Seoni

Ariyana Dawn's page

257 posts. Alias of Zektolna.


Full Name

Ariyana Dawn

Classes/Levels

Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Gender

HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11

Age

23

Alignment

LG

Deity

Ilmater

Strength 14
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 18
Charisma 7

About Ariyana Dawn

Statistics:

Female Human Magus (Eldritch Archer) 4 / Unchained Monk (Zen Archer) 4
HP: 48
Init: 5
BAB: 3, CMB: 6, CMD: 20
AC: 16, touch: 16, flat-footed: 15
Fort: 5, Ref: 6, Will: 9
Speed: 40 ft.
Melee weapon: +5
Ranged weapon (Longbow): +8
Feats: Point-Blank Shot, Precise Shot, Perfect Strike, Weapon Focus (Longbow), Improved Unarmed Strike, Deadly Aim, Improved Initiative, Point Blank Master (longbow)
Alternate Racial Trait: Dual Talent
Traits: Deadeye Bowman, Orphaned
Languages: Calishite Alzhedo, Illuskan, Dwarven, Bothii, Orc, Elven, Abyssal, Draconic, Infernal
Resources: Arcane Pool (5/5), Ki Pool (5/5), Perfect Strike (3/3)

Swift Action: Use 1 Point from Arcane Pool to give weapon +1 enhancement bonus
Full-Attack Action: Flurry of Blows
[dice=Composite Longbow (+2) Attack {Durable Cold Iron Arrow}]d20+8-1+1+1[/dice] (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
[dice=Damage]d8+2+2+1+1[/dice] (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

[dice=Composite Longbow (+2) Attack {Durable Cold Iron Arrow}]d20+8-1+1+1[/dice] (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
[dice=Damage]d8+2+2+1+1[/dice] (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

Skills:

Adventuring Skills:
4 + Int (4) per level

Acrobatics +10
Climb +6
Knowledge (arcana) +11
Knowledge (dungeoneering) +11
Knowledge (planes) +11
Knowledge (religion) +11
Perception +11
Sense Motive +10
Spellcraft +11
Survival +9

Background Skills
2 per level

Knowledge (history) +11
Linguistics +8

Equipment:

Composite Longbow (+2) - (300 gp) [3 lbs]
Durable Cold Iron Arrows (40) - (44 gp) [6 lbs]
Durable Alchemical Silver Arrows (20) - (23 gp) [3 lbs]
Durable Adamantine Arrows (10) - (610.5 gp) [1.5 lbs]
Blunt Arrows (40) - (4 gp) [3 lbs]
Cold Iron Longsword - (30 gp) [4 lbs]
Smelling salts (25 gp) [0 lbs]
Potion of Cure Light Wounds (2) - (100 gp) [- lbs]
Monk’s kit (backpack, belt pouch, blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin) - (8 gp) [22 lbs]
Explorer’s outfit - (0 gp - starting outfit) [8 lbs]
Necklace (sentimental/story)
Spellbook - (0 gp, class feature) [3 lbs]
Spell Component Pouch - (5 gp) [2 lbs]
Flint and steel - (1 gp) [- lbs]
Journal - (10 gp) [1 lb]
Ink - (8 gp) [- lbs]
Inkpen - (1 sp) [- lbs]
Sleeves of Many Garments - (200 gp) [1 lb]

Total Weight: 57.5 lbs (Light load)
Total Gold Cost: 1,368.6 gp
Remaining Gold: 129.4 gp

Spells Known:

CL 4th; concentration +8, Spells per day: 4 first level, 2 second level

0 Level
All

1st Level
Magic Missile, Ray of Enfeeblement, Silent Image, True Strike, Vanish, Grease, Shield, Enlarge Person, Reduce Person, Lock Gaze, Expeditious Retreat

2nd Level
Raven's Flight, Scorching Ray

Magus (Eldritch Archer) Class Features:

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shotUE, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool.

Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Ranged Spell Combat (Ex): Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat.

Ranged Spellstrike (Su): At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike.

Spell Recall: At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Magus Arcana:

Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Unchained Monk (Zen Archer) Class Features:

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows: Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. (One additional attack at highest base attack bonus. Stacks with bonus attacks from haste and other similar effects. At 11th level, one additional attack at highest base attack bonus)
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Perfect Strike (Ex):
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces stunning fist.

