Thion Hudor
Name: Venandi
Appearance: A cryptic figure, wearing a solid bone mask, and covered head to toe in furs and leather reinforced with bone, antler, tooth, horn, and all other manner of once living material. Upon closer inspection, one would notice that this figure has hundreds of beads and talismans, again made of bone and like materials, threaded on as well. This person also carries a wicked barbed spear, that seems to inflict pain just by looking at it.
Venandi is a hunter, once scouring the lands for greater and mightier beasts (and men) to fell. Venandi now uses their skills just to survive; but is always looking for path back to glory.
At one time Venandi joined a Cabal, and was known as Zamia the Lost. That time is now as lost as the the rest of the past. And that name is now as forgotten as Venandi once was.
Magic path: Hunting Gut-reader
Materials:
Rope
Mana: 0
Strength: 1d10
Speed: 1d6
Endurance: 1d6
Knowledge: 1d8
Will: 1d4
Senses: 1d10
Ongoing effects: N/A
Inventory:
Barbed spear (1d8)
Hunting trophy armor (1d6)
Atlatl and javelins (1d6)
Backpack
Bandages
Box of thaumic junk
Alright. Well TH is a port city of sorts, end point of a large river and major point of entry for goods from outside the kingdom. Its situated on a cliff edge and crisscrossed with water ways, streams diverted from the main river. There are huge markets here, mostly along the water ways, selling things from this kingdom and from others. Aside from them, the biggest landmark is the arena.
I guess throw me in the town Egan is in.
Name: Velis Yeslerp
Appearance: A man on the cusp of adulthood. His hair is slicken back, his lizard scale jacket, unbuttoned. He walks with an air of confidence.
Magic path: Servant Sculptor
Mana: 0
Strength: D6
Speed: D6
Endurance: D6
Knowledge: D8
Will: D10
Senses: D8
Ongoing effects:
Inventory:
Guitar
Rusty Dagger-d4 attack
Lateran
Lizard Scale Jacket-d6 protection
Ghost Charm
Spirit
The last town Egan was in (he has no idea where he is now and I'm not telling) was Alkahest, the capital city. Its a giant alabaster fortress of a city atop a volcano. It is the most densely packed and largest city in the kingdom, broken into different "Quarters" for workers, tradesmen, nobles, merchants, etc. You can find basically anything you want in Alkahest, for a price, and its a great place to go missing if you annoy the wrong people.
I'm taken aback by the request
"You want to send me to recruit an exorcist?"
I don't want anything to do with exorcists. I don't want to risk them hurting Adam.
words
Name: Nina Morellis
Appearance: A young, red-haired woman, green eyes, somewhat unkempt. She's had Adam for as long as she could remember, and has a bit of a reputation as a harmless nut. The town guard are okay with Nina though, occasionally getting her help keeping a mage secured by having her drain their mana so they can't cast. Since they don't have a proper magehunter available, having a local civilian channeler they can bring in as needed is a big help. And Nina tries to be on her best behavior with them to keep their relations good. Nina herself works as a healer, living out in the poor part of town, and has an erratic schedule based on the needs of those who want her help. so she has a lot of free time, but also gets woken up in the middle of the night a lot. add in Adam's occasional antics and she doesn't get to have a stable sleep schedule.
Magic Path: Channeler, Invoker.
Materials: Sound
Mana: 5
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory: Backpack, padded cloak (D4 protection, Light armor), Lantern, doctor's bag, waterskin (air), hammer, 2 silver, air bladder, white robes.
Inhabited by a spirit which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts. She calls it "Adam."
Location: Mesothorium
Cabal: None at this time.
"At least we have a plan now... To Alkahest!"
Buy a ferry ticket up the river to Alkahest.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 2!
