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Gathering food and fire for the party I  observe them from a quiet distance. There are certainly worse people to be around. It's been a while since I had such pleasant company.</br>
Gathering food and fire for the party I  observe them from a quiet distance. There are certainly worse people to be around. It's been a while since I had such pleasant company.</br>
When we pass what looks like a bural mound it doens't take much for me to climb on and take a look ahead. Causing great displeasure with the others and I'm quickly called dowsn. Jhalril is afraid I give away our location and Angerone cries sacrilidge. I know I'm a bit impuslive and I know this might get me in serious trouble some time. </br>
When we pass what looks like a bural mound it doens't take much for me to climb on and take a look ahead. Causing great displeasure with the others and I'm quickly called dowsn. Jhalril is afraid I give away our location and Angerone cries sacrilidge. I know I'm a bit impuslive and I know this might get me in serious trouble some time. </br>
Continueing our journey we find an abandoned house where Angerone finds a mirror. She is completely engrossed with her reflection and I really hope there is nothing magical about that mirror. With the help of a rope we cross the river and scale the cliff blocking our path. We travel across a savanna for some time and then end up in woods where we find a ruin.</br>
Continueing our journey we find an abandoned house where Angerone finds a [[Flawless Hand Mirror|mirror]]. She is completely engrossed with her reflection and I really hope there is nothing magical about that mirror. With the help of a rope we cross the river and scale the cliff blocking our path. We travel across a savanna for some time and then end up in woods where we find a ruin.</br>
Richar recognises a ruin to be a castle of the Companions of Elric. Jahlril and I wait outside at the rest ventures inward in search for treasure. It's peacefull and quiet in the woods. Jhalril climbs the ruins and I hope he doens not fall, but he's very nimble and does not seem to be bothered. </br>
Richar recognises a ruin to be a castle of the Companions of Elric. Jahlril and I wait outside at the rest ventures inward in search for treasure. It's peacefull and quiet in the woods. Jhalril climbs the ruins and I hope he doens not fall, but he's very nimble and does not seem to be bothered. </br>
A loud bang sounds from the ruin. We quickly make our way inside and find the rest batteling undead. I see Red nailed to the floor.</br>
A loud bang sounds from the ruin. We quickly make our way inside and find the rest batteling undead. I see Red nailed to the floor.</br>

Revision as of 23:15, 7 May 2020

Quick Reference

Name: Teresa Liliidae (Terese/Terry)
Race: Human
Class: Druid
Background: Outlander
Hometown: Titrical (Destroyed)
Relatives: Father (Deceased), Mother (Deceased), Adust Bjerkander (Old Druid Deceased)
Languages: Common, Orc (from camp), Druidic (from odl druid), Elvish (from merchants in the farm town)

Quick Description

Teresa is a Human Druid who grew up as a farmer in a small town. The town was enslaved by Orcs, then destroyed. Teresea escaped with her life. Slowely becoming aware of her connection to nature she searched for mythical hermits called Druids. She found one, lived with him for two years until he passed. She learned about magic and the old Druid religion; Old Faith. Again lost without a family she sets out to learn more about the Old Faith.

Teresa is generally upbeat, can be distant at times. She can be grumpy in the morning and has a tendency to oersleep. She's quite clumsy and fiddly. Sometimes she breaks things on accident.
She has a strong sense of justice, but has learned that nature finds it's way. This may result in conflicting behaviour at times.
She has no tattoos or other marks. Her left ear has a cut and her left eyebrow is damaged, she does not like to speak about the origin of the injuries.

Personal History

Teresa was born in the small farm town Titrical. She grew up with other kids, playing on the land and in the woods. Playing with the animals, playing adventurer or shooting targets with a sling. From her early teens she helped out on the land and herding cattle where her sling skills came in handy. Sometimes she would be out for days, gathering her own food and sleeping under the night sky while herding. On the land she helped sowing and harvesting and learned hard work. Her family was a caring bunch. She had a great relationship with her parents. She got around nicely with the other chilidren and towns folk, but could be on her own just as well.

