Introduction!
"Get out of my shop, ya lout!" A shopkeeper's yell of aggravation resounds throughout the Docks of Bard's Gate. He was but a simple man running a simple arms shop with a simple life and a simple family; he didn't need anyone trying to sell him less than he put up front, or even try to stage a robbery. The thief in question was Barnaby Hubbagob, a sly gnome; destitute and penniless, with an eye for that which did not belong to him. As he walked along the piers, crestfallen at the lack of sympathy in the storeowner, he looked back at the last few minutes; he just wanted a little knife, that one with the intricate designs and keen blade. That's all ...
A little while later, a beautiful melody tickled his eardrum. Was that a hurdy-gurdy? Yes, indeed, the drone of the wheel rubbing up against the string, the exotic noises that ensued!
When Barnaby walked to see where it came from, he say a crowd of people, gathered around a performer outside of a shop that was dubbed, "Cosmo's Cures and Concoctions." The performer, presumably Cosmo, moved her fingers up and down the keys with great agility. She was well-built, but lithe; not too strong. Though she looked no more than 25, her hair was as gray as ash, with a pale-brown complexion, and her eyes as blue as sapphire. Her head rocked back and forth hypnotically as she played. She donned a sari.
Her music told tales of life on the river, amazing pools in the middle of a forest, of battles once fought, and of lives hardened. It was all so captivating! In front of her, a case for donations was opened, already filled with high-priced coins. Next to the case, a ferret curled up, occasionally looking up at the people.
When she finished, the sound came to an abrupt halt, the ferret got up for good and ran to her, perching on her shoulder. She bowed and the crowd clapped, whistled, hollered for more. "Come back next week, same time," she reassured the audience. "For now, why don't you come in if you're sick, or just need to de-stress. I have it all, and it all comes from the natural world in my very own garden! Cozette's is the best bet ..."
She walked away, the crowd dispersed; some went inside for her services. Barnaby walked away, mind amazed and mood brightened.
But who was this Cosmo?
Cue flashback sounds, 'cuz it's Backstory time!
Cozette MacMahon grew up in the forests on the outskirts of Bard's Gate. Her village was one located on the grand Stoneheart River, where they'd lived for centuries. The MacMahon name was a proud one, once being rulers of some great Plains tribes two centuries ago, but since humbled into the fishing community outside of the Gate. In addition to angling, her family subsided on gardening.
Her mother, Deniz MacMahon, ran the community garden. Even in the worst years, that garden always grew! Deniz seemed to have a green thumb; her family knew it was the green magic that ran through the MacMahon blood.
Her father, Afon MacMahon, was the primary fisher of the family, with the highest catch rate in the village. He was also a magnificent musician, boasting supernatural talent with the hurdy gurdy (both skills and instrument were passed down to Cozette).
Her hut growing up was glorious by Riverfolk standards, but still humble, and cramped! Cozette's grandmother Fawn, grandfather Flint, aunt Florinz, uncle Dagwood, and mother and father lived in it, as well as Cozette, her 2 brothers Ash and Bryn, 2 sisters River and Juniper, and 6 cousins (too lazy to come up with names, but 2 boys 4 girls). They lived and worked as a large family unit.
One day, while working the line fishing, Ash ran into some trouble. He fought longer than he should have; a large Stoneheart catfish had been attracted to the shiny hook and Ash really wanted to catch it. Sadly, the catfish triumphed and Ash was pulled under. Grieving, Cozette vowed to never follow her father or brothers into the fishing business.
Through her teen years, Cozette enjoyed the company of family and friends, living a hardworking adolescence with a little fun sprinkled in. She never forgot her brother's tragedy, so when she came upon a particularly curious and friendly ferret, she named him Asher in remembrance of him. Asher proved loyal to her and became somewhat of a totem of her soul.
Her mother taught her the ways of nature, while her father instructed and encouraged her musical skills. Eventually when her paternal figure died of an overworked and under-cared body, his intrument was passed down to Cozette.
Like all teens, Cozette dreamed of a life away from home, where her potentials could be realized and opportunities taken. On her 20th birthday, she did just that. With a warm Godspeed celebration from her village, Cozette took a canoe down the Stoneheart, towards Bard's Gate.
She didn't immediately reach her destination, though. Cozette lived one year of asceticism and meditation, honing her witchery and moving on from her past life, but never forgetting it. Her and Asher survived with only each other's company. Occasionally, there would be a troublemaker, a ranger, a goblin, some thieves, but other than that, that one year was tranquil. Her life would definitely start to speed up.
Deciding she'd found her path and decided how she'd live in Bard's Gate, Cozette took that canoe and made it to the border of the city. Of course she was questioned thoroughly by guards, but eventually she made it into her new home. Just a girl and her ferret.
Sure, people were wary of her magical gifts and strange music from the outside world, but eventually she talked to the right people, worked a few bumpy jobs (waitressing and mail delivery), stole some money (paying it back later when she got set up to stability, of course) and ended up with a shop down on the Docks. It was time to start living honestly in the city. Now, with a naggy landlord (Mr. Toonastentch anyone?), a natural remedy shop (Healing potions, stress relievers, and strength potions), a garden outside that shop for her dear herbs, and an adoring crowd, she lives a pretty good life for your average citizen of Bard's Gate.
Which brings us to today ...
Personality!
Cozette is charming, and almost always knows what to say to almost anyone. Her sense of humor, however, is rather dry and sarcastic. Living in a small village with a large family so close to her has made Cozette realize the advantages and joy of having family and close friends; the first thing Cozette did was try to make connections, real friends, in Bard's Gate. In fact, she has a group of fellow apothecaries, ranging in age and talent, who talk about life and bond.
She isn't the most religious person, but does get when someone disrespects nature and spreads awareness of natural alternatives. She hates the city, sticking to the Docks. She also has a bit of fear of magic granted by powers other than nature and song. Other fears include spaces too small or too large (clausterphobia and agorophobia) and disease (she's a bit of a hypochondriac). Having lived in nature her whole life, she isn't afraid of much, plus doesn't complain about being uncomfortable. She's learned to go with the flow.
Cozette is extremely quiet and reserved at first, but once she starts talking, there's no stopping her. While an herbalist and musician, Cozette also prides herself in having read many books, and is a bit of a grammar Nazi.
Quirks: Snorts when laughs, head for numbers but can't count on fingers, always has musical rhythms in head. When she casts a spell, everyone around (30 ft.) knows it, for they start sneezing and the air gets a tingy, metallic taste to it.
One of her biggest drawbacks is that she isn't the best at making decisions. She acts first, but always reflects on her mistakes, adapting as she goes along. At times, she's gullible and little naive, but she knows her facts about the world around her solidly. While she's always up to try new things, Cozette knows her limits and often enjoys simply observing.
She is extremely divided pertaining to the vigor of her life. On one hand, she wants a stable life, which she has grown up in and found again in Bard's Gate. On the other, she thirsts for adventure, never forgetting why she set off from her village almost ten years ago. Cozette dreams of spelunking, finding treasures, and unlocking more of the secrets of the natural world (maybe even finding a husband ...). Lately, she's been looking around for jobs. Even though the shop still needs keeping, she hopes adventure will whisk her away