Indranna
Name: Indranna
Age: 70 years
Gender: female
Race: Tiefling
Height: 5’6”
Weight: 140 pounds
Hair: black
Eye: red
Skin: pale red
Class: Unchained Rogue
Level: 2
XP: 0
Alignment: CN
Languages: Common, Infernal, Dwarven, Elven, Orc, Abyssal
Handedness: right
Deity: Besmara
Homeland: Ilizmagorti, Mediogalti
Speed: 30 feet
Initiative: +4
Hero Points:
Resistances: fire 5, cold 5, electricity 5, immune to Spider Vine Poison
Strength: 10 (+0)
Dexterity: 19 (+4)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Starting scores: 10, 10, 14, 17, 12, 12
Hit Dice: 2d8
Total HP: 14
Current HP: 14/14
Base Attack Bonus (BAB): +1
Fortitude: +1 (+3 against poison)
Reflex: +7
Will: +0
CMD: 15
CMB: 1
AC: 16
Touch: 14
Flat-foot: 13
*Acrobatics [dex]: 0 (+4)
*Appraise [int]: 0 (+3)
*Bluff [cha]: 2 (+6)
*Climb [str]: 0 (+0)
*Craft [int]: 0 (+3)
*Diplomacy [cha]: 2 (+4)
*Disable Device [dex]: 2 (+ 8 )
*Disguise [cha]: 1 (+3)
*Escape Artist [dex]: 2 (+ 8 )
Fly [dex]: 0 (+4)
Handle Animal [cha]: 0 (+0)
Heal [wis]: 0 (+0)
*Intimidate [cha]: 0 (+0)
*Knowledge (Dungeoneering) [int]: 2 (+7)
*Knowledge (Local) [int]: 2 (+7)
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
*Linguistics [int]: 1 (+6)
*Perception [wis]: 2 (+4)
*Perform [cha]: 0 (+0)
*Profession () [wis]: 0 (+0)
Ride [dex]: 0 (+4)
*Sense Motive [wis]: 2 (+4)
*Sleight of Hand [dex]: 2 (+ 8 )
Spellcraft [int]: 0 (+0)
*Stealth [dex]: 2 (+10)
Survival [wis]: 0 (+0)
*Swim [str]: 0 (+0)
*Use Magic Device [cha]: 0 (+0)
Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Stand Up (Ex): Benefit: A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
Weapon Finesse:Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Two-Weapon Fighting (Combat): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls (-2, -2) for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Arms Master (Tiefling): Benefit You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.
Boarded in Mediogalti: Your travels have brought you to the Jenivere through the dangerous port of Ilizmagorti, home to both pirates and assassins. Perhaps you’re fleeing a price on your head, perhaps you’ve jumped ship from another vessel, or perhaps you’re merely looking for a new start in a land where the dangers make themselves more obvious. Your familiarity with subtle slayings and toxins grants you a +2 trait bonus on all saves against poison. In addition, you can pick one type of poison listed below to be immune to, having undergone a long and painful process of building up an immunity to its effects: spider vine poison (a poison derived from a toxic plant native to the Mwangi Expanse).
Benefit: You have a +2 trait bonus on all saves against poison and you are immune to one poison ( spider vine poison.)
Darkvision: can see up to 60 feet in the dark
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Shortbow: +5, 1d6+0, 60 feet, 20 (x3), piercing
Dagger (5): +5, 1d4+0, 10 feet, 19-20 (x2), piercing or slashing
Rapier: +5, 1d6+4, 5 feet, 18-20 (x2), piercing
Leather Armor: +2 DEF, +6 Max DEX, 0 armor penalty, 10% spell failure
Kit, Rogue’s: This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Outfit, Burglar’s: This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.
