What do you call a 23rd level archmage?
Whatever he wants!

Appearance:
Kimrath Vanduren is an old man, though he still possesses the strength and endurance of a far younger man. His hair is long and white, enveloping his hair in a shock of fluffy white. Though the glint in his eye is sometimes more deranged than comical, he is usually happy and satisfied with the way the world is.

A very unfortunate tendency to talk to himself when he is busy thinking about something makes people tend to underestimate him as "yet another maniac", yet Kimrath is not actually mad, just very (very) eccentric.

Background:
Kimrath is one of two survivors of the adventuring party The Company of the Foaming Mug, a rather famous and powerful band of adventurers (though not related to Clan Battlehammer's foaming mug standard - it's a coincidence). They were perhaps more infamous than famous on the Prime Material Plane because of unruly drinking and contests of the "Look What I Can Do!" kind - which sometimes resulted in rather impressive amounts of collateral damage.

Yet they did some serious adventuring on other planes, and had the usual run-ins with dragons, treasure, and horrific demons - often in the same place. Or rather, as uncle Kimrath once commented on the attitude of the others and himself in The Foaming Mug: "That which doesn't kill me, should be able to run pretty darn fast!"

The other survivor, is the (now) high priest Gordon Firewater (17th level Priest) of some god(dess) of Fortification. He and Kimrath still get along famously, and they still have legendary bachelor bashes.

Personality:
As Kimrath prefers high-power spells (4th grade and upwards), he often uses the Bigger Hammer approach. Even though a simple Magic Missile should do the job, Kimrath is liable to go completely overboard when spellcasting - something which makes the collateral damage factor go up a lot. For instance, if he were to try and destroy a small warband of orcs, he'd usually not choose the 'normal' approach of casting a couple Magic Missiles or three, a Sleep spell, or perhaps an old standby, a Fireball. Oh no. He might very well cast Prismatic Wall or Acid Storm, followed by a Disintegrate or Death spell if he wasn't satisfied with the degree of destruction the warband had undergone. This, obviously, can be a bit scary for those who might travel with him.

Luckily, nowadays he mostly keeps to himself in his tower on the Elemental Plane of Water, where he has created (through Estate Transference and a couple of other spells and items) a little den to himself.

Spells and Things:
Kimrath has developed a few unique spells, and is busily researching new ones. His latest projects include: A spell that works like a place-specific Plane Shift between his little retreat on the Elemental Water and the Prime Material (7th or 8th level), and another spell that is supposed to work like a high-power water hose to soak (and kill) people with (3rd or 4th level) - he has, after getting hold of the Waterstaff, developed a certain affinity with water and water-related spells and thinks it is a pity he doesn't know any cool, water-based attacks (other than Acid Storm and Shark Bolt, obviously).

Kimrath has a familiar - a Tressym (Winged Cat) he calls Cat (he never was very inventive when it came to names). The Tressym doesn't seem to mind, either way. In addition to his familiar, he has a few magical items - mostly things he is either wearing or has within easy reach. Even though he has had a long career as an adventurer, he isn't very laden with magical items - the reason is simple: when he just barely made it when The Foaming Mug was blown to bits, many of his magical items didn't survive the blast with their dweomer intact. Also, he doesn't really feel the need for magical items that strongly either way - as a 23rd level mage, he has got plenty of magical power, items or no items.

Kimrath's got a few things he likes, and a few things he doesn't like. He's big on cats - he thinks they're fascinating and cozy. On the other hand, he doesn't like dogs much - they make too much noise, smells bad when they're wet (and there's plenty of water on the Plane of Elemental Water), and they don't even have retractable claws. Losers. He doesn't like people that try to impress or intimidate him, either. Magic, on the other hand, is a source of endless fascination for Kimrath.

His Place in the Country (Water?):
Kimrath's retreat is located on the Elemental Plane of Water, moved there through the spell Estate Transference. Kimrath wasn't more than 20th level when he cast that spell, and to get the maximum amount of real estate with him, he had to develop the spell Enhance Transference. This spell made him capable to take many times the normal amount of matter with him when he made the transference.

His retreat is easy to make a map of. Make a fairly large circle with the appropriate tools. Mark a square in the circle. In the upper left corner is Kimrath's tower, and the lower right corner harbors some rock and hills with loads of holes in (and a small dungeon - it is easy to get into this dungeon from the elemental plane, or indeed wherever through the edge of the transference, there is no barrier to stop any intruders). There is a small forest following diagonally from the upper right corner down to the left corner of the square. The area was subjected to the transference in late summer, so there's a balmy temperature and some yellowing leafs in the forest.

