Jehundik Vanyik
Physical Traits:
Healthy
Well Fed
Well Rested
Uninjured
Fit
Skills:
Local Folklore: +5
Woodsmanship: +4
Herbalism: +4
Archery: +2
Spear Fighting: +2
First Aid: +2
Gardening: +2
Possessions:
Sturdy Hunting Bow
Thick Fur Cloak
Sharp Steel Knife
Worn Boots
Several sets of Woodsman's Clothes
Hip Quiver (Full)
-Twenty-four ash-tipped arrows.
A Satchel (mostly full)
-Extra Bowstrings
-Five Tallow Candles
-flint
-a whetstone
-Ten days worth of Jerky, dried apple and onions.
-smallpouch of poultice herbs (full)
-silver coin (an eye 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.)
-A Small Book of Cantrips (read by candlelight)
You decide to leave Alek behind, and though he protests you know his father will be glad for it. Though he's only a year younger than you he is still rather young in temperament, and you aren't sure how much he can be relied upon. You tell Maergor and Veila to make ready, and they leave to make their preparations. Maergor has no family in the valley to speak of, and lives only in a small rickety hut by the river, so he is ready to leave as soon as you are, Veila however has a large family to make her goodbyes to, and it isn't until the following day that she is ready to depart.
The time does give you the opportunity to better examine and read from your notebook, and gives your parents time to give you one last hearty supper before your departure. Judging by the directions the spells in this notebook are mere child's play, though the effects themselves are similarly humble. A gesture, and a flash of light, a word spoken into your hands producing a flood of warmth in your fingertips. However when you first try out the spells nothing seems to happen.
The directions within the book on the other hand are quite clear and concise: "Follow the river east for several days until it is met by another river and forks, if you have not already crossed it do so. Continue directly south across country for a week or so until a great road is found. Follow this road southeast until you come to the town of Wanderers rest. From there travel along the northeast road that curves around the marshland until it turns directly south, once you come upon the first roadside tavern after the road turns south, go directly east. Travel for no more than four days walk, and no less than two.Do all this and you will come upon a small town, and the rest you shall discover when you seek it."
...
Early in the day you set out to find your companions, and find them able and ready to leave. Veila seems eager to get underway, and has brought with her a thick if ragged gambeson and an axe. She has also brought a sack full of bread and goat's cheese.
Maergor seems very somber by contrast. He's brought smoked fish, and in his hands carries a stout iron-headed spear, along with two much shorter fish-spears strapped to his back.
GM Note:
What sort of schedule will you devise for travelling? Too much time tarrying and you will move at a snails pace, but too little and you will have no time to gather food, rest enough or practice magic.