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Messages - Phoenixguard09

#1
Norbayne / Re: Norbayne Character Creation
February 15, 2024, 04:24:14 AM
Quote from: WarriorThe Warrior is quite versatile, able to act as a ranged striker, a flanker and a primary tank all in the one build. The Warrior is not a caster class, and relies on using Combat Manoeuvres to cause damage, negate damage and apply status effects. The Warrior may wear any armour and wield most weapons. Outside combat, the Warrior is able to utilise a great deal of knowledge based abilities, mainly based around Common and Academic Knowledge related to fighting and tactics in general. The Warrior is one of few classes which can actually provide bonuses to the Command Skill. 

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Strength
+2 Strength or Toughness
No armour restrictions.
Access to Common and Martial weapon list.
1x rank in Unarmed, 2 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Grappling
- Taunt
- Academic Knowledge (Military History)
- Academic Knowledge (Military Tactics)
- Common Knowledge (War)
- Contacts (Noble)
- Contacts (Mercenary Company)

Class Mechanics:
- Stances
The Warrior has access to the following Stances. Upon the Warrior's Turn, they may elect to enter a Stance as a Swift Action, which all Warriors have access to, though they may only be able to take up the Stance while actively wielding particular weapons.

- Defensive Stance - Requires a Melee Weapon with the Defensive or Free Parry Quality. The Warrior gains an additional +10 to a single Parry Check per Turn.

- Fool's Stance - Requires a Melee Weapon with the Defensive or Duelling Quality. Any Parry Checks the Warrior may make suffer a -20 penalty, however if successful, immediately grant a Free Riposte.

- Longpoint Stance - Requires a Melee Weapon with the Duelling, Reach or Defensive Quality. The Warrior gains +1 Free Attack of Opportunity upon a target moving into their threatened area per Turn.

- Wrath Stance - Requires a Melee Weapon with the Two Handed Quality. A single instance of Damage caused by the Warrior's Close Combat Check will incur an additional D5 Damage per Turn.

Class Talents:
Skill Enhancements
Run and Jump – The Warrior gains +10 to Athletics Checks.
Bestial Empathy – The Warrior gains +10 to Animal Care Checks.
Courtly Etiquette – The Warrior gains +10 to Charm Checks in formal environments.
Rough and Ready – The Warrior gains +10 to Charm Checks when dealing with soldiers.
Authoritative – The Warrior gains +10 to Command Checks.
Commanding Presence – The Warrior gains +10 to Command Checks.
Moves Like Quicksilver – The Warrior gains +10 to Dodge Blow Checks.
Skilled Driver – The Warrior gains +10 to Drive Checks.
Battle Scars – The Warrior gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Warrior gains +10 to Intimidation Checks.
Expert Rider – The Warrior gains +10 to Riding Checks.
Smallboat Mastery – The Warrior gains +10 to Rowing Checks.
Three Sheets to the Wind – The Warrior gains +10 to Sailing Checks.
Wanderer – The Warrior gains +10 to Survival Checks.
Confident Swimmer – The Warrior gains +10 to Swimming Checks.
In the Wars – The Warrior gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Warrior gains +10 to Grappling Checks.
Turn the Blade – The Warrior gains +10 to Parry Checks.
Sweat it Out – The Warrior gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Warrior has taken the +20 bonus in the Skill the Talent refers to.
Consummate Athlete - The Warrior is considered to have Expertise when making Athletics Checks.
Expert Driver - The Warrior is considered to have Expertise when making Drive Checks.
Expert Rider - The Warrior is considered to have Expertise when making Riding Checks.
Expert Waterman - The Warrior is considered to have Expertise when making Rowing and Sailing Checks.
Expert Grappler – The Warrior is considered to have Expertise when making Grappling Checks.

Class Features
Toughen Up - The Warrior gains +1 Health every level, instead of every second level.
Always Ready - The Warrior gains +10 to Healing Checks made on themselves. May re-roll a single failed Exhaustion Resistance Check per Long Rest.
Grizzled Veteran - The Warrior gains +1 to Toughness Modifier.
Hard to Hit - Close Combat Attacks made against the Warrior are considered to be made at -10 To Hit.
Battlefield Repairs – The Warrior is considered to have the Craft (Carpentry) and (Smithing) Skills when attempting to repair their own damaged weapons and armour. The Warrior may make the same Checks at -10 to repair equipment belonging to others, provided they have access to the weapon or armour family the equipment belongs to.
Shield Wall - The Warrior may attempt to Parry any attacks made against an adjacent ally if they have a Parry attempt available.
Immovable Object - The Warrior gains the effects of the Sturdy Trait.
Martial Prowess - If the Warrior misses a melee attack in combat, continue to determine Damage as normal, and then halve it.
Deadly Onslaught - For each successful Attack made earlier in the Turn by the Warrior, add +10 To Hit for all subsequent Attacks within the same Turn.
Guard the Flank - The Warrior may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Warrior's Resolve - The Warrior may re-roll failed Bleeding Out Checks upon being Incapacitated.
Deflect - The Warrior may use a shield to actively block ranged attacks. Deflect works exactly the same way as a Parry, but the target number is the attacker's Ranged Combat Skill, rather than Close Combat.
Deep Reserves - The Warrior may make a Willpower Check at any point after dropping under half their Total Health. Upon a successful Check, the Warrior may expend as much Soulfire as they have available in exchange for that amount of Temporary Health.
Hold the Line - Requires the Warrior to be wielding a heavy or tower shield. Any enemy adjacent to the Warrior may not move around the Warrior unless they first Disengage.
Survivor - Once per Turn, upon taking Damage, the Warrior may make a Toughness Check. If successful, the Warrior regains a single point of Health. 
Show No Weakness - May re-roll any failed Pain Resistance Check.
Off-Hand Parry - If the Warrior is wielding a weapon in their off-hand, they may exchange the free Quick Attack granted by the weapon, for a free Parry instead, resolved with the normal -10 for using the off-hand.
Warrior's Cunning - The Warrior's Attacks impose a -10 negative on any opposing Parry Checks.

Combat Manoeuvres:
Combat Manoeuvres
Agonising Blow - Requires the Warrior to make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Backbreaker - Requires the Warrior to be wielding a Heavy weapon and to make a Full Attack on a Prone target with discernible anatomy (ie, a spine). A successful Backbreaker is resolved as a Full Attack which causes x2 Damage after Damage Reduction is applied. If the Backbreaker is a confirmed Critical Hit, apply the Broken Spine Critical Effect.
Cleave - Requires the Warrior to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Warrior may make another Full Attack on an adjacent target as a Free Action.
Crippling Blow - Requires the Warrior to make a successful Agonising Blow attack. The Warrior may immediately perform a Called Quick Attack to the same wounded Hit Location as the initial Agonising Blow, as a Free Action. A successful Crippling Blow is resolved as a Quick Attack. If the Crippling Blow causes at least 1 point of Damage after Damage Reduction, the target is considered to be affected by the Crippled Critical Effect for the appropriate hit location.
Cruel Vengeance - Requires the Warrior to make a successful Payback attack against a target in close combat. If successful, the attack is considered to be Rending.
Lash Out - Requires the Warrior make a successful Guard the Flank Check. The Warrior may immediately make a Quick Attack as a Free Action against the target attempting to Flank.
Glorious Cleave - Requires the Warrior to have killed their second target with a successful Cleave attack. The Warrior may make an additional Full Attack as a Free Action against any valid adjacent targets as long as the previous target was killed by the Warrior's Cleave attack.
Have a Nice Trip - Requires the Warrior to be wielding a weapon with the Reach quality. Have a Nice Trip is resolved as a Quick Attack against a target within range, within one size category's difference and with discernible anatomy (ie. legs), but instead of making a standard To Hit Check, the Warrior may make a Strength or Dexterity Check. If this succeeds, the target is considered to have been hit and is considered Prone. Have a Nice Trip may be Dodged or Parried like a normal Attack.
None Shall Pass - Requires the Warrior to be wielding a heavy or tower shield and not to have Moved since their last Turn. The Warrior may nominate a target within their Line of Sight. The first attack made against the Warrior by that target determines Damage counting the Warrior's normal Damage Reduction as x2.   
Payback's a Bitch - Requires the Warrior to make a Quick Attack against a target which caused at least 1 Damage to the Warrior since the Warrior's last Turn. Payback is resolved as a Quick Attack which inflicts an additional D10 Damage.
Raking Strike - Requires the Warrior to have made a successful Parry or Dodge Check and to be in close combat with a valid target. A successful Raking Strike is resolved as a Quick Attack with an additional D10 Damage. In addition to this, the Warrior is considered to have successfully made a Disengage Check as a Free Action, and may move freely without incurring an Attack of Opportunity from the target.
Warded Step - Requires the Warrior to have made a successful Parry or Deflect Check on the previous Round. The Warrior may move up to half their Speed for their Move Action. During this movement, they are considered immune to any Attacks of Opportunity without the Impact trait.
Bulwark Tide - Requires the Warrior to be wielding a Light, Heavy or Tower Shield and to have made a successful Parry Check. The Warrior may make an opposed Strength Check against the Parried attacker, modified by the target's Size Category. If successful, the attacker is immediately forced to move 5 yards in a direction chosen by the Warrior. The Warrior may elect to move into the now vacated space. This movement does not provoke any Attacks of Opportunity.
Deadly Onslaught - Requires the Warrior make a Charge Attack on their turn against at least two valid enemy targets. The Warrior's Charge is resolved as two Full Attacks, which may both target the same opponent.
Whirling Wrath - Requires the Warrior make a Full Attack with a weapon with the Two Handed Quality. The Warrior's Full Attack is resolved as a Full Attack on every valid target in range.
Sunder Armour
Victorious Surge
Heroic Strike
All or Nothing
Swift Disengage
Shield Bash
Countering Slash - Requires the Warrior to have been the target of a Close Combat Attack and to be armed with a melee weapon. The Warrior may immediately make a Quick Attack as a Swift Action Interrupt, following all the normal rules for a Quick Attack.
Destroyer
Smite

Class Rewards
Utility Reward:
Teamwork Reward:
Branch 1 Reward: 
Branch 2 Reward:
Branch 3 Reward:

Quote from: WitchThe Witch is a Spirit-based primary caster class. The Witch has excellent utility out of combat and quite a few interesting niches to exploit in combat situations, making an excellent Support character. A Witch, like the Shaman, has a significant choice to make as they get stronger, making a pact with one of the two moons, Sehluna and Elladys and the spirits which dwell there. Doing so will grant the Witch even more capabilities. The Witch is a 'feral' casting option, with the ability to create Manifests, Curses and Blessings which harness the creativity of the player themselves.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Charisma or Willpower
+3 Dexterity or Intelligence
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency.

Class Skills:
- Animated Friends
- Black Spot
- Channelling
- Veilsight
- Raise Power (Coercion)
- Raise Power (Domination)
- Craft (Manifest)
- Craft (Poison)
- Craft (Remedy)
- Craft (Sigil)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)
- Craft (Witch's Blessing) Elladys Pact only
- Craft (Witch's Curse) Sehluna Pact only
- Contacts (Merchant)
- Contacts (Spirits of the Moons)
- Contacts (Spirits of the Wilds)

Class Mechanics:
Moon Pacts -
Animated Friends
Black Spot
Familiar
Hag - The Witch prefers their own company to that of townsfolk, generally speaking. The Sidhe respect that. Taking the Hag talent gives the Witch a negative to dealing with people, but a bonus to dealing with spirits. TO BE EXPANDED UPON
Youth: -5 to Charisma with people, +5 to Charisma/Willpower with Sidhe.
Prime: -10 to Charisma with people, +10 to Charisma/Willpower with Sidhe.
Ageing: -15 to Charisma with people, +15 to Charisma/Willpower with Sidhe.
Elderly: -20 to Charisma with people, +20 to Charisma/Willpower with Sidhe.

Class Magic:
The Witch has access to the Spirit Magic system of casting. A Witch taking their first Magic Level receives the Spirit Magic (Residual) Sphere and two Spells from that list. After making their Pact with one of the two moons, the Witch may also take the Spirit Magic Sphere associated with their Pact.
The Witch has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Lunar)
- Spirit Magic (Midnight)
- Spirit Magic (Twilight)
- Spirit Magic (Elladys)
- Spirit Magic (Sehluna)

Class Talents:
Skill Enhancements
Bestial Empathy – The Witch gains +10 to Animal Care Checks.
Trusted Face – The Witch gains +10 to Charm Checks.
Wilderness Concealment – The Witch gains +10 to Concealment Checks in outdoor areas.
Don't Trust The Moons - The Witch gains +10 to Deception Checks under the light of at least one of the moons.
Appraising Eye – The Witch gains +10 to Evaluation Checks.
Patch 'Em Up – The Witch gains +10 to Healing Checks.
Hands of the Healer – The Witch is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Live off the Land – The Witch gains +10 to Survival Checks.
Forager – The Witch gains +10 to Survival Checks when searching for Craft Ingredients.
Knowledge of the Stars – The Witch gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Traditional Medicine – The Witch gains +10 to Common Knowledge (Herblore) Checks.
Experience of the Sidhe – The Witch gains +10 to Common Knowledge (Sidhe) Checks.
Into the Wild – The Witch gains +10 to Common Knowledge (Wilderness) Checks.
Manifest Destiny – The Witch gains +10 to Craft (Manifest) Checks.
Master Poisoner – The Witch gains +10 to Craft (Poisons) Checks.
Master Healer - The Witch gains +10 to Craft (Remedies) Checks.

Skill Expertise: Expertise Talents may only be taken once the Witch has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Lunar Shroud - While at least one of the moons is in the sky, The Witch cannot be scryed upon. Once they choose their pact at level 3, this changes to requiring their chosen moon to be in the sky.
The Company You Keep - The Witch has quite the reputation, but this reputation is not unfounded. They've seen and can do some scary things. The Witch and any allies within 5 yards of the Witch may re-roll failed Intimidation and Fear Checks.
A Healthy Friendship - Requires the Elladys Lunar Pact and The Company You Keep Talent. Taking this talent gives a number of allies equal to the Witch's Magic Level and within 20 yards of the Witch an extra point of regained Health on a Long Rest.
Bad Company - Requires the Sehluna Lunar Pact and The Company You Keep Talent. Any allies within 5 yards of the Witch may re-roll failed Resistance Checks when targeted by Spells with the Curse keyword.
Cursehold - Any Spells cast by the Witch with the Curse keyword which require Line of Sight and Concentration to maintain, may now be maintained by Focus alone for a number of Rounds equal to the Caster's Magic Level.

Hag Enhancements
Hag - Allows the Witch to progress further down the Hag mechanic.
The Cackle - Requires the Hag Talent. The Witch develops a very convincing hag's Cackle. The Witch gains access to the Cackle Skill (Charisma). A successful use sees the Witch gain +10 to Intimidation Checks against the Cackle's Targets.
Unnerve - Requires The Cackle Talent. The Witch's Cackle now causes Fear in the Cackle's Targets.

Spell Enhancements
Spirit Magic (Residual)
Through Mine Own Eyes - The Witch may now cast spells from the position of the target of Empathic Vision.
Spirit Magic (Lunar)
Spirit Magic (Midnight)
Spirit Magic (Twilight)
Spirit Magic (Elladys)
Spirit Magic (Sehluna)
Roots of Protection
Cursed Roots
Solar Eclipse
Calm Frenzy
Visage of Terror
A Shared Nightmare
Insider Secrets
A Party Waning

Class Rewards
Utility Reward (Elladys Pact): Give it a Second Life
Utility Reward (Sehluna Pact): Brightside of Doom
Teamwork Reward: Power of the Coven
Branch 1 Reward: Bargaining
Branch 2 Reward: Power of the Night
It's Night-Time Somewhere - Requires the Power of the Night Class Reward. It is no longer harder for the Witch to cast during the day.
Night Affinity - Requires the Power of the Night Class Reward. It is easier for the Witch to cast spells at night. -3 to Power Required for all spells, in any Sphere available to the Witch, when casting at night.

#2
Exilian Articles / Re: Exilian Interviews: Phoenixguard!
February 01, 2024, 09:25:00 PM
I've spoken with you privately of course Jubs, but thank you again for hosting us on here and putting up this interview. It's been an honour and a pleasure.
#3
Session 0.5: The Good Brother

"When the cold wind blows in, and the mists rise in the stony streets, beware the riding host,
They come with spears and cold fire, astride nightmares of frightful countenance,
And at their head rides the one who would be their king, the lord of the hunt himself,
The Hellequin."

- Translation of a poem attributed to Lyra Rivershine of Tamrend, 1712. It is speculated she witnessed the Chéserquine of 1711 in Stonebridge, on account of the stony streets she mentions in the poem, a feature Tamrend notably lacks.

Welcome to our final prologue session for Seven Stones and a Pale Shadow. Only one player in this session, for the most part, Sheriff_Juicy, who has proven to be a fantastic new addition to our playing group. He was joined, briefly, by Ladyhawk95 for a single scene, which will be familiar to you if you have read our previous sessions.

The town of Stonebridge is a large settlement in the northern stretch of the Southlands, built around the great bridge from which the town takes its name. The bridge spans the Adhainn River, a fast-flowing watercourse, the source of which originates high in the mountains of the Dragain's Tail and runs out to the sea to the west. The main town itself is walled, but there are a great number of largely unprotected hamlets and farms which surround the township. In times of strife, the inhabitants of this farmland will often remove to Stonebridge itself, or otherwise to one of the small walled villages in the vicinity, like Tamrend, Vedaun or even the twin coastal villages of Cothra.

On both banks of the Adhainn, both in the centre of the town and on either side of it, lies the heart of the region's industry. Tanneries, fisheries, lumber and grain mills, smithies, papermakers and more all ply their respective trades along the riverbanks.

Stonebridge nominally falls under the rulership of Arhaut, one of the northern-most kingdoms of the South. The kingdom encompasses at least some of the Boltmoors, though admittedly, this is in name only. While the kings of Arhaut in years past have attempted to claim dominion over the dwarven city of Freeholm, the reality is Arhautian rule ceases some miles north of the Adhainn and the land between that ill-defined point and the town of Meresdorff is locked in a kind of uneasy peace between the two powers.

The town itself has been under the stewardship of the Rodelle family for many decades now, but there are still some who see the family as interlopers. The current patriarch of the family is Marquess Lyndon Rodelle. He rules the region from the great stone keep on the southern bank of the river alongside his wife, Henrietta Rodelle, nee Fridente. Despite their age and position, they remain childless, a situation which has not escaped the notice of their critics.

To the north-east lies the Viltshaws, a forested hilly expanse with a fell reputation. The eaves of the woodland are filled with all manner of fauna, most of it fairly representative of the region. Upon the ground, rabbits and capaill forage in the undergrowth. Small herds of forest deer frequent the area too, as might a herd of wild horses. The most dangerous creatures one might find would be the stray pack of woodwolves, or perhaps the occasional boar, which can admittedly reach prodigious sizes in the area.

The further one delves into its depths, however, the stranger the denizens of the forest become. The woodwolves get larger and more intelligent, something not quite right about them. Fanciful tales tell of the voices one can hear from the birds overhead, murders of ravens perched in the branches above, all staring down with singular focus at passersby, whispering warnings of grave danger ahead.

In the heart of the wood, or at least, as the legends would have it, resides the Mesnee d'Hellequin, the unseelie court of the powerful sidhe lord known as the Hellequin.

Suffice to say, very few deign to venture into the Viltshaws, and even fewer return.

Those which do return from those darkened woods, often return to the comforting embrace of The Pallid Mare, a somewhat dilapidated inn which always seems to be slightly too small for whatever number of people which currently inhabit it. It is four storeys tall, with plentiful, if slightly cramped, accommodation. The Mare as it is sometimes affectionately known, has a reputation for good, hot food and affordable, if sometimes watery, beer. The innkeeper, a short, abrupt Southron woman named Mallida, runs a tight establishment and brooks little to no disagreement.

To Charlie Gwyn Valdemar, she's a good boss. She pays fairly, looks after her staff when the clientele get a bit rowdy and always makes sure the younger ones get a bite to eat after a busy night.

And it is with Charlie Gwyn Valdemar this particular part of our tale concerns itself.

Three figures are seated at the base of a tall rowan tree outside one of the paper-mills along the river, just outside the town. It is late morning, just before midday and the sun is high overhead. A cool breeze gusts along the riverbank, carrying with it the heady salt of the sea and the raucous cries of the shorebirds which line the shores of the bay at the mouth of the Adhainn.

The first of the three is a Feartarbh, tall, yet slender for one of his kind, clearly not quite fully grown. His hair and fur is a pale, palomino colouration, the crown of horns upon his head belying his adolescence. He wears a long, dark green coat over a golden brown tunic and black breeches.

The second, another Feartarbh and clearly brother to the first, is a smaller, younger specimen. His hair and fur is slightly darker than his brother, and his horns are far from fully developed. He wears a dark, burnt orange tunic and similar black breeches to his brother.

The last figure is diminutive, even by the standards of the Leathe, with sleek, reddish-brown fur, wearing a blue-grey shirt with rolled-up sleeves, long black woolen trousers and a short oilskin half-cape.

The excitement among the three friends is palpable. They know full well another Chéserquine is imminent. It may even be tonight.

"Do you think we'll catch the whole parade?" - Roland, tapping his older brother on the arm gently.

"I hope so. Kayvan should be finished any minute now." - Charlie, reassuringly.

Roland had been pestering their parents for weeks to go and see the parade. It was tradition in these parts, on each day in the leadup to the Chéserquine, a troupe of players would traverse the Main Thoroughfare in a rowdy cavalcade, masquerading a masterful imitation of the terror about to fall upon the town's streets.

For Rhaea and Oberus, such a thing would only be possible if he was accompanied by his older brother, and Charlie's condition to Roland was they would wait until his friend, Kayvan, had finished work.

"It smells pretty bad around here." - Roland, the young Feartarbh fidgeting as they wait.

"The tanneries along the riverbank." - Charlie, knowledgeably. Unlike Roland, Charlie has been here before and he knows the immediate area fairly well.

"I did it by the way." - Hamlin, the diminutive Leathe's soft voice pitched a little higher with excitement.

"You applied?" - Charlie, looking across at the small boy.

"I did, I wrote the letter. I hope I get it." - Hamlin, his tail twitching nervously.

"Say, Rolly, when are you going to get a job?" - Charlie, in a tone of good-natured teasing.

"Well, uh, you know what... You know what Ma says, I don't need to get a job until after I finish the apprenticeship with Pa, same as you. How old were you when you started at the 'Mare'?" - Roland, stumbling over his words.

"Eighteen summers." - Charlie, shrugging.

"So that's still like four years away." - Roland, settling back in the seat with the heel of a loaf of bread.

Only a few minutes later, a slender young Midlander walks out of the nearby papermill. His fair skin is tanned, his coal-black hair short and messy and the patchy stubble and wispy moustache he wears is nowhere near as impressive as he seems to think it is. The young man wears an off-white tunic, grey trousers and a thick leather belt, from which hang the various small steel and wooden tools of his trade, hooks and scrapers. He bids farewell to Aeya, the papermaker, and then strides out to meet Charlie and the others, a smile lighting his features.

"Hey Kay! Come on Charlie, let's go!" - Roland, excitedly pulling Charlie to his feet.

* * *

"Hey Charlie, when are you working at the 'Mare next?" - Kayvan, as the four boys stride along the river-side road.

"Uh, day after tomorrow I think? In the afternoon." - Charlie, wracking his brain.

"Good, good, I'll have to come in while you're there. Taree said she wanted to talk to me about something. I may need back-up." - Kayvan, with a worried grimace and a shrug.

The troop of dark blue clad guards standing watch at the northern gate allow the boys through with no challenge. They seem wary, and Charlie has noted the greater presence of military force on both sides of the river. Ostensibly, this is due to the ever-encroaching Chéserquine, but Charlie cannot help but wonder. Most of the forces gathering in number outside the southern gate are mercenaries, currently mustering under the banner of Lord Rodelle.

The border to the north, where the people of the Boltmoors have long rankled against Arhautian rule, is a site of significant tension, a tension Stonebridge has felt in the past.

The closer the boys get to the Main Thoroughfare, the louder the noise grows.  The cacophonous mesh of sounds is almost deafening, as scores of musicians, carrying a wide array of instruments, line the bridge, playing in almost-unison. The bridge itself is over a hundred yards across, and spans over two-thirds of a mile from bank to bank. Lining the edges are hundreds of townsfolk, clapping, dancing, singing and playing along. Running down the centre of the bridge, comes the cavalcade.

At the fore, march nearly forty black-clad musicians, their black clothes lined with the stark white skeletal designs of bones, not a few of them bearing actual bones sewed to the black cloth, the clatter of bones merely adding to the general pandemonium. Leading them all is a huge man, eight foot tall at least, clad in a long black coat and hood which obscures his face, over which he wears a crown of spiked bone, the spurs of which protrude upwards like thorns. He rides a massive black destrier.

Just as the boys find a good spot to watch, the long coat of the rider is thrown aside and three black-clad Leathe spring out, letting the coat fall to the ground as they leap from the back of the horse. They tumble and spin around one another and over and through the rest of the marching band to the raucous cheers of the crowd around them.

Behind the black-clad musicians, the rest of the crowd follows, all in various degrees of ostentatious display. Some, like the boys, look as if they have arrived straight from work. Many others look as if they have put some time into costumes and masks. A slender Jeleni woman with thin horns is playing a panpipe, the left sleeve of her light brown leather jacket decorated with hundreds of tiny bones, likely from mice, sewed into the leather. Twined around her horns in silver wire are more bones, giving the impression of a deer's antlers. Many others wear masks in the shape of skulls or woodland creatures, or have painted their faces to look the same.

Almost imperceptibly, Charlie hears a slight sigh from down on his left. He looks down to see a slight look of disappointment on Roland's face.

"What's wrong?" - Charlie, pitching his voice over the swelling noise of the crowd.

"This is great, but I wish we could have seen the beginning." - Roland, still watching the performance.