Currency: 38 gold
Name: Indranna
Age: 70 years
Gender: female
Race: Tiefling
Height: 5’6”
Weight: 140 pounds
Hair: black
Eye: red
Skin: pale red
Class: Unchained Rogue
Level: 2
XP: 0
Alignment: CN
Languages: Common, Infernal, Dwarven, Elven, Orc, Abyssal
Handedness: right
Deity: Besmara
Homeland: Ilizmagorti, Mediogalti
Speed: 30 feet
Initiative: +4
Hero Points:
Resistances: fire 5, cold 5, electricity 5, immune to Spider Vine Poison
Strength: 10 (+0)
Dexterity: 19 (+4)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Starting scores: 10, 10, 14, 17, 12, 12
Hit Dice: 2d8
Total HP: 14
Current HP: 14/14
Base Attack Bonus (BAB): +1
Fortitude: +1 (+3 against poison)
Reflex: +7
Will: +0
CMD: 15
CMB: 1
AC: 16
Touch: 14
Flat-foot: 13
Skills (11/level)
*Acrobatics [dex]: 0 (+4)
*Appraise [int]: 0 (+3)
*Bluff [cha]: 2 (+6)
*Climb [str]: 0 (+0)
*Craft [int]: 0 (+3)
*Diplomacy [cha]: 2 (+4)
*Disable Device [dex]: 2 (+ 8 )
*Disguise [cha]: 1 (+3)
*Escape Artist [dex]: 2 (+ 8 )
Fly [dex]: 0 (+4)
Handle Animal [cha]: 0 (+0)
Heal [wis]: 0 (+0)
*Intimidate [cha]: 0 (+0)
*Knowledge (Dungeoneering) [int]: 2 (+7)
*Knowledge (Local) [int]: 2 (+7)
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
Knowledge (type) [int]:
*Linguistics [int]: 1 (+6)
*Perception [wis]: 2 (+4)
*Perform [cha]: 0 (+0)
*Profession () [wis]: 0 (+0)
Ride [dex]: 0 (+4)
*Sense Motive [wis]: 2 (+4)
*Sleight of Hand [dex]: 2 (+ 8 )
Spellcraft [int]: 0 (+0)
*Stealth [dex]: 2 (+10)
Survival [wis]: 0 (+0)
*Swim [str]: 0 (+0)
*Use Magic Device [cha]: 0 (+0)
Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Abilities
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
Stand Up (Ex): Benefit: A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
Feats
Weapon Finesse:Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Two-Weapon Fighting (Combat): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls (-2, -2) for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Traits
Arms Master (Tiefling): Benefit You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.
Boarded in Mediogalti: Your travels have brought you to the Jenivere through the dangerous port of Ilizmagorti, home to both pirates and assassins. Perhaps you’re fleeing a price on your head, perhaps you’ve jumped ship from another vessel, or perhaps you’re merely looking for a new start in a land where the dangers make themselves more obvious. Your familiarity with subtle slayings and toxins grants you a +2 trait bonus on all saves against poison. In addition, you can pick one type of poison listed below to be immune to, having undergone a long and painful process of building up an immunity to its effects: spider vine poison (a poison derived from a toxic plant native to the Mwangi Expanse).
Benefit: You have a +2 trait bonus on all saves against poison and you are immune to one poison ( spider vine poison.)
Darkvision: can see up to 60 feet in the dark
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Equipment
Shortbow: +5, 1d6+0, 60 feet, 20 (x3), piercing
Dagger (5): +5, 1d4+0, 10 feet, 19-20 (x2), piercing or slashing
Rapier: +5, 1d6+4, 5 feet, 18-20 (x2), piercing
Leather Armor: +2 DEF, +6 Max DEX, 0 armor penalty, 10% spell failure
Kit, Rogue’s: This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Outfit, Burglar’s: This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.
Currency: 38 gold
Backstory
The story of Indranna’s birth is like the stuff from the stories. She was born in the deep of night at the Headquarters for the Red Mantis Assassins, in Ilizmagorti on Mediogalti. Whispers filled the streets about the strange birth. Telling of a baby girl born with the skin color favored by their god. Shortly after Indranna’s birth, her mother disappeared to an unknown fate. No one seems to know exactly what happened or where her mother was. She suspects that an arch devil or the demon lord responsible for her being born this way was responsible but there was no tangible proof. Indranna was raised by her step-father who already had one child, a daughter, with a previous wife.
