Name: Alisa Zom'Slospo
Age: 32
Race: Elf Ideologic Goblin
Possessions: Currently None
Skills
Expert: /
Skilled: Language (Goblin Speech, Goblin Script, Elven Speech - Rusty)
Competent: Warlock (Ritualism, Fell-Weaving, Curses), Alchemy (Poison Brewing, Blight Brewing), Fighting (Short-Bow, Formation Combat)
Trained: Warlock (Enchanting, Pyromancy), Alchemy (Potion Brewing, Knowledge – Subterranean Reagents, Knowledge – Tainted Reagents) Fighting (Spear, 1H-Sword, Shield, Light Armour), Misc (Deception, Pain Tolerance, Butchery, Knowledge – Humanoid Anatomy)
Beginner: Language (Elven Script – Ext. Rusty), Misc - Tactics
Inherent Abilities & Traits
Elven Dusk-Sight: During night-time, you are able to see half as far as during the day.
Brand of Zuslag: A mark of servantship to your Lord, which marginally connected you to the great demon. Increased your competency for Fell-Weaving while he was alive. Could be used by him to inflict damage on ones soul. Proudly worn on your face.
Corrupted Eyes: A benign mutation which allows you to subtly see magic, and a few steps in absolute darkness.
Minor Corruption: You were gifted a few drops of blood from your Lord – 3 to be exact - which increases your aptitude towards Fell-Weaving and shields you from its corruption.
In truth you should have known that a ranger would not act alone, especially so in an active combat zone. While you personally blame your blood-loss for why things went wrong, you doubt that opinion would earn you any sympathies, and thus have kept it to yourself.
The five-man team of rangers your cousin was part of apparently noticed you before you slipped into the alleyways, and had you neatly surrounded when you arrived at the plaza. As for your cousin, he rightly remarked that you reminded him of, well, yourself, and thus was given the task of facing you down.
For what it is worth, Yelawe has recovered nicely, the poison on your dagger known for the immediate pain it causes, and not much else. Neither did your blade strike any vitals, the available gaps in the ranger armour there for the sake of mobility, and seemingly well-placed.
In stark contrast to your cousin, the other rangers were quick to identify you as a warlock. There are a number of things that could have ticked them off, like the brand covering a good part of your face, the magical focus around your wrist, or the contents of your pack – filled with some rather dubious spell reagents and items.
Why they decided to carry two wounded out of that plaza and to the druids instead of one, is somewhat surprising for you even now. Not, that you complain about it though. The reasons that have been given to you, are mainly about your age, and the younger age you were taken at. While elves only consider themselves as a full adult at half a century, you find that reasoning to be very lacklustre. Time will tell about their true intentions, provided there are any further ones involved.
Trying to kill one of your would-be rescuers still has served to make your overall reception rather frosty, with you being kept under guarded confinement for the whole time - even when the druids attended to your shoulder, and your other, far less serious wounds. On that matter, you were advised to not strain your right arm for the next two months, as not all damage was completely cured.
A few days after the deciding day of the two-week long siege, most of the troops drawn from the eastern border and several regiments from other regions, were sent back there – fearing the possibility of remnants attacking the region out of revenge. While most of them took the forest-paths on elk-back, you and the other rescues went via carriages on the established roads. A three-week trip, all in all, during which not much of note happened.
For their part, the former elven slaves which survived the pits regard you with contempt, but there is also a lot of bad blood between themselves. Enough so, that some of them have taken justice upon themselves, murdering one of their number. Needless to say, none of the military were pleased, resulting in more companions for your guarded carriage.
Of some interest during the ride back “home”, is Urar'Stonu. The nineteen year old elf was born in the slave pits – a rare occurrence, seeing as slaves are segregated by gender, but it seems his deceased mother was already expecting before her capture. Immediately adopted out of the pits, he has lived in the fortress and the tunnels underneath for all of his life. He is currently not able – or willing – to speak even a single lick of elvish.
While you doubt he will be given any more freedom than you in the foreseeable future, especially with the rebellious attitude he portrayed, the young beast-carer made for good company during the trip. That he showed suitable reverence, if not admiration for your position, might have played a hand in that. He also has made no secret of it that he thoroughly despises “the slave” which has claimed biological fatherhood over him, even to that ones face. Not a surprising view for a goblin.
All of that leaves you back in your quarters, given to you short of a week ago, a part of the local barracks. The bare-bones private room is completely voided of any cutlery after each of your meals, nor is there anything to be found that could even remotely serve as an improvised weapon. Safe, maybe, the chamber pot. You'd rather not take your chances solely armed with it.
Light streams in through a series of small, grated windows – all to small to fit through, and too far apart to force out a segment of the wood between them. The only exit of the room has a reinforced door, which can only be opened from the outside, and a keen-eared guard posted outside. The mana-sapping shackles made out of some sort of enchanted, living greenery that you are forced to wear, complete your current situation. Truth be told you very much feel like a prisoner of war, rather than the rescue they claim you as.
