Mozariq al'Soleth

Mozariq is a servant of Mystra played by Bwh. He traveled with the Circle of the Tome before hearing the beat of Shrouded Wings.

Description
Mozariq is a middle-aged Mulani man who, in the tradition of the Thayan wizards, is completely hairless (including eyebrows). He has many scars, several tattoos and one brand - these are generally covered up for secrecy's sake. Recently, he has added large black-and-blue symmetrical tattoos horizontally over his eyes, from temple to temple ... and similar tattoos, in various locations on his person. These glow brightly when spells are stored in them. His eyes also glow a deep blue when he's exercising his arcane sight.

The more abnormal traits (the tattoos, the scars, the glowing eyes) are generally suppressed by his skullcap of disguise, though his inner cabal knows the truth of his markings.

Personality
Mozariq is immediately and obviously brilliant at what he does; however, he has no patience for stupidity or tomfoolery and isn't shy about expressing frustrations when others can't keep up with him. His abrasive and caustic tongue has relaxed over time, but it still lashes out defensively to keep others at bay. He also won't hesitate to probe the minds of those he trusts, when they indicate they're holding something back.

One may not know it to look at him, the wizard is exceptionally devout in his faith. This was only reaffirmed by a brush with death, courtesy of the Red Wizards at Darkhold.

Part 1: Apprentice (Growing Up: Thay)
Mozariq was born in the year 1328 DR in Bezantur, Thay. He knows this because he once stole his file from the laboratory of his masters. As a three-year-old child, he was identified to have great magical potential. He was taken from his parents and never saw them again. He can't even remember what they look like.

His name was given to him by his first master, the Zulkir of Divination. From an early age, Mozariq predilected toward Truth, toward Fact, and he proved quite useful in finding it. Unfortunately, he also spoke it -- habitually. In a society where one's tongue can get you killed, Mozariq spent his childhood a hair's breadth away from disintegration. He was whipped and beaten and tattooed and scarred.

He was unbowed.

Reprieve did not come when the Zulkir of Divination was assassinated by one of his circle-members. The new Zulkir proved far more abusive, and in much more perverted ways, than the first. Had the new Zulkir remained for more than a few months, Mozariq's mind would have been shattered. Fortunately, the office changed hands yet again.

As his twenty-first birthday approached -- three years after the age of his majority but right around the time his apprenticeship would end, it was a given that his insolence had guaranteed his execution. Mozariq came to accept the inevitability of his demise; the notion never quite left him.

For reasons unknown, though, the current Zulkir of Divination, Yaphyll (LE Female human Div10/Red5/Lor4) spared his life. The most common rumor was that the diviner had forseen something which required Mozariq alive and well. Another rumor, less commonly spoken but more widely believed, was that she had taken Mozariq as a pet and didn't want to see him killed.

Part 2: Journeyman (Dangers: Luskan)
Instead of execution, though, Yaphyll bartered Mozariq to the Arcane Brotherhood, in the city-state of Luskan, along the Northern Sword Coast. The young wizard was put to work in the northern tower, under Valindra Shadowmantle (NE female moon elf Wiz10). At first, Mozariq was prized as a divination specialist, and he was welcomed with open arms -- an honor he scarcely knew how to accept. Soon, though, he discerned that this group was even more of a nest of vipers than the last ... and far less adept at the Art.

While he worked for the Brotherhood, Mozariq survived five assassination attempts from underclassmen whose honor he had slighted. (Asking him to teach lessons proved to be an unwise decision; he inevitably gave his real opinions to the aspiring candidates.) Such a one was the son of Blaskar Lauthlon, the wizard in charge of the south tower of Luskan. When Blaskar confronted Mozariq about some choice words, the Thayan provided a few more.

Mozariq left the classroom hurriedly. Assuming that the wrath of his new masters was forthcoming (and rightly so), he fled his tower in the night, leaving his door Alarmed. He dropped out of top of the South Tower, featherfalling into a dark and damp alleyway. He'd stolen a Skullcap of Disguise from the lab and promptly donned it, in the interest of continued survival.