When she was about 18 years old, a small unit of Orcs rode through town. The villagers were rattled, but the Orcs moved on without stopping. Within a few days a devision of Orcs surrounded the town and took the villagers captive. The villagers were put in chains and held in the large farmers shed while the Orcs took residence in the homes and set up camp. They were here to stay. The people were put to work. Cutting down trees in the forest and digging large trenches in teh fields. A part of the wood was transported out of the village, the rest burned to make coal. The occupation lasted for about three years. When the forest was stripped bare the Orcs left, taking those who were not worked to death with them as slaves. As a final statement the Orcs set the village on fire. In the process one of the prison transports caught fire and Teresa managed to get out and get away. With nothing but worn down clothes she made a small hun and lived of the scorched land for a while. She felt empty and depressed. After a while small plants started to grow and she felt their precense. This got her thinking as she heard stories of hermits living in the woods being one with nature. Could the stories of these hermits be true?

Now around 22 years old she left what was left of her hometown behind in search for stories about the legendary hermits. Passing town after town, doing small chores along the way for pay she ended up with threads of stories about ancient magic and hermits called Druids. With these leads she eventually found an old Druid in the woods at the foot of a mountain.

What the legends didn't say is that most Druids are exceptionally hard to deal with. Most of them were asocial creatures that ended up living alone in nature as guardians of forests, swamps, deserts and even tundra. The old man didn't awknoledge Teresa at first. He just plainly ignored her. He moved slow, and didn't speak. Yet he didn't turn her away either. She started helping him with chores, chopping wood, cooking and even cleaning his cabin. The cabin was overgrown by three huge trees and the inside might as well have been outside as many plants and animals had found their way inside. Teresa eventually calmed down and stopped talking to the man, then one night sitting at the fire he started talking. In a slow and low voice hey told her his story. He could feel her affinity with nature and as she had the same gift he wanted to teach her everything he knew. Like the trees around the cabin he was dying. In the following months they talked and he taught her basic spells and how to read and write Druidic. But he could never finish her education. After two years Adust died and with him the trees on his home. The 400 year old trees lost all their leaves over night, covering the home in leaves.

For the second time Teresa was without a home. With no prospect of family but a general idea of the possibilities of Druidism she set out into the world to learn more. And if possible put a stop to the rampage stripmining and slavery of the Orcs.

Campaign Journal

In an attempt to get means to an end Teresa works odd jobs on het journey. When passing through a city she finds an organisation that pays hansomly for obscure jobs. She got hired for meanial jobs, like cooking and hauling cargo. This is her journal.

