Guard

Crow Irontouched's page

224 posts. Alias of JonGarrett.


Full Name

Crow Irontouched

Race

Warpriest 7 - Inquisitor 1 | HP: 60/60 | AC: 23, T: 13, FF: 18 | Fort: +10, Ref: +6, Will: +13 + 4 VS Mental Effects | BAB: +5, CMB: +11, CMD: 23 | Init: +2 | Perception: +15 |

Classes/Levels

Blessings: 6/6 | Fervor: 6/7 | Sacred Weapon: 7/7 | Sacred Armour: 7/7 |

About Crow Irontouched

Male Human Cult Leader Warpriest 7 - Spellbreaker Inquisitor 1.
Chaotic Neutral Medium Humanoid (Human, Ogre)
Initiative; +3 Perception +7

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Defense
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AC 23, touch 13 flat-footed 18
(Base +10, Dex +2, Armour +9, Natural Armour +1, Deflection +1)
Hit Points 60
Fort +10, Ref +6, Will +13
(Base Fort +7 | Ref +2 | Will +7 | Con+1 | Dex +2 | Wis +4 | Resistance +2)
Resistances: +1 Fire Resistance and +1 Poison Resistance .

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Offence
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Speed 20 ft
Melee Greatsword - +12 to hit - 2d6+10 damage +1 Fire Damage - 19-20 x 2 Crit
Power Attack Greatsword - +10 to hit - 2d6+16 damage +1 Fire Damage - 19-20 x 2 Crit
Vital Strike Greatsword - +13 to hit - 4d6+10 damage +1 Fire Damage +2d6 Sneak Attack - 19-20 x 2 Crit
Power Attack Vital Strike - +11 to hit - 4d6+16 damage +1 Fire Damage +2d6 Sneak Attack
Ranged

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Spellcasting
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Inquisitor Spells Known

0 Level Spells - DC 14 - 4 known
Detect Magic - Sense a magic effect or aura, and gain more information the longer the concentration lasts.
Read Magic - Read and understand magic script.
Detect Poison - Sense and identify poisons.
Brand - Brand a word onto a target.

1st Level Spells - DC 15 - 2 known - 2 Spell Slots
Funeral Weapon - Reduce or Negate certain damage reductions on an undead with this weapon.
Instant Portrait - Create an accurate monochromatic portrait of a creature you can see, or yourself.

Warpriest Spells Prepared

0 Level Spells - DC 14 - 2 known - 6 spells Knowns
Grasp - If you fall while climbing reroll the check at -2 penalty to hold on, but not advance.
Create Water - Create 2 Gallons of water per level.
Mending - Make small repairs to non-magical items
Spark - Start a small fire.
Stabilize - Stop a dying creature from passing.
Detect Fiendish Presence - Sense an evil outsider and there servitors.

1st Level Spells - DC 15 - 5 spell Slots
Hedging Weapon x2 - Summon floating weapons to defend and attack.
Infernal Healing x2 - Grant fast healing 1, but give an aura of evil while it’s happening.
Gorum’s Armour - Add armour spikes to a suit of armour.
Spontaneous Spell - Cure Light Wounds - Heal a target up to 1d8+level (max 5)

2nd Level Spells - DC 16 - 4 spell Slots
Lesser Restoration x2 - Heal temporary ability damage and remove fatigue.
Spiritual Weapon x 2- Call upon a weapon to fight for you.
Spontaneous Spell - Cure Moderate Wounds - Heal a target up to 2d8+level (max 10)

3rd Level Spells - DC 17 - 2 spell Slots
Lead Blades x2 - Count as one size larger for weapon damage.
Spontaneous Spell - Cure Critical Wounds - Heal a target up to 3d8+level (max 15)

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Statistics
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Str 22
Dex 14
Con 12
Int 12
Wis 18
Cha 7
Base Atk +5; CMB +1; CMD 14

Bonus Feats
Human Bonus Feat - Racial Heritage - Count as both a Human and a Ogre for all purposes, positive and negative.
Warpriest 6th level - Vital Strike - As a single action add double the weapon’s dice to an attack.
Warpriest Favoured Class - Savage Critical - Add any Sneak Attack damage to Vital Strike or Critical Hits.
Elephant in the Room - Feats including Weapon Finesse, Agile Maneuvers, Combat Expertise, Power Attack, Deadly Aim, Point Blank Shot and other combined and modified feats.

