Ostog the Unslain

Stellan Volkov's page

386 posts. Alias of Veshly.


About Stellan Volkov

Name: Stellan Volkov
Race: Human (Ulfen)
Player: Veshly
Classes: Witch(Winter)/3
Hit Points: 17
Experience: 5000 / 9000
Alignment: Neutral Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Draconic, Giant, Orc, Skald, Varisian
Deity:The Green Faith, Erastil, casual worshipper.

Stats:

Stat Score Mod
STR 14 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 16 (+3)
WIS 14 (+2)
CHA 13 (+1)

Skills:

Skill-------------------Total-----Rnk-----Stat-----Msc
Acrobatics---------------2--------0.0------2--------0
Appraise-----------------3--------0.0------3--------0
Bluff--------------------1--------0.0------1--------0
Climb--------------------2--------0.0------2--------0
Craft-(Untrained)--------3--------0.0------3--------0
Diplomacy----------------1--------0.0------1--------0
Disguise-----------------1--------0.0------1--------0
Escape-Artist------------2--------0.0------2--------0
Fly----------------------2--------0.0------2--------0
Heal---------------------8--------3.0------2--------3
Intimidate---------------1--------0.0------1--------0
Knowledge-(Arcana)-------9--------3.0------3--------3
Knowledge-(History)------7--------1.0------3--------3
Knowledge-(Nature)-------7--------1.0------3--------3
Knowledge-(Planes)-------7--------1.0------3--------3
Perception---------------10--------3.0------2--------5 Cosmopolitan Class Skill, Alertness Bonus.
Perform-(Untrained)------1--------0.0------1--------0
Ride---------------------2--------0.0------2--------0
Sense-Motive-------------4--------0.0------2--------2 Alertness-Bonus.
Spellcraft---------------9--------3.0------3--------3
Stealth------------------9--------3.0------2--------4 Highlander trait
(Stealth-(hills/mount.)---10--------3.0------2--------5 Highlander trait)
Survival-----------------9--------3.0------2--------4 Pioneer trait +1, Cosmopolitan Class Skill.
Swim---------------------2--------0.0------2--------0

Note:Only three skill points are spent on stealth, the hill line is for completeness only, do not double count.

Feats:

-------------------------- Feats ---------------------------

Cosmopolitan (Survival, Perception)
You gain two languages of your choice. In addition, choose two Intelligence, Wisdom, or Charisma based skills. Those skills always count as class skills for you.

Extra Hex

Improved Familiar (Special) - Pending Approval.

Alertness (From familiar, if he is close- arms length.)

Simple Weapon Proficiency

Traits:

Highlander (hills or mountains) [Paizo Publishing LLC -Advanced Player's Guide,p.332]

You were born and raised in rugged badlands or hills, and you've become
something of an expert at evading the predators, monsters, and worse that haunt the
highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class
skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Pioneer: (Survival)-Campaign Trait-Kingmaker's Players Guide.
You have long lived along the southern border of Brevoy, in the shadow
of wilderness known as the Stolen Lands. Life has been hard, but through
hunting, trapping, trading, and coaxing crops from the freezing earth,
you’ve learned how to survive on the rugged frontier. With the wilderness
ever at your door, you’ve also learned much about its denizens and the
wild creatures that lurk in that unwholesome land. You’ve joined the
expedition into the Stolen Lands. You begin play with a horse. Also, choose
one of the following skills: Climb, Handle Animal, Knowledge (nature),
Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Combat:

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 12/--12/-----10
AC: 16/--12/-----14
Initiative: +2
BAB: +1
Melee tohit: +3
Ranged tohit: +3

Fortitude: +2
Reflex: +5 (+2 from familiar)
Will: +5

Unarmed attack:
to hit: +3
damage: 1d3+2
critical: 20/x2

Touch Attack (Ray):
to hit: +3
damage: 1d3 Ray of Frost
critical: 20/x2
range: 10 ft.

