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:
Sharp Well-Made Blade-Headed Shortspear (held)
Light Woodsman's Clothing (worn)
Stiff Leather Breastplate (slightly loose fitting worn)
Sturdy Hunting Bow (slung over back)
Aged Iron Cap (worn)
Chipped Magical Copper Armband (worn)
Bronze Necklace (worn)
Worn Boots (worn)
Leather Belt (worn)
-Sharp Steel Knife
-Belted waterskin (full, holding a litre and a half of water)
-Hip Quiver (Nearly Full)
--Twenty-three ash-tipped arrows.
A Satchel (Worn, half-full)
-Extra Bowstrings
-flint
-a whetstone
-Twenty five feet of straw rope.
-Coinpurse (mostly empty)
--5 silver coins (an eye on one side, a shattered spear on the other)
--2 copper coins(a pointing hand on one side, a shattered spear on the other)
-small pouch (full)
--Dried Crow's Bane
-small pouch(full)
--Raw Yellow-Chew
-Set of Herbalists Tools (Including mortar, pestle, and small blades capable of precisely hooking or cutting under good lighting.)
-Thick Fur Cloak (rolled up)
-six day's worth of bread and salted meat
Rat Sack (empty)
PartyAlafard
Healthy, well fed, uninjured, well rested.
-six day's worth of Oats and vegetables.
-Simple Cotton Clothing, wool cloak, haversack(mostly full), Simple wooden shield, sharp iron-tipped shortspear, simple club.
Clenat
Healthy, well fed, uninjured, well rested.
-six day's worth of Vegetables and bread.
-Long curved sharp steel knife, light woodsman's clothes, fine quality multi-pocketed backpack, various herbalism tools.
Selarch
Healthy, well fed, uninjured, well rested.
-six day's worth of Bread and Vegetables.
-Short Steel Dagger, Woodcutting Axe, haversack, simple linen clothing.
Mule Drawn Cart
Mule is Healthy, well fed, uninjured, well rested.
-six days worth of Oats and hay (for Mule)
-One and a half dozen clay pots of various sizes.
While passing through town you decide to seek out Maergor. You find him at the
Lizard's Trough, where you are welcomed warmly by Ajkar and the tavern barflies with a mug of hot wine and a meal. Maergor himself is as contemplative as ever, though a little more talkative. He's joined the town guard, as evidenced by his padded linen armour and Tabard, and from what you can see he's filled out a little. He says that he's been training hard, and is determined to become a skilled warrior. You yourself share anecdotes about your pursuit of greater magical skill, and he seems pleased to know that your abilities are progressing. When you ask him what news there is to be had he purses his lips and quietly mentions that there are rumours of an Ogre-Sorcerer who may be gathering an army to conquer his nearby neighbors, Ogre and elsewise. Ogres respect strength, and if he proves particularly successful it is possible that enough will rally to him that he might prove a threat to the Tower's holdings. When the meal is done you bid your former companion bye, and he suggests that you and he could talk some time after you return to the tower.
...
Your brief detour over, you resume your travels, travelling on the road west towards the swamps that are your destination. Much of your time you spend speaking to and sharing knowledge with Clenat, who is helpful in her instruction and advice. She's been serving Saufelta for years, and clearly has great respect for her and her dedication to her work. Clenat is also a dabbler in magic, and claims to be experienced in treating the sick and the injured. Since you have some on hand, the two of you discuss the uses for Yellow-Chew, so named for being chewed raw by some warriors before battle, apparently to calm nerves and clean teeth. Depending on how it's processed it can be used to create pesticidal oil, mild blood-borne poison, or a bitter cooking spice.
Selarch you also spend a little time with. It doesn't take you long to come to the conclusion that he probably doesn't have what it takes to be a competent mage. While he's educated, he's also a little slow in some ways, if rather unassuming and good-spirited. He's not bad company on the road, quick to joke and with a keen eye, but conversation with him tends to be rather unstimulating.
The hunting on the way is quite excellent, and you manage to care for the majority of the group's food needs without dipping much into your reserves of food, with a little help from Clenat in gathering edible plants. While the group rests Alafard makes sure that the mule feeds well on the roadside grass, which he tells you is rarely grazed and good quality. All in all it's five days of mostly uneventful road-travel, save for the occasional meeting with travellers and traders going the opposite way, towards Ravok's Roost and Bytower. You reach the
Mage's Bastard uneventfully, with a few decisions ahead of you.
You could stop at the
Mage's Bastard to rest, seek news and buy supplies or simply forge onward. There's also the matter of how to proceed into the swamp, something Clenat mentions a few different possibilities for. You could head straight for the nearest wooden pathway, which is not as well watched as many of the other pathways. Doing so would leave you with less chance of running into interference from the Tuathé, but might also leave them more suspicious of your motivations if you do encounter them. You could also spend a couple days travelling either north or south to the closest pathway in either direction. The southern pathway receives a little more traffic due to trade, and is better watched. Those who gaurd that path are quite used to visitors, and would likely be more amiable towards you, but Clenat is unsure as to wether or not the Tuathé would be agreeable to allowing you to harvest plantlife in the swamps to begin with, and she supposes that it largely depends on who exactly you end up speaking with first. There's also the northern path, which is even less watched by the Tuathé, however this leaves the possibility that harpies may be roosting in the area, and harpies are notoriously difficult to reason with, though you also have crow's bane to discourage attack.