Feats
1st - Weapon of the Chosen -.As a swift action Diety’s Chosen Weapon counts as magic, and if it misses due to concealment re-roll.
3rd - Weapon Focus - Add +1 to hit with all weapons.
5th - Improved Weapon of the Chosen - Weapon of the Chosen lasts until the next turn, and the weapon counts as one of the Deities alignments for weapon damage.
7th - Greater Weapon of the Chosen - Roll twice and take the better result with a deity’s chosen weapon.

Traits
The Vessel Between (Region) - Add +1 to Hit with an attack that could inflict sneak attack.
Armour Expert (Combat) - Reduce ACP by 1..
Infernal Influence (Race) - +1 Fire Resistance and +1 Poison Resistance .
Drawbacks
Meticulous - Suffer a -2 on any untrained skill checks.

Racial Traits - Human
Skilled - Gain an additional skill point each level.
Bonus Feat - Add an extra feat at level 1.

Skills
Acrobatics - +7 (+2 Dex - 2 Ranks - Class Skill)
Appraise - +0 (+1 Int - 0 Ranks - -2 Drawback)
Bluff - +12 (-2 Cha +4 Wis - 5 Ranks - Class Skill)
Climb - +10 (+6 Str - 1 Ranks - Class)
Craft (Food) - +5 (+1 Int - 1 Ranks - Class Skill)
Diplomacy - +12 (-2 Cha +4 Wis - 5 Ranks - Class Skill)
Disable Device - +0 (+2 Dex - 0 Ranks - -2 Drawback)
Disguise - -2 (-2 Cha - 0 Ranks - Class Skill - +2 Class - - -2 Drawback)
Escape Artist - +0 (+2 Dex - 0 Ranks - Class Skll - -2 Drawback)
Fly - +0 (+2 Dex - 0 Ranks - -2 Drawback)
Handle Animal - -4 (-2 Cha - 0 Ranks - -2 Drawback)
Heal - +15 (+4 Wis - 8 Ranks - Class Skills)
Intimidate - +12 (-2 Cha +4 Wis - 5 Ranks - Class Skill - +1 Class)
Knowledge (Arcana) - -1 (+1 Int - 0 Ranks - Class Skill - -2 Drawback)
Knowledge (Dungeoneering) - -1 (+1 Int - 0 Ranks - Class Skill - -2 Drawback)
Knowledge (Engineering) - -1 (+1 Int - 0 Ranks - -2 Drawback)
Knowledge (Geography) - -1 (+1 Int - 0 Ranks - -2 Drawback)
Knowledge (History) - -1 (+1 Int - 0 Ranks - -2 Drawback)
Knowledge (Local) - -1 (+1 Int - 0 Ranks - Class Skill - -2 Drawback)
Knowledge (Nature) - -1 (+1 Int - 0 Ranks - Class Skill - -2 Drawback)
Knowledge (Nobility) - -1 (+1 Int -0- Ranks - -2 Drawback)
Knowledge (Planes) - -1 (+1 Int - 0 Ranks - -2 Drawback)
Knowledge (Religion) - +9 (+1 Int - 5 Ranks - Class Skill)
Linguistics - +1 (+1 Int - 0 Ranks)
Perception - +15 (+4 Wis - 8 Ranks - Class Skill)
Perform (Act) - -4 (-2 Cha - 0 Ranks - -2 Drawback)
Ride - +0 (+2 Dex - 0 Rank - Class Skill - -2 Drawback)
Sense Motive - +13 (+4 Wis - 6 Ranks - Class Skill)
Sleight of Hand - +0 (+2 Dex - 0 Rank - Class Skill - -2 Drawback)
Spellcraft - -1 (+1 Int - 0 Ranks - Class Skill - -2 Drawback)
Stealth - +12 (+2 Dex - 3 Rank - Class Skill - +2 Class)
Survival - +8 (+4 Wis - 1 Ranks - Class Skill)
Swim - +10 (+6 Str - 1 Ranks - Class)
Use Magic Device +2 (-2 Cha - 1 Ranks - Class Skill)
Languages: Common, Ogre.