Unarmed Strike:
to hit: +3
damage: 1d3+2
critical: 20/x2

Dagger:
to hit: +3
damage: 1d4+2
critical: 19-20/x2

Dagger (Thrown):
to hit: +3
damage: 1d4+2
critical: 19-20/x2
range: 10 ft.

Shortspear:
to hit: +3
damage: 1d6+2
critical: 20/x2

Shortspear (Thrown):
to hit: +3
damage: 1d6+2
critical: 20/x2
range: 20 ft.

Equipment:

------------------------- Equipment ------------------------

-------------------------.Equipment.------------------------
Name............................................QTY LBS
Waterskin.(Filled)...............................1 4lbs
Outfit.(Explorer's)..............................1 8lbs
Holy.Symbol.(Wooden).............................1 0lbs
Pouch.(Belt).(0.6.lbs.)
...Flint.and.Steel...............................1 0lbs
...Coin.(Gold.Piece).............................1 0lbs
...Coin.(Silver.Piece)...........................4 0lbs
Backpack.(12.lbs.)
...Bedroll.......................................1 5lbs
...Rope.(Silk/50.ft).............................1 5lbs Special:.4.hp,.DC.24.Strength.check.to.burst
Spell.Component.Pouch.(2.lbs.)
Horse.(Light).(0.lbs.)
...Saddle.(Riding)...............................1 25lbs
...Saddlebags....................................1 8lbs
...Bit.and.Bridle................................1 1lbs
Saddlebags.(115.lbs.)
...Feed.(Per.Day)................................10 100lbs
...Outfit.(Cold-Weather).........................1 7lbs Special:..+5.circumstance.bonus.on.Fortitude.saves.vs.cold.weather
Total.weight.carried:.

Encumbrance
Total-weight-carried:-48.62 lbs.
Current-load:---------Light
Light:..58
Medium:.116
Heavy:..175

Special Qualities Witch:

Patron-Winter.
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Cantrips [Paizo Publishing LLC -Advanced Player's Guide, p.65]
You can prepare a number of cantrips, or 0-level spells, each day. These spells are
cast like any other spell, but they are not expended when cast and may be used
again.

First Hex.
Healing (Su) [Paizo Publishing LLC -Advanced Player's Guide,p.66]
The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level.

Extra Hex.
Evil Eye (Su) [Paizo Publishing LLC -Advanced Player's Guide,p.66]
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

At 8th level the penalty increases to –4.

Second Hex
Scar (Su):
This hex curses a single target touched with horrible scars of the witch’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on his body. The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The witch can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging. The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar. Source: Ultimate Magic

Witch's Familiar [Paizo Publishing LLC -Advanced Player's Guide, p.67]
You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know

Vinur - A white wolf cub.

Ice Magic
When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex)
At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

This replaces the witch’s 4th-level hex.

.

Cantrips
A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.

Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor. For all winter witch archtype information.

Special Qualities Racial:

Bonus Feat [Paizo Publishing - Core Rulebook, p.27]
Humans select one extra feat at 1st level.

Skilled [Paizo Publishing - Core Rulebook, p.27]
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Witch Spells:

Witch Spells

My spellbook is Vinur, a white wolf cub familiar.

Level 0
Bleed (Necromancy)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Target: One living creature
DESC: You cause a living creature that is below 0 hit points but stabilized to resume dying.
DESC 2: You cause a living creature that is below 0 hit points but stabilized to resume dying.

Dancing Lights (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 1 minute [D] Range: Medium (110 ft.) Components: V, S
SR: No Effect: You create up to four lights that resemble lanterns or torches. Target: Up to four lights, all within a 10-ft.-radius area
DESC: You create up to four lights that resemble lanterns or torches.
DESC 2: You create up to four lights that resemble lanterns or torches.

Daze (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 round Range: Close (25 ft.) Components: V, S, M
SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Target: One humanoid creature of 4 HD or less
DESC: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
DESC 2: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.

Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.

Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.
DESC 2: You determine whether a creature, object, or area has been poisoned or is poisonous.

Guidance (Divination)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minute or until discharged Range: Touch Components: V, S
SR: Yes Effect: This spell imbues the subject with a touch of divine guidance. Target: Creature touched
DESC: This spell imbues the subject with a touch of divine guidance.
DESC 2: This spell imbues the subject with a touch of divine guidance.

Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 13 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 1 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.

Message (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Medium (110 ft.) Components: V, S, F
SR: No Effect: You can whisper messages and receive whispered replies. Target: 1 creatures
DESC: You can whisper messages and receive whispered replies.
DESC 2: You can whisper messages and receive whispered replies.

Putrefy Food and Drink (Transmutation)
Saves: Will negates (object) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (object) Effect: Makes food and water inedible. Target: 1 cu. ft. of food and water or one potion; see text
DESC: Makes food and water inedible.
DESC 2: Makes food and water inedible.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Spark (Evocation)
Saves: Fortitude negates (object) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
DESC: Ignites flammable objects.
DESC 2: Ignites flammable objects.
Stabilize (Conjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes (harmless) Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points. Target: One living creature
DESC: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
DESC 2: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Touch of Fatigue (Necromancy)
Saves: Fortitude negates DC: 13 Casting: 1 standard action
Duration: 1 rounds Range: Touch Components: V, S, M
SR: Yes Effect: You channel negative energy through your touch, fatiguing the target. Target: Creature touched
DESC: You channel negative energy through your touch, fatiguing the target.
DESC 2: You channel negative energy through your touch, fatiguing the target.
Ray of Frost (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Target: Ray
DESC: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
DESC 2: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.

Level 1
Comprehend Languages (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, M/DF
SR: Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Target: You
DESC: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
DESC 2: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.

Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage. Target: Creature touched
DESC : When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.

Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F
SR: No Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Target: Creature touched
DESC: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Obscuring Mist (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 1 minutes [D] Range: 20 ft. Components: V, S
SR: No Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet. Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
DESC: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
DESC 2: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.

Sleep (Enchantment)
Saves: Will negates DC: 14 Casting: 1 round
Duration: 1 minutes Range: Medium (110 ft.) Components: V, S, M
SR: Yes Effect: A sleep spell causes a magical slumber to come upon 4 HD of creatures. Target: One or more living creatures within a 10-ft.-radius burst
DESC: A sleep spell causes a magical slumber to come upon 4 HD of creatures.
DESC 2: A sleep spell causes a magical slumber to come upon 4 HD of creatures.

Ear-Piercing Scream
School evocation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels) 30'
Target one creature
Duration instantaneous; see text (errata: 1 rd.)
Saving Throw Fortitude partial (see text); Spell Resistance yes

Unofficial errata notes that the correct duration should be 1 round.

DESCRIPTION

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Remove Sickness

School conjuration (healing)
Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels) 30'
Targets one creature
Duration 10 minutes/level; see text - 20 minutes
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.

Level 2

Unshakable Chill(Necromancy)
Saves: Fortitude negates (see text) DC: 14 Casting: 1 standard action
Duration:30 minutes; see text Range: Close (30 ft.) Components: V, S, M
SR: Yes

Effect: Target is afflicted with severe cold. Severe cold effects: If the initial saving throw fails, the target takes 1d6 points of nonlethal cold damage and must save every 10 minutes (using the DC of severe cold instead of this spell’s DC) or take additional damage.

Target: One creature
DESC:Target is afflicted with severe cold.
DESC.2:Target is afflicted with severe cold.

Frost Fall
School evocation [cold]; Level druid 2, sorcerer/wizard 2, witch 2

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 5-foot radius burst
Duration 1 round/2 levels
Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell’s duration. Any creature that starts your turn within the spell’s area takes 1d6 points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving throw.