He was at the city walls when the tower detonated. The guards, not at all inclined to deal with a poor traveler in ragged clothes, let him past despite his odd racial features. He left Luskan at the age of twenty-three, with no idea of where to go ...

Part 3: Thesis (Chrysalis: Waterdeep)
The Temple of Mystra at Waterdeep was startled when it received a half-starved mage in ragged clothing. A Thayan, at that, and one who'd near-ran all the way from Luskan. Still, they took him in and tended his wounds.

Mozariq had heard of Mystra, over the course of his training ... it's hard for a mage not to. Still, he'd made no passes at worship, in his former life. (It only occurred to him, later, how close he came to being killed as one of the Faithless.) It was only during his convalescence that he started to learn the details of the Weave and Mystra's gifts to Faerun.

Guided by the Head Cleric, a kindly old man with wispy hair that belied a mind like a steel trap, Mozariq studied religion in all of its facets ... as the world around him reeled in the confusion of the Time of Troubles. The Thayan may very well have become a cleric (or mystic theurge), had it not been for a single dream ...

''A beautiful woman with dark, flowing hair and deep blue robes appeared to him and commanded him, in no uncertain terms, to head directly to Silverymoon. His talents would be needed there, for quite some time to come ...''

He left Waterdeep behind as a man revitalized in faith and magic ... a man in charge of his own life, if not his destiny.

Part 4: Master (Society: Silverymoon)
Mozariq first appeared in the Silver Marches twenty years ago, bearing a letter of commendation from a priest of Mystra in Waterdeep. A middle-aged man with high-strung nerves, the wizard was at first reticent in the company of others. However, his time amongst the denizens of Silverymoon has taught him a little bit about how polite society behaves.

His first duties were basic divinations about the Bardic College and the University of Applied Magic at Silverymoon; he quickly proved to be more than adept at rudimentary tasks. While he was considered for a teaching position at both colleges, he was eventually passed over for someone whose social skills were a bit closer to society-normal.

He soon settled into routine, in a job which entailed doing complex divinations and solving minor mysteries using the magic at his disposal. In between jobs, he would spend spend time with the Harpell wizard family in Longsaddle, as well as run messages between the varying factions of the Silver Marches. There were a few incidents of note:

Battle of Two Forks (Orc Invasion): 1361 DR: Fifteen years ago, Mozariq rode north on a special divination assignment from the University of Applied Magics. The job was to locate some minor treasure for the lone nobleman living in a little mountain hamlet by the name of Two Forks. It was fairly close to the ravines in which the orcish fortresses resided, but the orcs usually opted not to push in this direction, preferring to come out of the mountains at a less obvious angle.

After recovering the treasure (and being paid for his work), Mozariq came to rest at the tavern. Some distance away, a dwarf named Kehlkagt Stonevictor, saw smoke rising in the distance from the outskirts of the hamlet -- the deep, black smoke of orcish torches. Kehlkagt was there with a small regiment for what he claimed were training exercises -- that little band would prove to be in the right place at the right time. The dwarf and his group (mercenaries) rode into the town and raised the alarm, causing everyone around (including Mozariq) to spill out into the center square.

Everyone mobilized quickly to fight off the probing attack ... soon, twenty orcs lay dead. From information being held on the leader, though, everyone soon learned that this was the precursor to a larger battle. A few of the mercenaries rode south, seeking the aid of Citadel Adbar ... but everyone knew those forces would not arrive in time to help.

Still, between the will of the villagers, the tactics of the dwarves, the magic of Mozariq and the incredible valor of Kehlkagt, the orcs were defeated. The northern gate to the village now bears the name of the fallen, and a short, stumpy monument to Kehlkagt was erected in the center of the town. Mozariq and Kehlkagt, who became fast friends (despite being quite the odd pair), both kept hand-crafted ornamental forks from the village in fond remembrance of their time there.

