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Thorg the Pious

Code:
[B]Name:[/B] Thorg the Pious
[B]Class:[/B] Cleric
[B]Race:[/B] Half-Orc
[B]Size:[/B] M
[B]Gender:[/B] M
[B]Alignment:[/B] NG
[B]Deity:[/B] Pelor
[B]Domains:[/B] Strength, Good

[B]Str:[/B] 16 +3 (6 p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (2 p.)     [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 (4 p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 6  -2 (0 p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 16 +3 (10p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] -
[B]Cha:[/B] 12 +1 (6 p.)     [B]ACP:[/B] -14        [B]Spell Fail:[/B] -

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

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       0    +0          +0
[B]Will:[/B]                      2    +3          +5

[B]Weapon                  Attack   Damage     Critical[/B]
Heavy Mace                +3     1d8+3       x2
Longspear                 +3     1d8+4       x3

[B]Languages:[/B] Common, Orc 

[B]Abilities:[/B] 
60’ Darkvision
Orc Blood
Turn Undead 4/day, +1 on check, 2d6+2 turning damage.
Good Domain: Good spells are cast at +1 Caster level.
Strength Domain: +1 Strength for 1 round, each day

[B]Feats:[/B] Tower Shield Proficiency

[B]Skill Points:[/B] 4       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   0    -2          -2
Balance                    0    +0          +0
Bluff                      0    +1          +1
Climb                      0    +3          +3
Concentration              4    +1          +5
Craft                      0    -2          -2
Diplomacy                  0    +1          +1
Disguise                   0    +1          +1
Escape Artist              0    +0          +0
Forgery                    0    -2          -2
Gather Information         0    +1          +1
Heal                       0    +3          +3      
Hide                       0    +0          +0
Intimidate                 0    +1          +1
Jump                       0    +3          +3
Listen                     0    +3          +3
Move Silently              0    +0          +0
Perform                    0    +1          +1
Ride                       0    +0          +0
Search                     0    -2          -2
Sense Motive               0    +3          +3
Survival                   0    +3          +3
Spot                       0    +3          +3
Swim                       0    +3          +3
Use Rope                   0    +0          +0

[B]Equipment:                     Cost  Weight[/B]
Heavy Mace                     12gp    8lb
Longspear                       5gp    9lb
Scale Mail                     50gp   30lb
Tower Shield                   30gp   45lb
Silver Holy Symbol             25gp    1lb
Spell Component Pouch           5gp    2lb
Cleric’s Vestments              5gp    6lb 
Clay Jug                        3cp    9lb
Soap                            5sp    1lb
Backpack                        2gp    2lb
Healer's Kit                   50gp    1lb
Traveler’s Outfit               0gp    0lb 
 [B]Total Weight:[/B] 114lb      [B]Money:[/B] 15gp  4sp  7cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   230   1150

[B]Typical Spells:[/B] 
Level 0: Resistance, Guidance, Create Water
Level 1: Protection from Evil, Enlarge Person, Magic Weapon

[B]Age:[/B] 20
[B]Height:[/B] 6'5"
[B]Weight:[/B] 255 lb
[B]Eyes:[/B] Gray-green
[B]Hair:[/B] Black, long, and scraggly
[B]Skin:[/B] Deep Tan
Appearance: Thorg, like most half-orcs in polite company, looks brutish and uneducated. He hunches slightly. His dark, greasy hair hangs loosely. He has an unfortunate underbite, making his tusks stick out a bit more prominently, and his thick lower lip closes over his upper lip. His eyebrows are bushy, and almost seem to get in the way of his eyes.

However, there is a sparkle in his eye not commonly seen among other half-orcs. He looks around his world in wonder and bemusement. He smiles often, and there is a sort of calm in the smile. His clothing and armor are kept clean, and he doesn’t smell. He always listens, and always watches—even if he looks like he has no idea what’s going on.

