Nezir 'Nez' Vizod

Mother - Eliza Vizod

1st Brother - Ludovic Vizod

1st Sister - Victoria Vizod

2nd Sister - Emilia Vizod

1st Uncle - Zysandre Vizod

2nd Uncle - Enzo Vizod

1st Cousin - Vincent Vizod

Vizod Vendors and Visuals

Adventurers of Argus

Nezir Vizod is a recurring character in the Adventures of Argus and has proven himself as a capable sorcerer as well as an expert at sales.

## History

Nezir was born the 4th child to the House Patriarch's 3rd brother. As the youngest child in the family of merchant mages (House Vizod), he grew up relatively carefree with few responsibilities as the 'baby of the family' until his sorcerer powers manifested. Eventually, Nezir was brought into learning the family history and trade secrets that made House Vizod respected as shrewd sorcerer negotiators and merchants. With these teachings, Nezir learned how to harness his sorcerer spells, negotiate sales, and inherited a familial distrust of Salazhans.

House Vizod's origins were slated in their ancient skirmishes against Salazhan slavers and raiders. The Salazhan raids did not stop until the house's founder Zyson Vizod saw a 'shooting star' and somehow harnessed its energy for spellcasting prowess that disuaded further attempts at raiding. In spite of Simesa's tendency to always 'be packing heat', only the territories of House Vizod really suffered the brunt of the Salazhan raids and have become more cold and calculating than other hill gnomes. Some gnomes have even gone so far as to suggest that the gnomes of House Vizod are not so different from Salazhan regardless of the absence of soul artes and Vizod hatred of the practice.

Eventually, Nezir Vizod set off on his own to Argus to prove his worth as a merchant mage at the age of 44 to live 'The Dream of Argus' and rise up the tiers in the city. Details of his trip to and exploits at Argus will be discussed in detail in session summaries later.

## Appearance

As a hill gnome, Nezir Vizod is pale and pretty small even by the standards of other gnomes. Among other unique characteristics is his hair and eye color, since blue hair and green eyes are a distinct trait of House Vizod hill gnomes since they have been established. But aside from his heritage, most humanoids and characters would not be able to distinguish these traits as unique unless they had reason to believe otherwise (I.E. if they are well versed in the history of House Vizod, or if Nezir tried to hide among gnomes that didn't have remotely similar tones of hair and eye color.). Furthermore, as a result of becoming a prodigal sorcerer in such short time, Nezir's sorcerous bloodline has produced sapphire blue scales that have started to grow over his torso and even allowed Nezir to have fangs like a viper in times of need (Such fangs do not manifest unless Nezir deems it necessary).

In regards to attire, Nezir appreciates the finer things in life and prefers good detailing in his accoutrements. Nezir always likes to wear densely woven silk robes, particularly the silken merchant robes that he wears with House Vizod's signature blue and green colors. Since he arrived in Argus to start his business, Nezir Vizod has acquired many wondrous accessories both magical and mundane ranging from Cloaks of Resistance to exquisite signet rings. To detail every accessory and attire Nezir Vizod has acquired would require an extensive catalogue with its own dedicated library archives.

## Personality

Nezir has always been a friendly and curious gnome ever since his humble beginnings at the Vizod Burrows. Since being raised by his elders at House Vizod and with close calls at Argus, Nezir can be quite wary and cold at times (Particularly when he was 'defeated' at the Time for Silver session).

Despite being raised to distrust Salazhan, Nezir learned that most humanoids of Xeros can be reasoned with and given the benefit of the doubt on trade routes. As a result, Nezir is willing to work with and hire radically different characters so long as they understand respect among business associates and the principle of fair work for fair wages. Regardless of Nezir's ability to compromise, Nezir will not approve of 'evil' methods if Nezir could achieve the same result with negotiation and cooperation.

IIf Nezir has any hobbies, it would be socializing, making deals, and studying spellcasting in that order. Nezir has learned from these endeavors that one should not rest on their laurels and always seek to do better than before. Though Nezir is a capable sorcerer in his own right, he recognizes that there are others with talent and experience that can surpass his own powers eventually. Therefore, Nezir will always be willing to consider the possibility of working with others, especially if a task could be completed more efficiently or that the world would be improved by allowing someone else to step in. This attitude was only magnified after a Time for Silver, and now Nezir is driven to rally employees, associates, and adventurers to help Argus against all threats.

