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)
Scarred and Cracked, 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-One 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)
-five day's worth of bread and salted meat
Rat Sack (empty)
PartyAlafard
Healthy, well fed, uninjured, well rested.
-five 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.
-five 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.
-five day's worth of Bread and Vegetables.
-Short Sharp Steel Dagger,Sharp Iron Woodcutting Axe, haversack, simple linen clothing.
Mule Drawn Cart
Mule is Healthy, well fed, uninjured, well rested.
-five and a half days worth of Oats and hay (for Mule)
-One and a half dozen clay pots of various sizes.
1d20-1(
Little experience or training in diplomacy)= 13
You make your way to the witch closest to your own age as she seems the most likely to be welcoming. You make your way over, introduce yourself and seat yourself on the log that has been made into the groups makeshift bench. The young woman's name is Marsali, currently an apprentice to a witch not currently in town. She wears her light hair tightly braided, her right hand is thickly calloused, and her way is witty and quick to laugh. She and her friends are quick to get you more food and drink and equally quick in asking you to regale them the tale of
Nathuiage's slaying, and of your other exploits. You have few things to tell, no great battles to your name or trophies of slain monsters to show off, but still you manage to capture some mild interest from your audience, in talking about life at the tower. Soon they have you show off your talent for fire magic by drawing fire from the bonfire to light a few torches as night begins to envelope the revelry.
In turn you ask Marsali about her own talents and life here in the swamp. She explains that she's the daughter of a skilled fighter and a now dead witch, and that she's in training not to learn advanced witchcraft, but merely to learn the basics of subtly whispering to plants and beasts. She plans to walk the swamp-paths when she is finished learning, protecting and maintaining them.
Her friends seem to share her easy temperament, and you learn that such is the way of things in
Three-Rings. The town is largely a trading village, and the only one of it's like in the swamp-lands. The rest of the Tuathé villages are much less trusting and easy with others, the people of these lands are said to have long memories, and tales are still told of when the Aldrelim armies crushed their ancestors. It's considered a grievous insult by some that New Aldrelim is largely considered the tongue of the land, hundreds of years later. As things stand now the villages are largely disunited, with the local elders and the occasional warrior chieftain settling disputes and making decisions. The witches however are largely the factor that keeps the villages working together, they work in concert with one another, and are largely the power that keeps the Tuathé safe from their enemies. They keep the old alliances with the harpies alive, spirit away murderers that need punishing, and cruelly crush threats as they come to the people.
...
Eventually your companions lose interest in your serious questions, and they encourage you much as Gormflaith did, to loosen up. Some encourage you to drink more, others to join in the music and the dancing, and more than a few ask you to give a proper showing of your magic. It also occurs to you that you are a keeper of many tales and songs, and it's possible that your knowledge of folklore could leave an impression. Of course some of that same folklore tells you that these same people of the old world can be very dangerous when you drop your guard, whether that is superstition or not you are not sure, but it could also be wise to keep your wits about you.