Enmerkar, the Towering Sage
“Enmerkar: Ancient Sumer’s Diplomatic Trailblazer or Mythical Mastermind?”
- Alias: None known
- Gender: Male
- Race: Human
- Occupation: King of Uruk
- Religion: Worshiper of Sumerian deities
- Allies: Various city-states of ancient Sumer
- Enemies: Rival city-states, political opponents
- Abode/Base of Operations: The city of Uruk
- Nationality: Sumerian
- Languages: Sumerian, Akkadian (common languages of ancient Mesopotamia)
- Alignment: Lawful Neutral
- Affiliation(s): Uruk, the Sumerian city-state
- Significant Others: Ninsun, his queen and partner in governance
Enmerkar, a legendary figure from the annals of Sumerian history and myth, emerges as a prominent king of Uruk. As a character shrouded in the mists of ancient Mesopotamia, he embodies the spirit of his time—an era when cities were emerging as powerful entities, and their rulers sought to extend their dominion, influence, and prosperity.
Character Description: Enmerkar, known for his towering presence both in stature and in the annals of history, is often depicted as a regal figure adorned in the regalia of Sumerian royalty. His eyes reflect a keen intellect, and the lines etched upon his brow tell tales of the challenges he faces. The weight of his responsibility rests on his broad shoulders, and he carries himself with the gravitas of a leader.
Fears: Beneath his kingly exterior, Enmerkar carries the fear of failing his people. The prosperity of Uruk, the welfare of his subjects, and the advancement of his city are his foremost concerns. He fears the looming shadows of neighboring city-states, political unrest, and the ever-present specter of conflict. His deepest fear, however, lies in the possibility of his legacy being tarnished by failure, as he strives to secure his city’s place in history.
Motivation: Enmerkar’s unwavering devotion to his people drives his actions. His reign is marked by a relentless pursuit of prosperity, knowledge, and unity. He seeks to strengthen Uruk’s position through diplomacy, trade, and cultural exchange with neighboring regions. His ultimate ambition is to leave a legacy of a prosperous and influential Uruk, one that will stand the test of time and ensure the well-being of his subjects.
Achievements: Enmerkar’s reign is marked by achievements in diplomacy, trade, and cultural exchange. He tirelessly seeks alliances with neighboring cities, negotiates trade agreements, and promotes the arts and sciences within his realm. His desire is to elevate Uruk to a position of prestige, not through conquest alone, but through the enduring bonds of diplomacy and cooperation.
As a character of legend, Enmerkar stands as a testament to the aspirations and challenges of his age, embodying the hopes and fears of a king who sought to secure the prosperity of his people and the greatness of his city in the pages of history.
Enmerkar, the Towering Sage
Medium humanoid (human), Lawful Neutral
Armor Class 17 (mage armor) Hit Points 180 (24d8 + 72) Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 16 (+3) | 20 (+5) | 18 (+4) | 18 (+4) |
Saving Throws Int +9, Wis +8 Skills Arcana +9, History +9, Persuasion +8, Insight +8 Senses passive Perception 14 Languages Common, Celestial, Sumerian Challenge 15 (13,000 XP)
Legendary Resistance (3/Day). If Enmerkar fails a saving throw, he can choose to succeed instead.
Spellcasting. Enmerkar is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:
- Cantrips (at will): Mage Hand, Prestidigitation, Message
- 1st level (4 slots): Mage Armor, Magic Missile, Shield
- 2nd level (3 slots): Misty Step, Mirror Image
- 3rd level (3 slots): Counterspell, Lightning Bolt
- 4th level (3 slots): Dimension Door, Arcane Eye
- 5th level (2 slots): Teleportation Circle
Actions
Staff of Enmerkar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) bludgeoning damage.
Arcane Bolt (Recharge 5-6). Enmerkar casts a bolt of arcane energy at a target he can see within 120 feet of him. The target must make a DC 17 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
Teleport (1/Day). Enmerkar magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Legendary Actions
Enmerkar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Enmerkar regains spent legendary actions at the start of his turn.
- Arcane Bolt (Costs 2 Actions). Enmerkar makes an Arcane Bolt attack.
- Counter Spell (Costs 3 Actions). Enmerkar counters a spell cast within 60 feet of him. If the spell is of 4th level or higher, make an ability check using his spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell is countered.
Reactions
Shield. Enmerkar casts Shield as a reaction when he is hit by an attack or targeted by Magic Missile. This increases his AC by 5 until the start of his next turn.
Lair Actions
On initiative count 20 (losing initiative ties), Enmerkar takes a lair action to cause one of the following magical effects:
- He creates a zone of magical protection. All creatures friendly to Enmerkar within 60 feet gain a +2 bonus to AC and saving throws until the start of his next turn.
- Enmerkar casts Dimension Door, teleporting to a location he can see within 120 feet.
- He summons an Arcane Bolt, directing it to attack a creature within 120 feet.
Equipment
- Staff of Enmerkar (arcane focus)
- Spellbook
- Robes of the Sage
- Potion of Healing (2)
Roleplaying Enmerkar Enmerkar is a wise and powerful wizard, known for his extensive knowledge and diplomatic skills. He is driven by a desire for wisdom, knowledge, and the betterment of his city-state. He seeks to establish peaceful relationships with neighboring regions to acquire resources for the benefit of his people. Enmerkar is a skilled negotiator and values diplomacy over conflict.
His tower, located in the heart of Uruk, is a testament to his magical prowess and his dedication to the gods. Enmerkar’s mastery of arcane arts and his legendary status make him a respected figure in the land.
Adventure Hooks
- Diplomatic Mission: The adventurers are sent as emissaries to negotiate with Enmerkar on behalf of their kingdom. They must navigate the complex world of diplomacy and impress the sage to secure a favorable agreement.
- Arcane Assistance: Enmerkar seeks the help of skilled adventurers to retrieve a powerful artifact from a dangerous magical realm. In return, he offers valuable knowledge or magical assistance.
- Mystical Crisis: A magical catastrophe threatens to engulf Uruk, and Enmerkar needs a group of heroes to uncover the source of the problem and find a solution before it’s too late.
Currently in the World
Enmerkar, in his regal splendor, presents a commanding figure. He stands tall with a dignified bearing, his frame robust and robust. His attire is a testament to his royal station, adorned in rich garments of the finest Sumerian textiles. A flowing robe of deep royal blue, embellished with intricate golden embroidery, drapes over his broad shoulders and cascades down to his ankles.
Around his waist, a golden sash cinches the robe, signifying his status as the sovereign of Uruk. His feet are adorned with leather sandals, though they bear no trace of the dirt from the bustling city streets.
Enmerkar’s visage is marked by a strong, chiseled jaw and piercing, intelligent eyes. His dark hair, flecked with hints of silver, is meticulously groomed, showcasing his attention to detail even in matters of personal appearance. His eyes, though contemplative, often hold a hint of the weight of leadership.
At this moment, Enmerkar stands in the grand audience chamber of his palace, surrounded by intricately carved pillars adorned with gold and lapis lazuli. Sunlight filters through ornate, glazed windows, casting a warm and regal glow on the chamber. His current mood is one of deep consideration, as he deliberates the implications of a missive from a neighboring city-state—an opportunity for alliance or a potential threat to Uruk’s sovereignty.