## Abilities

Though Nezir Vizod started as a humble hill gnome merchant trying to live 'The dream of Argus', Nezir is now a competent sorcerer that is not to be underestimated. As a result of his herritage from House Vizod, Nezir's sorcerery seems to be similar to 'serpentine sorcerers' from the Salazhan Tribes of Snokez. However, House Vizod elders and Nezir himself would scoff at such a comparison and be prideful to say that their ways are above Salazhan and their Soul Artes. In addition to being quite a force without Soul Artes, House Vizod sorcerers have been known to be more cultivated and less likely to have their magic spiral in a direction they had not intended (I.E. A Vizod Sorcerer rarely has to worry about knowing spells randomly growing up and can confidently say they will learn particular spells when able to). Throw in the natural talents of Illusion in gnomes of Xeros, and suddenly one can realize the problems of trying to raid Vizod Burrows in the ancient times of Salazhan skirmishes on the Vizod shores of Simesa. Nezir has even learned feats of Figment Illusion casting to make Illusions threatening for flanks, or even to maintain concentration on such spells while still having the capability to cast spells and use wands. Furthermore, the Vizod bloodline of sorcery has been known to gift sorcerers with reptile empathy and serpent characteristics, such as a viper familiar, serpent scales and fangs of venom at the moment for Nezir.

To only be competent spellcasters would be a low bar for House Vizod. As a result, all gnomes of House Vizod are raised with training in negotiation and the social methodologies of mercantile trade and the Simesan Senate, even Nezir. Though Nezir can consider himself to have a silver tongue, he is still naive in regards to sensing motive and could be fooled by more duplicitous characters. Furthermore, though Nezir is trained in the art of the deal, Nezir is not as talented in appraising items aside from using spellcraft and detect magic to determine if an item is worthwhile (Which is why Nezir calls in appraisers if he is dealing sales of great worth).

Ever since his arrival in Argus, Nezir has proved to be a capable freelance adventurer for hire and a cunning leader of followers and employees. In his trips through Argus, he has helped Reginald become a powerful mentor and influence on the Adventurers of Argus, assisted the Swamp Lord negotiate peace with will-o wisps, and more. As Nezir aided adventurers and patrons alike, Nezir received quite a few boons ranging from the usual fair of magic items, potions and wines that bolstered his sorcerous spell casting, and even opportunities for sponsorship deals. In starting his business, Nezir has had many employees serve for Vizod Vendors and Visuals. Ever since, Vizod Vendors and Visuals has been a substantial source of revenue, a shelter of relief and sanctuary for others, and Nezir's pride and joy.

If there is interest in how exactly Nezir Vizod is able to do such deeds, that would have to be something asked by a popular majority.

## Equipment and Magic Items

Silken Merchant Robes - Inspired by silken ceremonial armors worn by multiple subspecies of elven warriors all over Xeros, House Vizod designed their own silken robes to not only protect spellcasters but to also demonstrate the details and skill of their artisans. Though it doesn't offer much in the ways of protection, it is a modest beginning to protect an aspiring merchant mage with no complications.

Dagger & Light Crossbow - Such weapons are normally reserved in cases of emergency when aspiring sorcerers have expended all spells or at particularly disadvantageous positions (Such as in close proximity of an assassin's blades or at the mercy of a fusillade of arrows). Eventually, Nezir moved on from such mundane methods of defense when he was able to acquire magic items and spells to protect himself.

Spell Component Pouch - Though Vizod sorcerers can eschew material components normally, the pouch does make for a valuable accessory to hold spell focuses that cannot be easily replaced (Especially costly ones). Some Vizod sorcerers have been known to pose as wizards with their own 'spellbook' and make a show of having such wizardly implements in particularly dicey negotiations. Assuming the bluff succeeds, the Vizod sorcerer can put his client at ease while still having 'tricks up their sleeves'.