"You're lucky you got to see any of it all. Last time I wasn't allowed out of the house for three days on either side of the Chéserquine." - Charlie, shaking his head.

"That's true I guess. I didn't get to see the King properly though, I would have liked that." - Roland, disappointed.

As Kayvan pushes his way through the crowd, four flagons clutched in hand, he nearly walks into a tall, spindly Jeleni youth. The stranger is very thin with sandy fur, covered in a riotous mess of bright colours, a strange stringed instrument hanging from a strap over his shoulder and a half-eaten donut in hand. He mumbles an insincere apology through the crumbs of pastry in his mouth, wide grey eyes still intent on the show before him.

Shaking his head, Kayvan rejoins his friends, handing a flagon of water each to Hamlin and Roland and a flagon of ale to Charlie. They toast their cheers together and continue to watch the parade.

* * *

As the sun begins to dip towards the horizon, bells start to ring all through Stonebridge. The crowd upon the bridge slowly begins to disperse and the marching band cease their performance abruptly. An old, bearded Midlander man in simple brown robes, wearing the three-sided symbol of the Triad around his neck, rings a silver bell in hand. Beside him walk two guards, clad in the dark-blue livery of Stonebridge.

"Tonight is the night of the Chéserquine! If any require shelter for the night, they may find it in the church of the Triad!" – The brown-robed man, ringing his bell and walking along the bridge.

"We're not far from sunset, Charlie." - Roland, looking up at his brother.

"Sorry Kayvan, Hamlin, but we've got to get home or Ma and Pa will kill us. Come on Ham, let's get you home too." - Charlie, clapping Kayvan's shoulder as they leave.

* * *

"You two are late." - Rhaea Gwyn Valdemar, standing on the porch just outside the open door of the gigantic homestead which sits on stilts above the Wraeth's Woodwork workshop.

"It's before sundown!" - Charlie, indignant.

"Come on then, up you come." - Rhaea, clearly nervous. It may indeed be before sundown, but not by much.

She is a tall woman, a Feartarbh obviously, but she seems soft and almost delicate, at least considering her size. Her voice is gentle.

As the two boys traipse up the stairs, they hear the monotonous scrape of a lathe working over wood cease, and the creak and groan of a tortured chair having a great bulk removed from it. Their father, Oberus emerges from the workshop, dusting himself free of woodchips and sawdust. Heavily muscled and taller even than Charlie, he is a massive, comforting presence to the boys. He tucks a scraping knife back into the sheath at his belt, ruffles Roland's hair with a deep chuckle and gestures to his sons to head upstairs.

"Enjoy the parade boys?" - Oberus, his voice a deep baritone.

"Well enough." - Charlie, shrugging.

"We missed the beginning, but yeah, it was really good." - Roland, nodding.

Together, the family move inside, into the warm, fire-lit home, the massive wooden door swinging shut behind them. The warm, comforting scent of a rich stew permeates the house. Rhaea bolts the door thrice behind them and then together, she and Oberus work together to barricade the entrance-way.

As Oberus steps away and he heads to the dining room, Charlie notices his mother pull out a small bundle of sticks and flowers. She kneels down before the door and whispers something indistinct and a small blue-green light flickers briefly between her fingers, emanating from the petals of the flowers. She gently pulls a petal from the flowers and leaves them at the base of the door, and then proceeds to the windows and leaves another petal at each windowsill.

Charlie cannot remember this ritual from the last Chéserquine, seven years ago. Of course, he was much younger then, maybe he just never noticed. His mother has never admitted to any form of magical ability in the past, though now, he had to re-think all of the strange and wonderful abilities his mother had.

Rhaea Gwyn Valdemar could find anything. Any clothes or tools Charlie, Roland or even Oberus might have misplaced, Rhaea would know exactly where they could be found.

She never got lost. She could fix almost anything. He remembers one afternoon when he was young and his mother was cooking at home. She dropped a glass jar of spices and it should have shattered, but when Charlie moved around the bench to help her clean up the mess on the floor, miraculously it was still in one piece, the powdered red spice inside, somehow, still intact and within the jar.

Luck, she had said, and he had taken her word for it. Charlie doubted it very much now.

"Charlie! Roland! Dinner, come on!" - Oberus, from the dining room.

"Coming!" - Charlie, making his own way there, mind whirling.

"Coming!" - Roland, bounding downstairs from the bedroom in his striped pyjamas.

A massive, cast iron cauldron dominates the centre of the beautifully carved wooden table. Oberus takes four earthenware bowls and fills each with a generous measure of the rich, brown stew within, setting them in place around the table.

"When are you working next, Charlie?" - Oberus, hands steepled over the bowl before him while they wait for Rhaea to join them.

"Tomorrow, around midday I think." - Charlie, having checked his schedule on the wall when he got home. He had been wrong when he told Kayvan earlier.

"You'll have to see if you can grab us something. I think I will feel like some bread tomorrow." - Oberus, with a laugh. It's a long-running joke of his, that he holds out for the food Charlie brings home from the tavern, as if Rhaea weren't a wonderful cook herself.

Rhaea finally joins them at the table and they begin to eat. Rhaea and Oberus ask the boys quite a bit about the parade in the afternoon, and how their friends are faring. They are good parents and caring people and love their sons dearly.

* * *

Upstairs, with nought but the single fitfully burning candle on Roland's bedside table providing light to the room, Charlie and Roland sit on their beds, waiting in excited anticipation. Outside, the final light of the day flees, and darkness descends on the lands around Stonebridge.

At first there is nothing but a strong gust of wind which eventually builds into a howling gale. A faint chittering sound sussurates through the streets outside, unnerving and strange.

As the boys sit in the darkness and continue to listen, faint cries and screams echo from the exterior, alien and terrifying. All of this chaotic cacophony under the terrible howling wind. There is a rolling crash, like a peal of thunder and then wild shrieking and whooping, further animalistic screams as something cavorts through the streets outside.

Thunderous reports like hoofbeats crash off the roof above, as if a spectral horseman had ridden over the length of the house and leapt off the edge.

It is one thing to read about this, and read about it both Charlie and Roland had, but it is another to live it.

The house itself begins to gently shake as it is buffeted both by the wind and whatever the things are outside, these fae spirits.

Nervousness and excitement both war on young Roland's face as he sits on the edge of the bed, looking towards the boarded window. There is precious little to see outside, just the occasional flash of something moving past at great speed.

"You okay, Rolly?" - Charlie, concerned at the way Roland's white knuckles are gripping the edge of the blanket on his bed.

"Huh? Yeah, yeah, I'm okay." - Roland, seemingly startled from his reverie.

"As long as we're inside, we're okay. Nothing can hurt us inside." - Charlie, trying to be reassuring and calm. His own heart is thundering in his chest.

"Yeah, of course. We're safe. I remember." - Roland. He doesn't sound convinced.

"Only one night and then it's over. How long have we been excited for this, Rolly?" - Charlie, still trying to reassure his brother.

"You're right." - Roland, seemingly more relieved.

They sit in silence for a few more minutes. Roland wrings his hands and shakes his head.

"Shall we have a look?" - Roland, nodding his head towards the boarded up window.

"No. We shouldn't." - Charlie, but his tone is unconvincing.

Together, Charlie and Roland both sidle along the edge of their respective beds, until they reach the ends. Together, they stand and slowly, carefully, walk to the window and peer out, between the wooden boards and out into the night.

Outside, billowing all through the streets below, a thick fog obscures all detail. Here and there they see shapes in the mist, low-slung bestial shapes like boar and wolves, then almost a glimpse of tall, slender rider upon a powerful steed. What looks at first like a thorny thicket then coalesces for the briefest moment into a phalanx of crude spears, before they merge into the fog once more.

A flicker in the fog catches Charlie's eye and he starts involuntarily. It almost looked like a banner. He catches the glimpse again and strain his eyes to try and, despite his misgivings, catch a glimpse of whatever heraldry is charged upon the standard.

He cannot make out the vague shape at first, but then, suddenly and for the briefest second only, it is clearly visible. A horrible fanged skull, maw open and distended, filled with needle sharp fangs, the eye-sockets a midnight black upon the grey field of the banner. Behind the skull, terrible branching antlers shoot upward, almost like a great tree. The banner snaps in the breeze outside, and the face upon the banner suddenly launches forward, towards the window, loosing a piercing shriek as it does so.

"Roland, get away from the window!" - Charlie, leaping back from the apparition.

The two boys scurry back and away from the window, towards the relative safety of their beds.

"What was it Charlie, what did you see?" - Roland, voice quavering.

"I saw his banner. I saw a horned skull and it screamed. Gods, it screamed, Roland. Stay away from the window." - Charlie, his mind whirring, his breathing hard and fast.

As the boys sit back in their beds, huddled against the far wall of their room, they see a faint, blue-green glow emanating from the flower petal on their windowsill. The blue-green light glows, flickers and then fades as the petal lifts, almost as if blown by a gentle gust of wind. It comes to a rest on the wooden floorboards, lifeless, inert and grey, no longer glowing.

The thunder of hoofbeats reverberates off the roof of the house. Outside, on the street, those same hoofbeats clatter on the cobblestones. A wolf howls, the howl swiftly turning to something like maniacal laughter amidst the screams of shrieks of what sounds like the nightmares of the woods come to dance and play in the streets of Stonebridge.

The two boys huddle under their covers, hiding from the terrors outside for what feels like hours, not daring to make even the slightest sound. Finally, the cacophony ceases, the howling winds begin to die down and then the faintest patter of rainfall can be heard as the clouds open above.

"Is it over Charlie?" - Roland, peeking up over the covers towards his brother.

"I think so. We will have to assess the damage." - Charlie, quietly. He swings his legs off the bed.

The bedroom door opens, revealing the massive form of Oberus.

"Is everything okay in here?" - Oberus, warm. His tone changes when he sees the expressions of terror still writ large on Charlie and Roland's faces.

"Did something happen? Or were you watching?" - Oberus, concerned. He moves into the room and sits on Roland's bed, reaching an arm out to comfort his youngest son.

"We saw a little out the window." - Charlie, quietly.

"You were both told not to look. Why do you always have to look?" - Oberus, shaking his head.

"They always say not to be afraid of the dark-" - Charlie, clearly still shaken.

"This isn't being afraid of the dark, boy! This is... the things which live in the dark." - Oberus, exasperated. He stands, pats Roland on the shoulder and moves to the window to inspect the damage.

With one, meaty fist he takes one of the boards and pulls it away, noting the blackened and singed wood on the side facing outside. The wooden board splinters in his grasp, clearly weakened by the fae assault.

"Hmmph. Lucky, both of you. Go downstairs to your mother. I must fix this." - Oberus, gruff.

The two boys head downstairs to the sound of their father hammering new boards in place over their window. They find their mother in the study, sitting back in her chair. She looks exhausted and takes a long draught of water from a pitcher as they enter the room.

"What is it, my boys?" - Rhaea, placing the pitcher upon the small table beside her chair.

"Something attacked our window. It's okay, Pa's fixing it now. Everything's fine, it didn't get in." - Charlie, seeing the panic in his mother's eyes as he tells her.

"Well, it is a good thing I did that then. We're all safe. Everything's fine." - Rhaea, exhausted. She sounds almost as if she's speaking to herself just as much as her sons.

"Petals." - Charlie, suddenly.

"I'm sorry?" - Rhaea, confused.

"Petals. What are the flower petals for?" - Charlie, curious.

"A superstition, to keep us all safe. Nothing more." - Rhaea, tired.

"When the window was attacked, the flower petal withered and died. Does it mean anything?" - Charlie, unwilling to let this go.

"Likely not." - Rhaea, her tone gentle, but brooking no further conversation.

Within the hour, Oberus has finished the swift repair-work on the boys' bedroom window and they are able to return to their room to sleep. Still buzzing with the excitement and horror of what they only just managed to escape, it takes quite some time for the two boys to fall asleep.

That night, Charlie has a nightmare. It is familiar at first, he is working at the The Pallid Mare, though strangely, he has been asked to stay the night. Once more, a patron has spilled an ocean of ale upon the floor of the 'Mare, the largest such incident yet.

As Charlie begins to mop up the mess, the front door of the inn is suddenly shattered with a deafening crash. For a brief moment, almost as if in slow motion, he sees a delicate pale blue petal, softly glowing with a faint, internal light drift through the air across his vision, disturbed by whatever impact has destroyed the door. It disappears from view and, as Charlie stands there, mop in hand before an ocean of ale upon the wooden floor, a thick pale mist begins to pour in from outside.

Within the mist, he espies dark, low-slung shapes, shaggy-furred and with glowing red and yellow eyes. They slink into the inn with the mist, the cozy fire in the hearth having guttered out, leaving only a dim gloom. He sees further shapes in the mist, horns, antlers and the pale gleaming of speartips held aloft. A single massive figure, everything about it pitch black, darker even than the night surrounding him. It wears a tall crown, almost made of woven branches twined together which rip up into the sky and rides upon a horse-like steed, horned and with too many legs, eyes belching fae fire.

The rider slowly moves into the inn and holds out a midnight-black hand to Charlie, who is rooted to the spot, unable even to breathe. Charlie can somehow see the delicate traceries of vines and leaves etched into the steel plate of the rider's gauntlet and vambrace.

With a shout, Charlie breaks free of the compulsion upon him and swings his mop at the rider, though instead of a wooden haft and the heavy, sodden head of the mop, it is now an elegant steel longsword. The rider's hand recoils as the blade clangs against its blackened steel gauntlet.

The skull-like visage of the figure turns to look down to Charlie, towering over the youth. Eyes, twinkling behind the steel mask like silvery stars, lock with Charlie's own gaze and a shadowed black amorphous mass tears forth, enveloping Charlie.

He awakens with a start, breathing heavily, his bedsheets drenched with sweat. Outside his window, little songbirds chirp in the early morning, heedless of the constant light drizzle which falls from grey, overcast skies above.

The scent of fresh bread wafts up from downstairs. Rhea has been baking.

All is well. All is well.

* * *

Refreshed and braver in the cold light of the early morning, after a warm and hearty breakfast, Charlie leaves the woodworks, Roland happily following his older brother. Upon walking out the door, the two young boys see a very tall, pale woman walking beside an unusual small, shaggy brown animal, one arm holding a long, mottled grey, white and navy cloak out over the little creature, providing some shelter for it from the constant light drizzle of rain. She is about the same height as Charlie, well-built and coldly beautiful, clad in clothing of dark greys and pale blue. She has an off-white bandage tied around her upper arm.

"Whoa, Roland, she looks interesting. I don't think she's from around here." - Charlie, whispering conspiratorially to his brother.

"No, I think you might be right. Also, what is that?" - Roland, pointing to the strange, tawny creature trotting beside the woman.

Charlie, a lover of all small, furry creatures, waves a greeting to the little mammoth calf, at which point the shaggy-furred little bugger immediately runs off into the gentle drizzle to meet these new people.

"Hello, hello! Who's this?" – Charlie, kneeling down to fuss over the little mammoth. Venn waves his trunk in greeting to both of them.

"I am so sorry. Venn, please, leave the nice people alone." – Brynhildr, jogging over with a somewhat contrite expression.

"No, don't apologise. He's beautiful. Where did you get him?" – Charlie. Venn has, now completely ignoring Bryn, rolled over onto his back to receive belly scritches.

"He was a gift. From an old teacher." – Bryn, somewhat taken aback.

"Where are you from?" – Roland, also scritching Venn rigorously.

"Do you mean where I was born, or...?" – Bryn, trailing off.

"Yeah, sure." – Roland.

"Ah, from the north. The far north." – Bryn, non-committal, not that the two Feartarbh seem to notice or really mind.

"The north, that's so cool." – Roland, wistfully.

"Is it cold up there? I bet it's really cold up there." – Charlie.

"Yes, it is quite cold where I am from. There are colder places though." – Bryn, shrugging.

"Did you see the Chéserquine? So cool, right?" – Charlie, excitedly.

"Ah yes, I did. Dangerous, is it not?" – Brynhildr. Despite the incessant questions, she finds herself warming to the pair. They are friendly and open but most importantly, Venn likes them. That counts for a lot.

"Ah, yeah, a bit, a bit. They smashed in our window." – Charlie, with an excited gleam in his eye. Roland nods hurriedly and points up towards the second storey of the house behind them, indicating a window with boarding hurriedly hammered in place over the breach.

"That doesn't sound like a good thing." – Brynhildr, looking up at the damage.

"No, it was pretty scary." – Roland, his excited demeanour incongruous with his words.

"So the yard around the house, is this your family's?" – Bryn, noting the sparse patches of grass growing in and around the house.

"Yes, it is. The lumberyard of Wraeth's Woodwork, our family business." – Charlie, proudly.

"Would I be able to take Venn in there please? He likes to run around on the grass, and I do not really want to risk taking him outside the town walls. I promise I will clean up after him." – Brynn, hopeful.

"Of course, that would be fine. It's just grass. I know they won't mind at all, but if you see our parents, tell them Charlie and Roland told you it was okay and that we're friends. What's your name?" – Charlie, holding a hand out to Bryn to shake.

"Brynhildr." – Bryn, taking the hand and shaking it firmly.

"Brynhildr?" – Charlie, trying to get his tongue around the unfamiliar pronunciation.

"Brynhildr." – Bryn, nodding.

"Nice. Where's that name from?" – Charlie, smiling.

"Home. Up north. Unterguardt." – Bryn.

"And is that where Venn's from too?" – Roland, still playing with the little mammoth.

"Ah, yes, it is." – Bryn, nodding.

"Charlie, I think we need to go to Unterguardt one day." – Roland, happily.

"It has been lovely meeting you, but we should really be getting a move on. I've only got a few hours before work. Please, head on in and get Venn on the grass. Hopefully we will see you later." – Charlie, with a smile, giving Venn one last head pat.

Bryn nods her thanks with a small smile of her own and ushers Venn into the lumberyard. She sits down, her back against a small pile of arbret-logs and pulls her cloak tightly around her shoulders, watching Venn happily frolic in the misty morning drizzle. With a slight smile, revealing teeth just slightly too pointed for any Midlander, Bryn weaves a slight bit of magic into the air around them. The misty drizzle ceases, replaced now by flitting snowflakes forming above them. Venn's trunk waves from side to side as he attempts to catch them as they fall.

* * *

Walking through the town, Charlie and Roland overhear quite a few elements of conversation. One market-stall is being set up for the morning, and Charlie overhears the proprietors, a rotund and dwarf with a dark complexion and a short, well-maintained beard and a tall, willowy Midlander woman with fair skin and copper hair, discussing the events of the previous night.

"Did you hear what happened to the Jestain manse?" - The dwarf, unloading narrow boxes from a small, ram-drawn cart. 

"No? What happened?" - The woman, stacking the boxes carefully.

"They're saying it burnt down in the night." - The dwarf.

"No! Unbelievable." - The woman, incredulous.

"They're saying they're all dead. That whole family." - The dwarf, shaking his head sadly.

Charlie knows of the Jestain family. The head of the family, Marlon, was somewhat of an eccentric. He was not particularly well-liked amongst his peers, however it stands to reason for a supremely successful merchant prince. He was successful enough to consolidate his position into actual nobility, purchasing patents which would see his family ascend to the upper ranks of Arhautian society.

Marlon himself was a strange man, with a keen interest in the fae, bordering on obsession. His ventures into the wilds, into locations normally considered too dangerous to attempt were well-known and largely ridiculed, however his findings were treasured by Charlie, who shared the man's love of knowledge of the sidhe.

The Jestain family fortune was largely built around the working relationship Marlon developed with prominent crafters in and around Stonebridge. His continued patronage of Wraeth's Woodwork had served both the Jestain family and the Gwyn Valdemars well. Charlie had even met the man before, in the years prior to him purchasing the patents of nobility which removed Marlon from the social class which would regularly interact with a mere carpenter.

Charlie had found him friendly and very knowledgeable. The soon-to-be merchant prince had even given the young Feartarbh a small notebook with a collection of notes on the Chéserquine.

Walking further through the market district, Charlie hears a little more. Rumours swirl of at least one survivor of the terrible blaze which claimed the manse, Marlon's son, Tomas. He is, according to rumour, being treated and held by the apothecary, Marwolaeth Plendyn Or'Saer in her Emporium, just across the road from Wraeth's Woodwork. The stories speak of the little apothecary braving the flames to look for the boy, assisted by two compatriots and he remembers something about the tall woman from the north he met earlier, the singed and burnt cloth of the coat and fingerless gloves she wore.

In all, they claim, eleven people perished in the fire which claimed the manse.

"Charlie? May I have a donut please?" - Roland, as the pair pass a pastry stand in the market.

"Of course." - Charlie, fishing the necessary coppers out of his pocket and hailing the owner of the pastry stand.

Mere moments later, with piping hot pastries in hand, the two brothers sit down upon a bench and look out over the Adhainn River.

"Happy Chéserquine day, Rolly." - Charlie, wistfully taking a bite out of his donut.

"Charlie, what do you think happened to the Jestain manse?" - Roland, likewise taking a bite.

"It's obvious, isn't it? The Chéserquine came through, burnt it down. Our own window was burned, was it not? It's a shame about Marlon though, he was alright really. Maybe that's why they picked him off? He knew too much." - Charlie, thoughtful.

"That makes sense, only you don't hear too much about the fae burning things. Still, you're right, our window was burned too, so it could happen." - Roland, nodding.

"That's a good point. Thinking about it, the fae take those outdoors or otherwise unguarded. Marlon would have known better than to be outdoors during the event." - Charlie, taking another bite of his donut.

"And if he were outside, would they have burned his house down? Or just ridden off with him? I don't know. I did hear that man over there, you see him there, the stevedore with the black jacket? I heard him saying he thinks it was arson, that he saw someone fleeing the scene after the riders left." - Roland, pointing at a tall, dark-skinned Midlander with his dark hair partially obscured by the thick woolen cap of his trade.

"Rolly, it's rude to point, come on. And that's crazy. Even after the riders leave, it's still terribly dangerous to go outside on the night. Why would anyone go to such a risk just to kill the Jestains?" - Charlie, shaking his head.

"Well, I mean, it wasn't like Marlon Jestain was the most popular man in town." - Roland, shrugging.

"Marlon, sure, but the rest of them were alright." - Charlie, still disbelieving.

"I met Tomas once, you know? He was alright. A bit dull perhaps, but alright. I hope he's okay. Nice kid." - Roland

"You could visit him if you like?" - Charlie.

"Ah, I could, but no, it wouldn't be right. I don't know him particularly well after all. I'm sure he's got other family and friends he'd want to see before me." - Roland, clearly overthinking things.

"Roland, what if he knows something about what happened that night though? What if we were able to investigate what really happened? We'd be heroes. I think we need to get into the Emporium to speak with him." - Charlie, warming to the theme.

"Well, that makes sense. Yes, we could do that. We'd be doing the town a service." - Roland, expression brightening.

"Say, did you notice the sleeves on the woman we met earlier?" - Charlie, remembering Bryn.

"Bryn? No, why?" - Roland, who was completely oblivious to the state of Bryn's clothing and the scent of woodsmoke which permeated her.

"The sleeves and gloves, they were blackened and burnt. It looked like she was staying in the Emporium too. I bet she helped rescue Tomas." - Charlie, jumping to conclusions.

"And we just gave her dog some grass. She owes us." - Roland, doing likewise.

"Maybe she can get us in and then we can talk to Tomas." - Charlie, excitedly.

"She might not need to. If Hamlin does get the job, maybe he can get us in. Or maybe Bryn can get you in and Hamlin can get me in and then we'd both be in together." - Roland, getting carried away.

"If this happens, do we need to wear disguises and pretend we don't know one another? You could be Reginald and I could be Casper. We'd be from out of town, from two separate towns to explain why we don't know each other." - Charlie, likewise carried away.

"This sounds great. I'll start working on my disguise now. Thanks for the donut Charlie. I'll see you at home for dinner tonight?" - Roland, wiping his hands clean of the cinnamon sugar which had encrusted them.

"Of course, after work. Wouldn't miss it. See you tonight." - Charlie, standing and making his way to The Pallid Mare.

* * *

Crossing the Main Thoroughfare, Charlie espies several smallboats upon the dark waters of the Adhainn, fishermen plying their trade on this grey morning. The sound of industry can be heard on the wind as the forges and mills along the riverbank come to life. He gives a friendly nod and wave to the silver-furred Bruin smith at The Steel Mill, the name of whom he cannot recall. The one-eyed smith does not deign to respond, likely too engrossed in his work to even notice the youth passing by.

Charlies passes The Steel Mill nearly every day on his way to work, but he has never yet seen anyone at the forge other than the surly smith. Not so today, however, for alongside the silver-furred Bruin stands a similarly short, stocky and weathered figure, a white-haired dwarf. The dwarf is clearly too old to be an apprentice, Charlie thinks to himself, but he pays it no mind, leaving the two smiths working in silence behind him.

Upon arriving at The Pallid Mare, Charlie is greeted by Taree, polishing tankards and laying them out upon the countertop.

"Good morning Charlie!" - Taree, a smile on her face as she greets her friend.

"Morning, Taree. How did you fare in the night?" - Charlie, moving behind the bar to lay down his coat and put on his apron.

"Well enough Charlie. A little excitement, but naught to be worried about. Now Charlie, once you're ready to start, see the Danann over there?" - Taree, pointing to a brown and green-clad Danann woman sitting in one of the booths.

"I see her. What about her?" - Charlie, nodding.

"She helped out last night apparently. Ma told me to look after her, give her anything she wants for breakfast. If you could sort that out for me, I'd be much obliged." - Taree, who disappears into the backroom and emerges a moment later with a small wooden plate, upon which sits nothing more than a single, piping hot baked potato.

She carries this plate to another booth, not far from the Danann's, within which sits a diminutive Leathe-girl with merle colouration and in finely tooled leather armour. While young, the girl is remarkably well-equipped, her armour visibly expensive and her heavy dagger, sheathed where it lays upon the tabletop, inset with a deep red jewel of some kind in the pommel.