Fast Movement:
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Zen Archery (Ex):
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces style strike.

Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can:
Make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.
Increase the range increment for his bow by 50 feet for 1 round.*
A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

*At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.

Ki Power: High Jump - A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.

Backstory:

Ariyana Dawn was born a Southlander in Calimshan. She was not a noble or merchant. Rather, she was an orphan raised by the Church of Ilmater. Mother Ilana Jorbrel was the one who oversaw Ariyana’s orphanage. As such, she saw to Ariyana and the other orphans’ upbringing. Ariyana learned to read and write from Mother Ilana and saw her as a mother even if she knew that – in reality – she had no true mother. As soon as Ariyana was old enough to speak and form her own opinions, she insisted that others call her Ari.

Ari’s interest in ranged combat was evident ever since she made an improvised sling with a piece of string and a broken branch when she was 4. As she grew, she learned that a sling was perhaps the least of the ranged weapons. Much greater options were available.

It was at the age of 10 that Ari first observed the Broken Ones ­– the defenders of Ilmater. On her way back to her orphanage from her daily duties at the Church of Ilmater, Ari saw the Broken Ones sparring with one another. It was also there that Ari observed Brother Rolt Sandston teaching a small group of monks about how to properly hold a bow. Rolt was much older than those he taught, which only seemed to increase their respect for the man. It also increased Ari’s respect for him.

Forgetting all the manners Mother Ilana had taught her, Ari ran over to Rolt and asked if she could handle the man’s bow. Rolt laughed at Ari’s question, not to belittle the girl, but because the bow was taller than she was. Still, Rolt promised to teach Ari how to handle a bow suitable for her size the next day.

From the following day onward, Rolt trained Ari in the proper handling of a bow and when to use one in service to Ilmater. It was early in Ari’s training that she met Limul Anders. Limul was a couple years older than Ari and so was a bit further along in his training. Despite the age difference, only a few months after they had met, the two were already thick as thieves.

The pair was joined by a third a couple years later when a girl named Danara Willows arrived at the orphanage. She was about the same age as Ari but had only recently been orphaned when her mother died of a disease that no priest could cure. The ruling class of Calimshan would have nothing to do with the parentless Danara and the Church of Ilmater were the only ones who stepped forward to take the child.

Danara already possessed some skill with a sword, having apparently been taught a bit by her father before his passing. Faithful to Ilmater’s tenants, Ari and Limul saw it as a service to their God to take Danara under their collective wing. Before long, it came to be less of a service and more of a mutual friendship.

When Ari, Limul, and Danara were several years older, they were officially made members of the Broken Ones after taking the vows necessary to join the order. While celebrating their induction into the order, the trio overheard a story about a traveling mage, one who had come all the way from Waterdeep. The far-flung city of Waterdeep was about as exotic of a location as any the three had ever heard of, so the opportunity to meet someone from there – much less a mage – was too grand of an opportunity to pass up. Leaving the celebration with the other new members of the Broken Ones, Ari, Limul, and Danara sought out the mage from Waterdeep.

The mage, Oretholn, was surprisingly easy to find. Following the trail of rumors the trio heard, they found the traveling mage outside the nearby city of Almraiven. The man was pouring water on a small fire, apparently in preparation to break camp, when the three friends approached him.

Oretholn looked at each of the three in turn, noticing Danara’s sword and Ari and Limul’s bows. The mage nodded, as if he had expected the three to appear. With a few words, Oretholn produced four lights that he twirled effortlessly over his head. The three friends were entranced by the sight. The display had Oretholn’s intended effect. He had thoroughly enamored the trio with the idea of magic.

Over the next few years, Oretholn taught the trio how magic worked. He gifted each a spellbook and taught them how to channel spells through their favored weapon. Oretholn himself was partial to the longsword, a fact that Danara enjoyed mentioning to Ari and Limul.

Over those same years, Ari slowly realized that Oretholn wasn’t like Mother Ilana or Brother Rolt. The man was much more interested in teaching the three how to help themselves rather than how to help others. At first, Ari resisted the urge to go along with Oretholn’s teachings.

Now that the three were officially part of the order of the Broken Ones, they didn’t interact with Rolt on a day-to-day basis, so the only day-in and day-out training they received was from Oretholn. It was because of this that – slowly but surely – Ari came to resent the Church of Ilmater’s teachings. Why should she bother caring for others when she could spend that same time bettering herself? Danara was particularly enamored by Oretholn’s teachings. Limul, on the other hand, was slowly distancing himself from his two friends and spending more and more time with other members of the Broken Ones.