Nezir's 'Spellbook' - Even though Nezir is a sorcerer, he does like how the books that are normally for wizardly research can make an effective ledger. Though the 'spellbook' Nezir has is not blank, any spellcaster who would examine the contents would find scribblings in Sylvan, Draconic, and Gnome languages that are just short notes that have little to no meaning.

Book of Letters and Signet Ring - As a matter of principle for aspiring Vizod merchants, it pays to have a book of letters with documentation necessary to travel and conduct business through out Xeros. In addition, Vizod merchants would not be able to complete transactions officially without a signet ring with the emblem of their merchant house. How else would a customer be able to have a guarantee of good business with a Vizod.

Vizod Gnomish Chests - Nezir took one of these finely wood carved chests, complete with superior gnomish locking mechanisms, to safely transport his funds and valuables. Though it's a mundane item when dealing with merchant mages, it is the best security one can get without further specialized construction and enchantments. When Nezir opened Vizod Vendors and Visuals, Nezir bought another chest incase of excessive profits or particularly high value items.

Merchant Cart with Muller the Pack Donkey - Before traveling with an Artiforce caravan into Argus, it was just Nezir and Muller making their way uptown, selling wares and mingling with folks of the Crescent. Though Vizod Vendors and Visuals is now where Nezir makes most sales, Muller is still a valued member of the Vizod Vendors family and serves with fellow employees that sell wares on a cart in Azure's Kiss.

Jewelry and Courtier's Outfit - In the rare occasion to mingle and deal with members of nobility, Nezir still has this fine attire to not look out of place and properly haggle. To completely look the part, Nezir still has mundane bronze bracelets that have pieces of malachite imbedded in their etched designs. Though a prospective courtier would do well to update their wardrobe, Nezir has not had the luxury of being able to shop for the latest fashions. Why focus on that when a merchant in Argus is better off with a protective magic item.

Wands of Magic Missile and Cure Light Wounds - Even though Vizod sorcerers are potent with spells for days, it is overkill to blast every little kobold and bandit alike with lightning bolts. Therefore, most Vizod sorcerers are gifted with a wand of a damaging arcane spell upon passing their Provisional Merchant Exam to venture forth and still pack 'Simesan Heat'. Most sorcerers, like Nezir Vizod, prefer wands of magic missile to have a constant source of damage if their companions or guards need assistance in taking down difficult foes. In addition, the sorcerous talents of House Vizod lend themselves to using all sorts of wands and scrolls without meeting the normal standards of using such items. With this in mind, Nezir always likes to have a wand or two of cure light wounds to play at being a divine spellcaster.

Cloak of Resistance - Any aspiring adventurer will do good by acquiring a cloak of resistance, even the most resilient heroes could use more to protect themselves. Early on, Nezir had an apprentice's cloak of resistance purchased in the markets of Argus. Though once Gloria offered to make one if provided with materials, Nezir had to commission the best Cloak of Resistance money could buy.

Amulet of Natural Armor - Another purchase that was made with the vendors of Argus. Even now with serpent scales, this rustic amulet that is made with bones and crocodile hide helps to harden Nezir's body.

Enchanted Mithral Buckler - With enough mithral, any one could wear armor and use shields without difficulty. It is with this in mind that Nezir purchased this to have protection that would not interfere with spellcasting.

Handy Haversack - The best enchanted bag with compartments that can be crafted with efficiency in mind. Just the utility of being able to grab the exact item needed is a wonder taken for granted in a world with magic.

Boots of Escape - A gnomish specialty of wondrous items, the boots of escape are a potent item even when worn by humanoids other than gnomes. The boots can immediately teleport the wearer as a dimension door, once per day in response to a successful grapple attempt. The boots can be a great relief for spellcasters, though it's especially potent for gnomes as their unique ties to the fey amplify the effect to teleport out to 400 feet. Out of all the Items that Gloria crafted for Vizod Vendors and Visuals, Nezir finds the boots to be his best 'get of jail free card'.

Quick Runner's Shirt - Though any prospective spellcaster could craft these items, the effect these shirts provide can be appreciated by all adventurers. Once per day, the shirt's wearer can achieve a swift burst of speed that gets Nezir an extra 20 feet of movement.