Section 15: Copyright Notice - Pathfinder Roleplaying Game Ultimate Combat

Share Memory
School divination; Level bard 2, sorcerer/wizard 2, witch 2

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target you and one creature touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
DESCRIPTION
You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can show the target one of your memories, show the target one of its own memories, or view one of the target’s memories.

Section 15: Copyright Notice - Pathfinder Roleplaying Game Ultimate Magic

Stellan's Default Spells:

These are the default spells Stellan prepares.
Cantrips

  • Light
  • Ray of Frost
  • Stabilize
  • Message

Witch Level 1
  • Mage Armor
  • Sleep
  • Ear-Splitting Shriek

CL-2, +1 DC all spells with cold descriptor.

Description:

------------------------ Description -----------------------
Height: 6' 1" Weight: 170 lbs. Gender: Male
Eyes: Blue Hair: Blond,Curly Skin: Pasty
Dominant Hand: Right Quirks: Extroverted, Dreamy
Speech style: Soft Spoken Quotable: Look into your heart!

Appearance: Out of the misty forest rides a man on a a Snow Tors Mountain horse. A equally white cub of a wolf sticks its head out of a saddlebag. The man is dressed frontier style with Issian overtones in a outfit of leather. A Varisan scarf adds color that the face of the man lacks. The man, tall and blonde, stands upright in the saddle. His ice blue eyes are disturbing until notice is taken of the intelligent good humor that radiates from his face. His outfit contains no armor, his leather jacket and the fur on his boots is dyed a deep blue.

A link to a picture of Stellan follows: Stellan and friends!

Background:

Years ago peasants of the Lord Ivan Pavlov found an injured but beautiful young woman in the snow with a collared, large grey dog, guarding her and her baby. She was brought into the hall, revived and the lord and her talked. He gave her leave to stay. Katrina Wanderer as she named herself, married within the year to Nikita Denisov, a yeoman on this remote estate. The Pavlov had been exiled from Brevoy by Royal Decree and settled in the unforgiving and cold hills of the Glenebon Uplands in the mountain forest of the Branthlend Mountains. Life was harsh but the home was not. The few members of the household that dared to ask her what happened she said only that it was a "family matter".

Young Stellan grew up in a home with a cool, focused, and mysterious mother and loving step-father, a yeoman farmer and woodcutter. The older man had other children grown and moved to easier places so he treated his stepson like a grandson. From his step-father he learned to survive the harsh hills and respect Erastil. From his mother he learned of the endless spirits of each land, about their magics, and a love of learning that was out-of-place here. Greysky, his mother's loyal companion, rounded out the household.

He made friends but here were few people here and fewer visitors. But, in many years, a Varisian Caravan would winter here before moving onto Pitax. He made friends with Zandru the son of the caravan's fortune teller. Zandru is very outgoing and helped Stellan express himself. To not bother the dour folk about, Zandru taught him Varisian. He learned much from Zandru, including some other perspectives on magic.

Mother, cooler than usual, meaning she was nervous, took Stellan into the winter's woods. "Here, son, you will gain your forbidden heritage or die. I answer to greater powers and have defied others. This is part of the price I and you must pay. Wait a day then walk back home, if you can." With that she left. Stellan wandered about until he was knocked, by surprise, to the ground by a huge white wolf pinning him to the ground. As he stared, helpless, into the icy blue eyes of the wolf, he knew that it was a winter wolf, as evil as dangerous by legend. After a while that wolf seemed satisfied, then spoke. I am Surra, Mother of Many. I smell the weakness of sentiment on you but also there is great destiny before you. I have a small and weak pup, I was going to kill it before the Naming but I will bind him to you. Do not waste this gift. A small wolf cub struggles through the snowy forest. As Stellan is released he touches the cub and knows him better than anyone though not why. Thank you Surra, for this unexpected gift. I will call him Vinur(friend)." Surra fades into the rising snowstorm. Stellan struggles home. Katrina trains him in the ways of the winter witches.

