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)
-three day's worth of bread and salted meat
Rat Sack (empty)
PartyAlafard
Badly Hungover, well fed, uninjured, poorly rested.
-three 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.
-three 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.
-three 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.
-A large bounty of Nathuiage's meat and scales.
-A pouch of blue fungus, potentially hallucinogenic.
-three and a half days worth of Oats and hay (for Mule)
-One and a half dozen clay pots of various sizes, all currently filled with valuable plantlife.
You figure you've spent enough time tarrying here, and accept the young witch's assistance before getting ready to head to work. Alafard is still recovering from the night of drinking, and he likely won't be of much help in transplanting plants anyway, so you let him be. Instead you fetch Clenat, and her nephew Selarch.
You had expected to be forced to search for and gather the plants yourself, but Marsali is invaluable in leading you to the various secret places near the village where particularly thriving and healthy examples of magical plantlife are kept. With your own experience and the aid of Clenat's expertise, transplanting choice examples to the clay pots you've brought is easy. You talk idly as the task progresses, with Clenat various ways in which these plants can best be used, particularly in various healing remedies and powerful potions, though she treats your Tuathé company quite cooly. For her part Marsali ignores the older woman almost entirely, instead peppering you with various questions. She lets it slip that Gormflaith had originally been intended to assist you, rather than her.
When the work is finished you return to the village, allowing the herbalist and her nephew to ready for your departure. You then take the opportunity to take stock of the share of the spoils set aside for you. Mostly it is a large portion of meat and scales, the former of which has been leaf-wrapped so that it stays fresh longer. Similiar treatment has been made for the small portion of fungus you've been given, which you are given to understand has either spiritual or hallucinogenic properties. Half of this you suppose, belongs to Alafard, though you suppose he likely wouldn't argue if you took part of "his" share of the spoils, considering that he is bound in service to you. Something curious has been done with your trophy however, the eye of
Nathuiage is no longer the leathery material of a severed eye, but has become glassy and gem-like. When you ask one of the nearby townsfolk of
Three-Rings you are told that the village elder handed it over that way, as if she wanted it preserved for you.
By now Alafard has sobered up enough that he's up and about, and seems to have already claimed his tusk. He apparently plans on turning part of it into a drinking horn.
You've done exactly what you came here to accomplish however, and don't see much reason to tarry any longer. When you reunite with her Clenat asserts that she doesn't want to remain here much longer, and that your master is waiting for you. You couldn't agree more, enough time has passed in this place. Briefly you say you goodbyes to those you have met here, and they ask that you consider returning at the winter equinox in order to join them in a seasonal celebration. It's some time away, but something to think about.
...
The trip back to the tower is uneventful. You go back the same way you came, through the winding wooden pathways of the swamp, and once leaving them behind, the well worn dirt roads you're a little more familiar with. When you stop briefly at
The Mage's Bastard you find the owner to be as sour-faced and unfriendly as ever, which leaves you feeling ill inclined to remain there for long.
You are given pause however, during what you had intended to be a very brief stop. Save for Wrek, the ill-tempered owner of the establishment, the place is rather empty, leaving your party the only ones inside. Until the door bursts open, and a pair of men find their way in, each armed with wood-axes and dressed in the clothing of travellers. The one in the lead however, is gripping a small furry creature roughly by the scruff of it's neck. The creature itself might be about four feet tall if it stretched to full height, but its hunched posture seems to indicate this would rarely be the case. Its own clothing is in tatters, and it's currently in the midst of attempting to claw for its freedom, but is not given the chance to cause much in the way of damage.
Instead the creature, which you currently suspect to be a ratling, is thrown to the floor. "
Wrek! We found another one." The innkeeper scowls all the more darkly than usual in response. "
Not in here you idiots! Do it out back with the wood where it won't cause a mess."