Vale of Shadows Rogue's Gallery

dead_radish

Explorer
Characters will start out 2nd level, rolled using Irony.com s dice server, mailed to dead_radish@ev1.net - I will allow 3 sets of legal rolls (throw out any with all <13 or a negative mod), your choice of which to use. If all three come out less than a 28 point buy, you can use a 28 point buy (Thanks Fanog!)

Cast of Characters:

Rangerjohn: Rowlth, Litorian Ice Cat Totem Warrior
Nameless: Quickling Faen Wind Witch
Garyh: Ar=Pharos, Giant Warmain
Inez Hull: Kyraelis, Faen Akashik
Arma: Haradoth, Mojh (Future Mage Blade)
GPEKO: Rupert, Human Runethane/Unfettered
Mirthcard: Xen, Verrik Champion of Death

The OOC thread is here
The IC thread is here
 
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Specs for Haradoth Alzier 2nd lvl Mojh (possesses a truename)

HP 14 BAB +1 (M: +5 R: +3) AC: 12 Init: +1
R +2 W +2 F +1 (includes base save and stat mods)
STR 18
DEX 12
CON 13 (15-2 racial mod)
INT 14 (12+2 racial mod)
WIS 11
CHA 14
Languages: Common, Draconic, Litorian, Verrik
Racial Abilities:
Darkvision
Natural Armor +1
+2 Balance, Knowledge (Runes), Forgery
Detect Magic at will
Sense the Unseen Feat
Breath Weapon: Cone of Fire 4d6 2/per day Reflex Save DC 13

Feats:
Nightowl
Slippery Mind
Sense the Unseen (racial ability)

Ranked Skills: Balance 4 (7) Spot 4 (4) Know Magic 4 (6) Concentration 3 (4)
Climb 1 (5) () notes with ability and racial modifiers

Equipment:

3 short spears 15lbs
spear case 2lbs
heavy crossbow 9lbs
30 bolts 3lbs
Backpack 2lbs
Bedroll 5lbs
3 inkwells
inkpen
15 pieces of paper
signet ring
sealing wax 1lbs
rations (7days) 7lbs
Heavy cloak
Ornamental clothing--not clothes proper, but various decorative scarfs, wraps, and the like. Lacking Gender, Mojh should lack a sense of "required" clothing.
total weight: 49lbs

Money: 22 gp 4 sv (1lbs)

Appearance: 5'8" 175 pounds. Short, but wide in the chest, Haradoth has an agile and athletic looking build. His scales are a dark brown with slight green tinge along the fringes, except for his tale which grows to a rusty brown. His head is crested with five small, blunt horns that bear no sign of symmetry. While he is normally a controlled presence, he has a habit of clawing at his horn crests when confused or agitated.
 
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Haradoth's tale:

Born Alzier Kabnith, Haradoth has sought the transformation to Mojh for unusual reasons, leaving his path confused. A large man of the southern Vale, Alzier found solid work as a soldier for the southern caravans and guard to the wealthier nobles and merchants. Strong armed but lacking in skill, Alzier often lost focus, dreaming quite often of the fair women who travelled with the wealthy lords he protected. In an act of youthful folly, he bed one nobleman's daughter early on a campaign across the Vale. By the time the caravan neared the mark of full crossing to the West, months had passed making clear that the woman was with child. Fearing her father's reprisal, the woman claimed Alzier had forced himself upon her, a claim he denied, and that she had been too ashamed to speak of such beforehand.

Alzier fled, but found it impossible to out run the heavy price placed upon his head. In desperation he sought refuge among an isolated enclave of Mojh, swore fealty to their scared rites while committing himself to the transformation process. Alzier was never a true believer, but lack of faith has no bearing on the mental transformation of the process. Reborn Haradoth, he is no longer the man who sought simple escape in the ritual shedding of his human flesh.

Seeing through eyes that are no longer human and no longer male while comprehending with a mind more astute in the arts of puzzle and preparation, Haradoth quickly gave in to the feelings of inferiority and taint with which he associated his past actions had brought upon the enclave. Now able to see dozens of other, more clear solutions, Haradoth cannot understand why his human self would have chosen such a path unless he secretly desired the process. Yet his memories do not bear this out--at leats not yet. Memories are such fluid entities that with each passing day the memories of Alzier becomes ever more shaded in the light of Haradoth.