Few visitors came but sometimes a traveling entertainer named Karl Grist would come by the steading and perform for the locals. He tells tales of events in Pitax and Brevoy and gathers any stories (true or not) that could entertain others.

When returning home from hunting one day, Stellan sees his house on fire. He runs to it and sees the lifeless body of his father Nikita in the broken doorway. Vinur yaps loudly enough to break Stellan's shock and leads him to a trail, bloody paw prints in the snow following hoof-prints. Lord Ivan, with a few men, comes up, grimly surveys the scene, and says, "The past catches the present." They follow the trail hard and see a man on horse with a bound woman. He looks behind him and quickens pace on his terrific mount but the weight of the woman slows him. Greysky is flopped on the snow, chest heaving, badly wounded. Stellan tends to him as the other men give chase, soon the man drops Katrina in the snow and flees, outdistancing his pursuers.

After her bounds are cut and gag removed Katrina recounts being surprised by the bounty hunter. After, in the Lord's tiny manor, she tells her son that they must flee, her enemies have found her and will not be kind to her or him. Cutting off questions she just says "This is the price of my past, the price of your life." The Lord gives Stellan a letter of introduction to Lady Jana, a retired widow of a rich and noble merchant family in Restov, saying she knew everyone and would find someone that could help. Katrina, her son, and their companions set out, on horse, for Restov. On the way, a woman looking much like ageless Katrina attacks with magics. Katrina says to Stellan "I will hold her off. Grab Vinur." He does as the other woman says, "Sister your treason has gone on too long, this mistake WILL be fixed." She replies, "Not today Karan, not today." Katrina touches Stellan, Vinur, and Hjarta, his horse, speaks a word and...

Warm and green and where am I? Stellan looks about and sees the wall of an impossibly large city in the distance. He's heard the tales but the realness of it is insane. Entering the city, he asks for and gets directions to the estate of Lady Jana. She reads the letter and calls on a friend the Sword-lord Tercio Gallert Aldori. He gives him a charter to explore the Stolen Lands suggesting that it's a good place to get lost in. Lady Jana tells Stellan that the bounty hunter is Rurik Ruyon, a capable and cruel man who will bring anyone to anyone with much coin.

A stunned and grieving Stellan departs for a new destiny.

NPC's:

Allies
Katrina Denisov. Mother and winter witch with many secrets, cool, intelligent personality and devoted to her son and late husband. Has familiar, a disguised White Wolf named Greysky.
Ivan Pavlov. Lord of Pavlov Heights, a mountain holding in the Glenebon Uplands, a good and decent man. Exiled by the late King of Brevoy, years ago, reasons not publicised.
Zandru the Seer, Son of Varisian Harrower, learning the trade. Part of a Caravan that (oddly) winters in Pavlov Heights.

Acquaintances
Surra, a large mystical Winter Wolf. Mother of Vinur and many others. Gave her cub, Vinur, (the runt of the litter) to Stellan.
Lady Jana, elderly widow of rich merchant lord. Retired in Restov, has many connections among the merchants and nobles of Brevoy and Restov.
Sword-lord Tercio Gallert Aldori. Handsome middle-aged man with the scars of a proven duelist. One of the backers of the exploration of the Stolen lands.

Enemies/rivals.
Karl Grist, wandering bard. Well liked entertainer, often travels to and from Pitax. Is really a Royal spy.
Rurik Ruyon, Bounty Hunter. A man familiar with the world and those who hide. Capable, cruel, expensive. Hunting Katrina and maybe Stellan is now on the bounty list.
Karan, a White Witch. Called sister by Katrina, Karen is hunting her for treason. Seems to think Stellan is a 'mistake' that 'needs fixing'.

The Dead
Nikita Denisov, stepfather of Stellan, late husband of Katrina.

Note:

I'm implying that Katrina is a renegade White Witch of Irrisen who had a forbidden love and son. But it can be taken in other directions if desired.