Status:Journeymage Shay Masters
Physical State: Healthy
Mental State: Nervous
Magical Capacity: Brimming with Mana
Memory Storage:
x10 Fear (Brother's Safety)
x4 Pride (Graduated the Academy)
x3 Awe (First impressions of Toogool and his throne chamber)
x2 Knowledge (Un-named Village)
Inventory:Travelers Clothes (Worn)
Hooded Surgical Mage's Robes (Worn)
Utility Belt (Worn)
-Crossbow
-Pouch of 15 Bolts
-Combat Knife
-Grapple Hook with 25 Feet of Sturdy Line
Surgical Mage's Bag (Slung over shoulder on stick, Enchanted: Extra Space, Enchanted: Refrigerated)
-Surgeon's Knife Set (Enchanted: Self Sharpening, Enchanted: Painless)
-Surgical Forceps
-10 Bronze Needles
-5 Thick Spools of Unicorn Hair Thread
-Steel Bone Saw (Enchanted: Self Sharpening)
-Surgeon's 'Living' Cloth Wipe (Enchanted: Cloth consumes bodily fluids it absorbs to produce more of itself)
-Journeymage's Diploma from The Lower Fenwick Academy of Surgical Magic
-Final Letter from Brother Clancy
-Dunn's faded blue Mage's Robe
-Dunn's Spellbook
Magic Talents:General Mage Skills:
Subschool of Memory Manipulation (20)
Extract Memory - Extracts the power from a specific memory, forming it into a drop of magic the size of a poker chip that mages use to barter with. Using this spell removes the chosen memory from memory storage, but dose not actually make you forget anything.
Consume Memories - Burns the power of one or more memories to learn a new spell from a specific subschool. The spell learned will relate to the memories burnt. The amount of memories that must be burnt to cast this spell is listed in parentheses () next to the subschools' name under the magic talents spoiler, and increases each time this spell is used for a given subschool. Using this spell removes the chosen memory from memory storage, but dose not actually make you forget anything.
Read Memories - Burns the power of one or more memories to learn a new spell from a book/scroll/ect. To learn a spell this way often requires memories of a specific type, such as memories related to medical practice to learn a new surgical spell for example. You may also have to meet other requirements as well, depending on the book or scroll you are using. Using this spell removes the chosen memory from memory storage, but dose not actually make you forget anything.
The School of Surgical Magic:
Subschool of Diagnostic Magic (15)
Diagnosis Target Area - Cast with a weapon in hand and target in mind. Choose the type of injury you wish to inflict (broken arm, crushed brain, pierced heart, ect), and the spell will highlight the area you should strike, while guiding your next shot or blow towards that area for a bonus to accuracy. Can be easily cast in the heat of battle.
Family Diagnosis - Cast with a visible target in mind. The spell will look into the deaths of the target's ancestors going back ten generations, and highlight on the target any bodypart or organ whose failure was the main cause of an ancestor's death. Deaths on the target's mothers side will be highlighted in red, deaths on the target's fathers side will be highlighted in green. This spell makes no effort to differentiate between violent deaths and natural causes.
Tumor Vision - As long as you maintain focus on the spell, all growths, tumors, moles, ect belonging to anybody in your field of view are highlighted in your vision. A simple benign mole is highlighted in white, and the color darkens as the growth becomes more and more serious; Terminal cancer is highlighted in pitch black.
Subschool of Body Manipulation (10)
Replenish Blood - Cast with a visible target in mind. Target's blood supply is restored to normal levels, and minor injuries to the target's major blood vessels are healed. Draining to cast, especially if cast on self.
Set Bones - Cast with a visible target in mind. Targets bones are returned to their normal position, and small breaks are repaired. Spell is painful enough to make most targets pass out. Trying to set more than two bones at once, or repairing large breaks, is very draining, perhaps dangerously so.
Subschool of Transmutation (10)
Reconfigure Blood - Cast with a target in mind. Target's bloodtype becomes AB+. Target's immune system is completely reset, rendering the target prone to infection, but also ensuring that any organ you might have just put into the target is not rejected. Very draining.
Mutate Abnormality - Cast with a target tumor, growth, or infection in mind. This spell extracts the power of a chosen memory within your memory storage, and converts it into a powerful beam of mutagenic energy to be focused on the target. The target will mutate rapidly for weeks, often gaining interesting magical qualities related to the memory used. This spell is often a death sentence for the person carrying the target tumor, growth, or infection, but can be used as a last resort on already terminal infections or tumors. Using this spell removes the chosen memory from memory storage, but dose not actually make you forget anything.