Personality: Thorg is dumb. There’s no getting around that, and it’s one of the first things people notice about him. He doesn’t get things half the time, and he speaks very simply. Still, there is a strong sense of inner peace about him. He knows what he is, and he is happy with that. He like to see people happy around him, and laughs often. Thorg is always willing to lend a hand, a strong shoulder, or a quiet companion.

This doesn’t mean that he is a pushover, though, much to the chagrin of many a rogue. He has no qualms about using force when he must, and he is always willing to defend the innocent from harm. He may seem like an easy mark, but he isn’t easily tricked.

Background: Mulgrave, a priest at a rural temple found Thorg at the temple’s front steps, as a baby, abandoned in a crude basket. Attached to the basket was a note, with an unsteady scrawl: “MEE THORG NEED HELP!” Despite the surprise of the half-orc in the basket, the priest took in the baby as Pelor would want.

Thorg grew up in Mulgrave’s care, soon helping him around the temple with chores. There were the standard insults that any half-orc child endures in a human world, but Thorg seemed to pay no attention to them. Indeed, he proved to be simple enough that he didn’t seem to pay much attention to anything. He showed no talent for mathematics, pathetic capacity for any but the most menial tasks, and ironically, little interest in sport, as well.

The one thing that interested him, though, was the stories of Pelor. Thorg would sit at rapt attention during Mulgrave’s sermons. He would ask for bedtime stories about the saints and their conquests over evil. He would act out the passion plays of Pelor in the courtyard, and made dolls of many saints. Over time, it became clear that his interest in Pelor was his calling. He would join Mulgrave in helping the poor and infirm, sweeping up their cabins and delivering food as needed. He would repeat the stories of Pelor to anyone who would listen. When Thorg started magically filling people’s water jugs, saying “See? Pelor will always give you what you need,” Mulgrave knew it was time for Thorg to spread his own special version of the message of the Sun.

Thorg is simple, true. Yet many times, it is good to live simply.
 
Last edited:

[sblock="Carolina, your basic halfling rogue"]
Code:
Name:       Carolina
Class:      Rogue
Race:       Halfling
Size:       Small
Gender:     Female
Alignment:  CN
Deity:      Olidammara

Str: 08 -1  (2p.)     Level:    1     XP: 0
Dex: 18 +4 (10p.)     BAB:     +0     HP: 6 (1d6+0)
Con: 10 +0  (2p.)     Grapple: -5
Int: 14 +2  (6p.)     Speed:   20'
Wis: 12 +1  (4p.)     Init:    +4
Cha: 12 +1  (4p.)

                   Base  Armor Shld   Dex  Size   Nat  Misc
Armor: 17           10    +2    +0    +4    +1    +0    +0 
Touch: 14
Flat:  13

                      Base   Mod  Misc
Fort:  +1              +0     +0    1 (luck)
Ref:   +7              +2     +4    1 (luck)
Will:  +2              +0     +1    1 (luck)

Weapon:                     Attack   Damage     Crit
Light Crossbow               +5        1d6       19-20/x2
Sling			     +6	       1d3-1     x2
Short Sword                  +0        1d4-1     19-20/x2

Languages: Common, Halfling, Elven, Goblin

Abilities:
+2 Save vs. Fear
Sneak Attack 1d6
Trapfinding

Feats:
Stealthy (+2 to Hide and Move Silently)

Skill Points: 40      Max Ranks: 4/2

Skills			Ranks	Mod	Misc
Balance 	+8	4	+4
Climb 		+1	0	-1	+2
Disable Device 	+8	4	+2	+2 (m/w thieves' tools)
Hide		+14	4	+4	+6 (+4 Halfling, +2 Stealthy)
Jump		+1	0	-1	+2
Listen		+7	4	+1	+2
Move Silently	+12	4	+4	+4 (+2 Halfling, +2 Stealthy)
Open Lock	+10	4	+4	+2 (m/w thieves' tools)
Search		+6	4	+2
Sleight of Hand	+8	4	+4
Spot		+5	4	+1
Tumble		+8	4	+4