Explosions at Longsaddle (Improper Chaos): 1370 DR Mozariq arrived at the small manor of Longsaddle with a bit of trepidation. Collections of wizards, even amiable families of them, have been known to put the mage on edge. He prefers solitary study in the arts; even when other wizards (e.g., Maledd) prove useful, his natural instinct is to keep other practitioners of The Art as far from him as possible.

Longsaddle is the home of the Harpell family of wizards: an enchanted manor with varidirectional hallways, waterfalls that run in odd directions, rooms that appear to have no connection to the outside world ... and a wizarding family prone to magical disasters of the first magnitude.

While the head of the family, Harpell, was away on business, Mozariq was summoned (on a handsome commission) to locate one of the Harpell girls. The young woman had disappeared in a massive explosion which had destroyed the alchemical supply room ... but their rudimentary divination magic demonstrated that she was still alive, somewhere.

Mozariq used the tools and the clues at hand to reveal the truth: she was caught in a small pocket dimension inside of a bag of holding. (Rumor has it that it was made entirely of candy.) With the assistance of the other wizards on hand, the young woman was rescued from a fate worse than death by chocolate.

Since his visit, Mozariq stops in to see the Harpells whenever his travels permit him to do so. While this hasn't helped his sense of humor much, it has allowed him to become more at ease with his brethren.

... a little bit, at least.

The Nesmé Job (The One Who Got Away): 1376 DR: Mozariq's final job was for the town of Nesmé, an enclosed fortress of hunters, trappers and rangers at the edge of the Evermoors. The inhabitants of Nesmé were loathe to turn to an outsider to track a thief, but the local law enforcement proved unable to cope with the challenge.

A priceless gem had been stolen from the the shrine of Meilikki; despite being under constant surveillance (the folk of Nesmé are not a trusting lot), the gem disappeared without a trace. Mozariq employed his magic to reveal something extraordinary: the gem had indeed been stolen, but seven hours after it was reported missing.

The wizard initially suspected the local constable of having arranged the theft, and signs had pointed to a group of local dwarves, who had been protesting its enshrinement, as the ultimate recipients. Mozariq quickly discarded that notion as too easy. Instead, he worked with the constable's daughter to locate a covetous sorcerer who lived in the area -- after all, an illusion had been put into place to disguise its theft.

Over the course of a week, Mozariq and this woman half his age became particularly close. As odd as they may have appeared together (Thayan and half-elf, old and young, diviner and diplomat), they developed a unique reparte which led to the wizard lowering his guard for the first time in his life.

It wasn't the first mistake he'd ever made, but it was certainly the most painful.

The emotions were genuine on both sides, but it was this half-elf, Ilera Adlar, who had stolen the gemstone. With Mozariq closing in on the ultimate buyer -- a wizard from Luskan who would sell her out in a heartbeat -- she fled the town completely, leaving behind a tear-stained confession in Mozariq's rented room.

Mozariq had the Luskan wizard imprisoned and informed the frantic constable of his daughter's theft. He was given a broken jaw and no payment for his troubles. Defeated, he saddled his horse and returned to Silverymoon with the letter tucked into his pack.

Part 5: Paths (Purpose: Beregost)

 * see also: The Path of the Tome

Mozariq made the return journey from Nesmé a tired and confused man. The city seemed relatively calm that evening (although rumors of the city-wide chaos still abounded). It was with much surprise that the wizard found a half-elven man waiting for him at his modest apartment. The man in question was none other than Keldoc Mirrorwind, sent by the Lady Alustriel to fetch the wizard. While Mozariq considered this quite odd (and had never before been closer than a hundred yards to the infamous bard before), he accompanied him through many twists and turns to a secret location.

Alustriel, of the Seven Sisters and one of the ranking Chosen of Mystra, informed Mozariq that the deity commanded him to make haste to the town of Beregost in the Western Heartlands. Mozariq was still sore from his travels, but he heard and he obeyed with alacrity -- the words of his most holy goddess were not trifles to be put off until later.