Combat Gear +1 Mithril Restful Double-Plated Breastplate with Armoured Kilt (AC +8 - Max Dex +3 - ACP 1), +1 Siccatite Greatsword
Belt of Giant Strength +2 (Belt), Headband of Inspired Wisdom +2 (Headband), Ring of Protection +1, Fetish of Natural Armour, Cloak of Resistance +2, Healer’s Satchel of Treatment
Fire Ink Holy Symbol Tattoo Fire Ink Tattoos x 20, Concentrated Fire Ink x 10
Iron Holy Symbol of Gorum, Haunt Detector, Lady's Mercy x2
Bandoliers x2,
Masterwork Backpack, Belt Pouch x4, Cold Weather Outfit x 1, Traveller’s Outfit, Filter Scarf
Collapsible Bathtub, Compass, Bedroll, Large Tent,
Charcoal, Rope 200ft, Waterskin
Grooming Kit, Climber's Kit
Cheese x 5lbs, Chocolate Bars x 4, Dried Meat x 5lbs, Trail Rations x10, Travel Cake Mix x 10, Wandermeal x10
Money 0pp - 352gp - 98sp - 50cp
Wand of Enlarge Person (In Edmund's Care), Masterwork Mace.

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Special Abilities
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Warpriest
Well Hidden - Add +2 to Disguise and Stealth.
Sneak Attack - Gain Sneak Attack as a rogue, getting 1d6 at level 3 and an additional 1d6 every 3 levels after.
Enthrall - Use Enthrall as a spell-like ability for two uses of Fervor.
Aura - Warpriests have an unusually powerful aura as part of there devotion. In this case it is strongly chaotic.
Blessings - Gain powers relating to their deity, usable 3 + ½ his Warpriest level a day.
- Blessings of Strength - As a swift action add half the Warpriest’s levels as an enhancement bonus to hit, strength checks, CMB and Strength Skills.
- Blessings of Glory - Touch an ally, and for 1 minute they are affected as if by Sanctuary, with the exception that only enemies they attack can attack.
Sacred Weapon - Increase weapon damage for any weapon with weapon focus, and at 4th level use a Swift action to add an Enhancement bonus for a number of rounds equal to level.
Fervor - Usable half the Warpriest’s level +3 a day, either heal an ally as a standard action or self as a swift action. Alternatively, use it to cast a spell on the Warpriest only as a swift action.
Sacred Armor - For a number of times a day equal to the Warpriest’s level, lasting one minute, add an enhancement bonus to there armour.

Inquisitor
Strong-Willed - Roll twice against any mind-affecting abilities and take the better roll.
Judgement - For one battle a day add an additional ability to attack, defence or healing.
Stern Gaze - Add half Inquisitor level to Intimidate.
Conversion Inquisition - Use Wisdom rather than Charisma for Diplomacy, Intimidate and Bluff.

Favoured Class Bonus - +1 and ⅙ bonus feats.

Appearance:
It is hard not to notice Crow in any room he tends to be in, largely because he is massive by human standards. Close to seven feet tall, genetics have been kind to Crow in terms of physique. Massively built, Crow is heavily built, with wide shoulders, thick arms and legs and a long torso - oddly, his body is ill proportioned compared to other people, and his arms and legs look short on his massive frame.

Where genetics have been rather less kind, and life unkinder still, is in beauty. Crow’s dark skin is rough and scar covered, as befitting his calling, but his face is blunt, brutal, sharp edges and angles. His eyes - with sclera so dark a blue as to seem black, and the reason for his name - are small in his skull, his forehead long, his nose broken and reset often enough that it’s unclear what shape nature intended. His head and beard are usually meticulously shaved off.

When out of his armour, which is rare, Crow tends to wear simple, loose clothing - an open vest that allows his great gut to hang over his belt, linen trousers and boots when he can find a pair that fits, or bare foot when he can’t - he doesn't typically care, as it’s usually only for as long as it take to perform the maintenance that his armour needs to keep it at its best or when getting a new tattoo.

When out of his armour it is easiest to see the huge number of interlinked tattoos that cover Crow’s rough hide. Created in fire ink, these are the tales and stories of Crow’s life and thoughts, and he adds to them after an especially arduous or challenging battle or when inspiration strikes. They currently wrap around the back of his skull and down his neck, right shoulder, and arm, the right side of his torso, across his hips and down his left leg.