Her family lived in a small house but the girls never wanted for anything. Her father was wealthy but chose to live a more discreet life to avoid the attention of unsavory individuals. Growing up, Indranna had a few close friends but still was looked on with suspicion by some of the town folk. Indranna considered her childhood to be fairly normal even when she could feel various sets of eyes watching her wherever she went.
As Indranna grew older, she became really close friends with a fellow rogue. Little did she know that the male rogue was only friends with her to rob her blind. After years of friendship, Indranna let down her guard around her friend. The tiefling woman left her friend alone in her house. She returned from an errand to find the place she was currently staying at completely barren of all of her possessions. All that remained was a simple note confessing their friendship was a lie from the beginning.
With firm resolve, Indranna vowed to improve her own skills. She would master the abilities of a rogue to show the person she considered a friend she was not someone to be crossed lightly. It took years and years of practice and hard work but she made strides with her skills. During the years of training, Indranna had a strange encounter late one night. She had met with an arch devil or a demon lord but was left alive after the encounter. Indranna refuses to speak about the encounter to anyone. She wanted to try and find this being again to ask why it left her alive when it could have just as easily killed her.
Indranna was making her to the docks to board the ship when she discovered a small bag in her pathway. Inside the bag was 18 gold coins. She felt like her luck was starting to pick back up as she placed the small bag within her own backpack. With a small bounce in her step she walked on board for her next adventure. Indranna was hopeful about what awaited her on the ship and in her coming adventures.
The story of Indranna’s birth is like the stuff from the stories. She was born in the deep of night at the Headquarters for the Red Mantis Assassins, in Ilizmagorti on Mediogalti. Whispers filled the streets about the strange birth. Telling of a baby girl born with the skin color favored by their god. Shortly after Indranna’s birth, her mother disappeared to an unknown fate. No one seems to know exactly what happened or where her mother was. She suspects that an arch devil or the demon lord responsible for her being born this way was responsible but there was no tangible proof. Indranna was raised by her step-father who already had one child, a daughter, with a previous wife.
Her family lived in a small house but the girls never wanted for anything. Her father was wealthy but chose to live a more discreet life to avoid the attention of unsavory individuals. Growing up, Indranna had a few close friends but still was looked on with suspicion by some of the town folk. Indranna considered her childhood to be fairly normal even when she could feel various sets of eyes watching her wherever she went.
As Indranna grew older, she became really close friends with a fellow rogue. Little did she know that the male rogue was only friends with her to rob her blind. After years of friendship, Indranna let down her guard around her friend. The tiefling woman left her friend alone in her house. She returned from an errand to find the place she was currently staying at completely barren of all of her possessions. All that remained was a simple note confessing their friendship was a lie from the beginning.
With firm resolve, Indranna vowed to improve her own skills. She would master the abilities of a rogue to show the person she considered a friend she was not someone to be crossed lightly. It took years and years of practice and hard work but she made strides with her skills. During the years of training, Indranna had a strange encounter late one night. She had met with an arch devil or a demon lord but was left alive after the encounter. Indranna refuses to speak about the encounter to anyone. She wanted to try and find this being again to ask why it left her alive when it could have just as easily killed her.
Indranna was making her to the docks to board the ship when she discovered a small bag in her pathway. Inside the bag was 18 gold coins. She felt like her luck was starting to pick back up as she placed the small bag within her own backpack. With a small bounce in her step she walked on board for her next adventure. Indranna was hopeful about what awaited her on the ship and in her coming adventures.
Rhai's MM sheet
Rhaijm sat on the collapsed trunk of a cypress tree, felled by means unknown, its life cut tragically short. But it was not the fates of trees that occupied the mind of the tall, thin, blue-skinned samsaran. Rhai once again found himself with time on his hands; time to wistfully consider all that had come before, and all that was yet to come.
For Rhai's people, the samsaran, life and death are merely transitional stages between incarnations. When one dies, their soul is reborn in a new body, memories and experiences a fleeting, ghostly thing. Most samsarans believe that their new life is a gift from the universe around them, a means through which to gain greater understanding of existence, of what it means to live, and to understand all that exists around them.