Equipment:		Cost	Weight
Sling			---	---
Bullets	(10)		1 sp	2.5 lb
Light Crossbow		35 gp	2 lb
Bolts			1 gp	.5 lb
Short Sword		10 gp	1 lb
Leather Armor		10 gp	7.5 lb
M/W Thieves' Tools	100 gp	2 lb
Backpack		2 gp	.5 lb
Bedroll			1 sp	.5 lb
Waterskin		1 gp	1 lb
Sack			1 sp	.125 lb (1/8)
Flint and Steel		1 gp	---
Torch (3)		3 cp	3 lb
Rope, silk (50 ft.)	10 gp	5 lb

Total Weight:25.625 lb (will list at 26 lb)
Money: 29gp 6sp 7cp
[/sblock]

[sblock=background]
Carolina was born to a high ranking lieutenant in a prominent thieves guild. Small even by halfling standards, guild officials quickly began training her to use her size to her (and the guild’s) advantage, and instructed her in the art of stealth and breaking and entering. Carolina rarely saw her mother and secretly loathed her for her lack of affection, and for allowing the guild to use her as a tool. Not having the chance to experience life outside of the guild, Carolina swore to one day break free and strike out on her own. Perhaps sooner than she could have imagined, she got her chance.

Hiding in the sewers beneath the city, Carolina watched as her house was successfully defending an attack brought on by a rival guild. Seizing the opportunity, Carolina snuck into the bowels of her own guildhouse and without an ounce of hesitation put a torch to the supporting timbers.

Back down in the sewers, Carolina waited… and waited. After the screams had subsided and the last of the smoke began to drift away, she made her way back out onto the blackened streets. Wading through the rubble of her fallen guildhouse, she didn’t even notice when she stepped on her mother’s charred hand.

Carolina left that city without looking back. She now wonders the countryside experiencing whatever life has to offer. Those who encounter her are often surprised at her stoicism and lack of typical halfling merriment. Those few who take the time to get to know her will find that the have made a friend for life, while those to dare to cross her may find their backs the target of a well placed crossbow bolt.
[/sblock]
 
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Aswan Theobold, Neraph Monk

Background: "Enlightenment is to be found not just in the temple. You may find a harmony of body and soul in the most unusual of places"

The words echoed loud in Aswan's ears as clear as if they were said yesterday. Truth be known, he was not unhappy to leave the temple where he had trained. Partly, he wished to put himself, and the skills he had been taught, to practice. And partly he was sick of the jeering and teasing that the other students had given him. Calm your mind, seek harmony with your body, they'd said. Don't knit, knitting is for girls. For Aswan, however, it was both a pleasurable and calming past-time. A means of taking your mind from the stresses of the world and emersing yourself only in the pattern. It was a good way to pass long hours on watch as well, although complaints about the clicking of his knitting needles were not altogether uncommon. And as a bonus, you got a nice wooly jumper or scarf to keep you warm in the winter. Even with a tough hide, the chill still gets in after all.

So it was with some relish that Aswan left, seeking his destiny. Tale of the wools of far lands and planes led Aswan to Mandala, a shopping spree initially, but perhaps he might set up shop, or find some other destiny before him.

Code:
Name: Aswan Theobold
Race: Neraph     Age: 68      Height: 5'8"             Weight: 170lbs
Class: Monk 	 Level: 1     Alignment: Lawful Good   Speed 30ft/x4

STR: 14 (+2) [I](6pts)[/I]
DEX: 14 (+2) [I](6pts)[/I]
CON: 14 (+2) [I](6pts)[/I]
INT: 12 (+1) [I](4pts)[/I]
WIS: 14 (+2) [I](6pts)[/I]
CHA:  8 (-1) [I](0pts)[/I]

Hit Points: 10/10             Initiative: +2
AC: 16 (+2 Dex, +2 Natural, +2 Wisdom)
Flat-footed: 14               Touch: 14
Intiative: +2                 