Crow’s armour is typically what is seen, however, and it is impressive. Unable to find a set of armour that satisfied his needs, Crow commissioned and created the armour he wears, adding, changing and modifying it as needed. It is formed of a central breastplate of smooth mithral with the symbol of Gorum in the centre in iron, with additional plates of iron on the arms, legs and in a collar around the neck. Thick leather coated with iron chain sits on the joints and a skirt or leather and iron hangs below the breast plate, down to his knees.

Much of this is covered by a dark grey leather greatcoat with red fur trimming, cuffs and collar, but the helmet sits above if. A great helm with with a wyvern skull sat on top, two sweep black horns reaching nearly three feet in length sweeping over his shoulders. On these horns Crow hangs small trophies he takes from his toughest foes - a broken holy symbol or Iomadae, a orc fang, a melted knife handle and many more.

Both armour and coat don’t cover Crow’s right arm, allowing his tattoos there to show - most notably the huge Symbol of Gorum on his shoulder and upper arm.

Not surprisingly given his size, Crow’s voice is deep, and surprisingly melodious. He smells of sweat and iron, most of the time, which is no great surprise given his calling.

Personality:
It would be accurate to say while Crow is faithful to Our Lord in Iron in all things, he is not the typical worshipper one might expect, as much as he looks the part. Oh, he’s certainly ready and eager to show his Lords teachings, his own glorious power and his mastery of the greatsword. But he also believes that defeating foes with words can be a worthy victory, that the mind is as just a weapon as any blade, and more lethal is used right and that there is more to the truly great warriors that just strength.

He does not always get on well with more traditional members of the congoration. However, these beliefs help Crow work well with others, as he both understands and admires more than pure, brute force and is able to see that a path to success that is not littered with slaughtered foes is an option. Not, he will admit, one he likes - he is a Gorumite, even if a some heretical one - but one he is willing to explore.

Crow is in fact quite meticulous, moving with a focus and purpose one might not expect. He fights the same way, striking only when certain of success and with a flawless, single blow rather than raining an assault down on his foes, and he moves surprisingly lightly for someone so massive. This pedantic nature is sometimes awkward, however, and makes him unwilling to commit until he has examined an issue as much as possible.

He is also surprisingly good in social situations, adept at soothing, terrifying and, when he wishes, lying with a surprisingly breadth and skill. Despite his looks he can be surprisingly convincing.
Still, any who think Crow a softer, kinder Warpriest of Gorum need only listen to his litany of battle, which he recites with the morning sun as part of his worship, to remember that killing is always an option.

Backstory:
Crow was a foundling, an ugly babe left on the steps of an orphanage in Daggermark. His mother was never found, so the reason is unclear - but the clear Ogre blood in his heritage speaks volumes as to why he was unwanted, especially to Crow. The orphanage was as fine a place to grow up as any, however. At least for Crow. It was not long, as these things are reckoned, before the boy was a man’s height and could work a man’s wage, although he still learned some of the orphan’s art of stealth and begging anyway - but with a face like his he was too easy to recognise and too hard to pity for such to pay well.

So it was that the boy became a blacksmith’s apprentice earlier, perhaps, than would be proper in a kinder city. As it was he had the strength to work the bellows, and a strange endurance to the heat of the forge, and as such he was useful. Work paid, and so he worked hard, because a growing boy needs to eat - and Crow was always growing.

It was here that he saw the event that changed his life. A Thanek, a Priest dedicated to Gorum, had bought several swords from his masters forge. During one of these exchanges, as Crow toiled at the anvil, a hooded figure came up behind the grizzled old Cleric. Taking the greatsword he was holding, Thanek moved, at such speed that Crow didn’t understand what happened. Before the assassin’s head rolled from his neck the greatsword was being examined once more, and declared ‘acceptable’ before the head finished rolling.

Crow had never seen such speed, such power, such precision before. He had always thought of swordfighting as little better than brawling, iron battering iron, but the skill, speed and beauty of the strike moved him in a way he had never felt. Thanek must have felt it too, as when the boy begged to learn of Gorum and his ways, he was accepted.

Thus was Crow’s life until adulthood - working in the forge for his keep, working for Thanek for his teachings. Crow proved shockingly adept at fighting, quickly learning to control his strength and leaving few gaps for enemies to exploit. His mastery of magic was...shakier. He could master basic spells well, but learning the more advanced magics seemed a struggle, and he went more slowly than others of his calling.

