Jehundik Vanyik
First Circle Apprentice of the Bronze Tower
Physical Traits:
Healthy
Well Fed
Well Rested
Fit
Twisted Ankle
Skills:
Local Folklore: +5
Woodsmanship: +4
Herbalism: +4
Archery: +3
Spear Fighting: +2
First Aid: +2
Gardening: +2
Academic Research: +1
Possessions:
Sturdy Hunting Bow
Thick Fur Cloak
Sharp Steel Knife
Sharp Well-Made Blade-Headed Shortspear
Tarnished Magical Copper Armband
Bronze Necklace
Worn Boots
Aged Iron Cap
Several sets of Woodsman's Clothes (including leather belt and cotton trousers and shirt.)
Belted waterskin (full, holding a litre and a half of water)
Linen Robe
Walking Stick
Hip Quiver (Full)
-Twenty-three ash-tipped arrows.
A Satchel (Full)
-Extra Bowstrings
-flint
-a whetstone
-Twenty five feet of straw rope.
-small empty pouch
-fine foreign wine (full bottle)
-twelve silver coins (an eye on one side, a shattered spear on the other)
-four copper coins (a pointing hand on one side, a shattered spear on the other)
-Set of Herbalists Tools (Including mortar, pestle, and small blades capable of precisely hooking or cutting under good lighting.)
Rat Sack (empty)
Your academic studies continue to go productively all around, and you find yourself already beginning to develop a knack for cross referencing, double checking and chasing literary citations. You find mention of more magical disciplines, including Kinetic or "force" magic, and null or "void" magic. The former is fairly straightforward, but the latter is referred to a little more cryptically, if you were to guess you would probably say it's some sort of cancellation magic. You learn that one common use for light is the creation of a gel-like substance called "Light-Stuff" that can be willed into existence as long as a mage concentrates in bright environments. For good measure you memorize a couple combat-worthy basic fire spells, though you will have to wait for an excuse to use them to determine just how accurately your memorization did the trick. One involves the flinging of flames at short distance, and another launches an arrow sized flame projectile, both are apparently easier when cast in warm places, even more so when an already burning fire is used as the focus for the creation of the flame.
Your time spent in the gardens and processing herbs is spent quite productively, and you can tell you are beginning to earn the respect of the servants who share the work with you. You're the equal of most, if not all of those who provide the tower with it's herbs and extracts, and your practiced hands help the servants reach closer to meeting the excessive demand of the tower mages.
While practicing your archery a bird flies through the training ground, and on a whim you shoot at it in mid flight. The arrow skewers the bird straight through the neck, and is taken away by a gawking servant, who congratulates you on your stunning shot. You imagine he will be gossiping about that for a while yet. You are however, injured while sparring with one of the local soldiers, as misplaced footwork and an illtimed swing of your opponents stave leaves with a twisted ankle and limp. By the estimation of the servants who treat your injury you will be fine, though they give you a walking stick and tell you not to exert it heavily for at least a couple of weeks.
1d20-2(
very little bartering experience+)= 16 1d20-1(
little bartering experience+)= 18
You sell what's left of your tea herbs in Bytower during your various comings and goings within it, and the great demand allows you to charge exorbitantly for them, which still is no great fortune. After you do so, you take the time to attend to a few other niggling desired purchases, and so you ask around, doing some rather remarkably successful pre-emptive haggling. A local tailor offers you a simple Red Cotton Robe with a pair of deep pockets for a mere three silver pennies, the colour apparently isn't as vibrant as the mage he made it for wanted, so the tailor wants to be rid of it. You tell the tailor you need time to think on it, but he assures you his price will hold. Your search for armour is a little less encouraging, even the cheapest Gambeson costing nearly half of your current wealth. One leatherworker has recently begun making leather armor however, and he offers you a Breastplate made of stiff leather for four silver six copper. It certainly doesn't cover as much as a gamberson, but it seems hard and sturdy, apparently his work is in little demand however.
...
Through her apprentices, you arrange a meeting with Viskesha. Upon meeting her she strikes you as a particularly beautiful woman, though with the grey skin and hair you imagine charachteristic of her people. When you later reflect on it however, you find that you cannot summon to mind what the left half of her face looked like, something that seems a curious thing to forget. She tells you that if you became her apprentice you would of course receive training in the basics of fire and light magic, a thing she charachterizes as "child's play, in a place already so focused on those magics.", however she also adds that you would receive training in shadow magic, a discipline of illusion, subtlety and obfuscation, capable of turning minds astray and of taking solid form when untouched by bright light. She also adds that the duties she expects of her apprentices would be compensated with generous rewards. She adds that with the huge libraries in the tower and the thousands of books within each library texts are often lost and misplaced, and that her own apprentices often find these books, and since they already have them in hand, why not take advantage of the knowledge within those texts before returning them?
Before departing you ask her what use she might have of an herbalist in her service. She idly responds that rare plantlife is a commodity in high demand in the tower, and that being both skilled in their finding and use is a useful bargaining chip, as is having such a person in your service. When you mention the shadow towers she grows cold, mentioning that you presume too much for someone who isn't even yet in her service.
...
You've spent three weeks in the tower, and you are beginning to notice and grow almost accustomed to the oddities of life here at the Bronze. Neither natural light nor fire provides the greatest portion of brightness within the tower. Instead, in the hallways and most rooms in use lamps are hung up on the ceilings and on the walls. In these lamps sit suspended clear stones that themselves glow with an inner light. Some such lamps are greatly ornate and bright, and never to your knowledge go out, others have stones that grow dimmer as the hours pass, and are hung up or carried wherever there isn't constant need of light. The halls of stone are never damp or cold, and sometimes the walls even seem to give off their own warmth. From time to time you see inhuman servants and mages, deep elves, scaled dragon-kin and a short and gnarled folk that you are told are called "The Grem".
One morning as you prepare to head to the library to begin your morning studies Adabelle arrives with a scribe, asking you if you would like to officially request a specific master and servant. She adds that most specify servants by profession, such as scribe or bodygaurd, and many request apprentice craftsmen. However if you would like to request a specific servant by name that can also be arranged.
GM Note
So if you've already made your wishes firmly clear but don't vote between now and the next update i'll still count you as what you before stated. I also havn't been explicitly communicating the results of rolls that are just part of Jehundik's Routine, but i'm considering starting to put all of those rolls in a spoiler underneath every post, so let me know if that's a thing you feel one way or another about.
And would you look at that. With the huge amount of time you've been putting into research, and all the great rolls you've been having, you managed to already gain a rank in Academic Research.