Still, the Mojh is a confused wanderer, not comfortable even with his own. He keeps to the night, where he is comfortable, knowing that both minds prize isolation. He has come to take on tasks that require muscle and cover darkness. As susch, he has remained on the edge of what is legal and moral, but has become too consumed with his own inner turmoil to give it much thought.

Haradoth is careful in picking his tasks. He prefers those on a par with himself so that he can quickly weaken or destroy them with his breath weapon before engaging them with his spears. Few expect a Mohj to be as ready for hand-to-hand combat as he is, and he tries to make the most this advantage. While he has studied the principles of magic, at this time he is no more adept at spell casting than any grunt soldier. Yet, with his Mojh self becoming ascendant, this seems destined to change.
 
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GPEKO

First Post
Rupert

Rupert Vonstrom (truename :
Arrhawelis(known only by himself and Oracio)
)

Male Human Unfettered 1 / Runethame 1; Medium-size humanoid (human); HD 1d8+1d6+2; hp 13 (disabled 0 to -1, dying -2 to -12, dead -13); Init +3; Spd 30 ft.; AC 14(19), touch 14, flat-footed 10 (+3 dex, +1 class(dodge), possible +4 with rune of armor, possible +1 with parry against one melee combatant); BAB +1; Grap +3; Atk +4 Melee (1d6+2/18-20, masterwork scimitar), +4 Ranged (1d2+2 S/x2, whip) or +4 Ranged (1d8+2/x3, mighty (+2) composite longbow) ; Full atk +4 Melee (1d6+2/18-20, masterwork scimitar) and +3 Melee (1d6+1/19-20, battle claw) ; SV Fort +1, Reflex +5, Will +2.

Str 15, Dex 17, Con 12, Int 17, Wis 11, Cha 14.

Skills : (Unfettered (u) 32 sp, runethame (r) 8 sp)
Balance +4 (1 rank u), Bluff +6 (4 ranks u), Climb +4 (2 ranks u), Concentration +4 (3 ranks r), Disable Device +6 (3 ranks r), Jump +4 (2 ranks u), Knowledge (runes) +7 (2 ranks r, +2 book), Open Locks +7 (4 ranks u), Search +7 (4 ranks u), Sleight of hand +6 (3 ranks u), Sneak +7 (4 ranks u), Spot +4 (4 ranks u), Tumble +7 (4 ranks u).

Weapon and armor proficiencies : Simple, martial and agile exotic weapons; light armor and shields.
Feats : Ambidexterity (talent), Two-Weapon Fighting (human), Sense the Unseen (ceremonial).
Languages : Common, Faen, Giant, Goblin.

Special Abilities
Armor Class bonus (Ex) : +1 AC (dodge)
Parry (Ex)
Runes (Sp) : lesser: Rune of Armor, Rune of Rest
Erase Rune (Sp)

Spells : (Slots : 3/1) Prepared (for the road) : 0-level : Bash, Ghost sound, Scent Bane ; 1st level : Veil of Darkness.

Possessions : (50/66 : light load, 900 gp) masterwork scimitar (315 gp), battle claw (10 gp), mighty (+2) composite longbow (300 gp), 20 bodkin arrows (10 gp), Whip (1 gp), 2 daggers (4 gp), adventurer’s outfit, belt pouch (1 gp) containing 3 smoke bomb (120 gp), scroll case (1 gp), inkpen (1 sp), ink vial (8 gp), 3 sheets of paper (12 sp), waterskin (1 gp), backpack (2 gp) containing 5 pieces of chalk (5 cp), 4 sunrods (8 gp), rune book +2 (40 gp), 10 days of trail ration (5 gp), bedroll (1 sp), thieves tools (30 gp). 38 gp, 15 sp, 5 cp.


Description
  • Age : 23
  • Height : 5'6''
  • Weight : 151 lbs
  • Eyes : Brown
  • Hair : Curly, Black
Rupert appears younger than he really his. This is probably because he insist on not shaving the small amount of facial hair nature has given him. He usually wears a long gray cloak with an hood when on the road. To stand out in the city, he also carries a large hat on which some large coloured feathers are attached.

