Sir Darfin Floshin

Lord Darfin “Longwalker” Floshin (LG male venerable gold elf duskblade 11) is the eldest child and heir of Elorfindar and Shalamrae. A serious, quiet, “duty first” sort, Lord Darfin was born in the Year of the Toothless Skulls (876 DR), and has never had a wife nor children. In the adventuring days of his youth, when he was known as Darfin Longwalker, he had several lovers (all gold elf females), but has lived alone for centuries on his father’s estate.

Darfin overseas the far-flung holdings of House Floshin in the lower Delimbiyr vale and keeps a close eye on the lands that surround them. He is a wary guardian, giving constant scrutiny to the cycles of living things, the health of the verdant land, and how folk of Daggerford and the farms around can best live in harmony with it (which has often brought him into minor conflict with humans over the size of their herds, burning brush to clear land, improper irrigation, and the like).

Darfin “Longwalker” Floshin inherited two heavy burdens from his gold elf father, Elorfindar: his desire to see a new kingdom of Phalorm, and the guardianship of a place of special magic.

In his youth, Darfin’s father witnessed the founding of Phalorm, the three-crowned kingdom of the elves of Ardeep, dwarves of Dardath, and humans of Delimbiyran. This strongly allied realm also had large gnome and halfling populations, making it a beacon of acceptance and civilization in an often uncivil time.



Sir Darfin Floshin

Medium humanoid (sun elf), lawful good


  • Armor Class 14 (19 If he increases his defenses)
  • Hit Points 94
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 14 (+2)

  • Saving Thors Int +9, Wis +7
  • Skills Arcana +9,History +9, Perception +7, Insight +7, Survival +7
  • Condition Immunities sleep
  • Senses Darkvision 60 ft, passive Perception 16
  • Languages Common, elvish
  • Challenge 9 (5,000 XP)

Spellcasting. Sir Darfin is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Sir Darfin has the following wizard spells prepared:

Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st leveJ (4 slots): alarm, mage armor, magic missile, shield
2nd level (3 slots): arcane lock, invisibility
3rd level (3 slots): counterspe/1, dispel magic, fireball

Arcane Ward. The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to O hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a num· ber of hit points equal to twice the level of the spell.

Magic weapon. Sir Darfin's weapon its a sentient neutral good legendary longsword that requires attunement by an elf. It has an 18 Intelligence, 12 Wisdom anda 15 Charisma. It speaks elf, common, pixie, and orc, including via telepathy. Can use an action to cast heal 1/day, teleport 1/day, anda locate object at will. It has the properties of a dancing sword and a defender

Actions

Elfhost. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) magic damage