Fortitude: +4 [I](Base +2, Ability +2)[/I]
Reflex: +4 [I](Base +2, Ability +2)[/I]
Will: +4 [I](Base +2, Ability +2)[/I]

BAB +0                        Grapple: +6 [I](+2 Str, +4 improved grapple)[/I]

Skills:
Balance +6 [I](+2 Dex, +4 ranks)[/I]
Craft (Knitwear) +5 [I](+1 Int, +4 ranks)[/I]
Jump +11 [I](+2 Str, +4 ranks, +5 racial)[/I]
Listen +6 [I](+2 Wis, +4 ranks)[/I]
Search +3 [I](+1 Int, +2 racial)[/I]
Spot +8 [I](+2 Wis, +4 ranks, +2 racial)[/I]

Languages: Common, Neraph, Slaad

Feats: Improved unarmed Strike, Improved Grapple, Power Attack

Attacks:
Unarmed Strike +2 melee 1d6+2/20x2
Unarmed Strike, Flurry of Blows +0/+0 melee 1d6+2/20x2
Kama, +2 melee 1d6+2/20x2
Kama, Flurry of Blows +0/+0 melee 1d6+2/20x2
Sai (Thrown) +2 ranges 10ft 1d4+2/20x2
Sai (Thrown), Flurry of Blows +0/+0 ranged 10ft, 1d4+2/20x2


Racial Abilities:
Darkvision 60ft
Neraph Camoflague (Ex): For one attack per encounter Aswan can deny his opponent their Dexterity bonus to their Armour Class during a charge or when throwing a weapon

Equipment: 
4 Sai				4gp	4lb
Backpack			2gp	2lb
Winter Blanket			5sp	2lb
Knitting needles and Wool	1gp	1lb
Monks Outfit			5gp	2lb
Kama				2gp	2lb
5 gp 5sp

Total Weight: 13lb
Light Load: 58lbs
 
Last edited:

Baeril Underhill

Baeril Nebehed Callad Segerf Wanderwild Underhill is a well-off gnome from the secluded community of Greenfields.

The Underhill farm is a particularly prosperous one, and as one of the younger members of the large Clan Underhill, young Baeril had a great deal of time on his hands and the young gnome has gone on extended "vacations" into the outside world, visiting places of interest and sketching them and writing about them in his green leather-bound journal. (He wears gold-rimmed reading glasses when reading or writing in his journal, but can get along fine without them by squinting.) His last vacation included getting a degree from the Ignes School of Illusion at the Redhurst Academy of Magic, lasting several years, and he wears a signet ring bearing the school's crest as a souvenir.

Baeril is a chubby 71-year-old gnome, with a significant potbelly: He is 3' 5" tall and weighs 48 pounds. He has an unruly mop of curly blonde hair, bright green eyes and round apple cheeks. His traveling wardrobe includes a pair of leather shorts with built-in suspenders known as "lederhosen" in Gnomish and which are embroidered with mountain flowers on the waist. Beneath that he wears an elegant white shirt with pearl buttons, although he often throws on a heavy green woolen sweater atop his outfit along with a matching green woolen cloak. He wears green woolen knee socks and what he calls "sensible walking shoes," but which most would consider to be heavyweight leather hiking boots. Topping the entire outfit off is a heavy velour hat dyed a dark red with a rabbit fur brush above his left ear. When possible, he has added small souvenir pins from the places he has visited to his hat, which jingle very softly when he walks. His club is a sturdy walking stick, with a leather thong looped through the top as a wrist strap and shod at its tip with a steel point.

Baeril knows a little bit about everything, but is insatiably curious about the outside world, asking questions and scribbling in his journal. He remains sunny and cheerful in almost all circumstances, although he hates missing a meal, and hunger is one of the few things that will make a dent in his mood.