Background
Rupert fled the family farm when he was 13 years old. He was tired of getting beaten almost every night by his father and he wanted to see the world. He came to a large city of the Northern Vale with almost no money. To survive, he would steal from the local merchants. Eventually, he formed a small band of young burglars. They would break into houses, quickly grab what they could and get out even more quickly. Unfortunately, they choose wrong once and it would be Rupert who would pay the price of this mistake. They didn't knew that this particular house was the home a powerful runethame. They came to that realization when, while trying to open a door, a mighty rune discharged on Rupert, sending him flying right across the room. His companions fled, abandoning Rupert for dead. The runethame, Oracio, was a good man and took pity of the young boy. Tracing runes of healing on Rupert's mangled body, Oracio saved his life. When Rupert regained consciousness, the magic-user told him that in return of saving his life, Rupert would have to work for him. Rupert had little choice but to accept. For years, he did his master's bidding. Eventually, Oracio discovered that Rupert had a certain talent with runes. The old runethame was becoming rather fond of the energetic young lad so he decided to turn the servant into an apprentice. He gave the yough men more freedom and taught him the basics of rune magic. Even though Rupert liked Oracio, he was tiring of this city and of his life in the runethame's house. So, one night, Rupert took a book on runes and some money from Oracio's house, left a small note for the old man and fled the city. In the morning, Oracio was sad to see that Rupert was gone but he understood his reasons and decided to forgive Rupert for his small thefts. Since then, Rupert has been traveling from one caravanserai to another, looking for adventure for he now considers burglary to be below him.

Personality
Rupert is a bright and charming young men but he's sometimes brash and he worries little about the consequences of his actions. For now, he's totally worry free and he enjoys freedom above all.

Last Edit : changed spell selection (I guess he had the time to do this in the caravan)
 
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rangerjohn

Explorer
Rowlth Litorian Ice Cat Totem Warrior Level: 2 XP: 1,102

str 14 +2
dex 18 +4
con 11
int 13 +1
wis11
cha 9 -1

hp: 19
mv: 30
AC: 20 mithril chain shirt, mw shield, dex
INIT: +4
Fort +3
Ref: +4
Will: 0


Feats:
exotic weapons agile
weapon finesse
night owl (talent) +1 saves, attacks, and checks after sundown
Tracking (free wily hunter)

Skills:
Wilderness Lore:5 (7) 9 tracking
Sneak 1cc (5) (2 in chain shirt w/shield)
Listen 2 (4)
spot 2 (4)
Search 0 (3)
Intimidate 0 (1)
Craft, Weaponsmith 5 (6) (8 w/ mw tools)
Craft, Armorer 5 (6) ) (8 w/ mw tools)
Handle Animal 2 (1)
Use Rope 1 cc (5) (7 w/ silk rope)

Weapons:
Greater Battle Claw +6 to hit 1-8 +2 dmg 19-20/x2
shortbow +6 to hit 1-6 dmg 20 x3
dagger +6 to hit 1-4 +2 dmg 20 x2

Equipment:
mw chain shirt 250gp 25 lbs
mw medium shield 157 gp 7lbs
dagger 1 gp 1lb
Greater Battle Claw 25 gp 3lbs
shortbow 30 gp 2 lbs
20 arrows 1 gp 3lbs
4 weeks trail rations 28lbs 16 gp ( 3 weeks, 5 days on mule)
waterskin x3 12 lb 3 gp (2 on mule)
pouch, belt .5lb 1 gp
backpack 2lb 2 gp
Artisan's tools, masterwork 5lb 55 gp (mule)
bedrool 5 lbs 1 sp (mule)
blanket, winter 3 lb 5 sp (mule)
10 fishooks 1gp
flint and steel 1 gp
rope, silk (50')x4 20lbs 40gp (mule)
tent 20lb 10 gp (mule)
whetstone 1lb 2cp
cold weather outfit 7lbs 8 gp
mule 8 gp
pack saddle 20 lbs 15 gp
saddle bags 8lbs 4 gp (mule)
bit and bridle 1 lb 2 gp
explorer's outfit 8lbs n/a
grappling hook 4 lbs 1 gp (mule)


Money:268 gp 3 sp 8 cp

Total: 730.62 gp 57 lbs 128 lbs on mule


Class Abilities:
Wily Hunter: free tracking feat, and +2 wilderness survival when tracking

Racial: low light vision, +2 intimidate, listen, search, spot, and wilderness survival.

