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A Six-Fold Tale: The Map of Mynares
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<blockquote data-quote="Insight" data-source="post: 5204305" data-attributes="member: 11437"><p><strong><u>SYL, Prior to 17 Wanderlust, 403 IR</u></strong></p><p></p><p>As far as anyone knows, the girl known as <strong>Syl</strong> was left to die in the <strong>Bleakness</strong>, the vast desert located at the southern end of the known world. Syl, of course, didn't die, though the circling of vultures certainly did nothing for the girl's confidence. She awoke and found her way to a <strong>Vyntari</strong> water caravan who, recognizing one of their own in a dire situation, took Syl and headed for the trade outpost at <strong>Vor-Blaan</strong>. The trade outpost, under the constant threat of sandstorms, was little better than lying dead in the desert, but at least in Voor-Blaan, Syl could find shelter and food.</p><p></p><p>With no trade of use to the merchants of Vor-Blaan, Syl considered joining the harem of a local lord, but ultimately decided that the life of a pickpocket could be quite profitable in the teeming bazaar. Syl spent nearly a year cutting purses and evading the local police before her crimes finally caught up with her.</p><p></p><p>Syl spent the next year or so rotting in a jail beneath <strong>Lord Raamin</strong>'s palace. Ironically, perhaps, during her incarceration, Syl was offered her freedom many times in exchange for serving in Raamin's harem. This time, however, there was no hesitation in Syl's mind; she never seriously considered trading her imprisonment for another prison of a different sort.</p><p></p><p>Prior to the end of her jail term, Syl was moved to a different cell. She'd spent nine months in one cell and was inexplicably moved to an older one. There, before too long, Syl found a secret panel and behind that, a passage leading somewhere further beneath the lord's palace. Unable to resist the promise of escape, Syl crept through the ancient tunnels, leading eventually to an ancient cistern and crude tunnels built by known hands. Exploring, Syl found catacombs and tombs, and perhaps some religious sites, though Syl didn't recognize the strange symbols and paintings. Among the tunnels and tombs, Syl found crammed into an urn an <strong>old map</strong>, which she pocketed and took with her when she finally made her way out of the tunnels.</p><p></p><p>Syl exited the ancient tunnel network aside a tributary of the <strong>River Anolus</strong>. She could see the Bleakness not far away and decided that she never wanted to go back to that place. Syl made her way southwest, to the river itself, and traveled north along the Anolus to a ford at <strong>Dyrn</strong>, a fishing village at the northern edge of the kingdom of <strong>Kalesh</strong>, Syl's homeland. At Dyrn, Syl robbed a few unsuspecting fisherman, gaining enough coin to rent a room at the inn, where she studied the map she'd found in the tunnels. Notes on the map were written in a tongue she didn't comprehend, though Syl figured she could find someone who could read it. Perhaps not in this fishing village, but perhaps somewhere north, into Lowervel.</p><p></p><p>Leaving Dyrn behind, Syl traveled north, into lands unknown to her. Barely understanding spoken <strong>Shinn-tongue</strong>, Syl avoided roads, not wanting to alert the locals of her presence. She stopped at the city of Paralane, where Syl figured she could eventually find someone to help her understand the map. The challenge, of course, would be to keep the map a secret until such time as she had no choice but to have an expert look it over. Syl was sure that the map led to a hidden treasure trove and was bound and determined to find it.</p><p></p><p>Now, Syl in is a strange city, hoping to find someone to help her translate this map. Perhaps Syl will find the help she seeks and perhaps this map leads to well more than Syl expects...</p><p></p><p><span style="font-size: 9px">New terms, people, and places in <strong>BOLD</strong></span></p><p></p><p>[sblock=Character Builder Summary]</p><p>Syl, level 1</p><p>Human, Rogue</p><p>Rogue Tactics: Cunning Sneak</p><p>Rogue: Rogue Weapon Talent</p><p>Background: Occupation - Criminal (+2 to Stealth)</p><p></p><p>ABILITY SCORES</p><p>Str 8, Con 10, Dex 19, Int 10, Wis 13, Cha 15.