Session 01

House Ditta offers a menial job which pays very well. Not much details are disclosed, hauling luggage and cooking. The high reward is because of the secret nature of the operation. I can keep a low profile, do the job, get paid and move on.
One day after het shift I'm reading by the fire as all hell breaks loose. Researchers running from the temple, screaming.
The people are shortly followed by trancelucent orbs shooting slivers of light at everything that moves. Guards try to attack, but weapons go straight through. It's not good, I hide in a piece of ruin. When the Orbs return to the temple I follow them to the entrance. I'm tempted to go in, but my gut tells me I'm not coming out if I do. I try to make a run for it but the camp is on fire.
There are not many survivors. Including me, six. We gather at the edge of camp at a safe distance.
Red, one of the survivors, is apparently related to the endeavor and wants to report back. And since everybody is interested in getting payed they decide to join. We team up to head to Korint. All our equipment is destroyed, so at least we have strength in numbers.
Pressing though the marches we encounter a Boar. I get to deliver the final blow by removing a broken spear from the Boar. I'm quite happy with myself.
The party is a bit of a mixed bag, but we held our own with the boar.
Gathering food and fire for the party I observe them from a quiet distance. There are certainly worse people to be around. It's been a while since I had such pleasant company.
When we pass what looks like a bural mound it doens't take much for me to climb on and take a look ahead. Causing great displeasure with the others and I'm quickly called dowsn. Jhalril is afraid I give away our location and Angerone cries sacrilidge. I know I'm a bit impuslive and I know this might get me in serious trouble some time.
Continueing our journey we find an abandoned house where Angerone finds a mirror. She is completely engrossed with her reflection and I really hope there is nothing magical about that mirror. With the help of a rope we cross the river and scale the cliff blocking our path. We travel across a savanna for some time and then end up in woods where we find a ruin.
Richar recognises a ruin to be a castle of the Companions of Elric. Jahlril and I wait outside at the rest ventures inward in search for treasure. It's peacefull and quiet in the woods. Jhalril climbs the ruins and I hope he doens not fall, but he's very nimble and does not seem to be bothered.
A loud bang sounds from the ruin. We quickly make our way inside and find the rest batteling undead. I see Red nailed to the floor.
The undead scare the shit out of me too and I'm not that keen to get close. I hope to set them on fire by throwing a lighted torch at them To my disgust it bounces off, do I really have to move in? Instead I throw a dagger and take one out. Angerone suddenly shoots bolts from her cane. A surprise to be sure, but a welcome one.
In the end we don't find any treasure and move on to Korint.
With a small farm in sight Red succumbs to his injuries. They were far worse than he let us know. All we could do was give him a decent burial and say some words. Given the prior events we grew quite close and it pains me to see Eldrons grief as we leave the site. Red and Eldron spend a lot of time talking.
We make it to the farm where we are offered a place to sleep and something to eat. Angerone finally get's her bath and I'm more than happy to follow her example. It's good to warm up after the disaster at The Dig, but my mind is weary. Tomorrow we will move on to Korint. Where we have to break the bad news to House Ditta. I recon they are not going to be pleased to hear about it.

Session 02

Considering the gravity of the events we are eager to press on to Korint after a well deserved break at the Waypoint Inn.

In Korrint we visit House Ditta to report on the matters. The death of Red set things in motion and before we know it we are asked in for questioning under 'magical oath'. I happily comply as I have nothing to hide.
It's sad to learn that Red was the son of the Prink (prince). The next day we are questioned again, this time it's more of a tactical de-briefing by a Dwarf at the rank of Centax. He has a funny pencil moustace I can't keep but looking at.
Everybody get's paid and the parties part on good terms but we are reminded of our oath to secrecy. There is word in the city about a new God: Istus.
Eldron has a box from Red which he promised to return to his sister in Haza. Which is quite the journey, but I'm willing to help him return it for Red.
There are a couple of jobs in the city; one of which is nude modelling in an art college. Sounds like an easy goldpiece, but I am laughingly dismissed, they already had a model. I can't be that ugly right? It spoils my mood for the rest of the day and I walk to the Inn.
The party is offered a treasure map in the Sly Fox (Inn). I don't like the guy and his story, but the man (Falthor Oberty) is persuasive. It doesn't matter in the end because Angerone buys the map the moment she sees it. It seems we are going on an adventure.
The location on the map is near a job of gathering mushrooms for a restaurant. Much more up my alley anyway. But as the chef discribes them as blue veined phallic like I remembers how hard they are to find. But still, 1GP a piece is quite the motivation.
We decide to head to the treasure location first, and pick up the mushrooms on the way back. In order to speed up the journey we buy a donkey and cart.
About an hour in the journey we are overtaken by a company of horsemen and persueded to come with them. The fireball they threw at us was motivation enough.
What follows brings back memories of the Orc camp. Here I learned to keep a low profile or else...
In interrogation the advisaries want to know about The Dig. All tell is that a great fire happened that destroyed all and I got out of there with just my life.
A good many sessions of waterboarding later we all are released near the cart and donkey. Which was happily grazing in the field. We didn't talk much about what happened and I'm not sure who broke and who told what. I'd really like to repot back to House Ditta, as matters are clearly more serious than expected. Someone knows more about The Dig and knows they are involved. Perhaps House Ditta knows more and at the very least this information might be of use to them. Perhaps enough not to fullfill the consequenses of the oath which will be likely be met of Ditta finds out about this without us informing them.
However, the party decideds against it. Time to keep our eyes peeled.
When we arrive at the Mansion I'm horrified. It's a dump. There are even people living there. They are on teh run, keeping a low profile. But they are willing to spend the night in Korint for 15GP. Now we have the mansion to ourselves to hunt for treasure.
Rummaging through rubble we find a wine celler. Robbed clean of wine. Apart from rubble there is only a Shrine to Nerol. Which does not promise anything good. It takes some effort to find a secret passage and after passing a couple of traps the party enters a cathedral like cavern. It's pitch black and the light of the torches does not meet the sides. Following what looks like a path we are surrounded by Wolf Spiders.
First two, then three. Eldron falls, two more spiders, Richar puts up one hell of a fight and falls. Four more spiders... There is no end to this? Fighting side to side with Jahlril I manage to put a few dents in, but in the end a fire attack misses and the Wolf Spider retalliates. I'm hit hard, the venom burns and I see the light of the torches fade. Is this how it ends?