Thusly, he summoned his familiar, the raven Rowena, and made his way south with all haste without so much as shaking the dust of his former journey off of his boots. Two months of travel took him across the great distance between Silverymoon and the small monastic town of Beregost, where a most unusual group was assembling ...

The group was unique, in fact, that it was representative of numerous deities ... and they were all summoned by the forces of prophecy. While Mozariq had no reason to trust the monks of Beregost or the librarians at Candlekeep, the allure of fulfilling prophecy was strong.

His companions were also strong, albeit odd. Anly Starshin was an exciteable little girl with a big fist and a bigger heart; her impetuousness led her into a lot of trouble. Kehlkagt Stonevictor, of course, he knew from Two Forks -- his presence was relieving. Xavier Fledliweth seemed perversely unable to listen to reason or logic, preferring to rip things apart with his bare hands or the strength of mighty druidic spells. Talbane was an odd one, a berserker of sorts, whose heart was cursed. And Xarxes Theodike, a Chessentan who meant well, had a brother at the root of all their problems.

Rashemen. Unther. Westgate. Berdusk. With each new destination, the designs of the Tome seemed to twist and turn in a new direction. Several groups, seemingly indepedent of one another, thwarted their every step. But with each step, the Circle grew in power. It was in the woods of Unther that Mozariq met Jeral, one of the few surviving Blue Wizards ... after fleeing the wrath of the Red Wizards for so long, Mozariq made the choice to take a stand against the magocracy by joining the Blue.

In a place known as Darkhold, though, Mozariq's arrogance slipped past him, and a Red Wizard put a scorching ray through his chest. His soul left the Material Plane ... only to be intercepted by Mystra Herself. His work, she informed him, was not yet done. He would not be the only member of the Circle to make such a journey ... but his left him irrevocably changed. He even attempted to make peace with the druid. (Such changes were short-lived.)

In Vaasa, Mozariq personally slew Ladira Chembryl.

The path climaxed in Hlondath, where the forces of good and evil collided in the way that those forces do, from time to time. The Circle returned one last time to Beregost and celebrated ther victories with a long-overdue bottle of wine ...

Part 6: Tower (Interlude: Phlan)
With the Path over, Mozariq began a new phase of his life. After teleporting Talbane back to Vaasa and his good friend Kehlkagt near the Shaar, he struck a deal with head Blue Wizard Kosta Mojan: rather than join one of the four prevalent cells, he would instead head to the Moonsea region and serve as a focal point of information for missions there ... as well as spearheading political maneuvers to oust the Red Wizards from the region.

He sold the bulk of his possessions (and gave one of them as a gift to Alustriel) ... then moved to Phlan, where he commissioned the construction of his new home: The Arcane Spire. Amidst travel and the hiring of employees, he would come to know a lot of the townsfolk, even befriending a local wizard named Mendor.

In the year and a half to follow, the Blue Wizard integrated himself into Phlan's society. He donated enormous sums of money to public works, temples and charities; and his business ran at a steady profit ... which, in turn, was used to fuel more business and more charity donations. He and Mendor dreamed of plans for a wizarding college in Scholar's Square ... but for now, such things are dreams.

Mozariq's dual purpose, though, was not forgotten, as he coordinated with the occasional Blue Wizard and Moonstar agent. He slept lightly in his fancy bed, ill at ease to know there was a Red Wizard enclave present in Mulmaster ... even if Mulmaster's influence in the region was weakening, his prepared spells remained as paranoid and defensive as ever.

Still, Mozariq's new life was an enjoyable one, and he found himself ... happy, for what could be the first time in his life.

On the first day of the Claw of Winter, 1378 by the Dale Reckoning, his peace would be shattered.

