You head down to the entrance of the tower and inform Ura that you are ready to go. After a quick bit of packing, you and your new compatriot set off from the tower. Ura makes sure to send a raven off to Snuzo to watch over the tower in her absence. The necromancer appears to pack light, with but a few masks and a backpack full of scrolls on her back. The path from the tower towards Whisperwalls is an old, weather-beaten footpath that can be barely seen by the naked eye. The sparse grasses and occasional tree is all you can see in such a flat land. Ura waves her skeletal hand about at the surrounding area,
"Look around here and make good note of it. All magical power comes with a price, and that price must be paid in full. This land used to be teeming with life, but I needed it to complete my transformation. Scars like that take a long time to heal, and there are many that are not ready to accept such a thing. However, where one foolish zealot may look around and say I've ruined this land, I merely wounded it. Wounds heal, and soon enough this land will be ripe to harvest again. Only the most foolish and arrogant spellcaster will fully exhaust one's resources."
"How old are you, exactly?"
"I am over 200 years old, stop counting to be quite honest. Though, it's good to travel again. Been stuck in that tower going over the same formulas for too long. I'll have to pull out one of my disguises... either old woman or devilishly attractive sorceress. Hard to pick between the two. Or I could just put on a mask... save the mana. People don't find masks tacky do they?"
"Only if you're not putting on a play, or a show. I'm a bard, so people won't be too suspicious, I think. Just let me do the talking."
"And what about that moose that you were with, you didn't seem all that broken up that he left."
"To be quite honest, he kept second-guessing every action I made. He was also quite... violent. I don't think we made a good partnership."
"Well, you made the right choice. Stay by my side and be my assistant, and you will discover the truths of life and death itself. No one else can teach you such things."
Your trek through the savanna gives way to desert. Dusty sands blow around even sparser grasses, the air is chokingly dry, and the sun beats down hard upon the sands. As the heat rises from the sands, you can see small waves of heat distort the horizon ahead. You and Ura make your way to a small creak, which seems to have had a few planks plastered down as make-shift bridges. An old fire pit sits on the opposite side of the creak, the pot on the fire pit still bubbling slightly, though nobody seems to be around. To the immediate right of you and Ura, there sits some boxes that have been haphazardly shut with some rusty looking nails.
You feel uneasy... "We should be by the village of Lizardsholes, though it's been a while since I've been around here. I thought we'd see the village huts by now..."
HP: 11/11
FP: 11/11
Strength: 11 (62.5%)
Dexterity: 12 (74.1%)
Intelligence: 12 (74.1%)
Health: 11 (62.5%)
Will: 12 (74.1%)
Fright Check: 12 (74.1%)
Basic Speed: 6 (Handles dodge and initiative.)
Basic Move: 6 (Stella can move 6 meters per second.)
Perception: 12 (74.1%)
Vision: 12 (74.1%)
Hearing: 12 (74.1%)
Taste & Smell: 12 (74.1%)
Touch: 12 (74.1%)
Character Points: 0
Clinging: The ability for Stella to climb any object or terrain without having to make a roll due to the racial benefit of being a cardinal woman.
Magery 3 (Musical): Stella can cast spells, due to having magery, but can only cast spells while playing music from a harmonica. Magery also allows Stella to examine objects with a sense roll to determine if they are magical or not.
Talent (Musical Ability): Stella is talented with most forms of musical art, allowing greater skill proficiency with performances.
Voice: Stella has a naturally clear, resonant, sing-songy voice due to being a cardinal woman. People react far more favorably to Stella's voice and she gets increased proficiency with any vocal skills.
Charisma: Stella is naturally charismatic and people react more favorably to her presence.
Claws, sharp (feet): Stella has sharp talon-like feet that can be used to cut skin more harshly than a simple kick.
Appearance (Attractive): Stella has bright red plummage that most find to be appealing.
Feathers: Stella has red feathers covering most of her body, giving a small amount of resistance to the cold. She does not suffer penalties when in cold climates.