Session 03

I wake up to the sight of Angerone healing me. Stiff as a board I stand up. Everybody is rattled by the attack and it appears we just barely made it.
Weary of other spiders we continue our journey and the path leads to a rope bridge. It covers a large chasm and the bottom is nowhere in sight.
Richar takes the rope and crosses first. Apparently without trouble and we all follow.
The cave is a dead end and there is a magical door in the wall. It looks very heavy. In Deathspeak it says 'Curse Caluth Widows' on the door. Sounds inviting.
Jhalril opens the door and behind it we find a spacious room with a bed, a desk with chair and other stuff. In the middle of the room is a heptagram etched in the floor and a ominous looking creature is hoovering above one of the points.
I brace herself, first spiders and now this? The creature shreeks and stunns some party members, light from the creature starts crawling along the lines of the heptagram.
We attack it, but I'm cautious to get to close and attack with fire spell. When the light reaches the other points of the heptagram two other creatures emerge.
Eldron is downed and I revive him. Richar blocks the crawling light by destroing the lines and we kill off all creatures. Black smokey fingers emerge and reach for us. When they touch they go grey. Looks like things could have been a lot worse...
We investigate the room, the desk drawer is locked. But Jhalril opens it. Inside is a nasty looking bone dagger. It's appears to be Necromantic and it's magic for sure because ones who touch it hear a seductive voice. Jhalril wraps it up and put it in the bottom of his pack.
Luckily there are other items, Therese picks the following: potion bottle from a 6 pack, a cloak, an iron key and a rose carved from coral.
When everything is devided we are left with a human fetus in a jar. We don't take it.
We exit the Mansion and find people snooping around. We get away without conflict and continue on a 2 day journey to Nitiki Forest.

The forest is foggy and dark. We find have a hard time finding the mushrooms but eventually do so by smell. About 60 Sprite Members are situated around a big tree in a rare double fairy circle. We're about to collect them when a talking mushrooms walk in on us.
No, not talking. It must be communicating telepathically. It tells us not to pick them, as they are part of the same. Jhalril and Angerone bargain for something in return of leaving them be, but Terese suggests to leave them. They are a living things.
The mushroom man is a Myconid. It thanks us and offers Terese a box as a token of gratitude. It's a velvelt like box, inside is a vicious looking purple mushroom.
It carves in the lid: OBLIGATION BEGINS NOW AT BOX-OPENING YOU HAVE FIFTEEN YEARS OF BLEMMIGAN TIME. DO NOT ASK PERSONAL QUESTIONS.
What happens if I ask a personal question? "JUST DON"T" it answes by scribbling.
Surprisingly it has a very nice handwriting. Terese accepts the gift and puts it in her hood. We continue our journey back to Korint and stop at Drendaven.