The Leathe-girl accepts the plate with palpable excitement and begins to messily devour it.

"You mentioned some trouble in the night?" - Charlie, tying up his apron.

"Yes, some f***wit during the night decided to simply up and walk out into the night. He opened the door and just walked out." - Taree, incredulous.

"What, do you mean, during the Chéserquine?" - Charlie, equally aghast.

"Yes, indeed. Within about twenty minutes of the vanguard thundering past. He just f****** opened the door and walked out. His room's still upstairs. Ma said there was nothing much in there. I think the Danann over there was one of the ones she let in there to have a look." - Taree, jerking her head in the direction of the Danann.

For her part, the Danann is simply sitting in her booth, eyes closed, relaxed, seemingly catching up on some rest after the events of the night previous. She looks half-wild with dark hair and the angular features of her kind.

"Not like he'll be missing anything they might have taken." - Charlie, dismissive.

"Aye, true enough. Not like we'll ever see him again." - Taree, nodding her agreement.

Taree puts another tankard upon the countertop and gestures to the Danann woman, sitting in her booth.

"I'm glad you're here. Frankly, she's freaking me out." - Taree, whispering furtively to Charlie.

The day passes relatively uneventfully. Charlie notes sometime in the late morning, the Danann and the Leathe-girl leave together, though he does not get the impression they know one another well. He does learn a little more of the events of the night prior from the clientele of The 'Mare, but on the whole, most of the town's populace do not wish to speak of it. Most of the talk is based around the Festivale and the various travellers the town will be welcoming in the coming days as the revelries are prepared and eventually commence. He does note the Bruin smith and his dwarven compatriot visit the inn for lunch and he serves them both, though he is unable to pick up much of their conversation.

It is late in the afternoon when a familiar face enters the inn.

"Charlie, how are you? How's work?" - Kayvan, hanging his cloak at the door and messing his coal-black hair with his hands to dry it slightly.

"Kay! Doing well thank you. Can't complain. How was last night?" - Charlie, greeting his friend.

"Yeah, good, good. No problems on our end. Say, have you heard about the Jestain manse?" - Kayvan, taking Charlie aside, out of the hustle and bustle on the inn.

"I did catch a little of it. No one knows for sure, do they? Last I heard, the rumours are someone crept out after the Chéserquine and set fire to their house?" - Charlie, questioning.

"Literally as the final rider took to the sky, they are saying. I heard and immediately thought of you, because it is weird and connected to the Chéserquine and that is kind of, 'your thing' after all. Ah yes, Taree, beer please! Oh, of course, Charlie, you're still working aren't you? Of course you are. Just one then, Taree, thank you!" - Kayvan, with excitement.

Kayvan makes his way to the bar, to patiently wait for his drink. Charlie walks with him, making a quiet apology to a patron he accidentally bumps with his prodigious frame.

"Will you be out tonight, for the pre-Festivale celebrations?" - Kayvan, to Charlie.

"I'd like to, but probably not. I imagine my parents will not let me out after dark. You know how they get." - Charlie, sadly.

"I see, fair enough I guess. Ah, thank you Taree. Very well, I'll keep an eye out for you tonight, but if I do not see you, we must catch up tomorrow. Aeya let us all out early, apparently her mother had some tall woman from out of town attack Bandon." - Kayvan, taking the beer from Taree.

"Tall? As tall as me?" - Charlie, perking up at the description.

"Yeah, perhaps." - Kayvan, shrugging.

"That's probably Brynhildr. She's my friend. She has a mammoth!" - Charlie, excited.

"They did say she had a weird dog. Like a mastiff or something?" - Kayvan, confused.

"No, not mastiff, mammoth. You know, like a big wooly elephant." - Charlie, shaking his head.

"Nah, what's an elephant?" - Kayvan, confused.

"Yeah, like a mastiff. Like a big, wooly mastiff." - Charlie, shaking his head.

"Sure, whatever. Anyway, whatever it is, apparently she freaked Bandon out good and proper. Aeya had to go console him cause he's scared to leave the house or something now." - Kayvan, dismissive.

"Hmm, that's odd. She seemed really nice when I met her." - Charlie, thoughtful.

"Eh, who can say, really? Anyway, if you're not going to be out tonight, perhaps I might swing around the woodworks. I'll bring Roland something. What's he like again?" - Kayvan.

"Ah, donuts?" - Charlie.

"No, the meat thing. The meat thing with the sauce? F*** it, I'll get him a donut. Anyway, I'd best let you get back to work and have this chat with Taree. Wish me luck, hope she doesn't rip my face off or something." - Kayvan, laughing at Charlie's expression.

* * *

After work, as the sun slowly sets on the day, Charlie hurries home. The streets are bustling with activity, the population of Stonebridge beginning to emerge for the pre-Festivale revelries, a wild couple of days before the official celebrations begin, a traditional period of abandon where survivors simply embrace their continued existence.

To the people of Stonebridge, this period is not unlike the general feel in the week between Christmas Day and New Years Day, two large, exhausting events in close proximity to one another, though to be fair most Christmas Day traditions do not involve being abducted by a fae court.

As he crosses the Main Thoroughfare, he notes a smallboat out on the river, piloted by two small figures, a young Jeleni youth and a Leathe-girl. The dim light and distance make it hard to tell, but it could well be the Leathe from the inn earlier in the day. As he watches, the two of them furtively manipulate something in the boat and something shoots into the sky and explodes in a brilliant burst of multi-coloured light with a sound which cracks like thunder. There is a moment of panic and then everyone on the bridge begins to applaud. A band of minstrels strike up a tune, drinks are poured and consumed and the two figures on the boat sketch a quick bow and dive headfirst into the water together. The two figures emerge on the dark northern bank and are quickly swallowed by the appreciative crowd.

The Jeleni and the Leathe

Ailbhe very quickly called in the favour owed to herself and Michael by the cooper, Brandin. Together, she and Brandin stole a firework and a smallboat and set it off on the river.

Much as he would like to, Charlie does not tarry and instead hurries home, clutching his packet of food from The 'Mare and arriving at Wraeth's Woodwork just as the red sunset dips down into the western horizon. Mere minutes later, he sits at the table, enjoying a nice family dinner.

"Did you hear about the Jestain manse?" - Charlie, picking at his mashed potato.

"Yes, I did indeed. A terrible tragedy. Say what they will about him, Marlon was a good man. Such a young family too." - Oberus, quietly.

"Did you hear his son is still alive though? He's across the road, at the Or'Saer Emporium I believe." - Charlie.

"No, I did not hear that! Some small good at least, though I fear what will become of him." - Oberus, saddened.

"Will we need to find a new benefactor? Marlon bought most of our work, did he not?" - Rhaea, to her husband.

"We will need to, but it should not be too great a difficulty. We will manage." - Oberus, calm.

"What if we diversified? Came into some other goods to trade? I hear there are mammoths up north, in Unterguardt." - Charlie, petulantly skirting the greens on his plate.

"That's a mighty distance from here, Charlie. Whatever do you mean? We have all that we need here, in Stonebridge. What need have we for mammoths?" - Oberus, confused.

"There's more to the world, Pa. Other opportunities to be taken." - Charlie, quietly.

"Charlie, the outside world is dangerous. It is safe here, in Stonebridge-" - Oberus, before Charlie cuts him off.

"I will need to leave eventually Pa, won't I? I want to see the world, but I'm not even allowed outside the town." - Charlie, indignant.

"You will, in time, as will Roland. When you are both older and can care for yourselves. Besides, what do you mean you have not been allowed outside the town? Of course you have been outside Stonebridge." - Oberus, his deep baritone calm and comforting, yet brooking no argument.

"Not more than a few miles." - Charlie, sullen.

"What need is there to go more than a few miles? There's enough to see and hear here, where it is safe." - Oberus, gently shaking his great, horned head. He moves slowly, carefully, almost as if his scared of his own prodigious strength.

"Charlie, you know your father only wants what is best for the two of you. For all of us." - Rhaea, consolingly to her eldest son.

"I know, but I want to do things. For example, tonight. All my friends are out on the street now the Chéserquine has passed, preparing for the Festivale. Can I join them?" - Charlie, hopeful.

"But it is not safe out there Charlie, you know this. The Festivale does not commence for another three nights hence as that is when it is properly safe to be out on the streets after dark. You know this." - Rhaea, quietly.

"Of course it is safe, no Chéserquine has ridden on two consecutive nights in recorded history. Any stories of it happening are just myths and legends. Frankly, I don't think they're real." - Charlie, indignant once more.

"There are still wild spirits out there, left behind by the Chéserquine, lurking in the darkest alleyways and abandoned buildings. It is too dangerous. You will stay inside tonight and tomorrow night and maybe, just maybe, you might be able to go out on Festivale-eve." - Rhaea, her tone firm.

Charlie knows better than to argue with his mother. He quickly finishes his dinner and bids his parents a good night. As he and Roland traipse off to bed, he looks back and sees Oberus put his massive arm around his wife's shoulders and give her a gentle squeeze. As he closes the door to the bedroom, Charlie tries his best not to see his mother's tears.

* * *

The wooden boards barricading the bedroom window have now been removed, replaced by a slightly stained glass pane which Rhaea had commissioned and installed earlier in the day. Now, it reveals the revelry on the streets below under the twin moons in the night sky.

Roland stands by the window, a little forlorn. He wants to be out there of course, taking in the sights and eating the food.

"Charlie, Ma and Pa are right, aren't they? We shouldn't go out there?" - Roland, sadly.

"Probably not." - Charlie, still aggrieved from his argument with his parents as he readies himself for bed.

"Still, all the same, it doesn't mean we cannot be part of it." - Roland, who throws open the bedroom window.

Instantly, the scents and sounds increase markedly in magnitude. The scent of wine, smoke and grilled meats instantly wafts up to the two boys.

"There's something really nice cooking out there Charlie. I can almost taste it. Like honeyed meat or something." - Roland, eyes closed, savouring the scents.

Charlie comes over to the windowsill and sits there, observing everything outside. Roland sits beside him and the two share of a comfortable, companionable silence. Roland leans forward slightly, and Charlie happens to look over at his brother. Behind the young boy, revealed in the night sky, Charlie sees the twin moons.

Time seems to stop as Charlie notes the terrible glint of the Red Star as it passes between the moons.

Heavy clouds gather in the sky and a thick, pale mist begins to creep into the town, clogging the streets and causing torches and cooking-fires to flicker out. A panic begins to set in, tired and drunken revel-makers milling in confusion.

But Charlie, transfixed by the Red Star, sees a figure upon a nightmarish steed, armoured in black steel riding through the skies, borne aloft as if by the wind itself. It rides down from the star, alights upon the roof of the house next door, launches across to Wraeth's Woodwork and reaches out a single, terrible, steel-clad hand. Charlie has but an instant to note the delicate engravings of leaves and vines upon the black-steel gauntlet before the fae spirit's hand grasps the back of Roland's collar. The boy has only time to utter a startled gasp before he is borne away into the night sky with a crash of thunder like the hammer-blow of a wrathful god, leaving only the faint scent of juniper berries behind.

The impact knocks Charlie backward, onto the bedroom floor. Breathless and frantic, he struggles to his feet and looks out the window, desperately searching in vain for some sight of his brother.

In the streets below, the panic sets in earnest as more mounted figures and their low-slung mighty hunting hounds tear through the streets, taking up the defenceless at will and bearing them away.

Charlie stands at the window, disbelieving, unmoving, as the rain begins to sheet down from the dark and heavy clouds above, his countenance fearful. He wonders to himself if he might ever see his brother again.

The Wrap-Up
Well, first of all, welcome back everyone. My apologies for the delay in posting this. It was a very tough one to actually complete, perhaps in large part due to how integral it is to getting Arc 1 actually rolling.

Poor Roland.

Not too much to really say about this one really, other than to officially welcome young Sheriff_Juicy to the table. It has in reality been quite a long time, so long in fact Juicy has gone from being a new player at our table to being a member of our development team and a member of our prestigious Norbayne Game Master club. He has been a wonderful addition to our team and table.

To date, we have long since actually finished Arc 1 and, as of late last year (2023) finished Arc 2 as well, which is largely sessions with smaller sections of the party as they navigate an approximately 3x year time-jump. It'll all make more sense for you readers at the end of Arc 1 I am sure.

We are hoping to properly commence Arc 3 in early March of this year, which I am very excited for. This will see the actual main plot of the campaign properly kick in and tie it to our existing legendarium.

At any rate, we sincerely hope you enjoyed this chapter and look forward to bringing you the next, hopefully without such a lengthy hiatus.






#4
MIDLANDERS

Basic Genealogy
To an extent, the base heritage of most of the various sapient species of the world are usually shrouded in myth. The coming of the Aen'Cead saw significantly increased levels and complexity in both the evolutionary and cultural development of many of the extant species of the world at large, an uplifting of sorts which saw sapient life grow prevalent across the world.

The Midlanders were no different. Somewhere far west of the modern-day continent of Norbayne, large primates descended from the trees and developed into a bipedal, terrestrial species. When this occurred, relative to the coming of the Aen'Cead, is unknown. Relatively hardy and adaptable to all manner of environmental conditions, these proto-Midlanders were very successful. We know not what their early cultures were like, nor even what they called themselves, however Midlander myths in the modern era tell of the so-called 'Green Land', where their people first came into being. These myths are scarce on detail, painting an idyllic picture of bountiful land, free of war and strife. The truth of this cannot be discerned, however it is unlikely, for the Midlanders of the modern era are descended from those who left this 'Green Land', undertaking a particularly difficult and dangerous voyage over The Apeiron Ocean.

In appearance, Midlanders in the current era look much like you and I. They are essentially humans as we know them, in all the shapes, sizes and appearances you would be familiar with.

General History
The very early history of the Midlanders is lost to the mists of time and the devastation which overtook the far side of the planet upon the coming of the Formoraigh and the fall of the Aen'Cead. We do know they came from over western waves, settling the lands they found in between their point of origin, the so-called 'Green Land' and their final destination, the western shores of Norbayne itself.

This initial contact with the Midlanders on Norbayne is now referred to as the Midland Settling, whereupon the newly-arrived Midlanders began to carve out a region of this new continent for themselves, particularly driving conflict between them and the endemic Fyrst-Dynion peoples. The Fyrst-Dynion Valleyfolk were wiped out in this conflict, caught between the newly arrived Midlanders and the sweeping advance of the Swallowed Wrothdar of the tained Sidhe, Maudh. Further details on these events will be disclosed in our Fyrst-Dynion and Wrothdar entries in the future.

In the modern era, there are four main branches of the Midlander lineage which remain in the world, each relatively distinct, in some cases by appearance, but largely by culture and influence.

HIGHLANDERS

History & Religion
Upon arriving on the shores of Norbayne, the Midlanders spread swiftly, able to adapt easily to all manner of conditions to be found on the continent. Many made their home in the northern expanses of the continent, in the lands between the Deighlas Mountains and the mighty Wardenfells, warring against the Fyrst-Dynion Valleyfolk and Woodsmen, the Swallowed, the dispossessed Dwarves of fallen Nyjarnverk and even the northern Danann clans of the Gheimridhe in equal measure.

It is usually quite cold north of the Neck, windswept, snowy and not particularly fertile and as such the Highlanders never became quite as populous as their kin to the south and further west over the seas.

At the time of the rise of Maudh, the northern highlands became a particularly dangerous place to attempt to eke out an existence, with both the fauna of the region and even the weather driven to extremes by the terrible influence of the tainted Sidhe. The Swallowed Wrothdar tribes of the Deighlas were whipped into a frenzy by the selfsame entity and they poured south, driving all manner of peoples before them. The fractious nature of the highland kingdoms left alliances thin on the ground, and as no individual king or warlord could stand against the fell power of the north, death and destruction reigned across the hills and valleys in the shadows of the Deighlas Mountains.

Upon the arrival of the Bosavir and the establishment of the Bovus Empire, many of the northern highland kingdoms were subjugated and made vassals of the Empire. Those which were not brought into the fold were by and large destroyed by this new, powerful and militaristic state.

Despite the political power the Bosavir held across the breadth of the majority of the continent, they have never been a particularly numerous people, outnumbered significantly by the Midlanders and as such, when the Empire did eventually fall nearly four hundred years later, the northern highlands reverted back to the dominance of Highlander rule. These lands were split between kingdoms both newly established in the aftermath of the Empire's fall, and old, tracing back to before the arrival of the Bosavir, which had managed to survive, usually through shrewd diplomacy before rising in open revolt in the final days of Bovus hegemony.

While Highlanders are currently found predominantly in the northern climes of Norbayne, many of their kingdoms having sprung up in the shadow of the Deighlas Mountains, they are not an uncommon sight on the southern coasts of the continent of Unterguardt, and the various islands which make up the Norstrand and even the Mystrand, though it should be noted they are rarer there.

By the current timeframe of our games played to date (largely between 1650CE-1750CE), many of the northern cities are less populated and fewer in number as compared to their contemporaries, and as such, as far as general technology is concerned at least, circa ~1650CE, the Highlands of Norbayne are not as advanced as more southern realms.

Language and Cultural Real-World Influences
The Highlanders of Norbayne have found their culture influenced in part by the Indalt-speaking peoples of the far north, endemic to the northern continent of Unterguardt. As such, while they largely speak a legible dialect of the Common Tongue (itself now simply an evolution of the historical Midlander language), often with an admittedly thick accent, there are often many loan words from Indalt and Cainte language groups which have become a common part of Highlander parlance.

It is fair to say, from the perspective of a player, the Highlanders have a strong Scottish influence. Your best approximation of a Scottish accent is a great start.

Physical Appearance
Highlanders do not diverge significantly from the standard physiology of the Midlanders as a rule. The north has a well-founded reputation for breeding strong and hardy people. As such, they tend towards a comparatively heavy, powerful build. They do tend, at least in stereotype, towards a pale skin tone and reddish or dark hair, though blonde and brown hair is not exactly uncommon.

Signature Fashion and Armaments
At home in the cold north, furs, hides and thick leathers are the choice of the day, the better to ward off the biting wind and chill snow.

At war, formations of infantry clad in chain with long kite shields and spears remain the bulk of any force. Cavalry tend to make up the elite. Knightly orders are rare in the north, but do exist, and heavy cavalry clad in half-plate and chain, armed with lances and mounted on hardy garrons are a staple of the military in most northern kingdoms.

The targe is a uniquely highland weapon, a roundshield of moderate size, fitted with a spike protruding from the boss, which in some cases can be quite prodigious. In this way, the targe provides an additional point of attack.

Iconic personal weapons include broad-bladed daggers, called dirks, straight-bladed cruciform arming swords and large, two handed claymore greatswords. These weapons are rarely seen as primary weapons on the battlefield, but are commonly carried by the general populace in the case of the first, and as secondary sidearms by military and other martial sorts in the case of the latter two.

Military Notes
The highland realms are, by and large, feudal, and so armies are individually raised, equipped and supplied by the lords, all of which fight under the king's banner, or at least the standard of whichever local lord is drawing up the force. Casters are a well-established part of most highland militaries, and have a long history of being utilised in warfare, often as skirmishers.

Sample Characters
Angus McFyfe
We have seen a few Highlander characters over the course of our games to date. The first of these was Duke Dev's Highlander Shaman from the Great Maw campaign, Angus McFyfe.

Angus McFyfe

Originally hailing from the northern kingdom of Crowpeak, the realm which rules the Spur of the North and the Norstrand islands which are almost scattered across the ocean to the west, Angus was a scion of a house which once was royalty in its own right, but has now found itself consigned to merely minor nobility.

As for Angus himself, after a Krona incursion on one of the islands of his home, he joined the Seekers of the Flame and took ship to the Kandsza Islands, where he properly joined the war effort against the bestial threat. There, on Zariste, the largest of the Kandsza Islands, Angus was integral to the efforts of the Seekers, eventually forming a pact with a Formoraigh sleeping under the great lake in the centre of the island, at great cost to himself.

Angus, along with the Dunscarth, Mathlynn Cild-Aillith, was responsible for the creation of the Oilleann Aisling, the Island Dream, one of the greatest magical workings of the current era, which was then used as bait to lure the extraplanar entity which had crash-landed far to the west of Zariste. This all came to a swift end however when the Maw arrived. Angus sacrificed himself in the ensuing carnage, giving his allies the best chance he could to survive.

As for Angus himself, his fate remains largely unknown, however rumours abound of his shade surviving in some form or another, joined with the conglomeration of Sidhe now lost under the waves.

As we can see, despite the almost tropical environment on the Kandsza Isles, Angus is still dressed fairly traditionally for his people, with warm clothes, made predominantly of wool and leathers.

If you would like to read Angus' adventures more fully, the majority of the Great Maw campaign has been written, with the last few episodes soon to be uploaded.

Please follow this link to read the Great Maw campaign as it currently stands.

Michael McFyfe
The next Highlander we see as a player character is one which again, belongs to Duke Dev, his Highlander Berserker from Seven Stones and a Pale Shadow, Michael McFyfe, Angus' nephew.

Michael McFyfe

A mercenary from the north, Michael arrived in Stonebridge hungry, tired and looking for work. He had been walking for weeks at that point, making his way south, being guided only by a vague sense he was indeed going the right way.

It was there, in the Pallid Mare Inn of Stonebridge, Michael met the Leathe, Ailbhe Blackrose and the course of his life was irrevocably altered.

While we have in essence only completed the first two arcs of Seven Stones and a Pale Shadow, Michael has become almost a surrogate father-figure for most of the company. A generally well-meaning, if somewhat neglectful father-figure, who is trying his best but is largely under-equipped for the task.

The last we saw Michael, he was renting a small house on the western edge of the town, where he lives with Ailbhe. He has been trying to teach her to sail or at least navigate watercraft, but the Leathe has, as yet, proven to be a slow learner. Michael has found himself drenched in the water of the Adhainn River more than once due to Ailbhe's propensity to overturn all manner of boats.

Michael is a pretty good example of what your typical Highlander mercenary would look like. His shield in game is actually a targe, and as such should replace the central boss with an approximately eight inch long spike. HeroForge still has the occasional limitation sadly.

Keen-eyed readers may note the hilt of a large claymore slung over Michael's shoulder.

Michael's adventures can be read in the Seven Stones and a Pale Shadow campaign write-ups, which can be viewed via this link to the write-ups on Exilian.

Gwynevere McAilleanach
Our final character for this evening, Gwynevere was played by Ladyhawk95 during LaPimpDaddy's The Arcana campaign, which is currently on hiatus.

Gwynevere McAilleanach

A proud, willful young woman from the modest town of Dornoch, Gwynevere was born the daughter of Douglas and Bridgit McAilleanach, two wealthy landowners of a storied highland clan. Their firstborn, William, was strong and hale, ten years Gwyn's elder and the pride of the family. When Gwynevere was born, however, she was small, weak and sickly. Thanks to a skilled healer in Dornoch, Gwyn's life was saved and she matured, however she never did become the healthy and hearty daughter her parents expected and wished her to be.

She was strange as a child and events stranger still began to occur around her. Objects would levitate or even disappear, fires would start without flint or tinder and they would find her in the oddest locations, unable to determine how and when she had managed to get there. It did not take long for Douglas and Bridgit to realise Gwynevere was capable of harnessing magic.

Years passed, Gwyn's powers progressed and eventually she was forced to leave home, seeking tutelage in the academy of the Brilliant Towers of Drell. It is there the broader tale told in The Arcana picks up, but for now, the rest of Gwynevere McAilleanach's personal story remains unknown.
#5
Good evening all.

The game of Norbayne has been in development now for a truly obscene amount of time. In that time, we have seen a massive amount of content developed, however finding and consuming this content has not always been particularly easy.

This is the first step in attempting to rectify this.

Please join us for a detailed deep dive into the lore and inspiration of the various peoples of Norbayne and its surrounding lands. This will be illustrated as best we can with miniatures created on HeroForge, as while our development team is blessed with a great range of assets and abilities, free time is sadly not one of them.

First, we shall be exploring the various people who make up the lineage known broadly as Midlanders, however in time we will see all the playable peoples available in the game, some who will not be playable upon release but we expect to provide support for down the track and perhaps, even some peoples we have no immediate playable plans for. Who knows what the future may hold?