Strength: D6
Speed: D6
Endurance: D12
Knowledge: D4
Will: D12
Senses: D4
Ongoing effects:
Inventory:
Sealer Suit D4
White Robes
Shield
Wooden Club D6
Backpack
Lantern
100 feet of rope
29 gold coins
4 silver coins
Air bladder
Aqua Vitae
Nina explains her outrage to the officer who assures her that an exorcist wouldn't evict or destroy a non-harmful spirit, especially when the host doesn't want it removed. They're mercenaries after all; no reason to perform a tricky and potentially dangerous magical ritual against someone's will for no pay.
The constables give you the money needed to get a ticket up the river to Alkahest (and the cities along the way). Randolf buys it and then waits to see if Nina will come with.
Do a brief magical examination of the child to make sure this is simply a mundane illness. If it seems quite serious, do some thinking if there are ways (magical or mundane) to intervene to improve the prognosis. If it doesn't seem serious and no other problems present themselves, try to reassure the mother and provide some therapy. No charge if there is no magical intervention, but include a hug.
Japanese girl with a long black braid and a white and red dress with long gloves and stockings.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1
Will d10+1
Senses d8
Items:
8 mana
72 coins (gold) {paid 10 gold deposit on a cougar/red-tailed hawk griffon familiar and 35 gold for bounties.}
d6 armour: The outfit, naturally. Weighs as if it were d4
Backpack
100ft Rope
Waterskin
Compass
Hat
Sun Goggles
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand.
Location: Lunare
Status: Fine. Burn scars on arms.
Notes: Improving physical stats with strengthen, d4->d6 is d6, d6->d8 is d12, d8->d10 is d20 or more.
Mental stats are possible, but harder or more complicated.
You lay your hands on the child and feel nothing beyond his own natural mana. He doesn't have much compared to a normal child but it should recuperate over time as he gets better. It doesn't seem too serious right now but it has the capacity to become so. However its impossible to tell which way it will go right now; all you can do is wait and watch. You let the parents know and promise to come back around in a day or two to see how he is. You give him a hug, but don't drain any mana, since that could push him over into a more serious illness.
Stand up, and wait for the door to open. If the person is dressed the same as any of the goons I've seen so far, grab them in a chokehold so that they can't cry out. If the person is dressed like a magebreaker, say I'll cooperate.
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign decent. She claims to be the last surviving member of a long-dead ancient race, kept preserved in some kind of magical stasis, but this is likely untrue. Though her skin is a strange shade not normally seen on the continent, and her hair is bleached white with a slight green reflective tint. She is not very tall but stout like a dwarf and startlingly strong. The clothing that she wears is very minimal.
Mana: 3
Method: Flesh-Inscribing Channel
Materials: Lightweight, Explosion
Strength: d10
Speed: d6
Endurance: d6
Knowledge: d8
Will: d8+1
Senses: d6
Ongoing effects: Okay?
Inventory:
nothing!
You stand in what you think is the best tactical position, near the door but not too near, and wait. The footsteps reach your door and you hear the jingle of keys on a key-ring and then the clunk of one being inserted. The door opens and behind it is a man who you would consider a generic goon. He doesn't look exactly like the ones you've seen before but he has the same general appearance: Muscular, reptile-like beady predator eyes, big fists made for causing mayhem, huge knife or maybe shortsword on his hip, and gorilla like facial features.
[2v6]
You leap forward as soon as the door is open enough to let you. The man sees you coming, however, and in a rather astute reaction for a generic thug just slams the door closed and locks it. You hit the closed door and rebound with a grunt. You can hear him run off, away from the door and back down the hall. Great.
Buy compass, leave the mirror. Buy a decent world map (how much?) and draw lines/cones for the three directions the compass points in (idea being that, by using the compass later in another part of the world, we might be able to more exactly pin down 1 or more of the 3 locations it is pointing at).
Start studying the book in more detail. What historical events does the beginning depict? Is there a sort of index anywhere in the book?