He sometimes smokes an elaborately carved Meerschaum pipe. He has a habit of singing softly to himself in a strange fashion he calls "yodeling."

His familiar is a small thrush named Half-Penny who is typically found riding along on Baeril's shoulder, his hat or the top of his walking stick. Half-Penny speaks Gnomish, but typically only speaks to her master.

Baeril Nebehed Callad Segerf Wanderwild Underhill is currently just known as Baeril Underhill for the most part. Nebehed was the name his father gave him when he was born, Callad was the name given to him by his mother and Baeril was the name he gave himself when he came of age. When he began his vacations, he picked up the name Segerf, and when he attended Redhurst, he went by the name Segerf Wanderwild. He's currently thinking about picking up a new name and trusts that Garl Glittergold will drop inspiration into his lap on his newest adventure.

Baeril Underhill
Neutral Good male gnome illusionist 1

Strength: 10
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 10
Charisma: 14 (+2)

Hit Points: 8
Armor Class: 11 (10 flat-footed, 10 touch)

Base Attack: +0
Club: +0 melee (1d4, x2)
Dagger: +0 melee (1d3, 19-20)

Illusionist spells prepared: 0 (3+1): daze, detect magic, ghost sound, mage hand; 1 (2+1): color spray, magic missile, shield

Saving Throws: Fortitude +1, Reflex +1, Will +2

Feats: Alertness (when familiar is within arm's reach), Scribe Scroll, Toughness
Skills: Concentration 5 (4 + 1), Craft (Alchemy) 5 (0 + 3 + 2), Knowledge (Arcana) 7 (4 + 3), Knowledge (History) 7 (4 + 3), Listen 2 (0 + 0 + 2), Perform (Sing) 4 (2 + 2), Spellcraft 7 (4 + 3)

Languages: Gnomish, Common, Draconic, Dwarven, Goblin

Class abilities said:
Spells: To learn, prepare, or cast a spell, Baeril must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

Illusionist: Baeril can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.

Prohibited schools: Conjuration and necromancy

Race traits said:
Small size: As a Small creature, Baeril gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Baeril's base land speed is 20 feet.

Low-Light Vision: Baeril can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Gnome traits: +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Baeril. (This adjustment stacks with those from similar effects.) +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. (Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.)

Spell-Like Abilities: 1/day -- dancing lights, ghost sound, prestidigitation, speak with animals (burrowing mammal only, duration 1 minute). Caster level 1st; save DC 10 + Baeril's Charisma modifier + spell level.

Equipment: backpack, bedroll, candle (3), chalk, flint and steel, holy symbol (Garl Glittergold) (wooden), inkpen, ink (1 oz.), journal, lantern (hooded), Meerschaum pipe, oil, rations (trail) (7 days), signet ring (Redhurst), spell component pouch, traveler's outfit, waterskin

Weapons and armor: antler-handled dagger, walking stick (club)

Wealth:

Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1 - color spray, disguise self, magic missile, shield, silent image, sleep
 

Code:
Name:           Jerolan Valantir
Class:          Swashbuckler 1
Race:           Halfling
Size:           Small
Gender:         Male
Alignment:      Neutral Good
Deity:          Olidammara

Str: 10 +0      Level:  1      XP:          0
Dex: 18 +4      BAB:    +1     HP:          10
Con: 10 +0      Grapple:-3     Dmg Red:     nil
Int: 14 +2      Speed:  20'    Spell Res:   nil
Wis: 10 +0      Init:   +4     Spell Save:  n/a
Cha: 12 +1      ACP:    -2     Spell Fail:  15%

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +4      +0     +4    +1     +0    +0     19
Touch:   15     Flatfooted:    15

Saves:   Base   Mod     Misc   Total
Fort:    +2     +0      +1     +3
Ref:     +0     +4      +1     +5
Will:    +0     +0      +1     +1

Weapon          Attack  Damage       Critical
Rapier, primary +4      1d4          18-20/x2
Dagger, offhand +4      1d3          19-20/x2
Sling           +7      1d3          20/x3

