Status:Journeymage Shay Masters
Physical State: Lip slightly wounded
Mental State: Slightly drained
Magical Capacity: Brimming with Magic
Memory Storage:
x7 Fear (Brother's Safety)
x2 Pride Memories (Helped Wor-Rippa give birth)
x2 Pride Memories (Apprentice learned to apply stitches)
x4 Pride Memories (Aided 3 Centaur Patients)
x2 Arrogance Memories (Bullied a group of perverted centaurs)
x3 Discovery Memories (Met Kitsune)
x3 Discovery Memories (Met Bone Dwarves)
x2 Flattered Memories (Flirted with by centaur)
x2 Shock Memories (Aghast at poor hospital conditions)
Inventory:Full Body Leather Armor (Worn, Enchanted: Flame Resistant, Enchanted: Weightless)
Bonemetal Mail Shirt (Worn)
Hooded Surgical Mage's Robes (Worn)
Bonemetal Crisis-Helm (Worn, Enchanted:
)
Utility Belt (Worn)
-Crossbow
-Pouches holding 35 Bolts
-Pouch holding 5 Bolts (Enchanted: Explosive)
-Coon Fur Pouch holding 5 Bolts (Enchanted: Instant Load, Gift from admirer)
-Bonemetal Brute-Blade 'Shuhadaku' (Enchanted: Slay Human, Enchanted: Anti-Polearm)
-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
-12 Human sized doses of Slaver's Sand (Sedative)
-Jar of Green Kracken Vennom (Hemotoxin)
-Set of Steel Lockpicks (Not trained to use)
-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 consider the issue of antibiotics briefly. You know of some plants that can fight infection, but they are all native to your homeland of Fenwick, and you doubt any can be found around here. By tradition, most graduates of The Lower Fenwick Academy of Surgical Magic stockpile memories of loss and shame brought about by losing patients to infection. These memories are then fed en-mass to the Consume Memories spell in hopes of learning a magical means of dealing with harmful microorganisms.
There are two other ways that you could easily gain access to antibiotic magic. First, you could find an academy of medical magic and sign up for a High Mage level course that covers infections. The only such program at Lower Fenwick was the High Mage Plague Doctor Certification, but that was never an option for you; The instructor, Archmage Stone, maintains a strict 'men only' policy for admission.
The other option would be to learn from a spellbook of a Mage who has already acquired antibiotic magic. Most mages jealously guard their spellbooks, not wanting to give any competition a leg up, so the best way to go about this for most people would be aquire the book of a dead Surgeon Mage... but you have an alternate means of gaining access. You missing brother Clancy Masters is arguably the most talented living mage when it comes to matters of disease and infection, and since you are both kin and former apprentice to him, you have no doubt that he will let you browse his spellbook if you find him alive and in a decent state of mind.
None of this, however, is of help to you or the wounded centaur in the present moment.
"Alright," you ask confidently, drawing the attention of the 'medics',
"what is going on, who is in charge, and where do they keep the disinfectant?"The Centaurs all stop what they are doing to stare at the young human female in their midst. Less than friendly grins begin to spread across their young faces.
"These scooots were investigating the claim that Cyrus' guard at Coarlite Village, just half a day down tha road, was lead by some sort o' beast master. Turns out the reports were true, and these poor fecks got their arses 'anded to em by lions, dire porcupines, 'n brimstone vipers.""As fer whoos in charge," a second centaur chimes in, "
I'm afraid its just you n' us lassie. Elder Thistle is working on somtin more important than a few dying scoots, and he don't trust us with keys to th' medicine cabinate ever since Jerkyguts here," he elbows the centaur standing next to him hard,
"got in 'n huffed all the happy mist. Apparently that psychotic ogre Toogool sent delegates to meet with the herds higher ups tonight, and Thistle is oot prepping for tha meeting. Pity that. Means we can't drug ya up before we have our fun..."The only reason your grin wavers as the horse people begin to close in around you, is that you have to purse your lips to whistle. Almost instantly, in response to your loud tweet, the flap to the tent opens, and Gnar crawls in on his hands and knees. The smaller Hershel walks in behind. Whatever perverted plan the centaurs had for you evaporates as they stagger back in fear and shock.