The Tower of Kimrath:
The tower is a small, two storey affair made out of completely smooth obsidian (a black, vulcanic, glass-like rock). In actuality, the entire tower is one continuous, huge piece of obsidian. The entrance is never locked, but the doors to the guest rooms (there are three, and they are all in the lower floor) are likely to be.

The laboratory, library, Kirath's own bedroom and so on, is placed in the upper floor. The door to the upper floor is always locked, and anyone entering without being either invited by Kimrath personally, or forget to utter the secret password upon entering, will breach the ward placed there by Kimrath, and will be hit by (in rapid succession) of a Magic Missile (5d4+5), a Power Word: Stun, and a Hold Monster spell. In addition to this, a shark (similar to the one created by the Shark Bolt spell) will be conjured and attack anyone that has crossed the threshold of the door for the next 20 rounds. Kimrath will also be notified of the breaching of the ward.

The laboratory harbors Kimrath's bed, and he usually eats in this room. There are three doors that seem to leave this room - one goes to a combined pantry and kitchen, the other to a small privy, and the third goes into the hall where he keeps most of his grimoires and magical texts. These are (obviously) all extra-dimensional spaces.

Statistics:

Kimrath Vanduren
Hit Points    : 38
Alignment     : Chaotic Neutral
ThAC0         : 14
XP            : 4875001
AC            : -1
Class         : Mage(23)
Age           : 62
Strength      : 12
Dexterity     : 15
Constitution  : 13
Intelligence  : 19
Wisdom        : 19
Charisma      : 11
Spells :
Level  : 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Wizard : 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3
Weapon Proficiencies:            Non-Weapon Proficiencies:
Dagger or Dirk                   Ancient History           18
Dart                             Astrology                 19
Quarterstaff                     Cooking                   19
Style: Single Weapon             Dancing                   15
                                 Etiquette                 11
                                 Healing                   17
                                 Languages, Ancient        19
                                 Languages, Modern         19
                                 Musical Instrument        14
                                 Navigation                17
                                 Religion                  19
                                 Spellcraft                25
                                 Swimming                  12

Spells :                                  Level   Source               Page

Alarm                                       1     Player Handbook      131
Burning Hands                               1     Player Handbook      131
Cantrip                                     1     Player Handbook      131
Chromatic Orb                               1     Wizard Handbook       95
Color Spray                                 1     Player Handbook      132
Comprehend Languages                        1     Player Handbook      133
Copy                                        1     Wizard Handbook       95
Detect Magic                                1     Player Handbook      133
Grease                                      1     Player Handbook      135
Hold Portal                                 1     Player Handbook      135
Jump                                        1     Player Handbook      135
Know School                                 1     FR Adventures         44
Read Magic                                  1     Player Handbook      137
Shocking Grasp                              1     Player Handbook      137
Sleep                                       1     Player Handbook      138
Snilloc's Snowball                          1     FR Adventures         45
Unseen Servant                              1     Player Handbook      138
Wall of Fog                                 1     Player Handbook      139
Agannazar's Scorcher                        2     FR Adventures         45
Cloak From Undead                           2     FR Adventures         45
Continual Light                             2     Player Handbook      140
Detect Invisibility                         2     Player Handbook      141
Glitterdust                                 2     Player Handbook      142
Ice Knife                                   2     Wizard Handbook       98
Improved Phantasmal Force                   2     Player Handbook      142
Invisibility                                2     Player Handbook      142
Knock                                       2     Player Handbook      143
Locate Object                               2     Player Handbook      143
Maximilian's Earthen Grasp                  2     Tome of Magic         22
Protection From Cantrips                    2     Player Handbook      144
Rope Trick                                  2     Player Handbook      145
Snilloc's Snowball Swarm                    2     FR Adventures         47
Vocalize                                    2     Wizard Handbook       99
Whispering Wind                             2     Player Handbook      147
Alacrity                                    3     Tome of Magic         24
Delude                                      3     Player Handbook      148
Fly                                         3     Player Handbook      149
Hold Person                                 3     Player Handbook      150
Hovering Skull                              3     Wizard Handbook       99
Icelance                                    3     FR Adventures         49
Item                                        3     Player Handbook      150
Laeral's Dancing Dweomer                    3     FR Adventures         49
Lightning Bolt                              3     Player Handbook      151
Maximillian's Stony Grasp                   3     Tome of Magic         26
Mummy Touch                                 3     FR Adventures         49
Phantom Steed                               3     Player Handbook      152
Spectral Force                              3     Player Handbook      153
Wind Wall                                   3     Player Handbook      154
Beltyn's Burning Blood                      4     FR Adventures         53
Dimension Door                              4     Player Handbook      155
Emotion                                     4     Player Handbook      155
Enervation                                  4     Player Handbook      157
Halo of Eyes                                4     Wizard Handbook      101
Ilyykur's Mantle                            4     FR Adventures         54
Minor Creation                              4     Player Handbook      160
Polymorph Self                              4     Player Handbook      161
Spider Strand                               4     Dragon Kings          83
Wall of Fire                                4     Player Handbook      163
Cloudkill                                   5     Player Handbook      166
Conjure Elemental                           5     Player Handbook      166
Dismissal                                   5     Player Handbook      167
Domination                                  5     Player Handbook      168
Hold Monster                                5     Player Handbook      169
Know Value                                  5     Wizard Handbook      103
Passwall                                    5     Player Handbook      171
Stone Shape                                 5     Player Handbook      171
Chain Lightning                             6     Player Handbook      173
Disintegrate                                6     Player Handbook      175
Enchant an Item                             6     Player Handbook      175
Legend Lore                                 6     Player Handbook      178
Part Water                                  6     Player Handbook      180
Programmed Illusion                         6     Player Handbook      180
Reconstruction                              6     FR Adventures         59
Reincarnation                               6     Player Handbook      181
Acid Storm                                  7     Tome of Magic         40
Delayed Blast Fireball                      7     Player Handbook      183
Forcecage                                   7     Player Handbook      184
Power Word, Stun                            7     Player Handbook      185
Sands of Time                               7     Dragon Kings          85
Shadowcat                                   7     Tome of Magic         41
Teleport Without Error                      7     Player Handbook      187
Vision                                      7     Player Handbook      187
Bigby's Clenched Fist                       8     Player Handbook      188
Maze                                        8     Player Handbook      190
Mind Blank                                  8     Player Handbook      190
Otiluke's Telekinetic Sphere                8     Player Handbook      190
Permanency                                  8     Player Handbook      190
Prismatic Wall                              8     Player Handbook      191
Enhance Transference                        9     Unique
Estate Transference                         9     Tome of Magic         46
Temporal Stasis                             9     Player Handbook      197
Worldwalk                                   9     FR Adventures         67