Limul eventually turned his back on Ari and Danara. The oldest of the three, Limul could no longer bear to learn from someone who so openly spurned the central tenants of the Church of Ilmater. The rift was sudden and left a hole in Ari’s heart as well as Danara’s. For Ari, the arcane knowledge Oretholn offered was too great to pass up. She felt she had to learn as much as she could before Oretholn finally did decide to break camp and leave Calimshan. With Limul less and less a part of Ari’s life, she was almost ready to leave the Broken Ones and the Church of Ilmater altogether.

The turning point came when the rulers of Almraiven decided they were done tolerating the Church of Ilmater’s presence. The nobles were too cunning to do the deed themselves, however. Instead, they paid a local thieves’ guild to deal with the Church for them.

The thieves struck at night, murdering the Ilmatari, but also stopping to remove anything valuable on the worshipers’ corpses. The Broken Ones were overwhelmed. They weren’t prepared for the scope of the attack and most were cut down in the opening assault.

Rolt was one of those lucky enough to survive the first wave. The monk led all those he could find out of the Church and the orphanage.

It was the screams of the dying that alerted Ari to the slaughter that was taking place. She had been staying at Oretholn’s camp, but grabbed her bow and rushed to the Church’s grounds at the sound of the screams. Danara and Oretholn didn't follow her.

Ari arrived in time to see Mother Ilana fleeing out of the Church of Ilmater. Suddenly, Mother Ilana stopped running, fell to her knees, and toppled over, a thief’s blade sticking out of her back.

Something inside of Ari broke and the horror of her selfishness was finally on full display. What had she done? Could she have saved Mother Ilana if she hadn’t been training with Oretholn? There was no time to answer those questions as Rolt rounded the side of the orphanage with several other survivors and whistled for Ari to join him.

Without hesitating, Ari followed Rolt and the other survivors from the desecrated church grounds. Other smaller groups of Ilmatari were fleeing in various directions. At night and from afar, it was impossible to tell who each person was. Her group’s flight was short lived as it was not long before the thieves caught up with them and encircled them. The bandits closed in, grinning and waving their swords at the Ilmatari faithfuls.

The thieves’ ignorant glee was their downfall. A scream was heard from the outer edge of the circle of thieves as a blurred figure sped through one section of the ruffians, felling half a dozen as it went. At the end of the blur’s journey, a figure materialized. It was Oretholn. With gritted teeth, Oretholn’s figure blurred again, making short work of the thieves. In a matter of minutes, the fight was over.

Rolt walked over to Oretholn and the monk and mage clasped hands. Their camaraderie was not destined to last long. As a final act of vengeance for the thieves’ defeat, one of the bleeding and dying bandits who had escaped instant death in the darkness of night crawled through the blood and guts of his companions till he was near Rolt and Oretholn as they made introductions.

With the little strength he had left, the thief lunged toward Oretholn, stabbing the man in the side. Rolt saw the man and pushed Oretholn out of the way of another strike, only to receive the blow himself instead. The blade pierced Rolt’s stomach, dropping the monk to the ground.

Ari cried out as she saw what happened. Notching an arrow on her bow, she pulled back its string then released it. The arrow flew straight and true, striking the thief between the eyes, instantly killing him.

Ari ran to Rolt and Oretholn and observed something that brought her to tears. She fell to her knees as she saw the mage and the monk, clasping hands once again. It was as Ilmater taught. Even in one’s own suffering, it was an Ilmatari’s duty to comfort others who were suffering. Even as Rolt lay dying, he was fulfilling one of the central tenants of Ilmater’s teachings.

Vignette 1:

“No, no! You both can’t die. Not after so many lives have already been lost!” Ari said to Rolt and Oretholn. It was more of a plea than a command.

As Ari drew closer to the pair, she noticed Rolt doing something that Ari had learned about from an early age, but had turned aside from in the last few years. How could I forget about that?

She watched as Rolt performed the most important of the Ilmatari’s rituals: the Turning.

Speaking to Oretholn, Rolt said, “It is not too late. Turn to Ilmater and he can comfort you, even at death’s door.” The monk’s words came out slowly. It took all of Rolt’s effort for him to speak at all.