And sometimes, there are those - like Rhai - who have left something behind in their life when they die, some task or loved one, whose memory transcends the transition between one incarnation and the next, and for which the attachment cannot be given up so easily.
The curse, then, is to recall what it was that keeps their focus away from the here and now, and instead on the past. Rhai, old even by the standards of his race, had an especially difficult time letting go of this thread, this fleeting glimpse through the mists of past lives. He'd tried many methods - some magical, some supernatural, some mundane - to try and recall that which eluded him.
He'd traveled a sizeable portion of the world, seeking clues, answers, hints - hells, even lies and red herrings - anything that would allow him to let go and move on. He was past the upper bounds of what a samsaran should live to, and it was wearing on him.
Which had led him to the Mwangi Expanse. The jungle, a mysterious and strange land (by the standards of the 'civilized' world) could've contained something, anything, that could help. But, as so often was the case, he found himself leaving empty-handed.
Sighing, he kneeled and drank from a nearby stream, its cool, clear waters providing the hollow imitation of refreshment to his ancient bones. He stood and walked the trail to Bloodcove in silence, barely nodding to the few travellers he passed going in the opposite direction.
As the vegetation to each side of the trail thinned at the approach to the settlement, Rhai found his way to the docks, looking for passage on a ship. He didn't really care where he wound up next; the next place was the same as this place.
Paying a modest fee for passage on a ship that he'd never heard of - the Jenivere - Rhai had a sudden thought. Perhaps casting himself to the winds of fate and destiny was what his tired soul needed.
Perhaps it was time for adventure... For adventure's sake.
Rhaijm sat on the collapsed trunk of a cypress tree, felled by means unknown, its life cut tragically short. But it was not the fates of trees that occupied the mind of the tall, thin, blue-skinned samsaran. Rhai once again found himself with time on his hands; time to wistfully consider all that had come before, and all that was yet to come.
For Rhai's people, the samsaran, life and death are merely transitional stages between incarnations. When one dies, their soul is reborn in a new body, memories and experiences a fleeting, ghostly thing. Most samsarans believe that their new life is a gift from the universe around them, a means through which to gain greater understanding of existence, of what it means to live, and to understand all that exists around them.
And sometimes, there are those - like Rhai - who have left something behind in their life when they die, some task or loved one, whose memory transcends the transition between one incarnation and the next, and for which the attachment cannot be given up so easily.
The curse, then, is to recall what it was that keeps their focus away from the here and now, and instead on the past. Rhai, old even by the standards of his race, had an especially difficult time letting go of this thread, this fleeting glimpse through the mists of past lives. He'd tried many methods - some magical, some supernatural, some mundane - to try and recall that which eluded him.
He'd traveled a sizeable portion of the world, seeking clues, answers, hints - hells, even lies and red herrings - anything that would allow him to let go and move on. He was past the upper bounds of what a samsaran should live to, and it was wearing on him.
Which had led him to the Mwangi Expanse. The jungle, a mysterious and strange land (by the standards of the 'civilized' world) could've contained something, anything, that could help. But, as so often was the case, he found himself leaving empty-handed.
Sighing, he kneeled and drank from a nearby stream, its cool, clear waters providing the hollow imitation of refreshment to his ancient bones. He stood and walked the trail to Bloodcove in silence, barely nodding to the few travellers he passed going in the opposite direction.
As the vegetation to each side of the trail thinned at the approach to the settlement, Rhai found his way to the docks, looking for passage on a ship. He didn't really care where he wound up next; the next place was the same as this place.
Paying a modest fee for passage on a ship that he'd never heard of - the Jenivere - Rhai had a sudden thought. Perhaps casting himself to the winds of fate and destiny was what his tired soul needed.
Perhaps it was time for adventure... For adventure's sake.
Character Sheet
Adalene Ruyaal, as she is currently known, has always wanted to be a performer in the arts. From singing, acting and dancing, to drawing, painting, and yodeling... If it can be performed, she will do it, and if it can't be... She might try to make a performance out of it.
For better or for worse, Adalene treats the world as a stage, and the show must go on!