Well, I do. The immediate future holds Midlanders.
#6
Definitely would like to do the pub on that day. Would actually be able to attend it fairly easily I imagine.
#7
Norbayne / Re: Norbayne Character Creation
September 25, 2021, 03:17:09 PM
Quote from: SlayerThe Slayer is an interesting martial class which can prepare itself in such a way as to specialise in taking down specific foes. The Slayer has some out of combat utility too, having access to various knowledge and survival skills, albeit normally related to their quarry.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Strength
+2 Toughness or Intelligence
Light and Medium armour only.
Access to Common, Martial and Specialist Ranged weapon list.
1x rank in Unarmed, 1 Common Weapon and 1 Common, Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Grappling
- Taunt
- Study
- Craft (Traps)
- Academic Knowledge (Quarry)
- Common Knowledge (War)
- Common Knowledge (Wilderness)
- Contacts (Noble)
- Contacts (Mercenary Company)

Class Mechanics:
Analysis -
Quarry Research: Study -

Class Talents:
Skill Enhancements
Run and Jump – The Slayer gains +10 to Acrobatics Checks.
Bestial Empathy – The Slayer gains +10 to Animal Care Checks.
Rough and Ready – The Slayer gains +10 to Charm Checks when dealing with soldiers.
Authoritative – The Slayer gains +10 to Command Checks.
Moves Like Quicksilver – The Slayer gains +10 to Dodge Blow Checks.
Appraising Eye – The Slayer gains +10 to Evaluation Checks.
Analytical Hunter - The Slayer gains +10 to Evaluation (Analysis) Checks.
Know The Enemy - The Slayer is considered to have Advantage when making Evaluation (Analysis) Checks. Requires Analytical Hunter.
Expert Driver – The Slayer gains +10 to Drive Checks.
Battle Scars – The Slayer gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Slayer gains +10 to Intimidation Checks.
Expert Rider – The Slayer gains +10 to Riding Checks.
Smallboat Mastery – The Slayer gains +10 to Rowing Checks.
Three Sheets to the Wind – The Slayer gains +10 to Sailing Checks.
Keen Eye – The Slayer gains +10 to Search Checks.
Studious Mind - The Slayer gains +10 to Search (Research) Checks.
Silent As The Grave – The Slayer gains +10 to Silent Move Checks.
Wanderer – The Slayer gains +10 to Survival Checks.
Tracker – The Slayer gains +10 to Survival (Tracking) Checks when tracking quarry.
Hunter's Instinct - The Slayer gains Advantage to Survival (Tracking) Checks when tracking quarry. Requires Tracker.
Confident Swimmer – The Slayer gains +10 to Swimming Checks.
Hunt Theory - The Slayer gains +10 to Academic Knowledge (Quarry) Checks.
In the Wars – The Slayer gains +10 to Common Knowledge (War) Checks.
Into the Wild – The Slayer gains +10 to Common Knowledge (Wilderness) Checks.
Master Trapper – The Slayer gains +10 to Craft (Traps) Checks.
Experienced Wrestler – The Slayer gains +10 to Grappling Checks.
Turn the Blade – The Slayer gains +10 to Parry Checks.
Sweat it Out – The Slayer gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Slayer has taken the +20 bonus in the Skill the Talent refers to.
Consummate Athlete - The Slayer is considered to have Expertise when making Athletics Checks.
Expert Appraisal - The Slayer is considered to have Expertise when making Evaluation Checks.
Expert Driver - The Slayer is considered to have Expertise when making Drive Checks.
Expert Rider - The Slayer is considered to have Expertise when making Riding Checks.
Expert Waterman - The Slayer is considered to have Expertise when making Rowing and Sailing Checks.
Expert Grappler – The Slayer is considered to have Expertise when making Grappling Checks.

Class Features
Toughen Up - The Slayer gains +1 Health every level, instead of every second level.
Grizzled Veteran - The Slayer gains +1 to Toughness Modifier.
Hard to Hit - Close Combat Attacks made against the Slayer are considered to be made at -10 To Hit.
Battlefield Repairs – The Slayer is considered to have the Craft (Carpentry) and (Smithing) Skills when attempting to repair their own damaged weapons and armour. The Slayer may make the same Checks at -10 to repair equipment belonging to others, provided they have access to the weapon or armour family the equipment belongs to.
Immovable Object - The Slayer gains the effects of the Sturdy Trait.
Martial Prowess - If the Slayer misses a melee attack in combat, continue to determine Damage as normal, and then halve it.
Guard the Flank - The Slayer may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Warrior's Resolve - The Slayer may re-roll failed Bleeding Out Checks upon being Incapacitated.
Deflect - The Slayer may use a shield to actively block ranged attacks. Deflect works exactly the same way as a Parry, but the target number is the attacker's Ranged Combat Skill, rather than Close Combat.
Deep Reserves - The Slayer may make a Willpower Check at any point after dropping under half their Total Health. Upon a successful Check, the Slayer may expend as much Soulfire as they have available in exchange for that amount of Temporary Health.
Survivor - Once per Turn, upon taking Damage, the Slayer may make a Toughness Check. If successful, the Slayer regains a single point of Health. 
Off-Hand Parry - If the Slayer is wielding a weapon in their off-hand, they may exchange the free Quick Attack granted by the weapon, for a free Parry instead, resolved with the normal -10 for using the off-hand.


Quarry Enhancements
Swift Analysis - An Evaluation (Analysis) Check is now considered a Swift Action.
Studied Weaknesses - The first step on the Quarry track now grants a +10 to Hit targets of that Quarry Category, rather than +5.
Reflection - A successful Evaluation (Analysis) Check will now grant a +20 to a later Quarry Research Check against the Quarry Category of the Analysis target.
Recognise Attack Patterns - A successful Analysis grants a +10 to any Damage Reduction Checks incurred by the target of the Analysis.
Wound Maker - A successful Analysis grants +02 to Critical Range on all Attacks made against the target.
Bone Splitter - A successful Analysis grants an additional +03 to Critical Range on all Attacks made against the target. Requires Wound Maker.
Scale Breaker - Upon a successful Analysis, all Attacks made against the target ignore half of Damage Reduction granted by natural armour.
Giant Killer - Upon a successful Analysis of a Large (or greater) target, all Attacks made against the target are made with an additional +05 to Critical Range.
Titan's End - Upon a successful Analysis of a Large (or greater) target, all Attacks made against the target are made with a +05 to Hit and +1 base damage caused for each size category above Medium and a flat additional +03 to Critical Range. Requires Giant Killer.


Combat Manoeuvres:
Combat Manoeuvres
Agonising Blow - Requires the Slayer to make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Backbreaker - Requires the Slayer  to be wielding a Heavy weapon and to make a Full Attack on a Prone target with discernible anatomy (ie, a spine). A successful Backbreaker is resolved as a Full Attack which causes x2 Damage after Damage Reduction is applied. If the Backbreaker is a confirmed Critical Hit, apply the Broken Spine Critical Effect.
Cleave - Requires the Slayer to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Slayer may make another Full Attack on an adjacent target as a Free Action.
Crippling Blow - Requires the Slayer to make a successful Agonising Blow attack. The Slayer may immediately perform a Called Quick Attack to the same wounded Hit Location as the initial Agonising Blow, as a Free Action. A successful Crippling Blow is resolved as a Quick Attack. If the Crippling Blow causes at least 1 point of Damage after Damage Reduction, the target is considered to be affected by the Crippled Critical Effect for the appropriate hit location.
Have a Nice Trip - Requires the Slayer to be wielding a weapon with the Reach quality. Have a Nice Trip is resolved as a Quick Attack against a target within range, within one size category's difference and with discernible anatomy (ie. legs), but instead of making a standard To Hit Check, the Slayer may make a Strength or Dexterity Check. If this succeeds, the target is considered to have been hit and is considered Prone. Have a Nice Trip may be Dodged or Parried like a normal Attack.
Raking Strike - Requires the Slayer to have made a successful Parry or Dodge Check and to be in close combat with a valid target. A successful Raking Strike is resolved as a Quick Attack with an additional D10 Damage. In addition to this, the Slayer is considered to have successfully made a Disengage Check as a Free Action, and may move freely without incurring an Attack of Opportunity from the target.
Warded Step - Requires the Slayer to have made a successful Parry or Deflect Check on the previous Round. The Slayer may move up to half their Speed for their Move Action. During this movement, they are considered immune to any Attacks of Opportunity without the Impact trait.
Bulwark Tide - Requires the Slayer to be wielding a Light, Heavy or Tower Shield and to have made a successful Parry Check. The Slayer may make an opposed Strength Check against the Parried attacker, modified by the target's Size Category. If successful, the attacker is immediately forced to move 5 yards in a direction chosen by the Slayer . The Slayer may elect to move into the now vacated space. This movement does not provoke any Attacks of Opportunity.
Sunder Armour -
Victorious Surge
Heroic Strike
All or Nothing
Swift Disengage
Shield Bash
Countering Slash - Requires the Slayer to have been the target of a Close Combat Attack and to be armed with a melee weapon. The Slayer may immediately make a Quick Attack as a Swift Action Interrupt, following all the normal rules for a Quick Attack.
Destroyer
Smite

Quarry Combat Manoeuvres
Ground the Dragain - Requires the Slayer to make a Called Attack to a Wing Limb against a Large (or greater), Flying target. The Attack is considered to have a +10 to the Critical Range. A successful Critical Hit will the Limb Unusable Critical Effect.
Mage Hunter - Requires the Slayer to be directly targeted by a Spell. The Slayer gains a free Reaction, which they may use to perform any Reaction ability they may have available.
Pierce Magic - Requires the Slayer to have successfully Analysed the target since the target has received any kind of Ward effect. The Slayer may make a Called Attack to a Precise Hit Location (-30 to Hit). The Hit Location is randomised as per a normal attack, however the target does not receive any Damage Reduction from an active Ward.
No Escape - Requires the Slayer to have successfully Analysed the target prior to the target attempting to Disengage from the Slayer. The Slayer may immediately make an Evaluation Check. If successful, the target's Disengagement is unsuccessful, any any Actions this attempt would have cost are expended.
Silver Torrent - Requires the Slayer to be in Close Combat with a successfully Analysed target of a type with at least 3x Steps on the Quarry Track. As a Swift Action, the Slayer may make a Quick Attack with a +05 to the regular Critical Range.



Class Rewards
Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

Quote from: WarlockThe Warlock is predominantly a blaster, using sheer damage output and potential to control the battlefield. The Warlock is also capable of acting as a flanker, although this is dangerous. The Warlock is a caster class, with access to the Black Magic (Devastation), (Horror), (Vitae) and (Blight) Spheres. The Warlock can only wear light armour and can only wield basic weapons. Outside combat the Warlock's greatest asset is knowledge of daemonic entities and the Otherworld.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+6 Willpower
+2 Intelligence or Charisma
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Black Magic)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Channelling
- Summoning
- Wytchsight

Class Mechanics:

Class Magic:
The Warlock has access to the Black Magic system of casting. A Warlock taking their first Magic Level receives the Black Magic (Petty) Sphere and three Spells from that list.
The Warlock has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Blight)
- Black Magic (Horror)
- Black Magic (Vitae)
- Black Magic (Devastation)

Class Talents:
Skill Enhancements
Devilish Charm – The Warlock gains +10 to Charm Checks.
Aura of Wrongness – The Warlock gains +10 to Intimidation Checks.
Imposing Figure – The Warlock gains +10 to Intimidation Checks.
Dark Academy – The Warlock gains +10 to Academic Knowledge (Black Magic) Checks.
Forbidden Studies – The Warlock gains +10 to Academic Knowledge (Otherworld) Checks.
Aethyric Attunement – The Warlock gains +10 to Channelling Checks.
Enhanced Conduit – The Warlock gains +10 to Channelling Checks.
Experienced the Dark Arts – The Warlock gains +10 to Common Knowledge (Black Magic) Checks.
Experienced the Otherworld – The Warlock gains +10 to Common Knowledge (Otherworld) Checks.
Experienced Summoner – The Warlock gains +10 to Summoning Checks.

Skill Expertise: Expertise Talents may only be taken once the Warlock has taken the +20 bonus in the Skill the Talent refers to.

Class Features
No Rest For The Wicked - The effect of Exhaustion upon the Warlock is considered to be one less level than it really is.
Supernatural Knowledge - The Warlock may make a Summoning Check in lieu of making any Common Knowledge Check, but the GM is to make this roll secretly against the Warlock's Summoning Skill. If successful, the Warlock may be given any knowledge a given daemon may have on the subject in question. If failed, the Warlock gains no information or the daemon provides false information.
Shock and Awe - The Warlock visibly changes upon gaining power, and gains Advantage on Intimidation Checks while holding Daemonic Power.
Potential Energy - Expend 1 Health for a free Summoning Check, transferring up to max Soulfire into Daemonic Power.
Shadowfury - Upon the Warlock taking at least 1 point of Damage, the character may expend 1 point of Daemonic Power to inflict the Staggered Condition upon the attacker.
Magic Sense - Requires the Warlock to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Warlock. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Master Summoner - The Warlock may re-roll a single Summoning Check per day.
Hellfire Mastery - When the Warlock deals Fire Damage with a Spell, consider the character's Magic Level to be doubled when determining Damage.
Fate's Pity - The Warlock may ignore a single Miscast per day.
Black Furore - The Warlock may cast a second Black Magic Spell in the same Round.
Lasting Mental Scars - Whenever the Warlock inflicts an Insanity Check, the target now receives a single Insanity Point on a success, and twice as many as they would normally receive on a failure.

Spell Enhancements
Black Magic (Petty)
Black Magic (Blight)
Black Magic (Horror)
Harbinger of Doom - Upon casting Something Wicked This Way Comes, for the first Round of it's duration, the Warlock is considered to inflict the Terror Condition.
Black Magic (Vitae)
Black Magic (Devastation)
Persistent Whip - Flaming Razorfire now has a duration equal to one Combat Round per Caster's Magic Level. The Warlock is considered to be armed with a whip with the stat-line of the Flaming Razorfire described in the Spell.
Aggressive Whip - The Warlock may now conjure a second whip with a single casting of Flaming Razorfire. The Damage of the initial strike upon casting the Spell is considered to be doubled.
Repulse - Once per Combat Round, the Warlock may pulse Balefire Cloak as a Half Action on a successful Channelling Check.
The Black Shattering - The Warlock's Black Glass Spell may now be split into multiple 10 yard radius areas of effect equal to the Warlock's Magic Level.
Ruination - All Damage caused by Devastation Spells is increased by an amount equal to the caster's Magic Level.

Class Rewards
Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward
#8
Norbayne / Re: Norbayne Character Creation
September 25, 2021, 03:16:51 PM
Quote from: SentinelThe Sentinel is a martially inclined, Spirit Magic based half-caster. Able to perform equally well in a close combat striking or tanking role, the Sentinel is able to use their connection with the spirits, largely by way of their unique Spirit Totem mechanic, to boost their personal abilities and those of their friends and allies. The Sentinel has an affinity for the wild places of the world, and out of combat make an effective sentry, scout and general source of knowledge on the wilderness and spirits.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+3 Strength or Toughness
+3 Willpower or Charisma
Light and Medium armour only.
Access to Common and Martial weapon lists.
1x rank in Unarmed, 1 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Grappling
- Raise Power (Coercion)
- Raise Power (Domination)
- Taunt
- Practical Divination (Astrology)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (War)
- Common Knowledge (Wilderness)
- Craft (Traps)
- Craft (Totems)
- Veilsight

Class Mechanics:
Animal Companion

Primal State

Spirit Totem
Upon taking a level in Sentinel, the character must choose a Totem Spirit. The Sentinel gains a Passive Stat Bonus which is always active. In addition to this, the Sentinel gains access to a Gestalt Form, which can be accessed via the Primal State mechanic outlined above and which provides a further Stat Bonus. While in their Gestalt Form, the Sentinel may utilise the listed Combat Manouevres as if they had purchased them.

Totem of Might
Passive Bonus - +5 Strength
Gestalt Bonus - +15 Strength.

- Combat Manouevres:
Backbreaker
Smite
Sunder Armour

Totem of Alacrity
Passive Bonus - +5 Speed
Gestalt Bonus - +5 Dexterity, +5 Agility, +1 Initiative.

- Combat Manouevres:
Flurry
Hit And Run

Totem of Mischief
Passive Bonus - +5 Intelligence
Gestalt Bonus - +10 Intelligence, +5 Agility

- Combat Manouevres:
Deceptive Strike - Incurs a negative to attempts to Parry or Dodge. Pre-requisite, maybe an Int Check, negative to Parry/Dodge equal to degrees of success on Int Check?
Venomous Bite - May make an Unarmed Bite Attack in Gestalt form, the effect inflicts a dose of Spider or Snake Venom as per player's initial choice.

Totem of Resilience
Passive Bonus - +5 Toughness
Gestalt Bonus - +15 Toughness

- Combat Manouevres:
Take The Hit - Upon being targeted with an attack which misses, the Sentinel may elect to take the hit, reducing the Damage it would cause by Half. The Sentinel may then immediately make a Quick Attack as a Free Reaction.

Class Magic:
The Sentinel has access to the Spirit Magic system of casting. A Sentinel taking their first Magic Level receives the Spirit Magic (Residual) Sphere and one Spell from that list.
The Sentinel has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Sentinel)

Class Talents:
Skill Enhancements
Run and Jump – The Sentinel gains +10 to Acrobatics Checks.
Bestial Empathy – The Sentinel gains +10 to Animal Care Checks.
Comfortable at Heights – The Sentinel gains +10 to Climbing Checks.
Authoritative – The Sentinel gains +10 to Command Checks.
Lord of the Wilderness – The Sentinel gains +10 to Command Checks when commanding an allied animal.
Wilderness Concealment – The Sentinel gains +10 to Concealment Checks in outdoor areas.
Appraising Eye – The Sentinel gains +10 to Evaluation Checks.
Imposing Figure – The Sentinel gains +10 to Intimidation Checks.
Battle Scars – The Sentinel gains +10 to Intimidation Checks when showing off their scars.
Expert Rider – The Sentinel gains +10 to Riding Checks.
Smallboat Mastery – The Sentinel gains +10 to Rowing Checks.
Keen Eye – The Sentinel gains +10 to Search Checks.
Whisper in the Woods – The Sentinel gains +10 to Move Silently Checks.
Live off the Land – The Sentinel gains +10 to Survival Checks.
Wanderer – The Sentinel gains +10 to Survival Checks.
Confident Swimmer – The Sentinel gains +10 to Swimming Checks.
Do as I Command – The Sentinel gains +10 to Animal Training Checks.
Apothecary Training – The Sentinel gains +10 to Common Knowledge (Herblore) Checks.
Into the Wild – The Sentinel gains +10 to Common Knowledge (Wilderness) Checks.
Experience of the Sidhe – The Sentinel gains +10 to Common Knowledge (Sidhe) Checks.
Master Trapper – The Sentinel gains +10 to Craft (Traps) Checks.
Knowledge of the Stars – The Sentinel gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Experienced Wrestler – The Sentinel gains +10 to Grappling Checks.
Turn the Blade – The Sentinel gains +10 to Parry Checks.
Sweat it Out – The Sentinel gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Sentinel has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Toughen Up - The Sentinel gains +1 Health every level, instead of every second level.
Always Ready - The Sentinel gains +10 to Healing Checks made on themselves. May re-roll a single failed Exhaustion Resistance Check per Long Rest.
Grizzled Veteran - The Sentinel gains +1 to Toughness Modifier.
Survivor - Once per Turn, upon taking Damage, the Sentinel may make a Toughness Check. If successful, the Sentinel regains a single point of Health.
Shield Wall - The Sentinel may attempt to Parry any attacks made against an adjacent ally if they have a Parry attempt available.
Immovable Object - The Sentinel gains the effects of the Sturdy Trait.
Relentless - At the start of the Sentinel's turn, if below Half Health, gain Health equal to the Sentinel's Toughness Modifier.
Show No Weakness - The Sentinel may re-roll any failed Pain Resistance Check.
Eagle's Cry - The Sentinel knows the language of the spirits of birds. The Sentinel is considered to have a language in common with any bird. The Sentinel should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Beast Tongue - The Sentinel knows the language of the spirits of beasts. The Sentinel is considered to have a language in common with any mammal. The Sentinel should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Bestial Companionship - The Sentinel may choose a living creature of the same species as their Totem Spirit. This creature is considered an Animal Companion, and follows those rules. A Sentinel may replace an Animal Companion at any Level.

Gestalt Enhancements
Furious Blows - While in Gestalt Form, the Sentinel's Strength Modifier is considered to be doubled.
Wild Resilience - While in Gestalt Form, the Sentinel's Toughness Modifier is considered to be doubled.
Ambush Predator - While in Gestalt Form, the
Spirits, Hear Me Now - Upon becoming Incapacitated, the Sentinel may expend all remaining Soulfire to enter Primal State.
Eater Of Magic - Upon a successful Sunder Enchantment attack, for each Enchantment sundered, the Sentinel gains +1 Temporary Health.
Crushing Blows - Requires the Sentinel to hold the Totem of Might. While in Gestalt Form, the Sentinel adds +D5 to damage caused by unarmed attacks, loses non-lethal, choice of Slashing or Piercing Damage.
Mighty Charge - Requires the Sentinel to hold the Totem of Might. While in Gestalt Form, the Sentinel may Bullrush on a Charge.
Wild Power - Requires the Sentinel to hold the Totem of Might. While in Gestalt Form, the Sentinel has Advantage on all Strength Checks.
Fight Or Flight - Requires the Sentinel to hold the Totem of Alacrity. While in Gestalt Form, the Sentinel may roll twice to generate Initiative and take the preferred option.
Fleet As The Wind - Requires the Sentinel to hold the Totem of Alacrity. While in Gestalt Form, the Sentinel adds +5 to their Speed statistic. In addition to this, when Sprinting, the character may make an Agility Check. If successful, the character may move an additional 5 yards.
Wild Haste - Requires the Sentinel to hold the Totem of Alacrity. While in Gestalt Form, the Sentinel gains Advantage on all Speed and Agility Checks.
Wall Spider -  Requires the Sentinel to hold the Totem of Mischief. While in Gestalt Form, the Sentinel is considered to have Advantage when making Climbing Checks.
Snake In The Grass - Requires the Sentinel to hold the Totem of Mischief. While in Gestalt Form, the Sentinel is considered to have Advantage when making Concealment Checks.
Wild Cunning - Requires the Sentinel to hold the Totem of Mischief. While in Gestalt Form, the Sentinel is considered to have Advantage when making all Intelligence Checks.
Toughened Hide - Requires the Sentinel to hold the Totem of Resilience. While in Gestalt Form, the Sentinel gains +2 Toughness Bonus.
Strong Lungs - Requires the Sentinel to hold the Totem of Resilience. While in Gestalt Form, the Sentinel increases time of holding breath by 1x hour.
Wild Resilience -  Requires the Sentinel to hold the Totem of Resilience. While in Gestalt Form, the Sentinel, gains Advantage on all Toughness Checks.


Spell Enhancements
(Spirit Magic Residual)
(Spirit Magic Sentinel)
Howl of Might - The Wolven Howl Spell also grants the Caster a free Half Action to be utilised each turn for the remaining duration of the Spell.

Combat Manoeuvres:
Combat Manoeuvres
Cleave - Requires the Sentinel to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Sentinel may make another Full Attack on an adjacent target as a Free Action.
None Shall Pass - Requires the Sentinel to be wielding a heavy or tower shield and not to have Moved since their last Turn. The Sentinel may nominate a target within their Line of Sight. The first attack made against the Sentinel by that target determines Damage counting the Sentinel's normal Damage Reduction as x2.   
Warded Step - Requires the Sentinel to have made a successful Parry or Deflect Check on the previous Round. The Sentinel may move up to half their Speed for their Move Action. During this movement, they are considered immune to any Attacks of Opportunity without the Impact trait.
Warden's Duty - Requires the Sentinel successfully make a Shield Wall Parry and to be armed with a melee weapon. The Sentinel may immediately make a Quick Attack upon the attacker as a Reaction, following all the normal rules for a Quick Attack.
Inescapable Vengeance - May be performed once per turn, requires an Ally of the Sentinel to become Incapacitated. The Sentinel may make a free Movement action of up to half their Speed to perform a free Full Attack upon the attacker if within range to do so.
Sunder Enchantment - Requires the Sentinel to be in Primal State and to make a Full Attack against a target bearing an Enchanted Item. Resolve as a Full Attack. The Sentinel may make a Channelling Check. If successful, the Enchantment is disabled for 1 hour per degree of success.