Magical Item                               Amt    Where

Elixir of Youth                             3     Kimrath Tower
Bowl of Commanding Water Elementals         1     In the center of the island
Bracers of Defense AC 2                     1     Body
Ring of Protection +2                       1     Body
Robe of the Archmagi                        1     Body
Potion of Extra Healing                     5     Kimrath Tower
Scroll of Teleport Without Error (x2)       2     Body
Ring of Warmth                              1     Body
Waterstaff                                Unique  Body
Ring of Wizardry (4th)                      1     Body
Bed of Kimrath                            Unique  Kimrath Tower

New Magical Item: The Bed of Kimrath
This is a bed which his good friend and surviving adventuring buddy, Gordon the High Priest, helped Kimrath create. It will bestow Heal once per day, and will also cast a Regeneration spell once per day (5 turn duration). In addition, the bed is very comfortable, so Kimrath prefers to sleep in the bed.

Bowl of Commanding Water Elementals
The Bowl of Commanding Water Elementals is what keeps the Estate Transference spell running. It is protected with spells and devices to the best of Kimrath's abilities (which are considerable, considering that he's now 23rd level), and is therefore very difficult to remove. The least of his protections should include a Prismatic Wall, a Forcecage, a Wall of Fire, a Maze spell, a Wind Wall and a Cloudkill spell effect, probably with a couple of Acid Storm spell effects running as an extra insurance.

The Waterstaff (Unique Item)
It is unknown where Kimrath got this staff (and Kimrath himself isn't telling), though its powers indicates that it is one of the four Elemental Staves - Fire, Water, Air and Earth. The staves all had similar powers, and were in their time created by four brothers that had magical powers strongly tied to their respective staff's element. These staves were thought to be lost forever - it is more than 500 years since one of the Elemental Staves were last seen. Yet the nephew of Kimrath - Lorac Shiel - carries the Firestaff. Is this perhaps a sign that all four staves soon will be found?

The Waterstaff is made of a dark, bluish wood, with a carved top of a stylized wave. The wave is made of a bluish platinium alloy. The Waterstaff is considered a Quarterstaff in combat, and counts as if it has a +2 enchantment when determining what it can and can not damage, though it carries no bonuses to hit or damage a creature.

The Waterstaff is currently charged with 13 charges. It is always cool to the touch, but not overly so - except when it is overcharged.

The Waterstaff has three powers that are simple to use: