Jehundik VanyikFirst Circle Apprentice of the Bronze Tower
Physical Traits:
Healthy
Well Fed
Well Rested
Fit
Uninjured
Skills:
Local Folklore: +5
Woodsmanship: +4
Herbalism: +4
Archery: +3
Spear Fighting: +2
First Aid: +2
Gardening: +2
Academic Research: +1
Magic
Fire Magic: -2 (little training or practice)
Learned Techniques:
Flame Manipulation/Generation
Heat Manipulation/Generation
Learned Spells:
-Heat Fingertips (Instant)
-Candlefire (concentration)
-Speedier Burning (concentration)
-Fan of Flames (instant) Memorized, partially learned.
-Fire Arrow (instant) Memorized, partially learned.
Light Magic: -4 (No Training or practice)
Learned Techniques:
None
Learned Spells:
-Handlight (concentration)
-Handlight Projectile (concentration)
Possessions Kept on Person:
Walking Stick (held)
Red Cotton Robe (worn, with two deep pockets)
Chipped Magical Copper Armband (worn)
Bronze Necklace (worn)
Worn Boots (worn)
Leather Belt (worn)
-Belted waterskin (full, holding a litre and a half of water)
A Satchel (Worn, Mostly Empty)
-Extra Bowstrings
-flint
-a whetstone
-Twenty five feet of straw rope.
-small empty pouch
-four silver coins (an eye on one side, a shattered spear on the other)
-eight (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.)
Other AssetsPossessions Kept in Room
-Bedside Table
-Sharp Well-Made Blade-Headed Shortspear
-Lamp
Chest:
(mostly empty)
-Aged Iron Cap
-Sharp Steel Knife
-Rat Sack (empty)
Wardrobe:
(mostly empty)
-Three Sets of Light Woodsman's Clothing (including cotton shirts and trousers)
-Thick Fur Cloak
-Light Linen Robe
-Stiff Leather Breastplate (slightly loose fitting)
-Sturdy Hunting Bow
-Hip Quiver (Nearly Full)
--Twenty-three ash-tipped arrows.
Sworn Servants
-Alafard
Militia-Man Stable-Boy
Magical Bondage
Owned Possessions: Simple Cotton Clothing, wool cloak, haversack, Simple wooden shield,sharp iron-tipped shortspear, simple club.
Political Relationships
-The Bronze Tower
Liege
-Suafelta Greytower
Master
You spend a portion of your evenings dedicated to Saufelta's instruction, which you find to be structured and helpful in comparison to the floundering of your own clumsy studies. After a session of structured study on the theory of basic fire magic you satisfy your Master with your level of baseline knowledge, and switch instead to practical exercises. Her instruction mostly consists of a preface of a short lecture, various demonstrations, and an instruction to attempt to either duplicate the effects she demonstrated, or better yet, find a more efficient way to produce a similar effect with less effort. During this independent practice she often left for an hour at a time to attend to other matters, expecting you to continue to practice and experiment with the basics of non-spell based fire magic. Often there would be a specific goal in mind, such as keeping a bar of metal red-hot, boiling a cauldron of water dry, or firing clay without an oven. You learn that with fire magic it is much easier to effect fire than it is to spontaneously generate it, and in many instances a great deal more efficient to simply effect or create heat. You stumble a great deal during your studies, often getting stuck on a task for hours at a time before Saufelta helps lead you to creative solutions to problems you simply lack the power to solve in a straightforward way. She becomes exasperated when you fail to progress on your own, but she's not quick to insult, and it becomes clear that her method of often leaving you to your devices is merely what she considers the best kind of teaching, rather than being borne of negligence. Often she gives you assigned reading reflecting not magical instructions, but rather the historical use of fire magic, particularly in matters outside of warfare. You had failed to consider that such seemingly destructive magic could be used constructively, particularly in matters such as large scale construction and agriculture.
Secretly you begin the process of quietly studying bio-magic with the aid of the hidden instruction manual and by cross referencing various other mundane books on the topics of physiology. The magic is almost mind-numbing in it's complexity, and whatever difficulties you've had with the practice of fire magic are represented threefold in learning the basics of bio-magic. Effecting one variable is comparitively easy, whereas with bio-magic you must willfully take into account many different variables to effect even the most basic of repairs or changes. This school of study you fear, will take time to unlock, but you've likely earned a head-start in that regard compared to other apprentices who might come to seek the secrets of effecting living beings.
You are quite productive in the creation of ointments and compounds for the tower this month and under other circumstances that might have further endeared you to your fellows, but work in the gardens meets a major setback partially thankful to your own momentary lapse in judgement. You failed to notice the tell-tale signs of blight from a particular cutting you grafted onto another plant, and the disease spread to it's neighbors with gusto, forcing you and the other tenders of the gardens to burn valuable plants to keep the blight from spreading further. It is an unfortunate setback that renders much of the time you've spent tending the plants worthless.
A month passes, and it feels very much like you're beginning to settle into your new home. It's a strange world, full of people and creatures you wern't even sure really existed when you lived in your small hidden home. Though your fellow apprentices are mostly human you learn that the inhabitants of the tower and it's settlements are greatly diverse, particularly in the higher ranks. The Grem, in particular make up a number of the tower's servants, and a few of it's mages. There's even an underground Grem town beneath the tower that pledges allegiance to the Bronze and it's mages. Your interactions with the Grem seem to indicate they are mostly a servile people, apparently the result of breeding and slavery by the Deep Elves.
Your ankle heals nicely, leaving you free to abandon your walking stick, and if you so wish, return to combat training.
...
Seeking to celebrate what feels much like an important milestone you invite Alafard and a few of those apprentices who you've come to know best to a night spent drinking at one of the local taverns, to better get to know some of those who might become your friends and rivals. Some of those you invite bring along some of their own friends, and by the time the night has begun you find yourself among about a dozen drinking companions.You meet Grefield a fellow apprentice under Saufelta, who strikes you as charming in a gentle way, though he gains a mischief to his eyes as the night goes on. Alafard you come to learn, is a simple enough sort, and unfortunately fails to keep his supper after having too much to drink. The revelry solidifies the potential for friendships with a few of the other apprentices who you've come to know, including Berwick Greenledge; a bastard of a minor noble house and apprentice to Masik Darkbane, Lathuseleth; a deep elf apprentice to Baleckar who loudly exclaims his low station and distaste for his own kin as drunkenness overcomes him, and Meiara; a mysterious young girl known for her cryptic pranks and creative mind, and for her apprenticeship to Viskesha. Overall the revel is pleasant, and you feel a little less alone with your new lot.
By the end of the night you're a little more popular, a little better known and a little poorer, but with another month ahead of you.