Leader Hagel sets out with a pair of guards to find the so-called witch. He has an easy time finding her, almost as though his magic was leading the way. She is surprised to see him, and quite pleased when he mentions being in charge of a magic guild sanctioned by the king, while a guard presents a letter, marked by the king's seal, confirming it. She agrees to join, and is a (level 2) plant elementalist.
On the way back through the forest, Hagel and the guards notice rashes on their legs, but think little of it at the time.
Father Riegmen Bloom died in his sleep. The outbound group returns to find a stressed Miss Sara Mesken trying to haggle with merchants for the house-materials the village cannot supply, with Vorg and Stavros drinking away at a cheap yet vile alcohol. Hagel shortly joins them.
There is one point of good news: Bloom noticed he would be passing soon, and lacked the ability to do more than stave off the end. He spoke with Stavros of his approaching end, who agreed to take up the path of Vitamancy. With the old priest's guidance, Stavros managed to learn the basics of Vitamancy.
In the following weeks, a much-saddened Hagel spends most of his time trying to get to know the villagers, and helping them with small tasks where possible. One day, he wakes up in pain and unable to walk. He finds that the rash has started to appear in patches elsewhere on his body, and turned black on his legs. Eturi, the witch,
completely freaks out.In her angry, confused yelling, it's revealed that Hagel and the guards now have a deadly fungal infection. She only has a weak control over fungi, but had been working towards studying Blackcap and trying to cure it. At this late stage, it's spread throughout the body, and she just can't do anything to save infected organs. If they had mentioned it earlier, like
people who want to live do when finding
strange new diseases while traveling, she could have fixed it much more easily. As it stands ...
Former-leader Hagel Vosenmark's funerary rites are held nine days later. Would he have been great? Who can say. With both experienced guild members suddenly dead, Miss Sara Mesken has seniority, and takes up the mantle of leader.
The mood is subdued for the rest of the year. The three-room house is finished. Miss Sara and Eturi move into one room, while the second is saved as a library and the main room will be used as for storage and as a general meeting and leisure area. Back at the initial structure, the main room serves as secondary storage and a place for smaller conversations, one room acts as a barracks, and one room beds Vorg and Stavros.
With the money not spent on feeding Hagel and Father Riegmen, parchment, ink, and writing materials are purchased.
The Faisia send their condolences on the guild's losses.
Village Report
The local population count is roughly 75.
The villagers live off of hunting, trapping, and fishing.
Traders visit four times per year, to supply the guild, buy furs and sell tools and occasionally luxuries.
There are three main factions, based on families. Two are opposed to the guild's presence, while the Faisia view the guild slightly positively.
Overall, the village remains uncooperative towards the guild.
Financial Review
You earn a stipend of 120 drachma per month.
You spend 50 drachma per month on basic upkeep - It would be 30, but the traders now visit once per season purely for your benefit, and need to make a profit.
Food and shelter is provided by the guild to its members. There are neither guild dues nor guild payments.
The guards buy their own food.
Possessions Review
Three-room shack.
It is insulated, but has only rugs for furniture. It is low quality, and cannot easily be expanded upon.
Storage/secondary sitting room
Barracks
Male dorm
Three-room hut.
It is well-built and insulated, but only has rugs for furniture.
Storage/primary sitting room
Library
Female dorm
Personnel
3x Guards, paid for by the king. They are light infantry armed with short swords, slings, and partial leather armor.
Their primary mission is guarding the guild and its mages. They will likely follow guild instructions to further this goal.
Personality: Introvert Anxious Idealist
Apparent Loyalty: Average
Magic Skill 1: Plants 2
Training DecisionsGuild members will automatically record their knowledge. Eturi knows a good deal more, and could shave off training time this year to record her knowledge more quickly. She is 37 years old.
Training is currently set to low intensity.
MissionsSearch for recruits!
Send someone out, from three months to a year, looking for those with magical potential.
Consider sending some guards.
Suggested Skills: Level 2 in any magical skill would greatly increase the chances of finding at least one recruit.
Heatstone Practice
Making them is good practice, and should blend well into Miss Sara and Vorg making something the military can use, once they're more experienced.
Finding more guards
Two guards are dead, and three is barely adequate. The king may send replacements, but this would hurt his opinion of the guild. You could alternatively find a veteran mercenary or two, or hire some youths from a nearby town and have your guards train them.
Financial DecisionsYou have enough money to spread 3 ways.
Buy candles and improved parchment storage, making writing easier and keeping scrolls safer. (Only once, increases upkeep).
A loyalty boost may be in order after last year. Buying some luxury goods and better furniture would help.
The new house could be further expanded, with a dedicated storage room or a more comfortable dormitory for males (2 gives an extra room, 3 gives two extras.)
You'll need to spend some money if you want to hire mercenaries or begin training your own new guards.
((Your had some pretty bad rolls, but Stavros saved the day. Ish.))
Personality: Charismatic Ambitious Socialite
Loyalty: 100%
Leadership 2
Magic Skill 1: Illusion 2.53
Mundane Skill 1: Diplomacy 3
Mundane Skill 2: Managing 1
Mundane Skill 3: Swordfighting 1
Trait: Leader - The one in charge has various effects on the guild, and has a significant boost to loyalty.
Personality: Religious scholarly healer
Loyalty: 90%
Magic Skill 1: Vitamancy 2.52
Magic Skill 2: Flesh 1.15
Mundane Skill 1: Doctor 2
Mundane Skill 2: Herb Lore 1
Trait: Bonus Magical Finesse