute Meteors p. 161

## Appearance

Amranth does not often stand out as particularly well to do, much less a scion of a Dragonmarked House. In Stormreach he barely stands out with the characteristic darkened skin and lightened hair common to those exposed to the harsher equatorial sunshine. He dresses sensibly, for Xen'drik, which often appears somewhat over armed and over protected for the more civilized parts of Khorvaire. His mark appears on the palm of his right hand, though it has since begun to expanded over the back and down part of his forearm. The one place the wealth and skill that is his birthright shine through are in his tools, which are as much works of art as functional objects, incorporating finer detailing and greater precision than is strictly necessary but which result in a refined physical and magical aesthetic.

## History

Amranth was born in Cyre, but he was never really Cyrean. He was Cannith, and Cannith was more than any nation.

As a child, Amranth was everything an heir of making should be. His parents were accomplished in their own rights: his mother sat on the Gorgon's council and his father was a noted alchemist. They each bore strong marks and came from lines known for their strong marks. As their first child, Amranth had the best tutors and education available in the heart of Cannith's power. He absorbed everything he was taught swiftly, showing real promise as a true innovator and artisan. Then came the Test of Syberis. It should have been a foregone conclusion. Celebrations were planned and invitations to the lords of Cannith and nobility of Cyre were arranged. Amranth failed.

The story was common, even among the blood of Cannith marks were far from ubiquitous. Many even among the leadership of the house were unmarked. Yet to his family the shame of Amranth's failure would never fade. Even when his younger siblings succeeded, all their marks could not cover up the empty place where his should have been.

When Amranth announced his intention to join an expedition to Xen'drik there was gossip that he wished to die or win fame enough to make up for the disappointment he was his family. Many, colleagues and friends both, tried to dissuade him. He had nothing to prove, they said, he was a fine scion of Making already. Yet he went regardless.

He spent several months in Zil'argo as supplies were assembled and they waited for the weather to become favorable. He made the acquaintance of many talented artificers of that land but that brief period of safety and happy collaboration ended swiftly.

Amranth spent many years in Xen'drik, learning much and reporting it all back to the eager antiquarians and theoretical magicians in Making, Eston, and elsewhere. A bead of tar that would purify a barrel of water of all foulness, mixtures of nuts and fruit small enough to fit in the palm but able to feed a grown man for a day, extracts from boneless creatures off the coasts that staved off the dementia of old age; these were but a fraction of what he delivered. Samples of golden alloy equal to mithral and relics of crimson glass able to assume the shape of any weapon, etchings of spells no wizard could scribe, even cargos of dragon shards all flowed to Whitehearth to the delight of the Cannith lords.

With the teachings of his house and ancient techniques learned or stolen from the ruins of giants and drow Amranth became a skillful artificer in his own right. So successful were his own forays into the jungles that for a decade to carry something he made on an expedition has been considered lucky and many adventurers and fortune seekers still trade treasures for a stoppered potion or pair of boots he crafted years ago.

The Day of Mourning changed everything. The Gorgon lost its head and its heart and many feared it would lose its soul as well. It was destined to be a day Amranth would always remember, for it was on that day, deep in a ruin alive with unfathomable power, when his family, friends, and hirelings lay dead, dying, or fighting for their lives around him that his Mark appeared at last. Alive and in triumph they returned to Stormreach only for their joy to turn to ashes.

Amranth did and still does not know if any of his family survived. He took ship back to Khorvaire; first back to Zil'argo, to stay with old friends with whom he had kept in contact while he learned more about the unfolding situation on the continent and within his House, then to Sharn to meet the Baron. He spent a year in the city, unveiling marvel after marvel adapted from ancient wonders or drawn from the well of his own mind.

### The Last War

(What did your character do during the Last War, a major century-long conflict that ended just a couple years ago and profoundly impacted the lives of everyone in Khorvaire? See WGtE pg. 12-13)

### Invitation

(Who recommended your character to the the invitation-only Wayfinder Foundation and why?)

### Experience

(What remarkable experience makes your character uniquely qualified to be an elite explorer in the most prestigious adventuring organization in Khorvaire?)

### Motivation

(Why does your character \*want\* to be an explorer?)

### Future Goals

(What does your character want to accomplish as a Wayfinder? What far-off lands and cultures do they want to explore? What are their goals beyond their work at the Foundation?)

### Enemies

* The Warforged known as Relic has a personal dislike of Amranth because of the actions of Cannith toward the Warforged. Both are able to maintain a professional attitude while on assignment.

### Secrets

Amranth is part of a nameless conspiracy within all three branches of House Cannith that seeks to return the House to its former glory and prevent a schism at all costs. They take no stance between the Barons and work to foster cooperation and strengthen family ties between the factions. While this sounds perfectly benevolent on paper, they take an almost Zil approach to thwarting powerplays and rivalries that would damage the House and promote the ascension of one Baron at the expense of the House as a whole. "The Gorgon will be whole" they say, even if the pieces must be joined with blood.

## Personality

**Personality Traits**

* (What are the quirky, interesting and unique traits that make your character stand out? Note: Strengths have their own section, Traits is more for the unique behavioral aspects of your character.)

**Ideals**

* (What ideals drive your character? What do they believe in most strongly?)

**Bonds**

* (What deep connections to people, places, and events influence your character's actions?)

**Strengths**

* (What are your character's greatest strengths that make them an asset in the field? Not their class abilities, but who they are as a *person*, regardless of what mechanical build they use. Tip for character development: Oftentimes, a character's greatest strengths and weaknesses are two sides of the same coin.)

**Flaws**

* (What are your character's greatest weaknesses, challenges, and blind spots? What could someone else exploit to bring your character to ruin or cause them to act against their best interests? Tip for character development: Oftentimes, a character's greatest strengths and weaknesses are two sides of the same coin.)

## Completed Missions

### Insert Mission Name Here

(Describe anything from the mission that particularly impacted your character, any achievements, allies or enemies acquired, etc.)

## Crunchy Bits

###  XP & Gold Log

*This transaction list must include all finished expeditions and the gold & XP earned for each, as well as all expenditures (what you bought and for how much).*

### Character Sheet

* Character Sheet: https://drive.google.com/file/d/1b2F\_E2LfTXuSMzgyGZxc\_oLW6TeKT9ts/view?usp=sharing