Class Rewards
Utility Reward
Teamwork Reward
Branch 1 Reward: Multi-Faceted Totem Spirit: The Sentinel may elect to grant their Totem Spirit another aspect, or alternatively take a second Totem Spirit in addition to their first.
Branch 2 Reward
Branch 3 Reward



Quote from: ShamanThe Shaman is primarily a battlefield control class in combat and does so with the use of Curses. The Shaman is a caster class, able to use Spirit Magic to Dominate Seelie and Unseelie spirits into performing magical effects, providing a great deal of lockdown abilities, some damage and a great deal of negative effects on the battlefield. The Shaman is restricted to wearing light armour and can only wield basic weapons. Outside combat, Common Knowledge (Wilderness) and ability to communicate with spirits and animals makes them excellent scouts, especially in wilderness areas. Shamans are also capable healers, and can even use this ability to obtain resources, though this is time-intensive.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Willpower or Charisma
+3 Toughness, Dexterity or Strength
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Raise Power (Coercion)
- Raise Power (Domination)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Craft (Traps)
- Craft (Talismans)
- Craft (Totems)
- Veilsight
- Spiritshaping (Seelie, Unseelie)*
- Contacts (Spirits of the Wild)

Class Mechanics:
Pact: Winter, Etesia, Vernal, Estival, Serotinal, Autumn

Class Magic:
The Shaman has access to Spirit Magic system of casting. A Shaman taking their first Magic Level receives the Spirit Magic (Residual) Sphere and three Spells from that list.
The Shaman has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Dawn)
- Spirit Magic (Noon)
- Spirit Magic (Twilight)
- Spirit Magic (Midnight)

Class Talents:
Skill Enhancements
Bestial Empathy – The Shaman gains +10 to Animal Care Checks.
Comfortable at Heights – The Shaman gains +10 to Climbing Checks.
Lord of the Wilderness – The Shaman gains +10 to Command Checks when commanding an allied animal.
Wilderness Concealment – The Shaman gains +10 to Concealment Checks in outdoor areas.
Patch 'Em Up – The Shaman gains +10 to Healing Checks.
Ritual Scarring – The Shaman gains +10 to Intimidation Checks when showing off their scars. Upon taking their Pact, this Shaman's scarification will visibly mark their Pact allegiance, providing a +10 to relevant social Checks when dealing with sidhe or shamanistic entities with their own Pact affiliations.
Imposing Figure – The Shaman gains +10 to Intimidation Checks.
Expert Rider – The Shaman gains +10 to Riding Checks.
Wanderer – The Shaman gains +10 to Survival Checks.
Live off the Land – The Shaman gains +10 to Survival Checks.
Forager – The Shaman gains +10 to Survival Checks when searching for Craft Ingredients.
Confident Swimmer – The Shaman gains +10 to Swimming Checks.
Do as I Command – The Shaman gains +10 to Animal Training Checks.
Apothecary Training – The Shaman gains +10 to Common Knowledge (Herblore) Checks.
Experience of the Sidhe – The Shaman gains +10 to Common Knowledge (Sidhe) Checks.
Into the Wild – The Shaman gains +10 to Common Knowledge (Wilderness) Checks.
Master Poisoner – The Shaman gains +10 to Craft (Poisons) Checks.
Fetish-Crafter – The Shaman gains +10 to Craft (Talismans) Checks.
Master Trapper – The Shaman gains +10 to Craft (Traps) Checks.
Knowledge of the Stars – The Shaman gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Sweat it Out – The Shaman gains +10 to Resist Poison Checks.
Skill Expertise: Expertise Talents may only be taken once the Shaman has taken the +20 bonus in the Skill the Talent refers to.
Class Features
Quick Trance - The Shaman can sacrifice their Movement action in a Combat Round to gain another attempt to raise Power.
It's All in the Name - On a successful Spiritshaping check with at least 3 Degrees of Success, on touch with a spirit, the spirit must make a successful Willpower Check - if failed the spirit's True Name is revealed to the Shaman and they gain a measure of control over the spirit.
Force of Will - The Shaman may add their Willpower or Charisma Modifier (depending on whether using Domination or Coercion) to the Spirit Power gathered on any successful Raise Power Check.
Exchanging of Energy - The Shaman may expend their temporary lifeforce (Soulfire) to sweeten the bargain with spirits.  For every Soulfire expended, gain +10 to a Spiritshaping, Veilsight, Raise Power (Coercion or Domination) Check or any relevant social Checks (must be spirit related).
Trackless Step - Any tracking attempts to the Shaman are at a -10, -20 if they are in their Pact's favoured season.
Right at Home - While beyond the Veil, any Spirit Magic attempted by the Caster requires 2 less Power to Cast.
Spell Enhancements
Spirit Magic (Residual)
Spirit Magic (Dawn)
Spirit Magic (Noon)
Spirit Magic (Twilight)
Spirit Magic (Midnight)
Malevolent Transformation - The Shaman may now cast Unleash the Beast on a living enemy target, upon a successful Touch Attack.
Stubborn as a Rock - The Duration of Stubborn Heart when cast by the Shaman is now 1 Minute per caster's Magic Level.
Craft Enhancements
Pact Enhancements
Pact (Winter)
Pact (Etesia)
Pact (Vernal)
Pact (Estival)
Pact (Serotinal)
Pact (Autumn)

Class Rewards
Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward
#9
Norbayne / Re: Norbayne Character Creation
September 25, 2021, 03:12:48 PM
Quote from: Rogue
The Rogue works best as a ranged striker, although they can also act as a roving flanker in combat. The Rogue is not a caster class, and is restricted to wearing only light or medium armour and but has access to most weapons. The Rogue's best qualities are their mobility and speed, with plenty of abilities which accentuate this. Outside combat the Rogue may ply their trade and earn money as a killer for hire, or go and steal valuables and will usually have contacts and knowledge of the underground, including fences. The Rogue also makes an effective scout, especially in urban areas.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or +3 Agility or +5 Charisma
Light and medium armour only.
Access to Common, Martial and Specialist Ranged weapon list.
1x rank in Unarmed, 1 Common Weapon and 1 Common, Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Lockpicking
- Grappling
- Influence
- Sleight of Hand
- Pickpocket
- Craft (Traps)
- Common Knowledge (Criminal Underworld)
- Common Knowledge (Urban Life)
- Contacts (Merchants)
- Contacts (Mercenaries)
- Contacts (Criminal Underworld)

Class Mechanics
Has A Knack For It - Once per Long Rest, the Rogue may elect to make a single Common Skill Check as if the Skill was ranked up to +20, regardless of whether the Rogue has Taken or upgraded the Skill.

Class Talents:

Skill Enhancements
Flexible – The Rogue gains +10 to Acrobatics Checks.
Run and Jump – The Rogue gains +10 to Acrobatics Checks.
Tumbling – The Rogue gains +10 to Acrobatics Checks.
Dashing Figure – The Rogue gains +10 to Charm Checks.
Trusted Face – The Rogue gains +10 to Charm Checks.
Courtly Etiquette – The Rogue gains +10 to Charm Checks in formal environments.
Rough and Ready – The Rogue gains +10 to Charm Checks when dealing with soldiers.
Wall-Spider – The Rogue gains +10 to Climbing Checks.
Blend into the Crowd – The Rogue gains +10 to Concealment Checks in crowded areas.
In the Shadows – The Rogue gains +10 to Concealment Checks.
Silver-Tongued Liar – The Rogue gains +10 to Deception Checks.
Many Faces – The Rogue gains +10 to Disguise Checks.
Moves Like Quicksilver – The Rogue gains +10 to Dodge Blow Checks.
Expert Driver – The Rogue gains +10 to Drive Checks.
Appraising Eye – The Rogue gains +10 to Evaluation Checks.
Card-Counting – The Rogue gains +10 to Gambling Checks.
Fair Pay – The Rogue gains +10 to Haggling Checks.
Shopkeeper's Worst Nightmare – The Rogue is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Battle Scars – The Rogue gains +10 to Intimidation Checks when showing off their scars.
Expert Rider – The Rogue gains +10 to Riding Checks.
Smallboat Mastery – The Rogue gains +10 to Rowing Checks.
Three Sheets to the Wind – The Rogue gains +10 to Sailing Checks.
Keen Eye – The Rogue gains +10 to Search Checks.
Silent as the Grave – The Rogue gains +10 to Silent Move Checks.
Wanderer – The Rogue gains +10 to Survival Checks.
Confident Swimmer – The Rogue gains +10 to Swimming Checks.
Friends in Low Places – The Rogue gains +10 to Common Knowledge (Criminal Underworld) Checks.
Experienced City Life – The Rogue gains +10 to Common Knowledge (Urban Life) Checks.
Magnetic Personality – The Rogue gains +10 to Influence Checks.
Nothing is Safe – The Rogue gains +10 to Lockpicking Checks.
I'll Take That – The Rogue gains +10 to Pickpocket Checks.
Quick Hands – The Rogue gains +10 to Sleight of Hand Checks.

Skill Expertise: Expertise Talents may only be taken once the Rogue has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Sneaky Bastard - The Rogue may attempt to make both a Pickpocket and Sleight of Hand Check in a single Half Action. This can be used to steal an immediately attended object with a -10 penalty, which increases to -20 if the target is aware of the Rogue and -30 if the object in question is a weapon and the Rogue is using this ability in combat. Success on both Checks results in the Rogue obtaining the item and the target being unaware of the Rogue's success.
Knife Fighting - The Rogue may choose to Parry with a knife or dagger with a -10 penalty.
Cat's Grace - If the Rogue is capable of movement, they may use the first digit of their Agility, instead of Armour and Toughness Modifier for Damage Reduction.
Inquisitive - The Rogue may re-roll any failed Perception Check. This re-roll is keyed off Intelligence rather than Perception.
Evasion - The Rogue may expend a Half Action to receive a +30 on their next Dodge Blow Check.
Vendetta - Once per long rest, the Rogue may allocate a single living target within Line of Sight. That target takes double damage from the next successful attack the Rogue makes on it.
Mugging - Upon a successful Sneak Attack, the Rogue may attempt a Pickpocket Check as a Free Action.
Uncanny Accuracy - If the Rogue does not Move, the Rogue's Aim Action is considered a Free Action, not a Half Action.
Rapid Loading - The time required for the Rogue's Reload action is reduced by a Half Action. This can make some weapons a Free Action to Reload.
Barrage - If the Rogue has the required ammunition, they may ready and throw a weapon with the Light and Thrown qualities as a Free Action once per Round.
Quick Draw - The time required for the Rogue to draw or otherwise ready a weapon is reduced by a Half Action. This makes any Light weapons a Free Action to ready.
Catch Them Unaware - The Rogue may make use the Sneak Attack Combat Manoeuvre with a Ranged Combat Attack.

Combat Manoeuvres
Sneak Attack - Requires the Rogue make a Full Attack against a target who is Unaware of the Rogue. A successful Sneak Attack is resolved as a Full Attack with an additional D10 Damage.
Agonising Blow - Requires the Rogue make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Cleave - Requires the Rogue to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Rogue may make another Full Attack on an adjacent target as a Free Action.
Falling Angel - Requires the Rogue to make a Charge Attack from an elevated position. The Rogue must make an Athletics Check to leap from their elevated position to complete the Charge Attack. Each degree of success on the Athletics Check incurs +5 to the Rogue's Critical Range on their Charge Attack. Falling Angel is otherwise resolved as per a normal Charge Attack.
Flurry
Cheap Shot
Hit and Run
Heartseeker
Merciless Strike - Requires the Rogue make a Full Attack on a Prone, Stunned or Paralysed target. A Merciless Strike gains +10 Critical Range and is resolved as a Full Attack.
Twin Fangs
Leaping Shot - Requires the Rogue to have made the Disengage Action and have a ranged weapon equipped and loaded if applicable. A Leaping Shot is a Free Action and is resolved as a Ranged Attack.
Vital Shot - Requires the Rogue make an Aimed Ranged Attack. A successful Vital Shot is resolved as a Ranged Attack. If the Vital Shot causes Damage after Damage Reduction is applied, the target is afflicted by Bleeding.
Eagle Eye - Requires the Rogue make an Aimed Ranged Attack to a target afflicted by Bleeding. An Eagle Eye gains +5 Critical Range and is resolved as a Ranged Attack.   
Trick Shot - Requires the Rogue make an Aimed Ranged Attack. A Trick Shot is resolved as a Ranged Attack and ignores one level of cover if applicable.

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward


Quote from: Seer
The Seer is a somewhat unusual character in the way it plays. Is often a good choice for a player who wishes to properly drive the plot. Predominantly a support class, the Seer can use comparatively subtle magics to assist their party both in and out of combat. As such, the Seer a considerable amount of utility out of combat, able to use their focus on intelligence, Divination spells and unique Foresight skill to interact with the plot in a way that other classes simply cannot.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Intelligence
+2 Perception or +2 Willpower or +1 Soulfire
Light armour only.
Access to the Common weapon list
No free Weapon Proficiency.

Class Skills:
- Channelling
- Foresight
- Wytchsight
- Academic Knowledge (Arcane Magic)
- Common Knowledge (Arcane Magic)
- Common Knowledge (History)
- Craft (Arcane Focus)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)

Class Mechanics:
- Cosmic Sense:
- Foresight:

Class Magic:
The Seer has access to the Arcane Magic system of casting. A Seer taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Seer has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Divination)

Class Talents:

Skill Enhancements
Trusted Face – The Seer gains +10 to Charm Checks.
Authoritative – The Seer gains +10 to Command Checks.
Masterful Strategist - The Seer gains +10 to Command (Strategy) Checks.
Forewarned Is Forearmed - The Seer gains +10 to Dodge Blow Checks.
Appraising Eye – The Seer gains +10 to Evaluation Checks.
Spot The Weakness - The Seer  gains an additional +10 to Evaluation Checks. Requires Appraising Eye
Card Counting – The Seer gains +10 to Gambling Checks.
See The Result - The Seer gains an additional +10 to Gambling Checks. Requires Card Counting.
Basically Just Cheating -  The Seer is considered to have Advantage when making Gambling Checks. Requires See The Result.
Aura of Wrongness – The Seer gains +10 to Intimidation Checks.
Keen Eyes – The Seer gains +10 to Search Checks.
Searching Gaze - The Seer is considered to have Advantage when making Search Checks. Requires Keen Eyes.
Knowledge of the Stars – The Seer gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Enhanced Conduit – The Seer gains +10 to Channelling Checks.
I See All – The Seer gains +10 to Foresight Checks.
Experienced the Arcane – The Seer gains +10 to Common Knowledge (Arcane Magic) Checks.

Skill Expertise: Expertise Talents may only be taken once the Seer has taken the +20 bonus in the Skill the Talent refers to.
Expert Appraisal - The Seer is considered to have Expertise when making Evaluation Checks.
Read The Omens - The Seer is considered to have Expertise when making Foresight Checks.
Expert Divinator - The Seer is considered to have Expertise when making Practical Divination Checks in a single discipline available to the Seer, of the player's choice. The Seer may purchase this Talent again upon future Levels for other Practical Divination disciplines.

Class Features
Sense the Danger - Once per Round, the Seer may re-roll any failed Damage Reduction, Dodge Blow or Parry Checks they make on a successful Foresight Check.
Alert And Forewarned - Upon being Ambushed, the Seer may make a Foresight Check. If successful, the Seer may act in the Surprise Round at their generated Initiative.
Harrowing Scrutiny - The Seer may Touch a living target to incur Fear upon them. The Seer may make a Foresight Check. Each degree of success incurs a -10 penalty to the ensuing Fear Check which must be made by the target.
Arcane Mastery - The Seer adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Silent Casting - The Seer no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Seer has access to.
Aethyric Reserves - When taking an advance in Magic Level, the Seer gains +2 Soulfire, instead of the regular +1.
Enhanced Focus - Whenever the Seer rolls to Cast an Arcane Magic Spell, ensure the Cantrip Dice is of a unique design or colour. This dice does not count towards any Miscast the Seer may roll.
Magic Sense - Requires the Seer to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Seer. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.

Arcane Secrets - The Seer may purchase this Talent once per level to learn a new Spell from one of the Seer's available Spell Lists.

Spell Enhancements
(Arcane Magic Petty)
(Arcane Magic Divination)
Let's Do the Time Warp Again - The Seer may increase the Casting Value of Time Warp by +8. The valid targets of the spell may now act a third time in the Combat Round, acting at -3 Initiative to their current rank. If this pushes the target into negative Initiative rank, this extra action is lost.
A Jump To The Left And A Step To The Right - The Seer may increase the Casting Value of Time Warp by +4. The radius of the Spell's effect is increased to 10x yards.
It's Your Lucky Day - If the Seer casts Convergence as a Ritual (10 min Casting Time), the Duration of Convergence when Cast by the Seer is now a full day from the moment of Casting.
Terrible Fate - The Seer may increase the Casting Value of Fate's Embrace by +3, to 18+, to have a second Fate's Embrace Roll which they may keep and use in the same fashion as the initial roll.
Inevitable Fate - The Seer may increase the Casting Value of Fate's Embrace by an additional +3, to 21+, to have a third Fate's Embrace Roll which they may keep and use in the same fashion as the previous rolls. Requires Terrible Fate.

Combat Manoeuvres

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

#10
Norbayne / Re: Norbayne Character Creation
September 25, 2021, 03:10:58 PM
Quote from: NecromancerThe Necromancer is predominantly battlefield control and support through the use of raised minions. Using Black Magic and corpses, the Necromancer is able to create an army under their command and is able to provide buffs such as Bone Armour to them and/or allies. The Necromancer is a caster class, with access to the Black Magic (Entropy), (Vitae) and (Bone) Spheres. The Necromancer is restricted to wearing light or medium armour and can only use basic weapons. Outside combat, the Necromancer would appear to be quite limited, however the implications of using the raised corpses of the vanquished as slaves means the Necromancer has a lot of viability for the savvy player.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+3 Willpower
+2 Toughness or +3 Intelligence
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Black Magic)
- Academic Knowledge (Necromancy)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Common Knowledge (Necromancy)
- Common Knowledge (Corpses)
- Channelling
- Deathsight
- Necromancy (Patchwork, Wight, Dwimmerlaik, Wraith, Ghast, Ghul, Revenant)
- Practical Divination (Haruspicy)
- Craft (Poisons)
- Spell Combat
- Summoning
- Wytchsight

Class Mechanics:
- Necromancy

Class Magic:
The Necromancer has access to the Black Magic system of casting. A Necromancer taking their first Magic Level receives the Black Magic (Petty) Sphere and two Spells from that list.
The Necromancer has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Entropy)
- Black Magic (Vitae)
- Black Magic (Bone)
- Black Magic (Reaper)

Class Talents:
Skill Enhancements
Forth My Legions – The Necromancer gains +10 to Command Checks when commanding allied undead.
Plan a Murder – The Necromancer gains +10 to Evaluation Checks.
Aura of Wrongness – The Necromancer gains +10 to Intimidation Checks.
Imposing Figure – The Necromancer gains +10 to Intimidation Checks.
Keen Eye – The Necromancer gains +10 to Search Checks.
Grave-Digger – The Necromancer gains +10 to Survival Checks when trying to find corpses.
Necromantic Theory – The Necromancer gains +10 to Academic Knowledge (Necromancy) Checks.
Experienced the Dark Arts – The Necromancer gains +10 to Common Knowledge (Black Magic) Checks.
Graveyard Experience – The Necromancer gains +10 to Common Knowledge (Death) Checks.
Necromantic Practice – The Necromancer gains +10 to Common Knowledge (Necromancy) Checks.
Experienced the Otherworld – The Necromancer gains +10 to Common Knowledge (Otherworld) Checks.
Necromantic Mastery – The Necromancer gains +10 to Necromancy Checks.
Skill Expertise: Expertise Talents may only be taken once the Necromancer has taken the +20 bonus in the Skill the Talent refers to.
Class Features
Speak With The Dead - The Necromancer may now interact with the apparitions of the dead made visible by Deathsight. Note, remnants may not necessarily be particularly intelligent.
Necromancy Enhancements
Aura of Supremacy - Any active Minions within 15 yards of the Necromancer gain +5 to Strength, Toughness and Dexterity.
Grave Draw - Upon the Necromancer succeeding on a Summoning Check, they gain an additional amount of Black Power equal to their Magic Level. This additional Power can only be used to power a Necromancy Check.
Those Who Dwell Beneath - The Necromancer no longer requires Line of Sight to successfully raise Minions as long as the Necromancer is aware of their approximate location, ie, directly underground in a graveyard. Note, this does not remove the Necromancer's range requirement.
Terrible Reach - The range of a Necromancer's Necromancy Check is now considered to be 60 yards.
Swift Raising - The Necromancer's Necromancy Check only requires a Half Action.
Better You Than Me - Upon receiving any Damage, before applying Damage Reduction, from an Attack the Necromancer is aware of, the Necromancer may make a Channelling Check as a Free Reaction. Upon success, the Necromancer may shift the inflicted Damage across to any active Minions within 30 yards and directly under their control. Damage inflicted in this way destroys the material components of the Minions entirely. Any excess Damage is inflicted upon the Necromancer as usual.
Army of the Dead - The Necromancer's Necromancy Pool increases by +1 per Magic Level.
Risen Apocalypse - Requires Army of the Dead. The Necromancer's Necromancy Pool now increases by +2 per Magic Level.
Practical Unbinding - The Necromancer banishing their corporeal Minions no longer destroys the entirety of the material components required to raise them. The Necromancer may make a Necromancy Check. On a straight pass, the Necromancer is able to recover 10% of the material components, with each degree of success adding +10% to the recovered remains.
Ramshackles - The Necromancer only requires approximately 50% of organic material from an organism to raise a Patchwork. A Ramshackle's Physical Statistics are reduced by 5 compared to a normal Patchwork.
Patchwork Mastery - The Necromancer may now raise up to 10x Patchworks with a single Necromancy Check.
Wight Mastery - The Necromancer may now raise up to their Magic Level x Wights with a single Necromancy Check.
Ghast Mastery - The Necromancer may now raise up to their Magic Level x Ghasts with a single Necromancy Check.
Patchwork Horde - The Necromancer may now raise 5x Patchworks per Daemonic Power point.
Extensive Patchwork Horde - Requires Patchwork Horde. The Necromancer may now raise 10x Patchworks per Daemonic Power point.
Wight Horde - The Necromancer may now raise 1x Wight per Daemonic Power point.
Spell Enhancements
Black Magic (Petty)
Black Magic (Entropy)
Soul Rend - The Necrotic Damage caused by Chill Soul is now equal to the Necromancer's Magic Level.
Life Hurts - Upon a successful saving roll against Life's End, the target now takes Necrotic Damage equal to the Caster's Magic Level.

Black Magic (Vitae)
Black Magic (Bone)
What a Bloody Mess - The Necrotic Damage caused by the Necromancer's Corpse Explosion is now 2D10+1.
Grave Ward - The Necromancer's Armour of Bones Spell may now target a number of the Necromancer's active minions equal to their Magic Level.
Black Magic (Reaper)
Ranged Consumption - The Necromancer may cast Reaper's Consumption upon a target with up to a 30 yard range and within line of sight. The Necromancer must make a Spell Combat Check to Hit rather than an Unarmed Close Combat Check if this option is taken.
Unholy Consumption - The Necromancer may exchange the Soulfire siphoned by Reaper's Consumption with Temporary Health at a 1-for-1 exchange rate, up to a maximum of double the Necromancer's maximum permanent Health.

Class Rewards
Utility Reward -
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

Quote from: RangerThe Ranger is a versatile class, able to provide good service as a ranged striker, a roving close-quarters flanker or even a secondary tank. The Ranger, through the Beastmaster and Hunter specialisations can even contribute in a support capacity too, able to bring wild animals into the fray and trap the area respectively. The Ranger is a caster class, with access to the Arcane Magic (Archery) Sphere. The Ranger is restricted to light or medium armour, but can wield most weapons, with access to the martial weapons list. Outside combat, the Ranger makes a fantastic scout, particularly in wilderness areas, and herblore makes them reasonable healers. 

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+4 Dexterity or +4 Strength
+3 Perception or +3 Toughness or +1 Soulfire
Light and medium armour only.
Access to Common, Martial and Specialist Ranged weapon list.
1x rank in Unarmed, 1 Common Weapon and 1 Common, Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Grappling
- Raise Power (Coercion)
- Raise Power (Domination)
- Summoning
- Practical Divination (Astrology)
- Practical Divination (Tasseography)
- Common Knowledge (Herblore)
- Common Knowledge (Wilderness)
- Veilsight
- Craft (Traps)
- Craft (Talismans)
- Contacts (Creatures of the Wild)

Class Mechanics

Class Magic:
The Ranger has access to both the Arcane Magic and Spirit Magic systems of casting. A Ranger taking their first Magic Level must choose to receive either the Arcane Magic (Petty) or Spirit Magic (Residual) Sphere and one Spell from the chosen list. The Ranger may choose to purchase the other casting system upon taking five Class Levels of Ranger. 
The Ranger has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Archery)
- Black Magic (Petty)
- Black Magic (Archery)
- Spirit Magic (Residual)

Class Talents:
Skill Enhancements
Run and Jump – The Ranger gains +10 to Acrobatics Checks.
Bestial Empathy – The Ranger gains +10 to Animal Care Checks.
Comfortable at Heights – The Ranger gains +10 to Climbing Checks.
Lord of the Wilderness – The Ranger gains +10 to Command Checks when commanding an allied animal.
Wilderness Concealment – The Ranger gains +10 to Concealment Checks in outdoor areas.
Moves Like Quicksilver – The Ranger gains +10 to Dodge Blow Checks.
Appraising Eye – The Ranger gains +10 to Evaluation Checks.
Patch 'Em Up - The Ranger gains +10 to Healing Checks.
Hands of the Healer – The Ranger is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Battle Scars – The Ranger gains +10 to Intimidation Checks when showing off their scars.
Expert Rider – The Ranger gains +10 to Riding Checks.
Smallboat Mastery – The Ranger gains +10 to Rowing Checks.
Keen Eye – The Ranger gains +10 to Search Checks.
Whisper in the Woods – The Ranger gains +10 to Move Silently Checks.
Forager – The Forager gains +10 to Survival Checks when searching for Craft Ingredients.
Live off the Land – The Ranger gains +10 to Survival Checks in wilderness regions.
Tracker – The Ranger gains +10 to Survival (Tracking) Checks when tracking quarry.
Hunter's Instinct - The Ranger gains Advantage to Survival (Tracking) Checks when tracking quarry. Requires Tracker.
Wanderer – The Ranger gains +10 to Survival Checks.
Confident Swimmer – The Ranger gains +10 to Swimming Checks.
Do as I Command – The Ranger gains +10 to Animal Training Checks.
Apothecary Training – The Ranger gains +10 to Common Knowledge (Herblore) Checks.
Into the Wild – The Ranger gains +10 to Common Knowledge (Wilderness) Checks.
Master Trapper – The Ranger gains +10 to Craft (Traps) Checks.
Knowledge of the Stars – The Ranger gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Sweat it Out – The Ranger gains +10 to Resist Poison Checks.
Skill Expertise: Expertise Talents may only be taken once the Ranger has taken the +20 bonus in the Skill the Talent refers to.
Class Features
Eagle's Cry - The Ranger knows the language of the spirits of birds. The Ranger is considered to have a language in common with any bird. The Ranger should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Beast Tongue - The Ranger knows the language of the spirits of beasts. The Ranger is considered to have a language in common with any mammal. The Ranger should keep in mind that many animals are unintelligent and may not understand complicated concepts.
On The Prowl - Upon a successful Survival (Tracking) Check, the quarry incurs the Paranoia Malady for 1x day per level of Ranger the character possesses.
Animal Friend - The Ranger may choose a living creature in either the Tiny or Small Size Category. This creature is considered an Animal Companion, and follows those rules. After the character has accumulated 5 Levels of Ranger, the character may choose another creature, as a second Animal Companion. This creature may be up to Medium in Size Category. Finally, after 10 Levels of Ranger, the character may choose a third creature, this one up to Large in Size Category. A Ranger may replace an Animal Companion at any Level.
Uncanny Accuracy - If the Ranger does not Move, the Ranger's Aim Action is considered a Free Action, not a Half Action.
Rapid Loading - The time required for the Ranger's Reload action is reduced by a Half Action. This can make some weapons a Free Action to Reload.
Skilful Shot - The Ranger may add the first digit of their Dexterity to any Damage caused with an Aimed Ranged Attack.
Hawkish Precision - The Ranger's Critical Range on Ranged Combat Checks made within Short Range is increased by +3.
Tireless Hunters - If following a Survival (Tracking) Check would incur a level of Exhaustion, every member of the party may make a Toughness Check. If successful, the level of Exhaustion is not incurred as the thrill of the hunt pushes them on.
Spell Enhancements

Combat Manoeuvres
Cleave - Requires the Ranger to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Ranger may make another Full Attack on an adjacent target as a Free Action.
My Dog's Expecting Me, I'm Ready To Go - Requires the Ranger's Animal Companion to be unengaged and the Ranger themself to be capable of movement. The Ranger may Disengage as a Free Action. Any movement for the rest of the Ranger's turn will not provoke Opportunity Attacks.
Vital Shot - Requires the Ranger make an Aimed Ranged Attack. A successful Vital Shot is resolved as a Ranged Attack. If the Vital Shot causes Damage after Damage Reduction is applied, the target is afflicted by Bleeding.
Eagle Eye - Requires the Ranger make an Aimed Ranged Attack to a target afflicted by Bleeding. An Eagle Eye gains +5 Critical Range and is resolved as a Ranged Attack.   
Hawk Eye - Requires the Ranger make a Precise Called Shot at Short Range. The Hawk Eye only incurs a -20 to Hit instead of -30.
Trick Shot - Requires the Ranger make an Aimed Ranged Attack. A Trick Shot is resolved as a Ranged Attack and ignores one level of cover if applicable.