</p><p></p><p>AC: 16 Fort: 11 Reflex: 17 Will: 13</p><p>HP: 22 Surges: 6 Surge Value: 5</p><p></p><p>TRAINED SKILLS</p><p>Acrobatics +9, Bluff +7, Dungeoneering +6, Intimidate +7, Perception +6, Stealth +11, Thievery +9</p><p></p><p>UNTRAINED SKILLS</p><p>Arcana +0, Athletics -1, Diplomacy +2, Endurance +0, Heal +1, History +0, Insight +1, Nature +1, Religion +0, Streetwise +2</p><p></p><p>FEATS</p><p>Human: Backstabber</p><p>Level 1: Versatile Duelist</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Deft Strike</p><p>Rogue at-will 1: Duelist's Flurry</p><p>Rogue at-will 1: Sly Flourish</p><p>Rogue encounter 1: One-Two Punch</p><p>Rogue daily 1: Spinning Blade Leap</p><p></p><p>ITEMS</p><p>Flint and Steel, Footpads, Lantern, Oil (1 pint) (3), Thieves' Tools, Waterskin, Leather Armor, Longsword, Dagger (5)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Insight, post: 5204305, member: 11437"] [b][u]SYL, Prior to 17 Wanderlust, 403 IR[/u][/b] As far as anyone knows, the girl known as [b]Syl[/b] was left to die in the [b]Bleakness[/b], the vast desert located at the southern end of the known world. Syl, of course, didn't die, though the circling of vultures certainly did nothing for the girl's confidence. She awoke and found her way to a [b]Vyntari[/b] water caravan who, recognizing one of their own in a dire situation, took Syl and headed for the trade outpost at [b]Vor-Blaan[/b]. The trade outpost, under the constant threat of sandstorms, was little better than lying dead in the desert, but at least in Voor-Blaan, Syl could find shelter and food. With no trade of use to the merchants of Vor-Blaan, Syl considered joining the harem of a local lord, but ultimately decided that the life of a pickpocket could be quite profitable in the teeming bazaar. Syl spent nearly a year cutting purses and evading the local police before her crimes finally caught up with her. Syl spent the next year or so rotting in a jail beneath [b]Lord Raamin[/b]'s palace. Ironically, perhaps, during her incarceration, Syl was offered her freedom many times in exchange for serving in Raamin's harem. This time, however, there was no hesitation in Syl's mind; she never seriously considered trading her imprisonment for another prison of a different sort. Prior to the end of her jail term, Syl was moved to a different cell. She'd spent nine months in one cell and was inexplicably moved to an older one. There, before too long, Syl found a secret panel and behind that, a passage leading somewhere further beneath the lord's palace. Unable to resist the promise of escape, Syl crept through the ancient tunnels, leading eventually to an ancient cistern and crude tunnels built by known hands. Exploring, Syl found catacombs and tombs, and perhaps some religious sites, though Syl didn't recognize the strange symbols and paintings. Among the tunnels and tombs, Syl found crammed into an urn an [b]old map[/b], which she pocketed and took with her when she finally made her way out of the tunnels. Syl exited the ancient tunnel network aside a tributary of the [b]River Anolus[/b]. She could see the Bleakness not far away and decided that she never wanted to go back to that place. Syl made her way southwest, to the river itself, and traveled north along the Anolus to a ford at [b]Dyrn[/b], a fishing village at the northern edge of the kingdom of [b]Kalesh[/b], Syl's homeland. At Dyrn, Syl robbed a few unsuspecting fisherman, gaining enough coin to rent a room at the inn, where she studied the map she'd found in the tunnels. Notes on the map were written in a tongue she didn't comprehend, though Syl figured she could find someone who could read it. Perhaps not in this fishing village, but perhaps somewhere north, into Lowervel. Leaving Dyrn behind, Syl traveled north, into lands unknown to her. Barely understanding spoken [b]Shinn-tongue[/b], Syl avoided roads, not wanting to alert the locals of her presence. She stopped at the city of Paralane, where Syl figured she could eventually find someone to help her understand the map. The challenge, of course, would be to keep the map a secret until such time as she had no choice but to have an expert look it over. Syl was sure that the map led to a hidden treasure trove and was bound and determined to find it. Now, Syl in is a strange city, hoping to find someone to help her translate this map. Perhaps Syl will find the help she seeks and perhaps this map leads to well more than Syl expects... [size=1]New terms, people, and places in [b]BOLD[/b][/size] [sblock=Character Builder Summary] Syl, level 1 Human, Rogue Rogue Tactics: Cunning Sneak Rogue: Rogue Weapon Talent Background: Occupation - Criminal (+2 to Stealth) ABILITY SCORES Str 8, Con 10, Dex 19, Int 10, Wis 13, Cha 15. AC: 16 Fort: 11 Reflex: 17 Will: 13 HP: 22 Surges: 6 Surge Value: 5 TRAINED SKILLS Acrobatics +9, Bluff +7, Dungeoneering +6, Intimidate +7, Perception +6, Stealth +11, Thievery +9 UNTRAINED SKILLS Arcana +0, Athletics -1, Diplomacy +2, Endurance +0, Heal +1, History +0, Insight +1, Nature +1, Religion +0, Streetwise +2 FEATS Human: Backstabber Level 1: Versatile Duelist POWERS Bonus At-Will Power: Deft Strike Rogue at-will 1: Duelist's Flurry Rogue at-will 1: Sly Flourish Rogue encounter 1: One-Two Punch Rogue daily 1: Spinning Blade Leap ITEMS Flint and Steel, Footpads, Lantern, Oil (1 pint) (3), Thieves' Tools, Waterskin, Leather Armor, Longsword, Dagger (5) [/sblock] [/QUOTE]
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