Before we enter Drendaven we find a guy spread eagled on a rock. Dressed in black velvet, wearing a golden chain and blood on his face.
He appears to be from Skirow, the Jacksonville of Loveria. He introduces himself as Julian Jaconti. He plays waterpan flute, has a band and sas hanging out with Spice Gall. Somehow he ended up here and doesn't remember how. I'm not really fond of this guy, but the others let him tag along.

Drendaven is the hometown of Eldron. It's Halfling for 'Silver Spring. In the center of it is the Clocktower Eldron designed and build.
It really is a very pretty tower and there is a commemorative plaque at the base; First brick laid by Eldon Gnackle.
Apparently Eldron is pretty famous here, he's recognised immediately
Oh, wait, that's a guy asking his 2 SP back. Ah well.

We head to the Inn. I try to talk to the Blemmigan; "Tell me your name." and he answers by scribbling "NO PERSONAL QUESTIONS!!!".
"But I Didn't ask a question." "SEMANTICS!!!" it scribbles back. Then it writes it would really like some paper to write on. "Lift the curse and I'll get you paper!"
Sitting on the bed I realise that I might be at fault. Am I cursed at all?
"OBLIGATION BEGINS NOW AT BOX-OPENING YOU HAVE FIFTEEN YEARS OF BLEMMIGAN TIME. DO NOT ASK PERSONAL QUESTIONS." leaves a lot of room for interpretation.
Who's obligation is it? Mine or it's? Do I need to carry it with me for fifteen years? Maybe it has to serve me for fifteen years? And what is a Blemmigan year anyways.
To bad I can't ask. I quickly hop back into town to buy a couple of scrolls. I cut them in narrow rolls that fit in the box. I should not be to hard on the little fellow.

The next morning I oversleep. Everybody is already downstairs. I grab my stuff and as I want to put the Blemmigan in the hat of my cloak I see it has written a poem. And a surprisingly good poem at that!
I join the others at the table and quickly eat my breakfast because we are already leaving for Korint. Julian does not join us, and I'm not to sour about that.

I ride in the back of the cart as we travel to Korint.
The gates of Korint are heavily guarded and everybody is searched at a checkpoint. We have some illegal stuff on us, so Jhalril collects the stuff and finds his own way in. Eldron gives him a Robin to keep an eye on him.
We enter without issues and as we ride into town a lot of ruckus draws our attention.
A little girl is running from two guards and a woman. Did she steal anything? I watch it play out.
Eldron casts an oil spill and the guards slip, Richar moves to intercept the girl and I see Jhalril steathily putting his leg out. Richar has no trouble moving around it and stops the girl. The lady thanks him and when the guards arrive they take the girl with her.
I'm not sure, but I feel I see a look of desparation in both the girls and Jhalril's eyes. Do they know eachother?

I don't get to ask questions as Vardan Brekker recognises us, or perhaps Angerone in particular. The Temple of Istus is doing very well. They now have a location and a ceremony will start shortly, we are invited. I believe Angerone does attend, but I have other matters on hand and go visit the restaurant.
Thinking of a way to tell the chef we didn't get the mushrooms because they were actually living things I decide to keep my story as simple as possible. "The hunt failed, it was very dark and foggy. We coudn't find any" and I apologise some more. I hope the Myconids will be okay as he's going to send someone else. I'm not sure what I can do about it. All he can think of its the esquisite tatse of the Sprite Members. Maybe we can think of a way to keep them safe.

Looking at the traffic in front of the Kassarian Embassy I'm under the impression that it's even more busy than before. Now there also a lot of Mages entering and exiting teh building. I wonder what's up.