“I’m a lost cause. Not even Ilmater could comfort me now,” Oretholn replied.

“You’re wrong,” a voice said. And it wasn’t Rolt’s.

Ari continued, “I don’t know what secrets or evils your past holds, but Ilmater will always grant forgiveness if you will confess your sins to him and repent of them.”

A small smile crept onto Rolt’s face, but it was quickly replaced with a pained grimace. “Ari, you need to lead these people from here. When I die, you will be the most senior member of the Broken Ones still here. You… you must lead them to safety, far from here. Being near Almraiven is no longer safe for the Ilmatari.” As Rolt finished, he coughed, spitting blood into his palm.

“I haven’t been faithful, Rolt. I can’t lead them as you have.”

“You must. There is no one else,” Rolt insisted.

“You must and you will,” a new voice said. Ari looked over to see it was Oretholn who had spoken.

The mage continued, “I realized after you left for the church grounds… I realized that I have been nothing but selfish with you, Danara, and Limul. I only wanted to teach you so I would have a legacy. I… oh, there’s no time for you to learn about me. Just know that I was wrong to teach you as I did and that Rolt is right. You must lead these people from this place.” Oretholn wheezed as he tried to catch his breath from talking. The wound in his side was indeed a mortal one.

Ari looked around, searching for someone - anyone - who could lead in her place. Limul was nowhere to be found and neither was Danara. Ari was only 22. How could she be expected to lead?

Rolt spoke again.“Find Reverend Judge Triandial Truthammer. He dwells in Sundabar and presides over its temple to Tyr and Torm. Mention me by name and he will provide aid.” The monk moved his right hand to his chest and pulled off the chain around his neck. Using his last bit of strength, he handed it to Ari and said, “Lead them.” With that, Rolt’s eyes rolled back into his skull and his head hit the ground.

“No! Please, no! You can’t die, Brother Rolt. Not here, not now,” Ari said as tears began to pour down her cheeks. She had been ready to abandon Ilmater and his teachings only the day before. Now, she would do anything to atone for her selfishness. Ari hadn’t even had a chance to say goodbye. Rolt was just gone.

“You have to let him go, Ari. The Gods don’t play favorites when it comes to death,” Oretholn said. The mage’s breathing was growing worse. He likely didn’t have long either.

“I have a favor to ask,” Oretholn said. “I’ve squandered much of my life, unlike my younger brother. He’s been doing his part to defend others while I’ve been trying to mold a few people into my image. I haven’t seen him in years. The last time I did, he was still in Sundabar, defending the people from the orc hordes. He’s a mage like myself.” Oretholn paused to take in a deep breath, but only managed to make himself cough. His time was indeed short.

Ari was listening, but half her mind was on Rolt and the many lessons the monk had taught her. She still couldn’t believe he was gone.

“Since you’re going there anyway, would you please tell my brother what happened to me? We were never close, but I can’t stand the thought of him never knowing what happened. His name is Urethaunt.”

Ari nodded at Oretholn’s request. “Of course I will. You may have been selfish - I know I was - but you were still a good teacher. I wouldn’t know how to do this if it weren’t for you,” Ari said as she lifted her hand. She uttered a few words under her breath and began twirling four balls of light above her head.

Oretholn tried to smile and laugh at the display, but only managed to cough. The mage’s tone grew serious. “You mind Rolt’s words. He gave you the duty of leading your fellow Ilmatari to Sundabar, so you must do so. I know the Broken Ones take a vow: to defend the innocent. It’s time to fulfill that vow. Do it for Rolt, do it for the other Ilmatari who died, and - if you can find it in you - do it for me as well. Please - redeem my legacy.” With those words, the mage went silent and his body grew still.

Both Rolt and Oretholn were dead and Ari was now in charge. Lead them, Ari thought to herself, seeing how the words sounded in her head. Looking at the other Ilmatari, now only a dozen or so in number, Ari was anything but sure she could lead them.

But I must. For Rolt’s sake and for Oretholn’s. Despite her doubts, Ari couldn’t help but see it as her duty to lead the others to safety - to fulfill Rolt’s dying wish and to redeem Oretholn’s legacy.

She looked down at Rolt’s chain necklace. It was interlocked metal chains with the symbol of Ilmater attached. She carefully placed it around her neck.