Part 7: Dragonfire (Entropy)

 * see also: Shrouded Wings

Mozariq's peace and quiet was broken when Hedjtep, a Selune cleric and Most Wanted felon, returned to Phlan ... and Anly Starshin, in town for the unveiling of the Blood Marsh Temple, unwittingly outed him. This in turn revealed the presence of Confectus Tenabrae, of Wandering Guardian fame. Also roaming about was a suspiciously helpful man named Desmond Taragon, a passing zoologist named Mot, and a simple historian by the name of Deckar.

The wizard took an active hand in Hedjtep's capture and interrogation. Despite the cleric's craven attempts first to flee, then to shift blame and drag others down with him by association ... it was revealed that the Insect Plague was inadvertent. Hedjtep was bound in service to Phlan until his debts are repaid.

This singular turn events led to a collection of adventurers working to elevate Phlan while simultaneously undermining each other. Mozariq immediately butted heads with Desmond Taragon, an arrogant man seeking to build a mighty fortress inside of Phlan's walls. But the group only had each other, for what it was worth, because enemies were arrayed on all sides -- between scheming counselors, cold necromancers, the fragments of Gods and all of Faerun's dragons.

Werewolves, ogres, mammoths, hordes of the undead and dragons by the score fell to these adventurers ... and the Children of Woe made their presence known in horrifying ways. The Blue Wizard lost both his best friend (Mendor) and a woman of interest (Sharine Violet Nerain) to these fragments of Cyric. Political betrayals and battles with Demon Lords soon followed. Mozariq's body was destroyed time and time again, but he refused to part the Prime Material Plane while the matter of Corrin was unresolved.

In a pitched four-way battle on a hillside, the truth was revealed -- Gareth had become the unwilling servant of Tiamat, and Oryn stood with him. Corrin sought to drive all of dragonkind to utter extinction, and the zealot Hedjtep stood by him (most of the time). Desmond and Confectus chose their own sides. Mozariq wanted nothing to do with it -- but he realized that there would be catastrophe if either Corrin or Tchazzar were left unchecked, one way or another.

Had the group communicated, perhaps one of their foes would have been ultimately defeated, but it was at best a stalemate.

The wizard, now exploring into mighty territories with his magic, was one of few who could craft a new dracorage mythal, and it was his intent to restore the original one (rather than go with Corrin's plans to create a more violent one). Ultimately, it was only in shouting insults on the battlefield to Desmond that Mozariq realized his position -- he could either slaughter them all and do as Corrin had originally wanted ... or he could extend trust to Gareth, that he would do the "right" thing in the end. Faced with the choice of dropping the mythal or slaying his combative allies ... he swore a blood oath that he would not bring the mythal back into being. Corrin was slain by Oryn, Lodgekin left Hedjtep to die, Desmond and the servants of Tiamat retreated to Phlan, the Talons of Justice swore to renew their fight against Tchazzar ... and Mozariq, exhausted, knew his work was far from over.

Part 8: Spellplague (Reeducation)
Following those events, Mozariq worked with Confectus Tenabrae and (indirectly) with Hedjtep Kanut (who would never speak to the wizard again, despite his effort to restore the cleric's sanity) to break the Siege of Sundabar. It took several weeks and involved a lot of hit-and-run magical combat with Oryn Silverrain, but eventually the forces of Many-Arrows went back into the northern mountains and stayed there for decades.

Taking advantage of the peace, Mozariq split his time between Silverymoon (his home once more) and Phlan, coordinating the efforts of Maledd Sphaerthos and Alara Stormbrook in creating a network of magical universities. The one in Phlan was named after his departed friend, Mendor, and was given the majority of his attention. The project had great success in both areas, and they were well on their way to including new groups in their network.

Then came the Year of Blue Fire, and the world as Mozariq knew it died.

In his dreams, he saw a woman with midnight-black hair, a woman with whom he'd been in love for all his life, clutching in surprise at a very familiar Sword as it twisted inside her chest. The body slid off the blade, and a voice echoed in his mind: "You should have let it go." Then there was a ripping which for all the world sounded like the disintegration of reality. In a manner of speaking, it was.