"As you can see, I'm aware of the Ogres. I am Journeymage Shay Masters of Fenwick, practitioner of surgical magic, and until that meeting begins or your elder gets back, I think I will be taking charge of this hospital. Any objections?"Gnar lets out a loud grunt and contorts his face to a sadistic sneer. The centaurs remain silent.
"Good."---
You hit the centaur dying of bloodloss with your Replenish Blood spell, and he stabilizes almost instantly. You then send a couple of your new 'interns' to fetch as much strong liquor as they can muster to wash out the patients wounds in hopes of averting infection.
Next you take the bottle that the lazy centaurs were already drinking, and add four doses of Slavers Sand (centaurs are much bigger than men, and thus require bigger doses) to what remains. You cover the hole at the top, and give the bottle a vigorous shake to mix the drug in, before ordering the interns to pour the contents down the throat of the unconscious centaur. The bite of a Brimstone Viper is long-lasting and agonizing, but rarely lethal. The best you can do for this patient is ease his suffering as best as you can.
For your final patient, the one stuck with dire porcupine quills, the worst suffering is sadly yet to come. Calling Gnar over, you instruct the ogre to apply brute strength to painfully rip each quill from the patient by hand. The spiny quills occasionally do quite a bit of damage on their way out, so you are forced to give this patient stitches on several occasions. As you work the thread and needle, you show your apprentice Hershel how it is done, and eventually get him to practice his needlework as well.
+Arrogant Memory x2
+Prideful Memory x4
+Prideful Memory x2Work on the needled patient is slow, and by the time sunset rolls around, you are not quite finished. You leave Hershel and the 'interns' to deal with the last few quills, while you and Gnar head off to the important diplomatic meeting.
The meeting takes place at Grand Stallion Peperjack's private box at the racetrack, but the high leader of the Blackhoof herd himself could not be present on only a day and a half's notice. Instead, the herd is represented by his son Free Stallion Kalemane, his brother Elder Thistle (the medic whose tent you just hijacked), and Wildhide, the lowborn mayor of Dashing Winds.
Toogool's colony is represented by yourself and the smith Dun-Lo. To your dismay, the centaurs insist on giving the drunken guard Shork a seat at the table on account of the fact that he is Toogool's son. Introductions and opening small talk are taken care of quickly. You inform Elder Thistle that you helped out with his patients today, and although he thanks you, you can tell by the look on his face that the older centaur is not happy at being shown up by an uppity young human.
The meeting begins with Dun-Lo explaining that because the colony now has access to a mage in yourself, that they can have every able bodied ogre armed with bonemetal and ready for war in just over a month. Toogool wishes to use his newfound might to raid Cyrus' territory and take the villages of Coarlite, Fallharvest, Denver-upon-Ferris, and Tigerskull from him. Dun-Lo proposes that the herd aid him by providing 200 centaurs to help attack each village, and in return Toogool will allow the Blackhoof Centaurs to take control of the villages once his colony has had its way with them. Otherwise, Dun-Lo explains, Toogool intends to massacre and burn any village he takes from the slavers.
The centaurs consider the offer briefly amounts themselves before replying. Although they would like to take Coarlite, Fallharvest, and Tigerskull for themselves, they fear that the bustling town of Denver-upon-Ferris is too close to Cyrus' headquarters at Castle Despair for the Blackhoof Herd to actually fend off a counter attack from the salvers. Their counter offer is to send 200 Centaurs to help take Fallharvest as the Ogres request, but only 100 Centaurs and 50 human mercenaries each to help with Coarlite and Tigerskull, which they feel are less valuable towns to control.
Although you don't know the local map whatsover, you know that the play is to fire up the Centaurs with excess zeal and push them even deeper into Cyrus' turf with the eventual goal of taking Castle Despair. With this in mind, you might want to convince the centaurs to actually help with Denver-upon-Ferris, as if they did so, you would have more troops on the doorstep of Cyrus' headquarters. It might also be smart to try and negotiate for the Blackhoof Herd to share intelligence related to Cyrus, something that the rather straightforward Ogres failed to even consider.
On the other hand, there is merit to accepting the Centaur's counter offer as it stands now and leaving. The longer the meeting goes, the more likely the drunken Shork finds and opprotunity to do something... undiplomatic. Also, if you wrap up the meeting in the next few minutes, you will likely have time to return to the market and purchase bugs and/or maps.
How do you Proceed?