Honest Face: Stella is naturally honest looking, being a good-natured bard.
Penetrating Voice: Stella has learned to cut through loud taverns in order to be heard, and can project her voice quite far.
Teeth, Sharp Beak: Stella has a sharp beak which she can use to peck at enemies.
Social Stigma (Minority Group): Stella is one of the animal people, and is often looked down upon by the "civilized" races.
Xenophilia: Being a worldly bard of good nature, Stella does not fear the unknown, and her wanderlust sometimes misguides her, seeing threats as friends instead of foes.
Charitable: Stella always attempts to help those in need, and finds it hard to refuse a request to aid someone asking for help.
Trickster: Stella has the constant nagging feeling to not just defeat an enemy, but to outsmart and outwit them. If she goes on too long without a "suitable challenge," she grows restless and irritable.
Singing: 15 (95.4%) [Allows you to sing a song that you know in a pleasant fashion.]
Public Speaking: 14 (90.7%) [The art of speaking to a group. This includes storytelling, speeches, telling jokes, and rhetoric.]
Shield (Buckler): 14 (90.7%) [The combat skill of using a buckler. The buckler skill gives the option to block a strike succesfully or attack with the buckler.]
Shortsword: 14 (90.7%) [The combat skill of using a shortsword. You can either thrust the sword to impale, or swing it to cut the target.]
Fast-Talk: 14 (90.7%) [The art of lying, smooth-talking, and attempting to get a target to do something against their better judgement.]
Diplomacy: 13 (83.8%) [The art of negotiationg, compromising, and getting along with others.]
Musical Instrument (Harmonica): 13 (83.8%) [Allows the use of the harmonica to play any song that you know in a pleasant fashion.]
Performance: 13 (83.8%) [This is the art of putting on an acting performance with the intent to entertain.]
Acting: 12 (74.1%) [This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time.]
Current Affairs (People): 12 (74.1%) [The ability to assimilate news about important people and to recall it.]
Fast-Draw (Sword): 12 (74.1%) [This ability lets you draw your sword quickly, removing the need to ready it before hand.]
Musical Composition: 12 (74.1%) [This ability allows you to compose a new piece of music.]
Musical Influence: 12 (74.1%) [This is the supernatural ability to cause those that listen to your music to become enthralled and entranced.]
Savoir-Faire (High Society): 12 (74.1%) [The art of blending in with high society, including all mannerisms, taboos, and social constructs to avoid making a fool of one's self.]
Scrounging: 12 (74.1%) [The ability to search an area for a particular item or object.]
Stealth: 12 (74.1%) [The art of remaining unseen and unheard.]
Throwing: 12 (74.1%) [The ability to throw most objects accurately.]
Carousing: 11 (62.5%) [The ability to gain information by drinking, partying, and making friends.]
Dancing: 11 (62.5%) [The fine art of allowing you to dance without tripping on one's toes.]
Heraldry: 11 (62.5%) [The ability to design and recognize various coat of arms, crests, flags, tartans, and other emblems.]
Interrogation: 11 (62.5%) [The fine art of gaining information out of someone through long-term interrogation tactics.]
Intimidation: 11 (62.5%) [The ability to display your presence to frighten, awe, or demand respect from someone.]
Lockpicking: 11 (62.5%) [The careful art of breaking locks and how to create locks.]
Merchant: 11 (62.5%) [The art of haggling and getting a fair price for an item.]
Observation: 11 (62.5%) [The ability to watch for someone or something without being noticed. The skill also works as passive perception for anything trying to use stealth.]
Poetry: 11 (62.5%) [The ability to write poetry that is pleasant to read.]
Streetwise: 11 (62.5%) [The art of gaining information via rougher company. This can be used to navigate criminal elements as well as knowledge of lowborn mannerisms and social constructs.]
Traps: 11 (62.5%) [The art of spotting, disarming, and setting traps.]
Acrobatics: 10 (50%) [The skill of nimble movement, gymnastic stunts, and how to take falls.]
