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
Gardening: +3
Spear Fighting: +3
First Aid: +2
Academic Research: +2
Magic
Fire Magic: +0
Learned Techniques:
Flame Manipulation/Generation
Heat Manipulation/Generation
Learned Spells:
-Heat Fingertips (Instant)
-Candlefire (concentration)
-Speedier Burning (concentration)
-Fan of Flames (instant)
-Fire Arrow (instant)
Light Magic: -4 (No Training or practice)
Learned Techniques:
None
Learned Spells:
-Handlight (concentration)
-Handlight Projectile (concentration)
Bio Magic -4 (No Training or practice)
Learned Techniques:
None
Learned Spells:
None
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)
-Coinpurse (mostly empty)
--6 silver coins (an eye on one side, a shattered spear on the other)
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)
-six 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.)
Other AssetsPossessions Kept in Room
-Bedside Table
-Sharp Well-Made Blade-Headed Shortspear
-Lamp
-Potted Fern
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
Over the course of months your skills with Fire magic have grown steadily in thanks largely to the effective teaching of your master. The worst of your difficulties in it's basic use is behind you, and you can now effectively manage basic feats of spontaneous fire and heat. It's somewhat easier to cast the more specific spells under your command, but until you become truly proficient those are just a crutch to aid you. You're no master of Fire-Craft, but you are passable, and would likely be considered worth calling a mage by most people. Saufelta still professes that she has much to teach you in either discipline, but that you've at least reached a level of competence that she would feel willing to trust you with small tasks. She also plans to soon have you learn the basics of light magic as well, as it is important to her work in the tower, which she would like your eventual help in.
Your combat training goes very well, partially aided by the assistance of your servant Alafard, who teaches you a greater variety of combat forms an helps you to tighten up your skills. You suppose that fighting any sort of skilled opponent in real combat would still be very dangerous, but that you should be able to hold your own against more unsure fighters.
Your work in the gardens goes quite well, and in preparation for your work in Biomancy you purchase a clay pot and transplant a local but otherwise useless plant into it. It's likely that the plant will become eviscerated by your experimentation, so you suppose it's a good thing that it isn't particularly valuable.
During your time in the libraries you change your focus from researching the scant information about Biomancy to the rather plentiful information about pyromancy and it's subschools. Mostly you develop a better grasp of theory, but you also learn a bit about the use of fire magic in conjunction with enchantment. Commonly fire enchantment is used in order to fireproof materials or create weapons capable of firing or becoming sheathed in fire. Enchanted items however, must have a great deal of power invested in them for any long lasting effects of significant potency, which can mean weeks of a mage's effort in some cases, months in others. Shortcuts are considered desirable, and can include draining the power from a separate magical item or creature, or by capitalizing on various phenomena meaningful to the magical discipline being drawn on.
...
At the end of your third month under her tutelage Saufelta gives you a potentially dangerous task. She wishes you to head into the swamps to the west, the very same ones that you passed on your journey to Ravok's Roost and the Tower. She gives you a list of plants and fungi she believes grow in the swamp that would be useful to her studies, and tells you that one of her own servants will go with you once you've made your preparations and left for the swamp. She tells you that there is no great rush, and that you are free to make lengthy preparations if you feel they are necessary. She even offers you a coinpurse with a little silver to help you buy any supplies that you may need.
The Lay of the LandThe area surrounding the Tower is mostly flat and forested, with a few sparse rivers running eastwards. East of the tower are great tracts of forest, and eventually a great sea, avoided by most land civilisations due to the dominance there of a great underwater empire, who take poorly to the establishment of settlements on the coast without any sort of treaties or agreements in place, something difficult to establish. There is little of great note to the north save for the great rivers there that cleave the land, separating these lands from the northern riverlands. To the southeast are the hill-lands where ogre tribes apparently make their home, uneasily peaceful with the Tower and it's vassals. Not a day's ride far south of the tower is a great tunnel that leads into The Mouth, a friendly Grem settlement that itself marks the entrance to the great underground caverns and the peoples who make their home there. To the west of course, are the lands you travelled from, the roads kept by the Tower, the swamps that lie between them, and eventually the human kingdom of Arfelt.