Description: Litorian with white fur and cat eyes, aproximately 5' 10" and 180 lbs. He has a scar running from the bottom of his left eye to the base of his neck. He is dressed in worn travel clothes, over a mithril shirt, with a sturdy shield on his left and a greater battle claw on his right. He also has a bow on his back, and is often accompanied by his mule.

Personality: With the hard life he has led, Rowlth has become something of a loner. It will take him awhile to trust others not to die on him as others have in the past. His only companion at the time is the old man's mule Bertha. He is quite at home in the wild, often hunting his own meals. He always gives thanks to the great Ice Cat for his successful kills.

Background: Born to a Litorian clan, Rowlth has always been a wanderer. This became doulbly so when he came back from hunting to find his clan to either have been slaughtered or scattered.

He travelled by himself for many months before meeting up with Ur-wilm an old smith. They travelled together for company for many years and the old man taught Rowlth his trade. On several feast days Ur-wilm presented Rowlth with gifts, a greater battle claw, masterwork chain shirt and masterwork shield.

This came to an end when they were attacked by a rabid bear. Rowlth and the old smith were able to put the bear down, but not before the old man had breathed his last breath and Rowlth had recieved a great gash to the face. Digging a huge pit, to bury the old man and the rabid bear, Rowlth said his goodbyes to the old man, and consigned his soul the great Ice Cat.

He decided to continue what the old man had taught him. So he wanders from town to town, doing the odd smithing job, and helping those in need. As the old man did before him.
 
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Mirth

Explorer
This is a placeholder for my character. I will be updating this as I fill him in.

Character Name : Xen
Truename : ??
Character Race : Verrik
Character Class : Champion of Death 2

Gender : Male
Age : 30
Height : 5'9"
Weight : 164lbs
Type : Humanoid
Size : Medium
Eyes : Void Black
Hair : Bone White
Skin : Blood Red

Character Level : 2
EXP Points Gained : 1101
EXP Needed For Next Level : 3301

Known Languages : Verrik, Common

-------------------------------------------------------

Strength : 15 (+2)
Dexterity : 16 (+3)
Constitution : 15 (+2)
Intelligence : 14 (+2)
Wisdom : 9 (-1)
Charisma : 10 (0)

-------------------------------------------------------

Armor Class :

Flatfooted Armor Class :
Touch Armor Class :

Special Armor Class Notes :
Natural Swordsman: +1 AC vs. swords

-------------------------------------------------------

Hit Points : 20
Disabled : -2
Dying : -15
Dead : -16

-------------------------------------------------------

Save vs. Fortitude : +5
Save vs. Reflex : +4
Save vs. Will : +2

Special Save Notes :

-------------------------------------------------------

Initiative Modifier : +3

Base Attack Bonus : +2

Melee Attack Bonus : +4

Ranged Attack Bonus : +5

Special Combat Notes :
Death's Blessing: +1 damage vs. living
Natural Swordsman: +1 damage w/swords

-------------------------------------------------------

Weapons :

-------------------------------------------------------

Skills : 20

Name/Total Mod (Ability) # Ranks taken

* Climb/+7 (Str) 5 ranks
* Jump/+7 (Str) 5 ranks
Ride/+8 (Dex) 5 ranks
Swim/+7 (Str) 5 ranks

* Armor Check Penalty Applies

-------------------------------------------------------

Feats :
Heavy/Light/Medium Armor Proficiency [Champion]
Martial/Simple Weapon Proficiency [Champion]
Natural Swordsman [Talent]
Sense The Unseen [Ceremonial]

-------------------------------------------------------

Racial and Class Skills, Abilities & Features :
Verrik ability adjustments: +2 Wis, -2 Cha
Sensory Control
Contact, Sense Thoughts, Lesser Telekinesis - 1/day (caster level 2)
Access to complex psionic spells
Champion ability: can use necromantic items
Death's Blessing: +1 damage vs. living
Call Shield +1 - 1/day for 2 mins

-------------------------------------------------------

Equipment & Gear :

-------------------------------------------------------

Money : ___PP ___GP ___SP ___CP

-------------------------------------------------------

Base Speed : 30

Normal Speed : 30

AC Check Penalty :

Maximum DEX Bonus :

-------------------------------------------------------

Character Description : coming soon...