Detect Lies: 10 (50%) [The art of determining whether someone is lying or being genuine via subtle tells.]
Hiking: 10 (50%) [The skill of moving quickly across rough terrain and travelling.]
Sleight of Hand: 10 (50%) [The ability to steal something off someone without them noticing.]
HEALING SCHOOL:
Lend Energy: 13 (83.8%) [Sacrifice your FP and give it to someone else. Can transfer any amount of FP freely.]
Lend Vitality: 13 (83.8%) [Sacrifice your FP and convert it into temporary HP to give to someone else for one hour. Can transfer any amount of FP freely.]
Stop Bleeding: 13 (83.8%) [Stops the target from bleeding out instantly, causing the subject to regain 1 HP. Costs 1 FP. The spell can also stabilize a mortal wound at a significantly higher cost. Costs 10 FP.]
Minor Healing: 13 (83.8%) [Restores 1 HP to the subject per 1 FP up to 3 HP. Costs 1-3 FP. Repeat castings on the same subject are at -3 skill.]
Major Healing: 12 (74.1%) [Restores 2 HP to the subject per 1 FP up to 8 HP. Costs 1-4 FP. Repeat castings on the same subject are at -3 skill.]
MIND CONTROL SCHOOL:
Fear: 13 (83.8%) [The subject feels fear, and is more susceptible to intimidation tactics. Costs 1 FP.]
Terror: 13 (83.8%) [The subject feels unfettered horror and must make an immediate fright check at -3. Costs 4 FP.]
Berserker: 13 (83.8%) [The subject is clouded by rage and will lash out violenty without control. Costs 3 FP. Requires 4 seconds of concentration to cast.]
Foolishness: 13 (83.8%) [The subject suffers -1 IQ per FP spent. Costs 1-5 FP.]
Bravery: 13 (83.8%) [Makes the subject completely fearlness. Costs 2 FP.]
Loyalty: 13 (83.8%) [Makes the subject loyal to the caster and will follow orders for 1 hour. Costs 2 FP. Requires 2 seconds of concentration to cast.]
Daze: 13 (83.8%) [The subject of the spell looks and acts normal, but does not notice anything happening in the area. Costs 3 FP. Requires 2 seconds of concentration to cast.]
Sleep: 13 (83.8%) [Causes the subject to fall asleep and stay asleep for 8 hours, unless woken. Costs 4 FP.]
Emotion Control: 13 (83.8%) [Instills into the subject any emotion the caster chooses. Costs 2 FP.]
EMPATHY SCHOOL:
Sense Foes: 13 (83.8%) [Can be cast on someone to tell if they have hostile intent and the degree of hostile intent. Costs 2 FP.]
Sense Emotion: 13 (83.8%) [Can be cast on someone to acutely tell what emotion they are feeling and how loyal they are. Costs 2 FP.]
Persuasion: 13 (83.8%) [Causes the subject to react much more favorably to being persuaded, giving a higher bonus the more FP is spent. Costs 1-5 FP.]
Vexation: 13 (83.8%) [Causes the subject to react much more negatively to being persuaded, giving a higher detriment the more FP is spent. Costs 1-5 FP.]
Truthsayer: 13 (83.8%) [Tells whether a person is lying or not. Can be cast to tell if the person lied in the last five minutes or if the last thing they said was a lie. Costs 2 FP.]
Mind-Reading: 13 (83.8%) [Allows the caster to read the surface thoughts of the subject. Costs 4 FP. Requires 10 seconds of concentration to cast.]
NECROMANCY SCHOOL:
Death Vision: 13 (83.8%) (The subject sees a vivid apparition of his own death from a possible future. The effect is chilling and will mentally stun the subject. Costs 2 FP. Requires 3 seconds of concentration to cast.)
Shortsword
Light Shield
Freeman's Clothes
Leather Torso Armor
Harmonica
Basic Survival Gear
7 Elven Travel Rations
1 Full Wineskin
1 World Map