Ari gripped her bow more tightly in one hand. She had come to rely on the weapon in the years she had trained with it. Both Rolt and Oretholn had imparted invaluable information regarding its proper usage and how to combine it with the use of spells. Ari wouldn’t be the woman she was without their teachings.

Her resolve strengthened as she thought of her duty as honoring the memories of her teachers and as a way of atoning for her lack of faith in Ilmater. Her God had given her another chance. Another chance to care for the innocent rather than care for her own selfish desires. Skill with the bow was a tool to be used in the service of others, not squandered for the sake of one’s own gain. Ari thought she finally understood that now.

She had never been eloquent, but she had to address the others. Now that Rolt was gone, Ari was the closest thing the group had to a leader. She turned toward the other Ilmatari and said, “We must go. There may be other thieves nearby and we don’t have Rolt or Oretholn to protect us anymore. We make for Sundabar and the Reverend Rolt mentioned.” She didn’t mention Oretholn’s request, but she certainly intended to fulfill it.

Ari didn’t know much about Sundabar, only that it was far to the north. She would have to ask for directions along the way. For now, it was enough to travel north to distance the group from Almraiven and its nobles and thieves. Limul was still nowhere to be found and Danara was not at Oretholn’s camp when Ari and the other Ilmatari passed by it. Ari forced herself to continue north. Not for her own sake, but for the sake of those with her.

She hoped she would one day find Limul and Danara again - to beg forgiveness from one and to seek redemption for the other.

Vignette 2:

It had taken the better part of a year to finally arrive in Sundabar. Between stopping for supplies and directions and the day-to-day hazards of the open road, their progress was considerably slower than Ari would have liked. One of the older Ilmatari had died along the way, apparently of natural causes. The death was hard on Ari, but there was still joy to be had during the journey. Only a month after the death, one of the other women in the group had given birth to a healthy boy. Ilmater had proven himself faithful once again.

Ari had turned 23 during the journey and her life in Calimshan already seemed like a distant memory. She had disciplined herself to continue training with her bow and to study her spellbook as the group travelled. Now that she had arrived in Sundabar, she was eager to find the Reverend that Rolt had mentioned so many months ago.

As the group entered Sundabar, Ari asked a man for directions. “Pardon me, but do you know how I can get to the temple to Tyr and Torm?”

The man she had asked looked at her as if she was crazy. A moment later, he just shook his head and walked away.

”Well, then…” Words weren’t her strong suit, but she didn’t think she was that bad with them. She kept moving into the city along with the other Ilmatari.

Ilmater, please guide me to- Ari’s prayer ended abruptly when she realized why the pedestrian had looked at her like she was crazy. She stared at the grand fortresslike building that was the temple to Tyr and Torm. It would be impossible for any but the completely blind to miss the monolithic structure.

As the group approached, Ari saw a sign that displayed the temple’s official name: The Hall of Everlasting Justice.

In addition to justice, perhaps Reverend Truthammer can provide us with mercy, Ari thought. She had grown much more hopeful during her journey to Sundabar. Since the night of thieves, as she had come to call it, the group had encountered little in the way of violent resistance. There were the usual weather delays and rogue animals, but all-in-all, Ilmater had shown just how kind and good he was.

Ari stopped for a moment at the temple’s reception area. She still found the place hard to believe. It was nothing like the Church of Ilmater back in Calimshan.

Having been pointed in the right direction, Ari led her group to where Reverend Truthammer waited. She bowed respectfully in deference to his rank and position then said, “My name is Ariyana Dawn. I’ve come seeking aid for the Ilmatari in Brother Rolt Sandston’s name. Will you help us?”

Description:

Ariyana stands 5'8" tall. Her hair is a very light brown, almost white color. She prefers to tie it up in a single ponytail. Being an orphan, no one is completely certain of her ethnicity, but she seems to have a mixed heritage.

She prefers wearing vibrant colors: oranges, reds, and yellows, to reflect her time with Oretholn. She always keeps Rolt's necklace on, but prefers to keep it hidden to avoid unwanted questions. Her face still reflects her youthfulness and many people can underestimate her as a result.

Ariyana is cautious in her dealings with others as she isn't always sure of the best way to respond during a conversation. When she speaks, she often lacks eloquence, but her mind is sharp and she normally knows what to do when the time comes to act.