Class Rewards
Utility Reward -
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

#11
Thanks Jubs, really appreciate it. I've been meaning to do it myself but never got around to it. :)
#12
General Chatter - The Boozer / Re: July Pub
July 21, 2021, 01:50:49 PM
I'm going to my level best to get there. My email inbox didn't automatically sort the invitation into 'non-essential' this month. :)
#13
Session 1.2: The Day After

To the Proprietors of the Or'Saer Emporium

My name is Hamlin Drybrush, and I wish to formally apply for the advertised position of apothecary's apprentice. I am thirteen years old and have lived in Stonebridge all my life.

Sadly, I do not have much in the way of experience which relates to the role I hope you will accept me for, but I am helpful, friendly, keen and an enthusiastic learner. My mother taught me my letters and numbers by the time I was five, and my father used to take me hunting and foraging in the Arbret when I was younger, so I know the lands around the town well enough.

One day I hope to become a proper alchemist and learn how to transmute things, and this would be the perfect first step.

I await your response eagerly,
Hamlin Drybrush

– Letter sent to the postbox of the Or'Saer Emporium, the only response to a job notice. The lettering is simple, large and somehow earnest.

Welcome to session 1.2 of Seven Stones and a Pale Shadow. This is of course, just the second half of our first session, but I have split it up for the sake of my own sanity as it took the better part of a year to write up both sessions.

Dawn breaks over the township of Stonebridge, revealing the thin carpet of pale mist wisping through the stony streets. A light drizzle of rain accompanies the mist, a drizzle which has remained constant throughout the night since the passing of the Chéserquine.

In the Pallid Mare inn, on the northern bank of Stonebridge, the general mood is quite subdued. It is very early, and the night previous was both long and tense. As such, many of those within the tavern, having stayed the evening, are still abed.

Not so in the room shared by Ignus Gritsword, Syntherion Voiculescu and Hadrina Cinel-Crimthann. Heaving himself out of the cot with difficulty, Ignus gently awakens the dozing Syntherion.

"I have business to attend to down by the forge, my lad. I'll be there if you need me." – Ignus, quietly.

"Okay, have fun. I'm going to try and find this mythical town square again." – Syntherion, brightly, far too chipper for this early hour. He starts to gather his things, putting his cloak on.

"It is far too early to be having any kind of conversation, you two." – Hadrina, lying on her back on the bed, staring at the dark ceiling.

Ignus nods, and ventures downstairs, finding the now familiar shape of the well-built and russet-haired Highlander, Michael McFyfe, hunched over a bowl of food, steam rising from it in the cool morning air. The common room is otherwise empty, save for the young Southron woman, sitting upon the bar. Taree, he seemed to remember Hadrina had said her name was.

The girl and Ignus exchange nods of greeting as he enters the room, and the dwarf sits next to Michael.

"Morning" – Ignus, settling into the seat with a slight groan. His frame is too large for the cot in his room. He is riddled with aches.

"Mornin'. Plans for the day?" – Michael, alternating his speech with quick bites of his bacon and eggs. He eats like a man who is used to having to eat swiftly, or else pass up the opportunity for a meal. A veteran, of some mercenary company or another, Ignus surmises.

"I have some business to attend to at the smithies down on the riverbank. I could do with the company, and perhaps the extra muscle. An ale, too please." – Ignus, nodding his thanks to Taree as she brings a small plate of breakfast for him too. He flicks her a few coppers. The girl raises an eyebrow but makes no remark as she heads back to the bar to fix him a drink.

"I was planning on doing some shopping today, might be good to check out the forges. Good morning to you too, young man." – Michael, finishing his meal and looking up from his plate to greet Syntherion, who has just come downstairs, a slight bounce in his step.

"Good morning! Are you coming with me to the town square?" – Syntherion, cheerfully, taking a seat at the table.

Michael shrugs his shoulders as Ignus sniggers under his breath. The old dwarf quickly disguises the laugh with a couple of coughs, taking a long draught from the tankard of ale Taree brought over with Synth's breakfast.

* * *

Brynhildr leaves the Or'Saer Emporium in the early morning, the shaggy-furred shape of Venn trotting happily alongside her. The light drizzle of rain which falls from overhead causes her to shrug her cloak up over her shoulders some. She holds the corner out a little too, to provide shelter for the mammoth calf beside her.

Across the road from the apothecary lies a substantial yard with a homely structure, largely constructed of the strong arbret-pine so widely-used here in Stonebridge. The dwelling, a house built on massive stilts over what appears to be an extensive woodworking shop, is built on a massive scale, and as two of the occupants emerge and begin to traipse down the stairs at the front of the house, Bryn understands why.

She can tell immediately they are both children, yet despite this, the taller of the two can look her in the eye with ease. They both sport short, pale blonde hair and fur and well-cut clothing. The smaller, still nearly six foot tall, moves with the unhurried and unconcerned bounce of youth and she can see his hair and horns are darker than the elder one, though they certainly share plenty of familial similarity.

Seeing Venn, the taller figure waves a greeting to the little mammoth calf, at which point the shaggy-furred little bugger immediately runs off into the gentle drizzle to meet these new people.

"Hello, hello! Who's this?" – The taller Feartarbh, kneeling down to fuss over the little mammoth. Venn waves his trunk in greeting to both of them.

"I am so sorry. Venn, please, leave the nice people alone." – Brynhildr, jogging over with a somewhat contrite expression.

"No, don't apologise. He's beautiful. Where did you get him?" – The taller Feartarbh. Venn has, now completely ignoring Bryn, rolled over onto his back to receive belly scritches.

"He was a gift. From an old teacher." – Bryn, somewhat taken aback.

"Where are you from?" – The smaller of the pair, also scritching Venn rigorously.

"Do you mean where I was born, or...?" – Bryn, trailing off.

"Yeah, sure." – The smaller one.

"Ah, from the north. The far north." – Bryn, non-committal, though the two Feartarbh do not seem to notice or really mind.

"The north, that's so cool." – The smaller one.

"Is it cold up there? I bet it's really cold up there." – The taller one.

"Yes, it is quite cold where I am from. There are colder places though." – Bryn, shrugging.

"Did you see the Chéserquine? So cool, right?" – The taller one.

"Ah yes, I did. Dangerous, is it not?" – Brynhildr. Despite the incessant questions, she finds herself warming to the pair. They are friendly and open but most importantly, Venn likes them. That counts for a lot.

"Ah, yeah, a bit, a bit. They smashed in our window." – The taller one, with an excited gleam in his eye. The smaller one nods hurriedly and points up towards the second storey of the house behind them, indicating a window with boarding hurriedly hammered in place over the breach.

"That doesn't sound like a good thing." – Brynhildr, looking up at the damage.

"No, it was pretty scary." – The smaller one, his excited demeanour incongruous with his words.

"So the yard around the house, is this your family's?" – Bryn, noting the sparse patches of grass growing in and around the house.

"Yes, it is. The lumberyard of Wraeth's Woodworking, our family business." – The taller of the pair, proudly.

"Would I be able to take Venn in there please? He likes to run around on the grass, and I do not really want to risk taking him outside the town walls. I promise I will clean up after him." – Brynn, hopeful.

"Of course, that would be fine. It's just grass. I know they won't mind at all, but if you see our parents, tell them Charlie and Roland told you it was okay and that we're friends. What's your name?" – The taller one, indicating his name is Charlie and the younger one is Roland. He holds a hand out to Bryn to shake.

"Brynhildr." – Bryn, taking the hand and shaking it firmly.

"Brynhildr?" – Charlie, trying to get his tongue around the unfamiliar pronunciation.

"Brynhildr." – Bryn, nodding.

"Nice. Where's that name from?" – Charlie, smiling.

"Home. Up north. Unterguardt." – Bryn.

"And is that where Venn's from too?" – Roland, still playing with the little mammoth.

"Ah, yes, it is." – Bryn, nodding.

"Charlie, I think we need to go to Unterguardt one day." – Roland, happily.

"It has been lovely meeting you, but we should really be getting a move on. I've only got a few hours before work. Please, head on in and get Venn on the grass. Hopefully we will see you later." – Charlie, with a smile, giving Venn one last head pat.

Bryn nods her thanks with a small smile of her own and ushers Venn into the lumberyard. She sits down, her back against a small pile of arbret-logs and pulls her cloak tightly around her shoulders, watching Venn happily frolic in the misty morning drizzle. With a slight smile, revealing teeth just slightly too pointed for any Midlander, Bryn weaves a slight bit of magic into the air around them. The misty drizzle ceases, replaced now by flitting snowflakes forming above them. Venn's trunk waves from side to side as he attempts to catch them as they fall. 

* * *

Crossing over the Main Thoroughfare, Ignus is disappointed to note the Saltforge is empty and devoid of life. There is no sign of the Invarrian smith, Harold Wavebreak, nor his two apprentices.

"Bugger. Sorry Michael, might not be needing your assistance at all. Looks like they're not open yet." – Ignus, a note of disappointment in his voice. He had been looking forward to confronting the smith.

"Eh, that's okay. I'll just go on with the boy then, try to find this town square he keeps talking about. Between the two of us, I don't know if there is one." – Michael, under his breath and chuckling quietly, watching the Jeleni youth in question skipping on ahead across the cobblestones.

Ignus farewells Synth and Michael upon crossing the bridge, the two moving on, deeper into the town, while Ignus turns down the wide street which runs alongside the riverbank on the south-side.

Approaching the Steel Mill in the cold, grey, early morning light, Ignus is relieved to see the stout, grey-furred shape of Alvariste working at the forge, stoking the fires into life.

"I see you made it through the night!" – Alvariste, calling to Ignus, his brow furrowed above his one, amber eye.

"Not dead yet, my friend." – Ignus, dropping his pack on the ground in preparation for another hard day's work.

"Am I to assume you are working with me again today, Ignus?" – Alvariste, pumping the bellows.

"I will if that's okay. I will be making my way over to the Saltforge later too, if they ever deign to open." – Ignus, gruffly.

"They'll open. I saw Wavebreak earlier this morning down by the river. He doesn't normally start his forgefires until later in the morning anyway. Another mark against the man." – Alvariste, sagely, a gleam of disapproval in his eye.

"Well then, I will help you until he does so, and then hope I can make a show of it." – Ignus, with a note of satisfaction in his voice.

* * *

"Michael, this is not the right way, we're just going back to the marketplace again." – Syntherion, his voice plaintive.

Michael sighs and looks around.

"I'm sorry lad, I just don't think you'll ever find what you're looking for because I'm not certain it actually exists. The closest thing to it is probably the Grand Market. Or maybe the central bridge." – Michael, with a long-suffering tone.

"I'll make a wager with you. You go your way, and I go mine. If I find the square, I get three sulvers. If I don't, I'll give you three sulvers." – Syntherion, flipping a silver coin from finger to finger.

Michael weighs up his options. On the one hand, he did say he would keep an eye on the boy. On the other hand, three sulvers is a lot of money. His own coin was fast running out and he had a few things he wanted to purchase this morning anyway. In addition to this, he was fairly confident there was no town square as such in Stonebridge.

The voice had told him so.

"Okay, it's a deal." – Michael, shaking Synth's hand. The Jeleni grins and then dashes off down a side-street, leaving the Highlander alone in the early morning air. He shrugs and continues on, towards the Grand Market.

The market is dominated by tall, grey stone pillars, many of them bearing intricate artistic designs and carvings, and the vibrant, colourful sails draped between the pillars, providing both shade and a festive mood to the area. At this still rather early hour, and the morning after the Chéserquine, there are not a great many people gathered in the marketplace, but a handful of stalls have begun to set up for the day ahead.

Michael sees vendors selling foodstuffs of various kinds, and he stops at one stall, run by a Southron woman of somewhat indeterminable age, to purchase a few strips of dried and salted meat. He also buys a length of high-quality rope from another vendor.

"Interesting fact, for a long time the largest buildings in London were the one where they made the ropes for ships." – Dev.
"I thought you said it was interesting. Nah, I'm sorry man, I couldn't help it." – Yohan, to a fair bit of laughter.
"I've been in that position a lot mate. The number of times I have said I have an interesting fact, shared it and then been immediately greeted with, 'In no world was that interesting.'"
"Yeah, hardly a new place for me either." – Dev.


As the Highlander steps away from the rope-vendor, slinging his new purchase from his belt, he espies five dwarves wheeling a locked chest in a wheelbarrow of sorts. Two are actually pushing it, one on either handle, while the other three surround it, keeping an eye out. They look ill at ease, but legitimate enough, all wearing a uniform of sorts, a pale grey tunic with some kind of golden badge or insignia pinned to the collar. Other than Michael, no one else seems to be paying them much mind as they continue on their way.

* * *

In the Or'Saer Emporium, slumped in a comfortable armchair on the lower level, Marwolaeth awakens from her slumber. She groans with pain as she shifts, then stifles her groans with a wince. She can hear no one active in the establishment. Caitrin must still be abed. She vaguely remembers waking from her doze long enough to see Brynhildr quietly leave with Venn in the early hours. Of Shadow, there is no sign, but heading upstairs, quietly and carefully so as not to awaken Caitrin, nor strain her various wounds, she can see her erstwhile bedroom door is open. Shadow's pack lies upon the floor in the corner, a spare change of clothes bundled next to it. The bed is rumpled but made up.

"He intends to return then, I guess." – Marwolaeth, to herself.

She heads back downstairs and enters the infirmary, where the sleeping form of Tomas can be found. He is still unconscious, but breathing. His airways are clear, but his breathing is still laboured and ragged. It will be some time before the damage heals.

Satisfied the boy will live, Marwolaeth adjusts the blanket over his thin shoulders and leaves the room to prepare the Emporium for the day. She must write a letter too, a response to the young man who had answered her job call.

Quote from: Response to Job Application

To Hamlin Drybrush,

Thank you for your letter of application regarding the position at the Or'Saer Emporium.

We are contacting you to inform you that you have indeed been a successful applicant for the position, and ask you start either immediately, or at your earliest convenience.

Either way, we ask you to attend our clinic as soon as you are able, as we shall need to discuss pay, lodgings (if applicable), working hours, and begin your training as an apprentice. I shall be able to answer any of your questions on site and look forward to seeing you soon.

With pleasure,
Marwolaeth Plendyn Or'Saer

Folding the parchment carefully, Marwolaeth places it in an envelope, drips hot green wax upon it and presses a seal bearing the name of the Or'Saer Emporium.

Now, to send it. She gathers up her things, puts on her boots and cloak and ventures out into the grey morning, locking the door behind her.

* * *

The hour is quite late when Hadrina finally rouses herself from her bed. Yesterday was a long day, and a harrowing night too and as such, she feels no pressing need to get up. She lays there for several hours, unable to get back to sleep, as the town slowly comes to life around the isolated darkness of her room. The window is closed, locked and still boarded up in preparation for the Chéserquine.

Eventually, she emerges and heads downstairs. She sees a handful of other patrons of the tavern, some older folk and a single, young Leathe, the girl from the night before. She sits in a booth by herself, reading from a large, black, leather-bound book, the spine and cover decorated in silver chasing. It looks hefty and expensive. Hadrina sits down at the table across from her.

Within moments, Taree emerges from behind the bar, carrying a small wooden plate with a single piping hot potato upon it.

"The usual, as ordered" – Taree, setting the plate down upon the table. Her gaze turns to the seated figure who accompanies Ailbhe this morning.

"Ah, the Danann. My mother told me about your swift action last night. She told me to fix you a breakfast on the house, if you'd like, as a thank you for your help." – Taree, to Hadrina, her expression carefully neutral.

"Ah, yes, that would be lovely, thank you. I... I don't really know what to have. What do you offer here, I guess?" – Hadrina, a little taken aback by this show of kindness.

"Well, bacon, mushrooms, potato and a hunk of bread with some butter is a very hearty breakfast we can put together for you. Will only take a moment. The bread was freshly baked this morning. Do your kind eat bread?" – Taree, shrugging. She looks genuinely curious.

"Yes, I would eat bread, thank you. That sounds very nice." – Hadrina, smoothly skirting the question of her kind.

As Taree moves away to fix Hadrina's breakfast, Ailbhe closes her book and begins to cut up her potato, her nose twitching in excitement.

"Have you tried the potato?" – Ailbhe, eyes locked on her steaming hot prize.

"No, not yet." – Hadrina, eyebrow raised.

"Oh, you're in for a treat. It's the tastiest thing I've had in years." – Ailbhe, scarfing the first morsel, burning her mouth in the process. She does the awkward 'hsf-hsf-hsf' thing with her mouth full, trying to blow on it while consuming it at the same time until finally, she swallows.

"Looks painful." – Hadrina, wryly.

"Worth it. Gods, it's worth it." – Ailbhe, dreamily.

Taree returns with a massive plate, piled high with foodstuffs, which Hadrina gratefully receives and starts to dig into. With Ailbhe's approving eye watching over her, the Danann divides the potato on her plate into pieces and takes a bite.

"You know, it's not normally my thing. I prefer the bacon, but you're right, it is very nice." – Hadrina, diplomatically.

"If, ah, you're not going to finish yours..." – Ailbhe, her suggestion trailing off into the air.

* * *

With her black cloak around her shoulders to guard her from the morning chill, Marwoaleth makes her way towards the Stonebridge Mail House. At this hour, the establishment has not quite opened yet, and when she arrives she sees the three young assistants standing at the door waiting for it to be unlocked as the old Dunscarth man, the post-master Eored, shuffles to the door, already sorting through his heavy ring of keys with a jingling of iron.

As the door swings open and the three boys troop inside, Eored turns to Marwolaeth with a smile.

"Good morning Miss Plendyn Or'Saer! I presume you have a letter to have delivered? Is it, perchance, a successful applicant to your apothecary?" – Eored, friendly.

"It is indeed. We're very keen to have him work with us. If you would be so kind as to get this to the Drybrush residence, I would be grateful." – Marwolaeth, handing the sealed letter to the old man, alongside a couple of coins.

"Of course, of course." – Eored, smiling gently.

* * *

Traversing the still quiet Grand Market, Michael finds a low-slung stone building on the edge of the marketplace. The door is a heavy, black wood, chased with what looks like silver. Hanging above the door is an embossed sign bearing a name.

Brimsson & Sons.

Intrigued, Michael makes his way inside, hunching a little as he enters to get through the low doorway. He is, however, surprised, once inside, he can straighten again. The room is only dimly lit by the wan light entering through the narrow windows around the storefront and a single candle burning fitfully upon a stone counter at the far end of the room.

Between the front door where Michael stands and the counter at the rear, five long rows of glass cases stand proudly.

Behind the counter stands an old, hunched dwarven man. His skin is weather-beaten and leathery and his wispy hair and long beard are a grey so pale it borders on white, He holds a thick silver jewelry chain in one hand and works an oiled rag delicately along the links with the other. Beside him stand two more dwarves, younger in countenance and darker of hair. Unlike the older man, they wear the pale grey uniforms Michael noticed earlier and he recognises the two as part of the coterie he witnessed earlier wheeling the locked chest.

"Father, we have a guest." - One of the younger dwarves, under his breath. Gently, he takes the chain and rag both from the old man.

"Why yes, we do indeed! How are you, and how can we help you, young master?" - The old dwarf, looking up at Michael with rheumy eyes. His voice however is surprisingly strong.

"I am well thank you. I was simply hoping to look around. Thank you for your welcome." - Michael, respectfully.

"Just sing out if you need a hand, my lad." - The old dwarf.

He can see the glass cases are filled with displays of jewellery and spends a significant time inspecting the wares of Brimsson & Sons. In the end, he purchases a simple bronze piece of iconography, the three supporting struts of the Triad, hanging from a thin steel chain.

"How's business been?" - Michael, fastening the chain around his neck.

"Not great. Most of our business comes from travellers and the Chéserquine puts paid to that for a good week either side of them riding across the sky. Hopefully it will pick up shortly though." - The old dwarf, Brimsson.

"There's a festival of some kind soon though, no?" - Michael.

"Aye, there is indeed, the Festivale. Two days from now, an evening of drink and food and merry-making. It's quite the event, quite worth staying in town for." - Brimsson.

"Thank the Triad we survived, no?" - Michael, with a slight smile.

"That's the origin of it, aye." - Brimsson, nodding at the icon now hanging from Michael's neck.

* * *

Having finished their breakfast, Hadrina and Ailbhe make their way together to the southern gate. Hadrina has a few things she wants to investigate on the more affluent side of town, and Ailbhe is quite keen to see the tall keep up close. In particular, Hadrina notes the evidence of damage throughout the town after the previous night.

For what it is worth, evidence of such is relatively scarce. The people of Stonebridge know full well what it is to live in the shadow of the fae court of the Viltshaws. When the Chéserquine rides, none remain out of doors. As long as the wards and charms are maintained and respected, and the necessary precautions are taken, no harm will come.

So say the stories at any rate, and if Hadrina is any judge, it would seem they have not led the people of Stonebridge astray.

Upon the southern bank of the Adhainn, Hadrina takes particular note of the stonework which makes up the majority of the town's architecture. Compared to the larger southern city of Des-Cartes, which neighbours her own hometown of Bailett, she finds the ever-present grey stone and lack of greenery oppressive. Des-Cartes is beautiful, many buildings constructed from blocks of worked rose-sandstone, which gives much of the town a soft, pink hue. Fruit trees strung with lanterns with stained glass windows line the cobblestone streets of Des-Cartes, filling the streets with gaily coloured lights after the sun has set, whereas here, in Stonebridge, naught lines the streets but the occasional cast-iron lamp-post. No greenery, and the light is somehow cold and uninviting in the seasonal fog, unable to penetrate the thickness of the mist.

Now in the shadow of the keep, and withdrawn from her musings, Hadrina notes the substantial guard presence here in Stonebridge. She knows this is a border-region, and border-regions have a tendency towards greater armed presence. Significant numbers of armed soldiery seem to be mustered in and around the southern gate into the town, clad both in the dark blue tabards of the Stonebridge town-guard and the quartered red-and-black livery of what Hadrina assumes is the ruling family's personal host.

She wracks her brain as they walk for the memory of the family's name. She vaguely recalls Synth and Ignus speaking about it, but try as she might, she cannot remember it. No matter, she will ask one of them later if she deems it important.

"Treble!" – An excited voice from behind.

Hadrina and Ailbhe both turn to see Syntherion, skipping along to join them, his cloven hooves clipping across the stones.

"How are you, buddy?" – Ailbhe, friendly.

"Not getting into trouble are you, Synth?" – Hadrina, with at least some small note of concern in her voice.

"Not at all, that's your name." – Synth, with a grin. He reaches into a brown paper bag he carries, clenched in his left hand and pulls out two small, sweet pastries dusted with sugar. He tosses Ailbhe and Hadrina one each, then reaches into the bag and pulls out another two, which he quickly devours.

"These are amazing! Where did you find them?" – Ailbhe, excitedly.

"There's a stall on the other side of the Grand Market, just over there. They do all kinds of delicious pastries and cooked fruits and it's all really very amazing." – Synth, pointing towards the south-western edge of the market.

"And you did pay for these, correct?" – Hadrina, narrowing her eyes.

"Sort of. I set up next to the stall with the psaltery for a bit and eventually they told me I'd done a good job and gave me the bag in thanks." – Synth, grinning.

Whether they were sincere in their thanks, or if they merely gave the boy a bag of pastries to get him to shut up and go away, who can really say? Hadrina surely cannot, and she doesn't have the heart to disabuse the boy of the notion they may have enjoyed his playing.

"Anyway, what are you up to? I'm still trying to find the town square." – Synth, brushing crumbs out of his sandy fur.

"We were just looking around. I do need to find a herbalist around here though. I need some advice." – Ailbhe, patting a small and battered old notebook at her side, tucked into her belt.

"There's one nearby. I remember passing it yesterday returning from the hunt. Tall building, not far from here, nearly the only place around which seems to have some kind of garden." – Hadrina, helpful.

"I'll leave you to it then. I think I may have a date with the main bridge." – Synth, who abruptly turns on his heel, unslinging his psaltery from over his shoulder and begins to play as he strolls in the direction of the Main Thoroughfare.

* * *

Before her stands the burnt-out remnants of what was once surely a beautiful manse. Still emitting faint trails of smoke in the cool morning air, the ruined house of the Jestain family is currently surrounded by a patrol of guards in quartered red-and-black livery.

"What happened here?" - Hadrina, questioning the nearest guard she sees, a tall, dark-haired Midlander man with thick stubble on his jaw and chin. He, like many of the guards, is covered in a layer of fine, grey ash.

"What it looks like. There was a fire last night. No one's quite sure how it started, but it must have been an accident. As far as we're aware, there was only the one survivor. Where did they take the boy again?" - the guard, turning to his compatriots.

"The Or'Saer Emporium, sir." - Another guard, a young, pale-faced Midlander woman.

"Right, that's the one. Anyway, we've been trying to clear some of the rubble to pull the bodies out all morning." - The guard, turning back. Hadrina now notes the patch on his shoulder, indicating the man's rank of captain.

"Has the boy said anything?" - Hadrina, curious.

"We do not know, we've been here the whole morning." - The guard captain.