Languages:      Celestial
                Common
                Halfling
                Infernal

Abilities:      +2 Dex, -2 Str
                Small: +1 size bonus to AC, +1 size bonus to attacks,
                +4 size bonus to Hide
                Speed 20ft. 
                +2 racial bonus to Climb, Jump & Move Silently
                +1 racial bonus on all saving throws
                +2 morale bonus on saving throws against fear
                +1 racial bonus on attacks with thrown weapons & slings
                +2 racial bonus on Listen checks
                Favoured class: Rogue
                Proficient with all simple and martial weapons
                Proficient with light armor

Feats:   Two Weapon Fighting
         Weapon Finesse (Swashbuckler bonus 1st level feat)

Skill Points:   24      Max Ranks:   4/2
Skills                  Ranks  Mod   Misc  Total
Balance                 +4     +4    +0    +8
Bluff                   +4     +1    +0    +5
Diplomacy               +4     +1    +0    +5
Escape Artist           +4     +4    +0    +8
Knowledge (The Planes)  +2.0   +2    +0    +4
Tumble                  +4     +4    +0    +8

Equipment:                           Cost  Weight
Backpack, small                        2gp   0.5lb
Bedroll, small                         1sp  1.25lb
Bullets, small (10)                    1sp   2.5lb
Chain shirt, small                   100gp  12.5lb
Dagger, small – continual flame      112gp   0.5lb
Explorer’s outfit, small               -gp     -lb
Flint & steel                          1gp     -lb
Rapier, small                         20gp     1lb
Rations, trail, small (x4)             2gp     1lb
Sling, small                           -gp     -lb
Waterskin, small                       1gp     1lb

Total Weight:   20.43lb  Money: 1gp 8sp 0cp (0.18lb)

                Light   Med    Heavy       Lift  Push
Max Weight:     0-25    26-50  51-75       75    375

Age: 23
Height: 3'2”
Weight: 30lb
Eyes: blue
Hair: black
Skin: tanned
Appearance: Jerolan wears his glossy black hair pulled back into a ponytail, which he fastens with a dark blue leather thong. His chain mail shirt, which he keeps highly polished, likewise has a blue tint. This contrasts with his clothes which, while strong and serviceable, are coloured a soft, dove grey. He wears knee-high boots of leather dyed to match, and the hilts of both rapier and dagger boast a small insert of lapis lazuli. When he draws his dagger, however, his outfit turns to greens and browns, as the rich yellow light of the continual flame spell cast on it transforms the midnight colours of the swashbuckler at peace.

Jerolan favours blues because, quite simply, they match his eyes.

He is lithe and lean, and to see him in melee, with both blades awhirl, is to see poetry in motion. He punctuates his parries with a wit both biting and wild.

Background: As Jerolan Valantir will tell you himself, he is a blood on the move. This Cager is currently uncaged – seeking the dark of a family secret.

Jerolan’s grandfather came to Sigil a century ago and settled in the centre of the multiverse. A mage of some repute, he married and lived happily – until the day he received a message from an old acquaintance still on the Prime, and straightway disappeared, like some new-come clueless rattling his bone-box, and earning a one-way trip to the Lady’s Mazes.

The note, which he dropped in his haste to be gone, said simply, “Come. Magnusson.” Now Magnusson was the cutter who called Granfer his friend. The family found it. On a whim they framed it – some sentimental urge to keep the last thing he had handled, and a constant reminder that it’s the darks that are unknown which can most quickly disappear you … or land you in the dead book.

Jerolan read that framed note each day – and every day he wondered what had become of the old Halfling. Until the day he read it, and stopped, amazed, in his tracks. For it did not read, “Come. Magnusson.” Instead it said, “Come. Now. Mandala.”

The youngling slipped on his armour, strapped on his blades and kissed his family goodbye. Then he set out, vowing to return only when he had news of his forebear.
 

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