Unfortunately, her parents, never agreed with her views. For them, she was better off doing something more practical, like farming, or taxidermy. Tensions in the home continued to grow, until one morning, they woke to find her missing. With one last drawing, of her, and her parents together. On the back was a song she wrote, as a parting gift.
However, the life of an entertainer proved to be a lot less glamorous than she anticipated. Long periods of travel, being turned away from taverns, and other establishments unwilling to take a chance on her... It can be demoralising to say the least.
And while it would be accurate to say, she is a struggling artist, who is currently experiencing the disappointing reality of being an unknown unaffiliated bard with no credentials... Adalene believes life is what she makes of it. And if all the glamour in her life has to come from within, then so be it.
In her day to day life, she moves around, building her reputation, and working on her skills. With no proper support, or steady payments, she finds herself teetering between being broke, and being in debt. Adalene moves building, and burning bridges, in the hopes of becoming a legendary all-around artist.
Of course her story and origins are a mystery to most, as everything has to be saved for the memoirs.
The next chapter in her story, involves a quick trip to the north. She boarded in Varisia, and expects a smooth uneventful journey, which doubles as a very cheap holiday!
Na'Trish'Ta Songfire
"Is it really so very strange to you? That an ebony elf girl should give song and praise to the goddess of the sun?
"It seems perfectly natural to me.
"My mother was captured in a very bitter war. She gave birth to me while languishing in an elven prison. The elves didn't know what to do with me, an ebony babe, crying for the milk of a condemned war criminal due to face the headsman in a few weeks time. It must have been a terrible time for all involved.
"Leinessa Firesong--a priestess of Sarenrae--adopted me and nursed me alongside her daughter Naruna. I've lived all my life beneath the endless sky. I've danced under the stars and I've sung to the rising sun. I wept for my milk mother when they lowered her into the grave. I was still a child. My step sister's eldest daughter seemed my age.
"Sarenrae has given me the gift of healing, to nourish my family, to nourish the world. She's given me the gift of fire, and of steel, to protect what is precious.
"Naruna has joined her mother now in Saranrae's halls. It will be many, many centuries 'til I follow her. Now that I've seen my great-great niece wed, I know it is finally time for me to leave this home.
"I am a maiden of ninety nine today, and I go to bear Sarenrae's mercy to the world."
Since telling this story, N’Trish’Ta has traveled the world for 11 years--an ebony angel of mercy. She spent several of those years as ship’s doctor and sometimes cook on board Jenevere. Her petite frame and lack of strength left her ill suited to hauling cargo or working the ropes, but she was much loved for fighting for her crewmates, tending their wounds and sickness, cooking, and singing.
"Is it really so very strange to you? That an ebony elf girl should give song and praise to the goddess of the sun?
"It seems perfectly natural to me.
"My mother was captured in a very bitter war. She gave birth to me while languishing in an elven prison. The elves didn't know what to do with me, an ebony babe, crying for the milk of a condemned war criminal due to face the headsman in a few weeks time. It must have been a terrible time for all involved.
"Leinessa Firesong--a priestess of Sarenrae--adopted me and nursed me alongside her daughter Naruna. I've lived all my life beneath the endless sky. I've danced under the stars and I've sung to the rising sun. I wept for my milk mother when they lowered her into the grave. I was still a child. My step sister's eldest daughter seemed my age.
"Sarenrae has given me the gift of healing, to nourish my family, to nourish the world. She's given me the gift of fire, and of steel, to protect what is precious.
"Naruna has joined her mother now in Saranrae's halls. It will be many, many centuries 'til I follow her. Now that I've seen my great-great niece wed, I know it is finally time for me to leave this home.
"I am a maiden of ninety nine today, and I go to bear Sarenrae's mercy to the world."
Since telling this story, N’Trish’Ta has traveled the world for 11 years--an ebony angel of mercy. She spent several of those years as ship’s doctor and sometimes cook on board Jenevere. Her petite frame and lack of strength left her ill suited to hauling cargo or working the ropes, but she was much loved for fighting for her crewmates, tending their wounds and sickness, cooking, and singing.
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