Character History : coming soon...
 

garyh

First Post
The Giant

Ar-Pharos
True Name:
Lorkurim
(known only to self)


Male Giant Warmain 1 / Giant 1: HD 1d12+8 + 1d10 +4; hp 29 (Unconscious at -4, dead at -18); Init +1 (+1 Dex); Spd 30ft; AC 17 (+6 Banded Mail +1 Dex), AC 18 vs. Swords (Natural Swordsman, +1 Dodge bonus), or AC 18 (when using longsword + 1 Round Small Shield) AC 19 (vs. swords with shield); Melee falchion, +5 (2d4+7/crit 18-20/x2); Ranged +2 mighty (+4) composite longbow (1d8+4/crit 20/x3); Hero Points 0; SV Fort +8, Ref +1, Will -1; Stats: Str 19, Dex 13, Con 18, Int 15, Wis 9, Cha 9. XP = 1100.

Skills (total/ranks): Craft (Armor) (8/4), Craft (Weapons) (8/4), Knowledge (Architecture) (6/4), Knowledge (Engineering) (6/4), Knowledge (History) (6/4).

Languages: Common, Draconic, Faen, Giant.

Feats: Fleet of Foot (Ceremonial, Level 1), Natural Swordsman (Talent, Level 1), Sturdy (Warmain bonus, Wrm level 1).

Giant Features:
Giant Level 1: +1 Str, +1 Wis (already included above)

Giant Type.
Size Medium.
Base Speed 30 ft.
+2 Str, -2 Dex.
Bonus to Skills: +2 to all Craft skills, Diplomacy, and Sense Motive.

Class Features:

Simple Weapons Proficiency.
Martial Weapons Proficiency.
Heavy/Medium/Light Armor Proficiency.
Shield Proficiency.
Wrm1: Sturdy.

Possessions: Falchion, longsword, banded mail, maul, mighty (+4) composite longbow, arrows (20), round small shield, bedroll, flint and steel, trail rations (10 days), torches (2), whetstone, backpack, waterskin, adventurer's outfit, coins.

Coin: 16 GP, 8 SP, 6 CP.

Capacity: 116 lbs./233 lbs./350 lbs.
Current Load: 111 lbs.

Description: 7', 272 lbs. Age 61. Black hair. Blue eyes.

History: Ar-Pharos was never the most well-liked or sensible giant, but he was always bright, and strong to boot. He reasoned his best chance for success would be to strike out on his own and make a name for himself though force of arms. So far, so good... More background to come soon!
 
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Inez Hull

First Post
Code:
[B]Name:[/B] Kyraelis Bookbinder
[B]Class:[/B] Akashic
[B]Race:[/B] Loresong Faen
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] n/a
[B]Deity:[/B] lots

[B]Str:[/B]  7 [–2]     [B]Level:[/B] 2        [B]XP:[/B] 1001
[B]Dex:[/B] 16 [+3]     [B]BAB:[/B] +1         [B]HP:[/B] 16 (2d6+4) [Dying/Dead: -2/-14]
[B]Con:[/B] 14 [+2]     [B]Grapple:[/B] -5     [B]Dmg Red:[/B] -
[B]Int:[/B] 19 [+4]     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14 [+2]     [B]Init:[/B] +3        [B]Spell Save:[/B] -
[B]Cha:[/B] 12 [+1]     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 10%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3    +1    +0    +0    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2          +2
[B]Ref:[/B]                       0    +3          +3
[B]Will:[/B]                      3    +2          +5

[B]Weapon                  Attack   Damage     Critical[/B]
Sling                     +6     1d4        20/x2
Dagger                    -1     1d4-2      19-20/x2

[B]Languages:[/B] Common, Draconic, Faen, Giant, Litorian, Verrik.

[B]Abilities:[/B] +4 Size Bonus to Sneak Checks, +2 Racial Bonus to Sneak Checks, +2 Racial Bonus to Spellcraft Checks,
Innate Spell-Like Abilities: 1/day— detect magic, ghost sound, and lesser glowglobe as 2nd Level Spells, Low-Light Vision,
Skill Memory (+2), Perfect Recall.