You step out from behind the rock, and offer an exagerated yet still dignified wave to get the guard's attention.
"Greetings, foul creatures, I am Journeymage Shay Masters of Fenwick. I come in peace as a healer and friend of your late friend Dunn. Would you be so kind as to take me to your leader?"The Ogres stare at you for a long moment. It is tough to read them, but you think they are confused. Eventually they start talking hurriedly in a language you don't even begin to understand. After thirty long seconds of this, the female turns to you.
"You Maag?"It takes you a second to process the question.
"Um... Yes. I am a mage," you answer with a vigorous nod. The female returns the gesture and approaches, placing a gentle yet firm hand that is nearly the size of your head on your back. You are guided into the darkness.
---
After what feels like an eternity walking through wide yet dimly lit tunnels, you reach a massive circular chamber with a huge statue in the middle. Your escort leaves you alone at the entrace, and enters to announce you. Several minutes later, the chamber lights up with torches, and four massive ogres clad in armor made from a strange white metal arrive to walk you in.
As you enter the chamber, you get a good look at the statue in the middle; It depicts a massive skeletal elephant-headed humanoid, wielding a massive maul. You know the being depicted to be Horgole the Bonefather, one of the wicked old gods who fought the progenitors for control of the wild magic that engulfed early earth. Of all the old gods these ogres could have worshiped, however, you are glad they have chosen Horgole; Most of those who still worship Horgole today, and even a handful of heritic mages, believe that he is actually the Father, Brother, Husband, or some combination thereof to the Progenitor Havarra, divine inventor of surgical magic.
The connection between your magic and his god is not lost on Toogool, the huge mass of fat, muscle, and armor that seems closer to an elephant seal in shape than a humanoid. As you once again introduce yourself as a mage, healer, and friend of Dunn, he observes you intently from his throne. When you finish, he speaks.
"Your tongue bears the name of dead-friend Dunn, and your robes the symbol of the Bloodmother Havarra. You are friend to Toogool and the Ogres of the Treasure Caves. Tomorrow, we will slaughter Trollpig for massive breakfast feast in your honor; Then, you may stay and trade your memories and services for our gifts and hospitality for as long as you wish."+Awed Memory x3It seems that in forgetting to mention your quest, the Ogres have been lead to assume that you are sticking around for awhile. As you are escorted to your bedchambers, a small casket-sized pit lined with furs off of the main hall, you are bombarded with requests for aid.
A smaller Ogre who claims to be the colony's smith, wishes to procure some of your memories so that he might fire his boneforge and turn his vanquished enemies into arms and armor. When pressed to offer something in return, he proposes making you a better melee weapon and training you to use it.
An older female, speaking through one of her children as a translator, also wants your memories as fuel for her enchantments. She makes a vauge offer of 'gifts and friendship' in return, and you don't feeling like trying to haggle for something more specific through a translator.
Nahoosh, the colony's midwife, would appreciate your help with a few upcoming births. Grimla, the most recent mate of Toogool, is due sometime in the next week or so, and Nahoosh fears that she is too small to easily survive birthing one of Toogool's massive offspring. Also due soon is Wor-Rippa, whose pregnancy is not nearly as dangerous, but who happens to be one of the colonies greatest warriors, so extra help to ensure her safety would be appreciated.
The tumor-faced ogre, named Nog, also approaches you, using a small child as a translator. He explains the child, named Hor-Shell, is very smart for an ogre, and that he would like you to teach it the Progenitor Faith so that he might have a shot of entering a Mage's academy someday. While you have Nog present, you enquire about removing his growth. He refuses, stating that when he dies the tumor can be used to make an amazing dish for his funeral feast, but would allow you to at least cut off the bit blocking his vision.
Fornt, a male ogre with a hidiously deformed right hand featuring twelve fingers, introduces himself as the colonies jailor, and asks if you know the Bloodmother's famed technique for making tumors and growths extra nasty. When you respond in the affirmative, Fornt offers you free choice of the gear captured from the troops of Cyrus' bandit army if you would help him transplant and supercharge some ogre sized tumors onto some captured slavers he is fattening up for the slaughter. You are beginning to think that Ogres find their own tumors to be some sort of delicacy...
How do you proceed?