, popular claimant on the future crown.
13 Years old
Personality:
Strong leadership traits.
A passion for knowledge and education.
A deep love of family, particularly towards sisters.
Is bold when faced with an opportunity to prove himself, but tends towards caution much more of the time.
Has shown a desire to rule.
Quiet and assured confidence.
Health and Physical Abilities
Mediocre fitness.
Youthful agility.
Social Skills
A strong understanding of etiquette and social grace.
Tends to inspire loyalty in others.
A bright and well honed mind.
Solid political skill.
Solid business Savvy.
Mediocre grasp of Adalbert language.
Poor Grasp of Keshlan language.
Practical Skills
Mediocre Magicianry
Mediocre swordsmanship.
Amateur Shield-work.
Sword and shield technique: Amateur.
Amateur riding.
Novice armoured combat.
Amateur Strategist.
Amateur Sleight of Hand.
Vassals and Servants
Sir Bepher, Knight of the Sail: Respectful
Barick the Bodygaurd: Protective.
Local Business partners: Respectful
Elwer, your squire: Eager to serve.
Captain Verack: Polite, but otherwise indifferent.
Ishvakala the Hedge Mage:Amused and Grateful.
Serles, "Royal Protector", personal toady: Deeply Grateful, Loyal
Sir Walter, Knight of the Crown: Dutiful
Adrickar, Palace Warden, former warmage: Dutiful
Allies
Various palace servants and Attendants: Deep Love and Loyalty
Palace Pages and Squires: Healthy and lasting respect, newly restored loyalty.
Isvan the Apprentice Warmage: Eagerness to please, loyalty.
Ritalia: Loving and Protective, deeply loyal.
Business Contacts: Polite.
Courtiers and Politicians of the King's Court: Slightly awed.
William, your elder brother: Erratic, but loyal
Sir Evanson: Patronizing, but loyal.
Sir Raymond the country Knight: Grateful
Analysse City Street Toughs: Begrudgingly Helpful
Magic
Apprentice-level Scrymaster, experienced at surpassing magical resistance. May only scry with one sense at a time. May set up poor quality scrying wards to hinder intrusion or alert you upon it. Capable of impressive power in forcing your way past screening wards, and of great subtlety in avoiding detection wards.
Novice Level War-Warder. You have some shaky skill in warding objects and people from specific kinds of harm which must be stated in the spell. None of your spells have yet lasted much more than an hour, and are easy to dispel.
Novice Level Force magic. You may use crude energy with basic competence. Currently this allows you to bludgeon and move things forcefully and indelicately, with strength just barely above your own physical strength.
-Spell Tricks known:
Artificial Wind. Can create breezes over an extended period, or a single momentary gust capable of sending light objects flying and unbalancing individual people.
Symbol reproduction. Can instantly reproduce the contents of one page on something else, the symbol(s) must be made with ink or a similiar substance to work, and must be performed on a flat surface.
Palm Light: You are capable of creating a shining light in your palm that is about as bright as a torch, you may also attach light to your fingertips as bright as a candle, the light has heat, but not much.
Missile Launching: This cantrip allows one to launch an arrow, bolt or similiarily sized missile at an opponent with the strength of a crossbow bolt. Could theoretically be used to launch less conventional missiles in a pinch.
Repel object: May be used to turn away missiles, blades and blunt objects, though not reliably.
Assets
Various travelling clothes of high quality, including cloaks and riding boots.
Riding horse fitted with barding, (quilted over top studded leather).
A modest collection of historical books.
A small collection of varied books on magic, including basic theory, scrying, warding of various sorts and warmagic.
High quality gold emerald-embedded brooch. A gift from your mother.
Cart with draft horses
Boots of sticking. Boots capable of fusing on any surface on the command word. Generally used for pranks.
Wealth:
Opulent palace quarters.
Personal servants.
Varied high quality clothing and jewelry.
Trade goods.
Various stall based portside businesses.
Modest Middle Man business.
Some partnerships with estalished small businesses.
A handful of small smithys, and attached metalworking businesses.
Generous Royal Allowance.
A tidy sum of money, more than enough to build and man a decently sized ship, with a little left over.
A few choice pieces of gifted Jewellery.
Ornate Plate Armor
Masterfully crafted Ornamental Longsword
War Assets:
Masterfully crafted Dagger.
High quality short sword.
High quality leather breastplate.
High Quality Scale Mail armor.
A crate of flashstones, capable of producing a blinding light when struck against a hard surface.
A ring shield, capable of producing a small shield of force energy on the command word. Limited life.
A stave of magical protection. Absorbs overtly hostile magic directed at the holder before shattering.
Bodyguard Equipment: Leather Jerkin over sturdy woodmans clothing, a high quality longsword, a warhammer, a hidden dagger, a short sword, a hatchet, a leather shield. A riding horse with custom saddle. Ornate plate armor. High quality Banded armor.
Squire Equipment: High quality shortsword, quilted armor and travelling clothes. Riding Horse. Fine clothing.
The Silver Moon Mercenary Company
Based in a converted Warehouse in the docks district.
Headed by Verack, a northman warrior who has skill with a claymore.
Senior Members:
8 Axemen (throwing and Melee), 2 archers, 3 Halberdiers, 1 Fire Mage. All dressed in Ringmail/plate composite, with weapons of decent quality.
Regulars:
1 elite archer, 1 archer, 1 halberdier 1 axeman. (dressed in Ringmail, weapons of mediocre quality.)
Recruits:
13 Able Bodied Trainees, 2 fire mage apprentices. Substandard training equipment. (Dulled metal weapons and used hunting bows, armor of wood and cloth padding)
...