Bolting upright, Mozariq was scarcely dressed in blue bathrobes as he sounded alarms and opened teleportation circles to Phlan. He telepathically notified Alara to bring any students possible to Silverymoon (and its mighty protective mythal), he arrived back in Silverymoon to cast defensive magic ... and was aghast when he realized The Weave was gone.

Mystra was dead.

The teleportation circle, a permanent piece of magic, was still working, as were some of his magical items -- but it was flickering wildly, as though the ancient laws by which it was bound were no longer applicable. Mozariq's horror was realized when no one arrived from Phlan. For the time being, he was on his own ... and everything he knew about the Art was gone. Alarmingly, his tattoos remained intact, and it is said that many kept their distance from him while they waited to see if he was about to explode.

Still, the wizard was a smart man, and he knew through his (admittedly unpleasant) experience with Desmond Taragon that magic was theoretically possible without a Weave -- and surely Netheril had tried something similar, once? He did not know the details of what had happened -- that would come later -- but there was no sense in falling into despair. The very first wizards, he reasoned, had to learn their Arts from the very beginning, much as any novice, though without the aid of a mentor. That the teleportation circle still functioned, albeit poorly, indicated that magic as a force was still possible. The Blue Wizard set about his work in a frenzy, gathering up all the wizards of Silverymoon (those who hadn't committed suicide) to unlock the secrets of magic in a new cosmology.

Records would show that he and Szass Tam would finish their experiments at roughly the same time. Mozariq then flew into a frenzy of Ritual creation, developing the arcane mechanisms and standardized spells which would soon flourish across Faerun. Those that weren't released into the world at large were compiled, filling volumes inside the library at what would eventually become the University of Silverymoon.

In some parts of the world it is said that, between Red and Blue, the world's magic was restored. (Such sayings gloss over the contributions of the Waterdhavians, Tethyrians, surviving Halruaans and the rising Netherese, of course.) Regardless of its veracity, he eventually claimed the title of The Magister -- the teacher of magic Mystra anointed to spread the Art through the world. Despite several attempts, he accepted no other official designation.

The End: 1404 DR
The Blue Wizard of Silverymoon was famous (or perhaps infamous) for restoring and repairing the Art at large, and he reveled in the creation of new spells, powers and rituals. The problem was that, as with all things, Mozariq continued to age and was slated to die. For most of his life, he had welcomed the idea of being greeted by Mystra in Dweomerheart once more ... but now his Goddess was dead and never coming back. What did the afterlife hold for him, now? He worshipped the Art, and he was determined to become Its most devoted follower.

Mozariq disappeared into his Tower in Silverymoon on the Spring Equinox of 1404, by the Dale Reckoning. The door locked behind him, and would not be opened despite the efforts of many. After a time, he was considered to be dead. A small service was held -- despite his fame, Mozariq was acerbic at the best of times, and his true friends were few. Still, the magical community mourned his passing, and the names, flavors and artistic flourishes he embedded in many of the world's spells remain in use to this day.

And as he had no children of his own, he left his rather potent estate to a Calimshite woman named Lelu, who at the age of 47 was startled to find herself the matriarch of a great noble House of Luruar. Lelu, a slave turned chef who had worked for Mozariq for many years, became a potent force in Silverymoon politics, and her children went on to become noted figures in their own rights. The symbol of House Lelu'a was Mozariq's own Spire, with five stars circling it.

The Beginning: 1405 DR
Unsurprisingly, the Blue Wizard did not let the matter end quietly.

Sightings of Mozariq al'Soleth -- or, at least, a 30'ish Mulani wizard, shaven in the former style of the Thayans but without any vestige of his infamous magical tattoos -- began a year and a half later, during the Fall Equinox. He was reported as seen by several reliable witnesses, but no one engaged him in conversation. At first it was a rumor; then, as it happened more and more often, it became legend. His appearances were sudden, swift and usually marked as the result of exhaustion or consumption.

Still, he was seen by many at the grave of Lady Lelu, the day she was buried. (1436)

He was encountered by several guards escorting a guest to the Arcane Spire. (1454 DR)

And he was seen in the crowds at the Pyre of Keldoc, Last Minstrel of the March. (1470)

He has appeared throughout the years -- barely present, rarely speaking, but clearly quite alive and in good health.

Magical theorists have debated this ever since. There was enough in line with the story to suggest that magical prolonging of his life was possible. Many knew of Mozariq's piety -- was he in line to become the Exarch of a dead goddess? Had he transformed himself into a lich (like Szass Tam) or simply cloned himself into a new supply of bodies? The Arcane Spire, which Mozariq had named after his old home in Phlan, was said to house a staggering magical laboratory -- and the Magister had, after all, been responsible for creating a decent sum of the world's current rituals. There was no telling precisely what he had done.

The news was not welcome in all corners of the world. Desmond Taragon, High Councilor of Phlan, was said to shake with fury and rage at the thought that the wizard, who he had always maintained was "out to get him," had circumvented the laws of nature. For others, the implications that someone as good and decent (if acerbic) as Mozariq would become a Lich was too much to bear.

More urgently, the door could not be unsealed. The top of his tower, where the laboratory, library and his living quarters were situated, is shielded against all forms of scrying, is impervious to teleportation or disintegration or (indeed) any known spell or psionic craft. Treasure-hunters, thieves, the remnants of the Arcane Brotherhood ... even the Blackstaff tried and failed to unseal the Magister's defenses. Soon, the tower was left well enough alone, and the Afterlife of Mozariq became local history and conversational curio. Some whisper that eleven dead shadar-kai were discovered one morning on the front doorstep to the Spire; this is commonly dismissed as rumor.

As the legend of Mozariq continues to grow, Silverymoon is left to wonder: was that the end of the Blue Wizard, or simply the beginning?

Mozariq As An NPC
''Mozariq was an Active NPC in the 3.5E continuity. He cannot be used between 1372 DR and 1378 DR without express permission, and the author should be consulted on using Mozariq in later years -- especially after 1404 DR.''

Agenda and Goals
Mozariq, as a character, was formerly an exploration in terms of isolation. Learning to trust remains hard for him, and the allure of the Path(s) and secret missions supercede normal social bonds. As time passed in Phlan, he grew into a human being with friends and social connections; the sorrow of losing those friends has only spurred his resolve.

Familiars

 * Rowena (Raven) was Mozariq's familiar from 1373 - 1378 DR; she served loyally by delivering messages and scouting potential escape routes for her master. She was slain by the Demon Lord Galthaxx in a demiplane of the Abyss.

Spellcasting
Mozariq, as a 19th-level arcane spellcaster with specializations, has several bonuses and penalties to his casting. Specifically, Mozariq:


 * is a specialist Diviner.
 * has forsaken the schools of Necromancy and Illusion. (Enhanced Specialization).
 * has ten extra spell slots, physically represented by his Blue Wizard tattoos (Enhanced Tattoo Focus).
 * has High Arcana: Mastery of Elements
 * has High Arcana: Mastery of Counterspelling
 * has High Arcana: Mastery of Shaping
 * has a +4 bonus versus Spell Resistance checks (Greater Spell Penetration).
 * has a +4 bonus on Concencration checks when casting defensively (Combat Casting).
 * has a +5 bonus to his spellcaster level (Spell Power +5), effectively making him a 24th-level arcane spellcaster;
 * has a +1 bonus to DCs for Divination and Enchantment spells (Spell Focus, Tattoo Focus);
 * has an additional +5 saving throw vs. Divination spells (Specialist Defense +4, Tattoo Focus).
 * can cast four spells without studying them first (Spell Mastery): Alarm, Detect Magic, Featherfall and Mage Armor.