"We could go check on him if you like?" - Ailbhe, piping up from behind Hadrina. She is still looking at the burnt-out ruins of the manse, her brow furrowed in conversation.

"If you could do so, I'd be much obliged. Tell them Captain Elric has sent you. We still have our hands full here." - The guard captain. As he speaks, two of the other guards shift a heavy beam.

"We've found another one! Triad, it's a child." - One of the guards. Captain Elric nods his thanks to Hadrina and Ailbhe, and then moves away to assist.

"Hey, Hadrina, why are most of the buildings on the south-bank made of stone?" - Ailbhe, whispering as they walk away.

"Prestige? It's more expensive and the people on the south-bank can afford it? Why do you ask?" - Hadrina, with a frown.

"Because if that mansion was made of stone like most of the other buildings on this side of the river, it might not have burnt down like it did. I don't know, it just seemed curious." - Ailbhe, shrugging.

* * *

In the shadow of the great stone keep which dominates the southern side of Stonebridge, Marwolaeth strides along with some purpose. On her way back to the Emporium, she sees Bryn and Venn still exploring the sights of the town. The little mammoth calf clutches a long stick in his trunk, which he waves from side to side. Every now and then, he delivers a clumsy whack to a passerby and Bryn must quietly apologise. It looks accidental, but Marwolaeth notes the mischievous glint in the little creature's eye.

Together they walk back towards the Emporium, stopping only briefly when they realise Shadow has fallen into step behind them without a word.

On the other side of the still chilly street, they note a small, brindle-furred Leathe girl, and a short Danann in a long leather coat, a bow slung over her back. The two look to be companions, and are also moving with some purpose.

The two parties reach the front door of the Emporium almost simultaneously, at which Marwolaeth abruptly pushes her way in front and inside. Bemused, the others follow her in.

Tucking products up on the shelves in the storefront, Caitrin looks towards the door with a smile. She is pale, noticeably more so than her more robust but otherwise so similar sister, and looks unwell.

"How has the morning treated you?" - Caitrin, to Marwolaeth, and nodding a greeting to Bryn as the tall woman enters the building.

"Ah, well enough. Has the boy woken yet?" - Marwolaeth, straight to business.

"He has, but he is sleeping again now. He's eaten, or at least what little he could get down. I gave him a draught after that to help with the throat. Poor kid's all shaken up. Couldn't get anything out of him really." - Caitrin, shaking her head.

LaPD had an incident here with a lemonade can, as the drink got up in her nose.
"Nothing worse than lemonade up the nose."
"Nah there are worse things." - Dev and Sins simultaneously.
"I was thinking whisky" - Dev.
"I was thinking Tic-Tacs." - Sins.
"Speaking from experience?" - Dev.
"I've seen it done. Wasn't pretty." - Sins.


Marwolaeth seems a little disappointed but says nothing as she removes her long coat and hangs it up behind the counter before moving amongst the shelves at the store-front, picking up where Caitrin had left off.

"Hello!" - The raven, sitting in its nest on the windowsill.

"Hi!" - The Leathe girl, upon walking through the Emporium door.

"Hello!" - The raven, sitting in its nest on the windowsill.

"Hi!" - The Leathe girl, upon walking through the Emporium door.

"Hello!" - The raven, sitting in its nest on the windowsill.

"Hi!" - The Leathe girl, upon walking through the Emporium door.

"Hello!" - The raven, sitting in its nest on the windowsill.

"I f****** love this bird." - The Leathe girl, upon walking through the Emporium door.

"And that's my interaction. End scene." - LD.

"Hello, and welcome to the Emporium" - Shadow, moving forward from around the counter with a flourish. He sweeps an arm out to encompass the Emporium's shop-front before offering his hand to Hadrina to shake. He seems to be weighing up which hand to offer before settling on the right.

"What the hell do you think you're doing?" - LaPD.
"Well, you're not here. I'm just helping you out, running the shop while you're busy." - Pugsley.
"You don't work here." - LaPD.
"Think of it like an unpaid internship. If I impress you enough, will you give me a job?" - Pugsley.


"And hello to you as well. I'm glad you like our bird." - Shadow, moving to Ailbhe and offering her a hand to shake as well, again the right, after a moment's hesitation.

It's probably worth noting Pugsley's mannerisms at the table are genuinely a delight to behold. The little details Pugsley makes sure to observe (the choosing which hand to shake with, the elaborate introductions, the quick glances at a new character's footwear) unfortunately don't translate across well in writing, but suffice to say it's been a lot of fun. At the time of writing, Shadow has managed to completely irritate at least half of the party's characters, but he's also more than half the party's players' favourite character. This scene was particularly hard to transcribe due to the hysterical laughter coming from most of the table.

Marwolaeth emerges from behind the shelves and grabs the taller man by the back of the arm, spinning him in place to face her.

"Just what in the hells do you think you're doing?" - Marwolaeth, in an angry hiss.

"Helping out while you're busy." - Shadow, face carefully neutral.

"You're a bloody fool is what you are. We've been running this place well enough for long before you came along, and we'll continue in that way long after you've left." - Marwolaeth, still furious.

"You're a mean boss." - Yohan.
"I'm not his fecking boss, he doesn't work here!" - LaPD.


"Okay, Ailbhe, how about we go over here and look at some of the herbs and leave them to it, shall we?" - Hadrina, carefully trying to guide the young Leathe away from the confrontation.

While Marwolaeth and Shadow continue their hissed conversation, Ailbhe reaches out and takes a green vial from one of the shelves.

"I'm pretty sure I know what this one is." - Ailbhe, in an undertone, excitedly to Hadrina. She excitedly flips through the battered, dusty, leather-bound journal she normally carries at her side, and Hadrina catches a glimpse of the scratchy, tight handwriting and detailed diagrams inside. 

"Yes? What is it then?" - Hadrina, only half listening to her companion, still focussed mostly on the conversation between Shadow and Marwolaeth.

"Well, green normally means poison. Or it's a potion." - Ailbhe, who has no idea which one this vial contains.

Meanwhile,

"Would you like to take over then, boss?" - Shadow, quietly, deferentially.

"Of course I'd bloody well like to take over, you- Actually, you know what, you can help me. Keep an eye on the Danann." - Marwolaeth, cutting herself off as Shadow nods in a placating fashion and backs away, arms outstretched. He takes his place, silently, behind the counter.

Ignoring the Danann herself, Marwolaeth approaches Ailbhe with as professional a demeanour as she can muster.

"Welcome to the Or'Saer Emporium. How can we help you?" - Marwolaeth, who can feel a stress headache encroaching.

"Hello! This journal belonged to my great aunt many years ago. She used to make all sorts of poisons and sedatives and stuff, and I thought, you know, that'd be pretty cool. I used to work in an old apothecary, but you see, I was more customer service and I was wondering if you might be able to help me out a bit." - Ailbhe, indicating the journal to Marwolaeth.

"Well, we do craft some few choice poisons here, but not too many. I must confess they are not my personal specialty. I have a little knowledge, but I am not too good at making them myself. A few close calls in my time and I decided to quit while I was ahead." - Marwolaeth, her tone professional.

"I can respect that." - Ailbhe, nodding.

"If you would allow me to have a look at that book though, I can see what I can do with it." - Marwolaeth, always on the look-out for opportunities to add to her repository of knowledge.

"Of course, that would be grand." - Ailbhe, with a bright smile, handing the journal over.

"Gods, what is this?" - Marwolaeth, in somewhat awed wonder, flipping through the first few pages.

"I know, I know. She was apparently a bit dark and morbid. Also, I'm pretty sure a lot of the plants aren't listed by their real names. Like, I don't think 'b****-grass' is real." - Ailbhe, oblivious to the growing look of consternation spreading across Marwolaeth's face.

"I've heard of that. We've got some out the back." - Shadow, lurking behind the counter.

"Oh, neat! Anyway, I'm not really after the more lethal poisons right now, I'm more after a sleep-time inducer I think. " - Ailbhe, still oblivious, but now to the venomous look Marwolaeth shoots at the man.

"A strong sedative. Yes, we have a vial left out the back." - Shadow, nodding sagely.

"I shall see what we can do." - Marwolaeth, ignoring Shadow and slowly closing the journal. She notes, while the diagrams and processes are labelled and written in a, to be charitable, unique style, she is able to recognise most of the reagents from the detailed, though admittedly poor, drawings. She turns the journal over in her hands to look at the front cover.

F***-Off Poisons For F***-Off Lads
Belongs to Breanna Blackrose Ailbhe Blackrose


"An interesting book." - Marwolaeth, handing the journal back to Ailbhe.

"She was an interesting woman." - Ailbhe, with a definite note of pride.

"I'll bet." - Marwolaeth.

"Hello there. I was sent here by a guard captain Elric to check on the boy from the burning mansion. I was told he'd be here." - Hadrina, who has approached Shadow, the man still standing behind the Emporium's counter.

Shadow gives her a panicked look for the briefest moment and then immediately fades into shadow, his shape now an indeterminate black smear against the wall behind the counter. Despite his best efforts, Hadrina's keen eyes are able to pick out his outline with little difficulty.

"Excuse me? I can still see you." - Hadrina, starting to become exasperated.

"Pugsley's just built a squid to play in this game." - Yohan.

The shadowy-shape of Shadow flickers for a moment, then re-forms, revealing his rueful expression.

"Look, I'm still figuring that part out, okay?" - Shadow, mildly defensive.

"I can see that. Now, can you help me, or do I need to talk to your superior?" - Hadrina, losing patience.

Shadow draws a quill out from behind his back with a flourish and begins writing out a note using a scrap of parchment from under the counter. He writes the brief note, folds the paper over twice and signs the exterior of the note, Shadow in a messy scrawl.

"Give this to the captain." - Shadow, solemnly handing the paper to the Danann.

She opens the note immediately.

The boy is alive.

"Do you need more?" - Shadow, upon seeing the frustrated look cross Hadrina's face.

"A proper update would normally require a proper medical status, no?" - Hadrina, shaking her head.

Caitrin approaches the two at the counter from the direction of the infirmary, her expression carefully neutral, a modest sheaf of parchment in her hands.

"These notes contain everything Captain Elric might need. Tell him the boy is in our care and will be looked after to the best of our ability until his next of kin can be found." - Caitrin, her voice cold.

"Thank you." - Hadrina, taking the proffered notes, her expression slightly puzzled.

"Now, I must ask you to please leave the premises." - Caitrin, stiffly. She shoots a glance at Marwolaeth, who nods slightly.

Hadrina's eyes widen slightly and then she simply shakes her head dejectedly.

"As you wish. Ailbhe, if you are looking for me later, I'll be heading back to the inn after delivering these notes." - Hadrina, her expression grim.

"I'll meet you there shortly, good luck with the notes. Safe travels!" - Ailbhe, who is still oblivious, now to the mistreatment her erstwhile companion is being subjected to.

Hadrina's Mistreatment

We didn't really see a great deal of it so far to the west in Three Coins, but the Danann are not exactly popular, especially in a place like this, in the shadow of the Wardenfells. They evoke a sense of danger anyway just by their appearance and mannerisms. The stories of the atrocities they commit in the deep woods and high 'Fells just add to this fear.

As such, an exiled Danann like Hadrina is caught somewhat between a rock and a hard place. Amongst people not of her kind, she will often be treated with mistrust and fear. Being born an exile however, she has not grown up in the society of the Fell Clans and will not be accepted amongst them either.

As far as Marwolaeth and Caitrin go, as Woodsmen who grew up in a traditional community, the Fell Clans were a very real and nightmarish threat. Their treatment of Hadrina, while outwardly petty and maybe even cruel, is not exactly unwarranted from their history.

There's more to their background personally with the Danann than even that, but the full breadth of this has not been revealed to the players as yet. Suffice to say, this is, in setting, warranted.

All that said, I could have done a better job of warning Redshirt what she was taking on when she came to me about playing a Danann. That one's on me.

"What do her boots look like?" - Pugsley, to general laughter.
"What the f*** dude?" - Redshirt.
"We've established, Shadow has a major foot fetish." - Yohan.


"Do you have spare boots? If you leave those ones here, I'll fix them up for you, as a thank you for your time." - Shadow, to the confused Hadrina. The boots she wears are of worn and beaten leather, scuffed and dirty from many years of wide-ranging travels. They're not in great condition.

Taking the notes, Hadrina ignores Shadow's offer and exits silently into the Stonebridge streets. As she walks out the door, she pulls her hood up over head as the gentle rain falls from the sky above.

* * *

Still wandering the Grand Market, Michael espies a noticeboard on the edge of the commercial district. As he approaches it, he sees a well-groomed, dark-haired Midlander man in a well-fitted black suede doublet, pinning a new notice to the board.

He finishes just as Michael reaches the board. They exchange a silent nod of greeting, and the other man promptly leaves.

Quote from: Notice No.1, a little weathered, the notice seems to have been here for a few days at least:
THE FESTIVALE

With the Chéserquine about to thunder across the night sky, it is important to keep your spirits raised. Though the fury of the fae is not to be risked or trifled with, know that an unburdening of our worries is nearly upon us.

The Festivale approaches!

Be sure to stay safe, behind walls of strong stone and wood, when the Red Star passes between the Twin Moons. It would not do to miss out on the festivities!

Wine and ale will flow like the very Adhainn itself for the duration of the Festivale! Music will be played from the rooftops! Wonderful foodstuffs will abound for you to taste and enjoy! A unique experience unlike any other!

Quote from: Notice No.2, ripped away from the board:
HELP WANTED
Looking for young and ab-
*Missing*
-ook forward to hearing from you.

Quote from: Notice No.3, the newly posted notice:
Seeking a person of strong character and moral fortitude to investigate a difficult and unpleasant matter.

I have information to share with someone who would wish to look more closely into the fire which claimed the lives of the Jestain family. The authorities seem to be willing to pass it off as merely an accident, but I am not convinced.

If you have further information, or would like to offer your services, please inquire at the Galdon estate on Vail Street.   

Intrigued, Michael notes the address of the final notice and resolves to follow up on it, perhaps after the Festivale. For now, though, he will seek out the guardhouse. He recalls being told when he arrived in Stonebridge, the guardhouse is on the southern-bank, west of the keep.

He pulls his cloak forward a little more and pulls his hood up over his head as rain begins to fall.

* * *

"This bloody rain can just p*** off." - Alvariste, growling under his breath. His massive, grey-furred arms ripple with muscle as the smith twists two bars of steel together in the forge-fires.

Ignus merely grunts by way of reply.

Only the sound of the hammer striking red-hot steel breaks the silence between the pair for some time after, until finally, the Bruin throws the welded blade down on a low bench and claps his clawed hands together.

"This is a miserable day. I feel like a hot meal, a roof over my head and something a little stronger than beer in my cup. What say you to lunch?" - Alvariste, his single eye gleaming.

"Why not? The Pallid Mare?" - Ignus, shrugging.

"Aye, the food's alright. Hot, at least, which is to be recommended." - Alvariste, nodding.

Together, the two smiths lock up the smithy, Ignus taking his unfinished rifle and storing it carefully in his pack, and then make their way over the Main Thoroughfare and back towards the Pallid Mare inn, hoods up to ward off the persistent, though only gentle rain.

Entering the inn, the two make their way to a booth seat and order a hot lunch, Ignus a hearty stew and hide of bread, Alvariste a cut of roasted mutton with boiled vegetables and a thick, spicy gravy he referred to as, 'The Usual'.

"So, we've worked together for a few days now, but I know so little about you. What's your story, friend?" - Alvariste, gratefully accepting the decanter of rye-liquor brought over to the table by a tall, blonde=furred young Feartarbh youth.

"It is a long one, not much of which I care to remember myself. I'm from the north, the Blackspine Mountains of Unterguardt, originally. Left at a young age, made a life for myself elsewhere, had that life stolen from me. Not a unique story, but not exactly a pleasant one either. Ended up south of here, in Bailett some years ago, tried to start afresh." - Ignus, pulling out a battered silver locket on a chain from under his shirt.

"Haven't been home since?" - Alvariste, pouring out a measure of the liquor for the two of them.

"No. Don't feel I have one anymore." - Ignus, taking the offered drink and downing it in one draught.

* * *

"Unfortunately, while we do have some sedatives, I fear we probably don't have anything which works in quite the same way as any of the options presented in your journal there. If you like though, I can do some research and put something together for you if you give me a few hours. You'd be looking at about a sulver per application, and I completely understand if that's out of your price-range. I may be able to point you elsewhere if that's the case, but I'm not sure if anyone else would be able to help you out either." - Marwolaeth, to Ailbhe.

"No, that seems quite reasonable. How many applications do you think you could put together this afternoon?" - Ailbhe, excited.

Marwolaeth frowns. She knows full well, she will be relying heavily on Caitrin's expertise in this matter. She thinks maybe thirty would be possible, but with no guarantees.

"I should be able to make fifteen applications for you." - Marwolaeth, erring on the side of caution.

"I don't want to cut into your day too much. I know you have that sick boy to take care of. I might just get eight if that's okay?" - Ailbhe, already fishing out the silver coins from her purse.

"I can definitely do eight, yes. Should only be a few hours hopefully, after the initial experiments and research." - Marwolaeth, nodding and accepting the sulvers.

* * *

Their luncheon completed, Ignus and Alvariste make their way back to the Main Thoroughfare, ready to continue with the afternoon's work. On their way, Ignus notes the piebald Invarrian watching his two apprentices, the tall, slender Feartarbh and the stocky young woman, probably a Woodsman, work at the fires of the Saltforge.

"He's there. I shall see what I can do." - Ignus, under his breath.

Alvariste merely nods and grunts in response and stomps off heavily towards the Steel-Mill.

Upon approaching the Saltforge, Ignus notes the way the Invarrian watches his apprentices. One of the apprentices, the young, dark-furred Feartarbh is hammering away at the anvil while the Woodsman girl works the bellows of the fires, bringing them to temperature.

"Ladham, no, not so hard boy. You must let the steel breathe a bit." - The Invarrian master, stepping in and laying a hand on the big Feartarbh's arm. To Ignus' expert eye, the boy's strikes were adequate, though his steel has perhaps cooled a little too much.

The Feartarbh looks confused and resumes striking the steel, though at a more sedate rate and with less power.

Ignus shakes his head in dismay. Judging by the quality of the work here, this lacklustre approach to craftsmanship has been prevalent for some time. He takes a finished blade from the display and considers it carefully. He quickly notes the uneven temper of the steel.

"Ah, friend, I did not see you there! Welcome to the Saltforge! How can I help you today?" - The Invarrian smith, favouring the dwarf with a wide, toothy grin.

"Greetings. I'm a wanderer in these lands, looking for someone to help me finish off a, uh, personal project." - Ignus, tapping the barrel of the unfinished rifle which protrudes from over his shoulder.

"You've come to the right place then, my friend. Only the finest work leaves the Saltforge!" - The Invarrian, spreading his arms wide to encompass the, admittedly, rather extensive forgeworks. It is tidy and well-maintained, and if one did not possess an experienced eye, it would be very impressive.

"Quite. If you don't mind me asking, where did you learn the craft?" - Ignus, placing the blade down and moving on to the next on display. Uneven temper and the edge has been poorly ground.

"Upon the high craggy cliffs of windswept Varr itself, amongst the finest Invarrian smiths. I come from a long line of master craftsmen, the favoured smiths of the Stormlords themselves!" - The Invarrian, grin growing ever wider. His theatrics have begun to draw a crowd, passersby intrigued by the unusual events.

Ignus does not have a particularly high opinion of Invarrian craftsmanship, but he chooses to keep the opinion to himself for now. He moves to the next sword on display. This one is not so bad as the others, but the balance seems off.

Invarrian smithing
Invarrian steel-work is actually pretty good on average. There are not too many elements of craftsmanship in which Invarrians can stand amongst the finest in the world, but smithing, particularly steel-work, is one of them.

Generally speaking, the Invarrians don't make too much, but rather take it from other people and then either keep it for themselves or trade it for different things they don't make. To do this, quality steel is quite useful.

Most dwarves cannot see the value in anyone who is not a dwarf. Ignus, though, is mild-mannered for a dwarf, and just cannot see the value in non-dwarven craftsmanship.

He has seen more than enough at this point.

"How much is this one?" - Ignus, gruffly.

"That one there? Six sulvers. Fine work for the price, no?" - The Invarrian, loudly, his grin still ever-present.

"Hmm. How would you like to test your steel?" - Ignus, pitching his voice a little louder for the benefit of the crowd which has gathered.

"I would test my best work against that of any other smith in the world." - The Invarrian, confidently.

"What of this blade then?" - Ignus, holding the sword with a hand gripping it tightly at either end. He makes to bend it.

"That one? No, not that one." - The Invarrian, the ever-present grin faltering for once as he starts forward involuntarily.

"Did you not say you come from a long line of fine smiths?" - Ignus, feigning innocence.

"Indeed, the Wavebreaks have been the favoured smiths of the Stormlords of Varr for over a century." - The Invarrian, Wavebreak presumably.

"So you said. Every piece should be a smith's finest work, no? Why should it matter that I test this one?" - Ignus, assured.

"One cannot put the same love and care into every piece. That piece there is common, fit only for those without a discerning eye, but I see, my friend, that you have a keen eye for such things." - The Invarrian, walking behind a counter and withdrawing a longsword from a long, narrow black box.

Definitely a higher quality weapon than the ones Ignus has inspected so far. The longsword is narrow, sharply-tapered with an even tempering on the steel. The Invarrian hands it to the dwarf carefully, almost reverently, and there is an audible murmuring in the gathered crowd as they see the blade. It is flashy and ostentatious, with delicate engravings on the quillons which trail down on the blade. The pommel appears to be a sharp-edged diamond-shaped block of blackened steel, attractive, but not practical. The hilt itself appears to be gilded.

There is also a very faint stress-line in the ricasso.

"More in line with what I expected to see from a scion of the Stormlord's favoured smiths. May I test this piece?" - Ignus, to a confident nod from Wavebreak.

The dwarf takes the blade and walks out towards the crowd, drawing the entirety of their attention. He performs a handful of basic tests, flexing the blade back and forth, testing the balance. It responds well enough to the treatment.

"This isn't a terrible blade, but the fact that it is your best work and it is still not worth a pittance just p***** me off." - Ignus, growling to himself.

Ignus finally reaches the zenith of his performance. He takes the unique hammer he carries from his pack and wraps the head in a thick rag. He then looks up, seeing Wavebreak in the gathered crowd. The Invarrian's grin is huge, but it begins to drop as he sees the determined look in Ignus' eyes. A flicker of concern crosses his patched face.

Ignus tests the edge of the sword, smashing the rag-wrapped hammer down on the blade once, twice, a third time. He thumbs the edge, a slight roll but nothing major. Not bad. Wavebreak looks somewhat relieved.

Ignus flicks a small lever on the haft of his warhammer and a small steel claw-hook emerges from the back-side of the head. He quickly runs the hook down the blade towards the crossguard, twisting it as he does so.

The blade snaps at the stress point with a dull, metallic ring.

"If you wish to call yourself a master artisan, I suggest you seek retraining." - Ignus, dropping the now bladeless hilt to the ground dismissively.

"The lesson is well-learnt. Thank you." - Wavebreak, through gritted teeth. He is no longer smiling at all.

Ignus nods and stalks away through the crowd, which itself slowly disperses. At the rear, the grizzled form of Alvariste stands, a lop-sided smile on his face and clawed hands clapping his approval. Together, he and Ignus cross the bridge once more and set to work for the afternoon at the Steel-Mill.

* * *

"So, Caitrin, what do we get if we just mix a heap of these sedatives together." - Marwolaeth.

"Probably a casualty." - Caitrin.

In the small, lantern-lit workshop behind the Emporium's shopfront, with the drumming of the rain outside beating upon the shingled roof of the shop, Caitrin and Marwolaeth work over a long table, carefully cutting and measuring various reagents.

It takes a little over three hours, but Caitrin and Marwolaeth do eventually emerge from their workshop in the rear of the shop with enough sedative for nine applications.

Marwolaeth sits down behind the counter and dips a sterile silver needle in the vial and prepares to stab the meat of her forearm.

"I do wish you wouldn't test our products on yourself like that." - Caitrin, shaking her head as she gathers up more items to stock the shelves.

"It is usually the best way, however... Shadow! Come here, I need you!" - Marwolaeth, with a mischievous grin. Caitrin smiles back, shakes her head and walks away.

There is no answer from Shadow as nearly a minute passes.

"Stuff this." - Marwolaeth, leaving her seat and stalking away through the shelves of the shopfront, looking for her quarry.

* * *

"Shadow! Come here, I need you!" - Marwolaeth's voice rising up from behind the counter.

Shadow is immediately cautious. Marwolaeth has never sounded this excited by the thought of his presence before.

Something's up.

He hears her sneaking around behind one of the shelves, the tell-tale sound of someone with little training in the arts of stealth trying to be as quiet as possible.

Suddenly, Marwolaeth launches out from behind one of the shelves, bumping into Shadow as she does. There is a faint glint of silver as something in her hand jabs into her own neck. Slowly, she falls back, her body trying and failing to fight off the sedative as best it can. Her hands claw at his coat as she falls backwards and her eyes gradually roll back into her head as she slumps to the floor.

"I'll never get a better chance than this." - Shadow, to himself.

Then he steals her boots and darts off upstairs, knocking quietly on the door of Bryn's room.

"What the hell is wrong with you?" - Redshirt.
The refrain of the night, really.


"Yes?" - Bryn's voice. She sounds distracted.

"May I come in please? I need to hide." - Shadow.

There is a definite sigh from the interior of the room before the door gently swings open. Bryn stands in the doorway, her expression neutral. Behind her, Venn lies on the bed, peering curiously out at Shadow. She gestures for him to enter, then closes the door and sits down on the edge of the bed and pointedly opens her book.

Shadow sits upon the floor with his back to the door and pulls out various leather-working tools from a compact pack on his belt. He sets to his task of completely patching Marwolaeth's old, worn boots. It takes him a few hours, but when he is done, they are exemplary.