A rescue, that they still plan on judging, with today being your first hearing.
After breakfast – a dreary affair devoid of meat, but filled with fruits and other bounties of the forest – some armed guards lead you to a sitting room of the barracks, where an official attendant of the local lawspeaker has set himself up.
Spread out along two tables, are the belongings you had on yourself during your capture, leading you to guess that they will become the first part of your hearing. During the trip, it was alluded to you by several of the soldiers that spilling information and secrets that you may hold would be sure to appease the authorities, and lessen any sentence that they might damn you to. Why they would allude to something so obvious, another thing which is lost on you.
While you are rather unsure about giving up your loyalty all that quickly, giving them “a bone or two”, might be worth what little trouble it would be.
Your former Belongings, Their Uses and Secrets4 Runic Hearts, Shrivel-dried, Spell Reagent: | - War-Time Supplies handed to you for the siege, most likely taken from deceased slaves, enemy soldiers or victims of raidings. - Was used in your task to cast weakening curses, targeted at range, temporarily weakening the afflicted ones hearts. - Needs a simple spell-circle, drawn onto or into the ground, as to be cast. - Immediately after casting, the afflicted goblins - though affected to a lesser degree due to their nature - would normally pull back, as to make place for a fresh charge team, intent on overwhelming the enemy line. - Fresher hearts after a bit of preparation, and those taken from the young, can be used for greater effects. - If targeted at a single person, this curse may “temporarily” stop their heart completely. Which results in death for most creatures.
|
Fellreach Crystal, Major Magical Item - Missing: | - With warlocks receiving mercy rather unheard off, they like to keep a final, suicidal gambit at hand. - Activating the crystal would flood the intermediate area with fell flames, effectively killing the user and anybody near them – unless they are a demon, which wouldn't be affected at all. - Crafted for you by your master, you don't know how it was produced. - Based on some clues, you are somewhat confident that a sentient sacrifice was used in the process.
|
Several Assorted Ear-Rings, some enchanted: | - Most of these ear-rings have been chosen based on your personal taste, and enchanted afterwards. -Most of these enchantments don't do much - if anything - besides providing a visually pleasing diversion. - One of them has been enchanted with a “Ringing” enchantment by your master, who also keeps its twin. They allow rudimentary communication with pre-determined signals, if within a two-mile radius of each other.
|
Spell Focus, Minor Magical Item: | - Centred around a purple ruby, set into a decorated circle of black silver. Normally attached to your right wrist. - Eases the channelling of magic, especially outside of rituals. - Safe for the materials used being compatible with your magic, and the focus being enchanted to further augment this, it is a rather simple construct, not unlike other users of magic tend to carry.
|
Copper Flask, Halfway filled with Troll-Blood, Spell Reagent: | - Useful for a number of rituals, and to paint their circles. - An anti-coagulant agent was used to keep it useful for an extended period of time. - Blood is a common reagent for warlocks, with fell magic flowing through it easier than most other materials.
|
Bloodsteel Dagger, “Screamer” Enchantment – Silencing Effect, uncharged: | - You nabbed the dagger from an officers corpse during the retreat. - Worth at least twice its weight in Gold, which is why you took it when it presented itself. - Bloodsteel is made from the iron gathered from distilled blood. You don't know the exact method. - The “Screamer” enchantment produces a silencing effect. - Bloodsteel holds curse-based enchantments especially well, being a cursed material itself. - The enchantment can be recharged if the dagger is drowned in blood for a few hours - the more magic inherent in the blood, the quicker.
|
Assorted Odds and Ends – Not particularly incriminating, if at all: | - Glump-Wasp Poison – Held in a porcelain bottle, likely spoiled - Crystal Dust – Spell Reagent, used in some rituals. - Bone Meal – Spell Reagent, made from animal bones. - Healing Salve – Of your own making. Not your best work either, but good enough. - Bandages – Which you didn't end up using. Some are bloodstained either way. - Field Rations – Smoked Rutherer, a fine treat. Not given out to the rank & file. - Doomspire Coins – Over six big silver all in all. Not much, just day-to-day change. - A change of Robes – They left your blood on it. Completely ruined. Oh well.
|
You have a pretty good guess as to what information should be
Uncommon, and if you want to appease your captors, you might want to reveal such things.
Giving out
Secrets though, would be betraying your allegiance to your Lord – temporarily deceased he might be.
You could also leave out any confidential information, or not co-operate at all. What's the worst these long-ears would be willing to do to you?
How do you plan to approach your hearing? What - if any - information are you willing to share?
Well, that took a good deal longer than I thought it should, but I'm more or less happy with how I set things up.
Tying the entry and exit scenes of the first turn together, all the while advancing the plot and not being too bloated with it, gave me more difficulties than I care to admit.