Circlet of Persuasion and Headband of Alluring Charisma - The most successful Vizod merchants are often found with both of these magic items entwined around their head. While the Circlet provides competence with skills that require force of personality, the Headband is an essential amplifier of charisma that Vizod sorcerers rely on to cast the most potent spells. With enough time and trading, Nezir eventually got the Circlet crafted by Gloria and his best Headband crafted by Jerebi of the Swamp.

Glove of Storing - One of the rewards for helping Reginald in his experiments and creation of 4D Chalk, this single glove allows the storage of an item that is held with one hand, in a simple flick of the wrist and hand. The same motion allows the item stored to materialize, provided the gloved hand is empty.

## Relationships

### Allies

Jim Brow - Though this halfing gym manager tried to assault the Artiforce caravan traveling to Argus, Nezir and other adventurers banded together to stop him and negotiate into a peaceful surrender. Afterwards, Jim Brow swore off banditry and robbing caravans to focus on his gym business, Brow's Gym. As a result of this mercy, Nezir and Jim see each other as fellow business owners and friendly competition that's well appreciated (Especially in regards to the Special Summon session). Even now, Nezir is deliberating on if he could do more for Jim Brow.

Cyrus Flay of Artiforce - As the head spokesman for Artiforce R&D in handling the Artiforce caravan escort, Cyrus was greatly appreciative of Nezir and his escort associates. After a month of settling into Argus and discussing prospects with the escort crew, Nezir went his own way on good terms and decided to associate with Artiforce as a preferred freelance agent. The last Nezir heard from Cyrus, was when Nezir completed the case that involved Nezir's first encounter with Nut-nut and Reginald and received an initial sponsorship check to open Vizod Vendors and Visuals.

Charlotte Sullivan, Master Detective - Charlotte contracted Nezir to help in her investigations of an eldritch book and take the book to Reginald for further deliberation. Since completing the task, Nezir has proven himself a capable hireling and can be counted on by Charlotte if needed again.

Gloria - When Nezir first met Gloria, she was just a street illusionist serving under Nut-nut with Chris Gray. While Nezir didn't extend the 'olive branch' as well as Maniikyna did initially, Nezir did offer a legitimate job and workplace free of bad influences. Overtime, Nezir has grown appreciative of the hard work done by Gloria and Gloria is grateful to both Mani and Nezir in cleaning up her act. Because of the two adventurers, Gloria is now a full powered mage that is free of the curses taken as part of service to the Faceless Mages.

Reginald, Arch-mage and owner of Reginald's Bookstore - After acquiring the book that elevated him to epic levels of spellcasting, Reginald rewarded Nezir and companions with unique rewards for each and a magic bell that represented a favor. With such a highly regarded font of spellcasting knowledge, Nezir was fascinated with Reginald and looks up to him as a mentor despite Reginald's use of Soul Artes (Regardless of how disciplined the spellcasting is). Even though Nezir has already used the Bell of Reginald's Favor, Nezir and Reginald still stay in touch (even if it's to entertain a beholder's ideas on topics of magic and arcane theory).

Gurdy, Resurrection Man of the Thaumaturge's College - As Nezir's guide to the Time Distortion Crypts, Gurdy helped Nezir and companions in the case session of Roll them bones. Ever since, Nezir has kept tabs with Gurdy and the College to be updated on further undead activities. The latest correspondence between them involved arranging an expedition into the Time Distortion Crypts lead by other adventurers hired by Nezir.

Timmy, The Brownie - As one of the first natives of the First World Nezir has met, Nezir felt that he had to help Timmy for it was the right thing to do. Even though Henar kept Timmy company through out the whole ordeal, Nezir worked with various associates to make the means to return Timmy possible. After a test series of planar travels, Timmy was grateful to the adventurers for making his trip back home possible.

Jerebi, The Good Aligned Zombie - After helping fellow companions bring Jerebi out of the Time Distortion Crypts, Nezir became a good customer of Jerebi's services for crafting magic items. It won't be long before Nezir gets ideas to discuss a greater mercantile alliance with the Swamp.