[B]Feats:[/B] Eidetic Memory [Talent], Slippery Mind [Ceremonial]

[B]Skill Points:[/B] 60       [B]Max Ranks:[/B] 5
[B]Skills                     Ranks  Mod  Misc  Total[/B]
Alchemy                      1    +4          +5
Appraise                     1    +4          +5
Craft (Woodcarving)          5    +4          +9
Decipher Script              5    +4          +9
Disable Device               2    +4   +2     +8
Forgery                      1    +4          +5
Heal                         1    +2    +2    +5
Intuit Direction             3    +2          +5
Knowledge (Architecture)     1    +8    +1   +10
Knowledge (Ceremony)         1    +8    +1   +10
Knowledge (Cosmology)        1    +8    +1   +10
Knowledge (Dangerous Beasts) 1    +8    +1   +10
Knowledge (Engineering)      1    +8    +1   +10
Knowledge (Geography)        1    +8    +1   +10
Knowledge (History)          1    +8    +1   +10
Knowledge (Magic)            1    +8    +1   +10
Knowledge (Nature)           1    +8    +1   +10
Knowledge (Nobility/Courtesy)1    +8    +1   +10
Knowledge (Religion)         1    +8    +1   +10
Knowledge (Runes)            1    +8    +1   +10
Knowledge (Sailing/Navigation)1   +8    +1   +10
Knowledge (Science)          1    +8    +1   +10
Listen                       3    +2          +5
Open Lock                    3    +3    +2    +8
Ride                         2    +3          +5
Search                       1    +4          +5
Sense Motive                 3    +2          +5
Sneak                        1    +3     +6  +10
Spellcraft                   4    +4     +2  +10
Spot                         3    +2          +5
Use Magic Device             4    +1          +5
Wilderness Survival          3    +2          +5

[B]Equipment:               Cost  Weight[/B]
MW Leather Coat         350gp   10lb
MW Sling                300gp   0lb
MW Bullets [6]           42gp   3lb
Dagger                   2gp    1lb
Backpack                  2p    1/2lb
Bedroll                  1sp   1  1/4lb
Rations [7 days]         35sp   1 3/4lb
Waterskin                1gp    1lb
Flint & Steel            1gp   0lb
Torch                    1cp   1lb
MW Thieves Tool        100gp   2lb
Healers Kit             50gp   1lb
Paper [10 sheets]        4gp   0lb
Ink                      8gp   0lb
Ink pen                  1sp   0lb

 [B]Total Weight:[/B]22 1/2lb      [B]Money:[/B] 2 pp 16gp 2sp 9cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                23    46    70   140   350

[B]Age:[/B] 46
[B]Height:[/B] 3’7"
[B]Weight:[/B] 68lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Pale White
Appearance: Appearance:[/B] Wide, sparkling eyes which lend Kyraelis a mischievous appearance that belies his fairly serious and sensible nature. He sports bushy sideburns and a well trimmed goatee, which has a streak of grey. Kyraelis dresses in simple sturdy clothing under a leather greatcoat, the many pockets of which seem to all contain scrolls, books and journals.

Background: Kyraelis was fascinated with learning even as a child and learned to read from an early age. From that point on he greedily consumed any writings his parents could acquire for him. But this was not enough to satisfy his curiosity and the young Faen would wander off into the wilds of the Harrowdeep alone with little concern for his family and return days later unharmed, having lived off the wilds like an experienced woodsmen. Well before Kyraelis had reached his majority, his parents realised that they could not care for him or nurture his budding intellect and so indentured him with the Akashics of Mossendale. Here Kyraelis had his fill of knowledge and took well to the Akashic teachings, but still the wanderlust remained alongside a growing arrogance towards those who lacked his gifts. His teachers however would not tolerate his attitudes and set him a mundane task to master in which he was allowed to use none of his new abilities – the art of woodcarving. Kyraelis had great difficulties in learning to use his hands with the same grace that his mind adapted to book learning and resented the time spent away from his other studies, as well as the cuts and calluses. But eventually his mind became disciplined and he learned humility and respect for the hard worn knowledge and skills of others. Kyraelis settled into his studies and assumed responsibilities, put down roots and established his position amongst his peers. When Kyraelis graduated as a journeyman of the Akashic school he requested to take on a position working in the great library of Mossendale, to spend his future amongst his beloved books. And received a slap in the face. He was not granted permission to stay and study but must instead embrace the wanderlust of his youth and learn of the world beyond Harrowdeep first hand. And so he set off with his pack containing more books than travelling supplies and his trusty sling in his belt to learn of the world through his own senses and expand his consciousness of the Akashic memory.

 
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