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6
Endurance: d6
Knowledge: d10
Will: d8
Senses: d10
Mana: 27
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Inventorydissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
gun: d8
9 smokebombs
Medium armor: d6
Ecalir's old armor: d8
Sealer Suit: d4 (vs magic)
shield (+1 to protective rolls from armor)
Alchemist’s Gear
250 gold worth of precious gems
Sack of jewels worth 180 gold
BETS:
-40 on Ecalir winning his second match
-25 on Ecalir winning the tournament
5 silver
an ingot of platinum (20 mana)
A glass slab with a topographical map of the kingdom carved into it
a bottle of glowing blue sea water, inside protective box with lock
a glass orb with barely visible lotus inside of it, inside staff assembly.
magic coin
Small book
Doctor's bag
High quality backpack
donkey named Yvonne for carrying
Zomboraptor head
Lantern
several hundred feet of rope
climbing crampons
a grappling hook
iron stakes
net made of rope
several vials with imp fat
20 vials
good quality book&pen
You fork over the gold and take the compass. You find a cartographer's stall and buy a decent world map (It looks basically identical to the one on the OP!). You draw out the possible trajectories of the compass as expanding cones from your rough current position and then put everything back in your bag before heading off. You find a nice bench near a waterway and sit down to reac the book.
The historical events you recognize are rather obvious ones: The destruction of the Artifacter armies, the formation of volcano under Alkahest, and the erecting of the two statues around Lake Limus. You weren't alive to see any of them but you recognize them from the history you know. There are other events here, mixed in with them, but you don't recognize them. For instance, after the statues are formed there is an illustration of what appears to be Lake Limus being sucked into a sword? Its rather abstract.
There's no sort of index, no pages with writing at all, actually. Its all illustrations.
So, I guess this can go one of two ways.
1. the guy comes in for the attack first. The idea here would be to either dodge or deflect his attack with my sword/bracers. Then follow up with either swinging my sword at him, or slamming my bulk against him if he's too close for the twohander.
2. He plays it defensively, in which case we are not having ourselves a repeat of the previous fight. Instead, we'll use the (I'm assuming) superior range of our sword to swing at him while keeping out of reach of his shortsword.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10
Endurance: d8
Knowledge: d4
Will: d6+1
Senses: d6
Mana: 0
Ongoing effects:None
Magical materialsleft Arm: wood
Right arm: Insect
Stomach: Strong acid
Chest: White Phosphorous
Left buttcheek: Electricity
Right buttcheek: Lightning
left leg: multiply
InventoryQuality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Fitted armor: d8
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
250g worth of gems
doctor's bag
[9v3]
The man holds the position for maybe a half second and then charges. He thrusts his shield forward, towards your sword, while striking out with his blade, aiming for the gap in your leg armor. You recognize his tactic; strike while holding off your strike, its a good use of his equipment and the positioning of his shield - striking out at the low end of the blade near your grip- would seriously rob any sort of momentum or force you could put into a blow. So you do something he wasn't expecting; You drop your sword. Hands freed you grab his shield strike, stopping it dead.
His two pronged attack was already tenuous and difficult to pull off, focusing his momentum and balance in two directions, but the early and unexpected halt of his shield arm throws him slightly off balance and you are able to defect the stab with your shin guard before raising your foot and stomping the blade down, flat onto the ground. The man, still holding his sword, goes even more off balance and falls to one knee. You take the shield you're still holding in both hands and promptly thwack him upside the head with it, despite him still having his arm attached to it. He goes down in a heap, losing hold of his sword and bleeding from a gash just above his right eye. You let go of the shield and let him fall. As you watch him, you step back, tuck a toe under his weapon and kick it lightly up into the air, catching it in your left hand. You stoop and pick up your larger sword in your right and do a sort of "Well, what now?" pose to both the downed man and the crowd.
The announcer calls the match a moment later to applause that begins stunned but quickly swells into a thunderous roar. The announcer praises your skill for ending two matches in a single move and assistants jog out to help the stunned man to his feet and back towards the gate.