He would have been done sooner if it were not for Venn's insistence on belly scritches every ten minutes.

"He better not clean them too well, the dried and crusty blood on the soles is the only thing giving me any purchase on the floors." - LaPD.
"I can do whatever you like to them." - Pugsley.
"Don't 'Spice Girl' them." - LaPD.
Whatever that means.
"By the time you are done, they are significantly better than when you received them."
"Received them. That's a very charitable way to put it." - Ladyhawk.
"Anti-received? Reverse-received?" - LaPD.
"Stole?" - LD.


* * *

Having delivered the notes on the Jestain boy to a grateful Captain Elric, Hadrina found herself at a bit of a loss. The market interested her little. She took a turn exploring the plains to the north for a while, but it quickly lost its appeal too. Within an hour of leaving the town's walls, she finds herself heading back, thinking to meet up with Ignus at the Steel-Mill.

Upon the bridge she overhears a commotion at another forge on the riverbank. A tall, bearded Midlander clad in the red and black quartered livery prevalent on the southern-bank shouts at a rather shamefaced, pie-bald Invarrian smith in a long red leather coat. She picks out only pieces of the conversation, something about being sold poor quality work.

Upon arriving at the Steel-Mill, she finds Ignus and Alvariste working together. The dwarf is in an uncommonly good mood.

"I don't think I've seen you smile in about five years." - Hadrina, to Ignus.

"I don't think I've had that much fun in about twenty-five years, lass, let alone five. Come here, and try this on, we've made you a gift." - Ignus, holding up a light plate cuirass.

The reward granted to Ignus for assisting Alvariste was a 45% reduction on High and Masterwork quality equipment crafted by Alvariste. Yohan chose to utilise this immediately and provided Hadrina with the finest single piece of armour she can currently wear. (A light plate cuirass is genuinely very good. Early game, Hadrina is going to be very hard for me to damage.)

* * *

"Well, that serves you right." - Caitrin's voice. It sounds somewhat distorted.

Marwolaeth's eyes open to the world. She looks around blearily, lying upon the Emporium's wooden floor. She can barely make out the dark shape of Caitrin kneeling beside her.

"It works." - Marwolaeth, croaking in response.

"It sure does. You've been out for well over an hour." - Caitrin. Her expression gives the impression of concern, but her voice betrays some mirth.

"Don't you dare laugh. Wait, where are my boots?" - Marwolaeth, slowly sitting up with a groan.

* * *

Ailbhe returns to the Emporium at the agreed upon time and arrives to see Marwolaeth, looking rather dishevelled, standing behind the counter of the apothecary.

"I have your sedatives here. Oh, pardon me." - Marwolaeth, yawning.

"No, that's quite alright, thank you very much." - Ailbhe, yawning as well. She takes the offered sedatives and pockets them.

"Say, have you seen a pair of boots around?" - Marwolaeth.

* * *

As the afternoon draws on, Syntherion packs up on the Main Thoroughfare and heads toward the shelter of the Pallid Mare, where he had promised to meet Ignus and Hadrina later. He has completely forgotten about the bet he made with Michael. He is, however, hungry, and is very much looking forward to a hot meal at the Pallid Mare with his friends before heading out onto the town streets later tonight.

* * *

At the Steel-Mill, Ignus and Hadrina bid farewell to Alvariste for the evening, and they too venture out towards the Pallid Mare. Compared to yesterday, the streets are bustling with activity, as townspeople begin to partake of the festivities which serve as prelude to the Festivale.

* * *

Pockets full of freshly-crafted sedative, Ailbhe dashes back to the Pallid Mare herself. She can't wait for another of those glorious baked potatoes for dinner. On the way, she sees Michael and slows down to join him as he trudges back from the guardhouse. They offered him a temporary contract with the guard, which he has decided to consider.

Together, they make their way to the Pallid Mare, pushing through a not inconsiderable crowd beginning to gather on the streets. Once inside the inn, they join Syntherion, Ignus and Hadrina at their booth and the five enjoy a hot meal and a few drinks together.

* * *

Within the Or'Saer Emporium, Marwolaeth finally finds her boots, with a note attached.

Quote from: The note
My thanks for letting us stay here a while. I hope you find them more comfortable than they were before.

She slips them on, and though she would never admit it, they feel ten times better. The broken buckle on the left has been repaired, they have been re-soled and the leather uppers have been polished to a gleaming black shine. She notes the stitching between the pieces of the upper is a stylised lightning bolt shape, picked out in fine, indigo thread.

She returns downstairs to check upon the Jestain boy.

* * *

Within the safety of his borrowed room, behind a locked door, Shadow lies upon the bed, staring up at the ceiling in total darkness.

"Why him?" - Shadow, to the darkness.

If the darkness responds, only he can hear it.

* * *

In the guest-room of the Or'Saer Emporium, Bryn sits on the bed, reading. Her hand itches absent-mindedly at her upper arm and she winces as she presses too hard. She closes the book and sets it on the bare bedside table before lighting the lamp upon the table.

She can hear a commotion of some kind outside and looks out the window. The sun has set quickly, but the various torchlights and lanterns which illuminate the streets allow her to see the thronging people outside.

The sounds of revelry turn swiftly to panic. She hears screams as a thick fog rolls through the streets. In the sky overhead, the Red Star passes between the light of the twin moons. There is a rustling like leaves in the wind, a howling like wolves in the forest and a wild, cacophonous shrieking. From the sky comes the ominous report of thunderous hoofbeats.

A hunting horn rings, murderously loud in the evening air.

"Fuuuuuu-" - Redshirt.

The Chéserquine rides again.

And we left it there...

The Wrap-Up:
This was an absolute monster to write up, and my sincere apologies for how long it took. Between the quality of the recording (god-awful), the small matter of a world-wide pandemic and my own, in the grand scheme of things, personal battles with depression and self-worth, this was honestly a real slog to get through.

Now all the set up has been done and I have changed career, hopefully I should be able to get into a more regular schedule with the write-ups and produce more content.

As to the session itself, it is a little hard to provide much insight into it as it was actually December 2019 when we played it. Such a massive hiatus between our first and second session definitely took a toll, but it's all good. Thankfully, we've been able to get a few more consistent sessions in this year after taking practically all of 2020 off due to Covid.

Pugsley noted after the session that he felt he should have seen the twist at the end coming, what with how much I had talked up the Chéserquine and how minor it actually seemed in play.

The rest of the table seemed to agree with him, but no one said they picked it beforehand, so I'll take it as a win.

At any rate, we hope you enjoyed this. Please do stay tuned for me. I really should be getting these out at a better rate in the coming months.

Thanks for reading,





#14
Norbayne / Re: Norbayne Character Creation
June 30, 2021, 12:11:18 PM
Quote from: MarshallThe Marshall is mainly a mundane support character, with a reasonable amount of personal survivability. The Marshall is best served providing significant bonuses to allies around them, using their unique Warcry and Tactica systems and judicious use of their various enhancements to the Command Skill to support their allies. The Marshall shines in open battlefield situations, but has a reasonable amount of utility out of combat in a social setting too, able to use their intelligence and forceful personality to get what they need.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+3 Intelligence
+2 Charisma or +1 Perception
+2 Perception or +1 Charisma
No armour restrictions.
Access to the Common, Martial and Specialist Ranged weapon lists.
1 Common Weapon Proficiency.

Class Skills:
- Grappling
- Tactica
- Perform (Orator)
- Academic Knowledge (History)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Mechanics:
- Tactica: Upon the party rolling Initiative at the beginning of an encounter, but before the encounter itself actually begins, the Marshall may roll a Tactica Check (keyed off Intelligence). Each degree of success garnered by the Tactica Check allows the Marshall's player to adjust the Initiative order by that many points. For example, a Marshall garnering five degrees of success on their Tactica Check will allow the player to adjust the position of up to five combatants, whether they be allies or enemies, by one point each, to take one enemy and drop them down the ranking a full five points, or to take one ally and provide them an increase of five points or any combination of the above. 
- Warcry:

Class Talents:
Skill Enhancements
Authoritative – The Marshall gains +10 to Command Checks.
Naval Discipline - The Marshall gains +10 to Command (Sailing) Checks.
Masterful Strategist - The Marshall gains +10 to Command (Strategy) Checks.
Tactical Mind – The Marshall gains +10 to Command (Tactical) Checks.
Militia Training - The Marshall gains +10 to Command (Training) Checks.
Drillmaster - The Marshall gains +10 to Command (Training) Checks. Requires Militia Training.
Warleader - The Marshall is considered to have Advantage when making Command (Strategy) Checks.
Expert Driver – The Marshall gains +10 to Drive Checks.
Battle Scars – The Marshall gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Marshall gains +10 to Intimidation Checks.
Expert Rider – The Marshall gains +10 to Riding Checks.
Helmsman – The Marshall gains +10 to Sailing Checks.
In the Wars – The Marshall gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Marshall gains +10 to Grappling Checks.
Turn the Blade – The Marshall gains +10 to Parry Checks.
Experienced Tactician - The Marshall gains +10 to Tactica Checks.

Skill Expertise: Expertise Talents may only be taken once the Marshall has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Inspiring Presence - Increase Leadership Effect.
Majesty of Command - Increase Leadership Range and effect. Requires Inspiring Presence.
Helping Hand - Upon performing an Assistance Check for any Skill the Marshall has taken a +20 in, all degrees of success are counted for the Marshall's Assistance, not just one.
Chessmaster's Detachment - The Marshall is personally immune to any Morale Checks which might be incurred by effects inflicted upon specifically an area or any others around the Marshall. The effect must specifically be inflicted upon the Marshall to be effective.
Motivation Through Fear - Upon calling for a Command Check, make a Cause Fear Check. Each degree of success is added to the following Command Check, should the Command Check be successful. If the Marshall can inflict a Terror Check instead of Fear, treat as the same, but in this case, should the Command Check be unsuccessful, the Marshall may re-roll it.

Massed Combat Manoeuvres (Warcries?)
Darken The Skies - Bonus to Command (Tactical) Volleys
Hold The Line - Resist forced movement, bonus to morale, (bonus to Parry?)
Massed Charge - Increase Charge Bonuses for Large-Scale Charge Assault (cavalry only?)
Stand Your Ground - Increase Leadership Effect, bonus to morale. Re-roll Rout Check?


Combat Manoeuvres:
Combat Manoeuvres
Ring the Bell - Requires the Marshall to have successfully Parried an enemy strike while wielding a shield of any kind. The Marshall may make a Called Quick Attack to the Head Hit Location of the Parried attacker as an immediate Free Reaction. On a successful hit, the target is Staggered and must pass a Toughness Check (negative equal to the Marshall's Strength Modifier x10) or be Stunned.

Class Rewards
Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward


Quote from: MesmerThe Mesmer is predominantly a battlefield control specialist, able to use magic to mess with enemy minds, even going so far as Domination effects. The Mesmer is a caster class, with access to Petty Magic and the Arcane Magic (Illusion) and (Mental) Spheres. The Mesmer is restricted to wearing only light armour and can only wield basic weapons. Outside combat, the Mesmer is quite versatile, able to use their skills with illusions and hypnotism to perform for crowds, although they must be careful where they do this as not everyone likes magic. They are also capable thieves, and due to their abilities make excellent scouts. They can also use their magic to boost their abilities as the party face.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+2 Soulfire
+2 Willpower or Dexterity
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Channelling
- Dreamshape
- Lockpicking
- Hypnotism
- Perform (Illusions)
- Mesmerisation
- Sleight of Hand
- Wytchsight
- Practical Divination (Oneiromancy)
- Common Knowledge (Arcane Magic)

Class Mechanics:
- Disbelief:
- Dreamshaping:
- Mesmerisation:
- Shattering: As a Free Action on their Turn, the Mesmer may Shatter any/all active Illusions they have currently active. Shattering an Illusion ends the effect immediately, but has no other native effect, however many Spells and Talents will provide additional effects upon Shattering.

Class Magic:
The Mesmer has access to the Arcane Magic system of casting. A Mesmer taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Mesmer has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Illusions)
- Arcane Magic (Mentalism)

Class Talents:
Skill Enhancements
Flexible – The Mesmer gains +10 to Acrobatics Checks.
Tumbling – The Mesmer gains +10 to Acrobatics Checks.
Dashing Figure – The Mesmer gains +10 to Charm Checks.
Trusted Face – The Mesmer gains +10 to Charm Checks.
In the Shadows – The Mesmer gains +10 to Concealment Checks.
Blend into the Crowd – The Mesmer gains +10 to Concealment Checks in crowded areas.
Silver-Tongued Liar – The Mesmer gains +10 to Deception Checks.
Can't Believe A Word - The Mesmer is considered to have Advantage when making Deception Checks. Requires Silver-Tongued Liar.
Shadows and Vapours – The Mesmer gains +10 to Disguise Checks.
An Eye For Tells - The Mesmer gains +10 to Evaluation (Insight) Checks.
Purpose Revealed - The Mesmer is considered to have Advantage when making Evaluation (Insight) Checks. Requires An Eye For Tells.
Card-Counting – The Mesmer gains +10 to Gambling Checks.
Keen Eye – The Mesmer gains +10 to Search Checks.
Silent as the Grave – The Mesmer gains +10 to Silent Move Checks.
Enhanced Conduit – The Mesmer gains +10 to Channelling Checks.
Experienced the Arcane – The Mesmer gains +10 to Common Knowledge (Arcane Magic) Checks.
Crafter of Dreams - The Mesmer gains +10 to Dreamshape Checks.
Oneiromantic Mastery – The Mesmer considered to have Advantage when making Dreamshape Checks. Requires Crafter of Dreams.
Master Hypnotist – The Mesmer gains +10 to Hypnotism Checks.
Nothing is Safe – The Mesmer gains +10 to Lockpicking Checks.
Master of Illusion – The Mesmer gains +10 to Perform (Illusions) Checks.
Quick Hands – The Mesmer gains +10 to Sleight of Hand Checks.

Skill Expertise: Expertise Talents may only be taken once the Mesmer has taken the +20 bonus in the Skill the Talent refers to.
Expert Liar - The Mesmer is considered to have Expertise when making Deception Checks.
Master of Disguise - The Mesmer is considered to have Expertise when making Disguise Checks.


Class Features
Arcane Mastery - The Mesmer adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Dual Casting - The Mesmer may cast more than one Spell in a single Combat Round. Any additional Spells cast using this Talent must be a Cantrip.
Silent Casting - The Mesmer no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Mesmer has access to.
Aethyric Reserves - When taking an advance in Magic Level, the Mesmer gains +2 Soulfire, instead of the regular +1.
Enhanced Focus - Whenever the Mesmer rolls to Cast an Arcane Magic Spell, ensure the Cantrip Dice is of a unique design or colour. This dice does not count towards any Miscast the Mesmer may roll.
Magic Sense - Requires the Mesmer to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Mesmer. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Caught in the Lie - The Mesmer may re-roll any failed Deception Check.

Arcane Secrets - The Mesmer may purchase this Talent once per level to learn a new Spell from one of the Mesmer's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Arcane Magic (Illusions)
Absolute Control - The Mesmer's Illusions no longer incur an automatic Disbelief Check.
Swift Changing - The Mesmer's Alter Self Spell may be cast as a Swift Action.
Shatterpoint - The Mesmer may make a Channelling Check when Shattering an Illusion. Failure causes the Illusion to Shatter as normal, but success causes D10+ Caster's Magic Level Psychic Damage to any sentient target within 5 yards. Targets unable to see the Illusion for whatever reason are immune to the effects of the Shatter.
Shifting Illusions - As a Free Action, the Mesmer may move any active Illusions they cast up to 10x Caster's Magic Level yards. The Illusion may move out of the Caster's Line of Sight. 
Mind Wrack - Any sentient targets within 5 yards of a Shattered Illusion must pass an Intelligence Check or be Stunned for a single Combat Round.
Play It On Repeat - The Mesmer may allocate Focus to their Auditory Illusion to have it repeat each Round. Auditory Illusion's Duration is considered indefinite.
Arcane Magic (Mentalism)
Eat S*** - The Resistance Check for the Spell Eat Dirt is now made at a -40 penalty.

Class Rewards
Utility Reward - Tangible Shadows: Alter Self is no longer an illusion. Takes a full day to change shape.
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

#15
Norbayne / Re: Norbayne Character Creation
June 30, 2021, 12:07:19 PM
Quote from: LorekeeperThe Lorekeeper is a particularly versatile primary caster class. While not naturally a combat powerhouse, the Lorekeeper is able to provide significant advantages to a party out of combat situations, acting as a repository of knowledge. With access to a vast array of differing magical disciplines, the Lorekeeper is able to access both Arcane and Black Magic, able to choose from the (Petty) Sphere of either denomination, however it is in Lore Magic where the Lorekeeper comes into its own. This enables the Lorekeeper to find and craft their own unique spells. The Lorekeeper is greatly restricted in the weapons and armour they can wear and wield, but that matters little when compared to their sheer utility both in and out of combat.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+3 Intelligence or Willpower
+1 Soulfire
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency.

Class Skills:
- Academy Training
- Channelling
- Spellwork
- Spell Combat
- Summoning
- Wytchsight
- Craft (Arcane Focus)
- Craft (Scrolls)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Tarot)
- Academic Knowledge (History)
- Academic Knowledge (Literature)
- Academic Knowledge (Magic)
- Academic Knowledge (Nobility)
- Academic Knowledge (Otherworld)
- Common Knowledge (Arcane Magic)
- Common Knowledge (Black Magic)
- Common Knowledge (Otherworld)
- Contacts (Noble)
- Contacts (Mage)
- Contacts (Archive)

Class Mechanics
- Channelling:
- Craft (Scrolls):
- Wytchsight:

Class Magic:
The Lorekeeper has access to the Arcane, Black and Lore Magic systems of casting. A Lorekeeper taking their first Magic Level receives either the Arcane Magic (Petty), Black Magic (Petty) or Lore Magic (Core) Sphere and two Spells from that list.
The Lorekeeper has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Black Magic (Petty)
- Lore Magic (Core)
- Lore Magic (Ancient)
- Lore Magic (Dark)
- Lore Magic (Prophetic)
- Lore Magic (War)

Class Talents:
Skill Enhancements
Appraising Eye – The Lorekeeper gains +10 to Evaluation Checks.
Fair Pay - The Lorekeeper gains +10 to Haggling Checks.
Keen Eye – The Lorekeeper gains +10 to Search Checks.
Studious - The Lorekeeper gains +10 to Search Checks when studying books or other records.
Bookworm - The Lorekeeper is considered to have Advantage when making Search Checks while studying books or other records.
Knowledge of the Stars – The Lorekeeper gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Enhanced Conduit – The Lorekeeper gains +10 to Channelling Checks.
Wide Studies - The Lorekeeper gains +5 to all Academic Knowledge Checks.
Specific Field of Study - The Lorekeeper gains +10 to an Academic Knowledge discipline of choice. The Lorekeeper may purchase this Talent again upon future Levels for other disciplines.
Experienced the Arcane – The Lorekeeper gains +10 to Common Knowledge (Arcane Magic) Checks.
Experienced the Dark Arts - The Lorekeeper gains +10 to Common Knowledge (Black Magic) Checks.
Experienced the Otherworld - The Lorekeeper gains +10 to Common Knowledge (Otherworld) Checks.
Skilled Scribe – The Lorekeeper gains +10 to Craft (Scroll) Checks.
Master Scribe - The Lorekeeper is considered to have Advantage when making Craft (Scroll) Checks. Requires Skilled Scribe.
Skill Expertise: Expertise Talents may only be taken once the Lorekeeper has taken the +20 bonus in the Skill the Talent refers to.
Expert Scribe - The Lorekeeper is considered to have Expertise when making Craft (Scroll) Checks.
In Search of Perfection - The Lorekeeper may take a Craft (Scroll) Check at a -10 penalty to modify an existing completed Lore Magic Spell.
Master of Academia - The Lorekeeper is considered to have Expertise when making Academic Knowledge Checks in a single Knowledge discipline. Provided the prerequisites are met, the Lorekeeper may purchase this Talent again upon future Levels for other disciplines.

Class Features
Speed Reading - The Lorekeeper may read any text in two thirds the time it would normally take.
Speed Writing - The Lorekeeper may make Craft (Scroll) Checks in 20 minutes, rather than 30 minutes. Any writing the Lorekeeper undertakes is also subject to the same bonus.
Deadline Mode - While in the first Bracket of Exhaustion, the Lorekeeper may make Craft (Scroll) Checks in 15 minutes. These Craft (Scroll) Checks are not subject to the negative for being attempted while Exhausted, and are instead resolved with a +10 bonus.
Arcane Mastery - The Lorekeeper adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Eschew Materials - The Lorekeeper no longer needs Material Components when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Lorekeeper has access to.
Silent Casting - The Lorekeeper no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Lorekeeper has access to.
Dual Casting - The Lorekeeper may cast more than one Spell in a single Combat Round. Any additional Spells cast using this Talent must be a Cantrip.
Practical Casting - Upon suffering a Miscast, the Lorekeeper may expend a Half Action to make a Channelling Check. If successful, the effects of the Miscast are ignored.
Magic Sense - Requires the Lorekeeper to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Lorekeeper. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.

Arcane Secrets - The Lorekeeper may purchase this Talent once per level to learn a new Spell from one of the Lorekeeper's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Black Magic (Petty)

Lore Magic (Core)
Refined Recall - Upon Casting a Lore (Core) Spell, the Lorekeeper may make a Channelling Check. If successful, the power within the Scroll is not consumed and may be used again.
Lore Magic (Ancient)
Lore Magic (Dark)
Lore Magic (Prophetic)
Lore Magic (War)

Class Rewards
Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward



Quote from: MageThe Mage can play a variety of roles, but are usually best served as either battlefield control or just sheer blasters. The Mage has access to plenty of magic, which can be used in a variety of roles. The Mage is, obviously, a caster class, with access to Petty Magic and the Arcane Magic (Aeromancy), (Aquamancy), (Geomancy), (Kineticism) and (Pyromancy) Spheres. The Mage is restricted to wearing only light armour and wielding basic weapons. Outside combat the Mage is quite versatile, able to use magic to provide small bonuses in many different challenges.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+2 Soulfire
+2 Willpower
+3 Intelligence
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency

Class Skills:
- Academic Knowledge (Arcane Magic)
- Common Knowledge (Arcane Magic)
- Channelling
- Spell Combat
- Wytchsight
- Craft (Arcane Focus)
- Contacts (Mage)

Class Mechanics:
- Arcane Contingency:
- Channelling:
- Familiar:
- Wytchsight:

Class Magic:
The Mage has access to the Arcane Magic system of casting. A Mage taking their first Magic Level receives the Arcane Magic (Petty) Sphere and three Spells from that list.
The Mage has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Aeromancy)
- Arcane Magic (Aquamancy)
- Arcane Magic (Geomancy)
- Arcane Magic (Kineticism)
- Arcane Magic (Pyromancy)

Class Talents:
Skill Enhancements
Appraising Eye – The Mage gains +10 to Evaluation Checks.
Fair Pay - The Mage gains +10 to Haggling Checks.
Imposing Figure – The Mage gains +10 Intimidation Checks.
Keen Eye – The Mage gains +10 to Search Checks.
Aethyric Attunement – The Mage gains +10 to Channelling Checks.
Enhanced Conduit – The Mage gains +10 to Channelling Checks.
As Easy As Breathing - The Mage is considered to have Advantage when making Channelling Checks.
Experienced the Arcane – The Mage gains +10 to Common Knowledge (Arcane Magic) Checks.
Knowledge of the Stars – The Mage gains +10 to Survival (Navigation) Checks if they're able to see the stars.

Skill Expertise: Expertise Talents may only be taken once the Mage has taken the +20 bonus in the Skill the Talent refers to.
Expert Channeller - The Mage is considered to have Expertise when making Channelling Checks.

Class Features
Arcane Mastery - The Mage adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Dual Casting - The Mage may cast more than one Spell in a single Combat Round. Any additional Spells cast using this Talent must be a Cantrip.
Eschew Materials - The Mage no longer needs Material Components when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Mage has access to.
Silent Casting - The Mage no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Mage has access to.
Warcaster - The Mage gains a free Reaction every Combat Round they may use to cast a Cantrip of choice.
Magic Sense - Requires the Mage to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Mage. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Aethyric Reserves - When taking an advance in Magic Level, the Mage gains +2 Soulfire, instead of the regular +1.
Enhanced Focus - Whenever the Mage rolls to Cast an Arcane Magic Spell, ensure the Cantrip Dice is of a unique design or colour. This dice does not count towards any Miscast the Mage may roll.
Sublime Focus - The Mage is considered to have a second Cantrip Dice, subject to the same bonus as Enhanced Focus. Requires Enhanced Focus.
Arcane Contingency - The Mage may select both a Spell and a Trigger during Downtime. Upon the Trigger being hit, the Spell is cast automatically.

Arcane Secrets - The Mage may purchase this Talent once per level to learn a new Spell from one of the Mage's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Arcane Magic (Aeromancy)
Arcane Magic (Aquamancy)
Frostbite - Any targets successfully targeted by the Mage's Touch of Frost and Flash Freeze Spells must, for the duration they are affected by the Spell, pass a Toughness Check at the start of their Turn or take D5 Cold Damage.
Arcane Magic (Geomancy)
Arcane Magic (Kineticism)
Astral Cascade - The Mage may now throw a number of blades equal to their Magic Level when casting Astral Blades. These additional blades must each roll to Hit individually and can be used to target separate enemies.
Arcane Magic (Mentalism)
Arcane Magic (Pyromancy)
Ashen Fields - For each Combat Round Flaming Winds remains in effect, the Mage may make a Channelling Check. If successful, the Mage may increase the radius of the spell's area of effect by 5x yards. They may do this a number of times equal to their Magic Level.

Class Rewards
Utility Reward
Teamwork Reward
Branch 1 Reward: 2 dice cantrip
Branch 2 Reward
Branch 3 Reward