The Swamp - Though the Swamp Lord has worked with Nezir before, the relationship did not seem to be anything more than a bond of professional service (Even though Nezir has had thoughts that the Swamp Lord was integral to Nezir's rise to power through out their adventures).Ever since the tragedy of a Time for Silver, Nezir took it upon himself to help the Swamp with contracts of sponsorship to help their businesses. Even with the return of the Swamp Lord, Nezir is not about to turn away from the task at hand and will work relentlessly to assist the Swamp and others in destroying the threats against Argus.

Head Master Nevermore and the Staff of the Conjurer's Guild- Ever since Nezir won the contest for rights to sponsor the Conjurer's Guild, Nezir has always taken a vested interest in looking out for the Guild and it's people. Though Nezir initially agreed to the offer as part of a way for leads to a Lich, Nezir has come to take pride in the sponsor work despite the headaches that come with trying to organize the Conjurer's Guild.

Henar, Fellow Adventurer of Argus - When Nezir first met with Henar, it was when they won the Conjurer's Guild's Contest of Sponsorship. After roaming Argus and its college libraries, Henar was eventually hired as an employee of Vizod Vendors and Visuals as a result of Timmy's application. Even though Henar is a bit eccentric at times, Nezir has seen the work that Henar does put in and has good respect for his prowess. As a result, this lends to a hope that, with enough time and training, Henar will live on as a highly regarded spellcaster long after Nezir is gone.

Hal and Kram, Fellow Adventurers of Argus - As a result of a Time for Silver, Nezir was driven to rally the Adventurers of Argus and gather resources to fight the new threats against them. This lead to Nezir arranging an expedition led by Hal and Kram as prospective freelancers possibly worthy to be adventurers. After the expedition proved to be a smashing success, Nezir was glad to have recruited Hal and Kram into the Adventurer's ranks (Especially when they came back with spoils for the war chest and battle hardened followers ready to strike down threats in the city).

### Enemies

The Lich - Though at first thought to be merely a VIP of the Poe Family, this foul creature is actually a fallen paladin by the name of Silverlight. Regardless of who the corpse once was, Nezir will never forgive the Lich for his attempts to use Gloria for Soul Artes or further crimes by him and other Silverlights.

The Silverlights - Just when things could not get worse during the Swamp Lord's Ritual, this supposed paladin, that calls himself Silverlight, had the audacity to blind Nezir and murder Murglegurgle in cold blood with no body to mourn. It doesn't matter if the Swamp Lord is back, or even if there are good Silverlights, the fact that one of them just swoops in to 'save the world from a child of prophecy' is enough to leave Nezir holding a grudge against them. What's even more infuriating, is that most of these Silverlights fall from grace and become monsters that only deserve to be exterminated. It will be a sad day indeed if Nezir's fears are true, and even Mani falls victim to their 'curse'

## Business and Sponsorships

As an aspiring merchant mage, Nezir opened his own business early in his exploits at Argus and always looks for more business opportunities.

### Main Business - Vizod Vendors and Visuals

Vizod Vendors and Visuals was opened by Nezir with an initial sponsorship opening fund from both Reginald and Artiforce. The premise of the business is that its a magical shop that deals in all sorts of arcane items. A unique specialty of the business is their list of advertising illusionists that can be called to promote most topics with illusory figments. All employees are paid a number of gold pieces per day, depending on their level of experience, and earn a nice percentage of the service fees paid by customers in services conducted by the employee. In addition, Vizod Vendors and Visuals serves as a gathering place for all sorts of notices for spellcasting services and advertising requests. This business is Nezir's pride and joy, and it's only a matter of time before he sees the shop ascending the tiers of Argus.

### Sponsorships

The Summoner's Bowl (Conjurer's Guild business) - This was Nezir's first sponsorship deal earned in the Conjurer's contest held in the Special Summon session. Though Nezir focused on this sponsorship in an attempt to find leads on the Lich, Nezir has grown to appreciate his time assisting the Conjurer's Guild (Even if Nezir gets headaches from trying to organize and plan for the Conjurer's Guild sponsorship).

The Swamp Scare House and The Potions of Fate - These sponsorships were deemed an important issue as a result of the Time for Silver session. Even though the Swamp Lord is back, Nezir will continue to sponsor the Swamp businesses to help the Swamp avoid any more threats and tragedies against them.