During this time, Crow began to have his own ideas as to the true nature of Gorum. Perhaps Our Lord in Iron did not just wish for any victory in his name, where aimless luck and flailing iron won the day when it could have been as easily lost. Perhaps he wished for a finer quality of victory - perfect battles fought between worthy opponents where it was only the finest edge of skill that allowed victory. He would never be a berserker, which was one route to Gorum, but instead chose to focus on perfecting a single, unstoppable strike.

Thanek disagreed with hs young pupils interpretation of Our Lord in Iron. When words would move neither the two came to blows, greatswords flashing in the rising sun’s light. Crow proved his point valid, and Thanek laughed as he said he would go and ask Gorum personally.

With his teacher’s blessing, Crow travelled, searching for better ways to kill - to make the perfect blow more perfect, to recreate the moment the assassin’s head rolled from his shoulders only when his heart forced it away. But then it occurred to him - perhaps there was more than simple strength as a means to battle? The faithful of Gorum were widely derided when words prevailed. Did this have to be so? Was a victory of words unworthy of Gorum? Could the Iron Mind prevail?

Journeying to the ‘civilized’ lands of Taldor, Crow took his coin as a guard, a mercenary, and a gladiator and used it to buy teaching. Taldor was positively overflowing with people who believed themselves smarter, wiser and more clever than an ogre-blooded thug, and sometimes they were right. But Crow learned what he needed, and while knowledge of most things flowed from his mind like water from the wing.

When he heard of the House of Fate and Fire, it seemed like a good way to earn the coin he required to seek what he needed. It turned out to be much more - a place full of people to learn from, to teach, to laugh and cry with. A home, unlike anything he had ever experienced. Crow’s loyalty to the House became second only to Gorum himself.

Crow’s Morning Prayer and Litany:
HEAR US, Our Lord in Iron! As the sun weeps red as blood let it show you us, your Faithful, and know we acknowledge you as the Lord of War! Let the glory of our deeds and our skill please you this day, and in all days to come.

Hear now, Gorum, the list of this servant’s victories, and know it was your teachings that brought them to be! Anele, bully and thief, beaten into submission. Ara, brother of Anele and no better. The bandits of Gala Woods, broken before the sword. The Goblins of the Rotiron Mine, craven but cunning. The Guards of the Merchant Obidus, who tried to cheat your church. The Walking Gallows, murderer and brigand. The Orc of the Gala Woods, a bear and a man. Kaluk the Zentragt, bored and mighty. Thanek, Swordlord of Gorum, proud and skilled and worthy. Lisandre, Maiden of Iomadae, whose arrogance blinded her. Kara, wife of Lisandre, and worthier fighter still. The Bannerman of Atrume, whose hand would not release his standard even in death. The Night Wyvern of Goust, whose skull was a worthy prize. Arene, Jophar and Krell, lovers who fought and fell as one. Kallous Blackheart, well-named and ill recalled. Tamia, silent and unknown. The Kobolds of Tucker’s Forests, daunting and well-led. The Assassin slain while trying to kill Mayor Applethwaite. Kuran Kuran, who viewed to kill. Amereste Irorison, whose scars I wear with pride. She Who Flows as Water, a master. The Stargazer, master of the skies. The Warbringer, who failed to bring war. The Fire Mage, defender of Obidus’ caravan. Ginese, philosopher and drunkard. Willam Brightblade, Champion of Lord Thame, whose wife I did not sleep with. Mathia the Half Dragon, braggard with much to boast. Salen One Eyed, Cursebringer. Joset Yrall, who explained how guns worked to me. The Giant of Ogre Quarry, who was oddly short.

Thus concludes this litany, Our Lord in Iron! May it please you to fill it with more names!

Interview:
It was, Crow considered, unusual for someone to wish to talk to their potential recruits before they were recruited, and spoke well of this guild. Most simply took as many as were willing and hurled them into the grinders of war and adventure. Who cared if a dozen died to reveal the one worth something in a fight? Not most of his previous employers, that had been for certain. Oh, sometimes his reputation was enough to convince them he was good for the job. Sometimes his holy symbol, proudly born on his arm, was enough, or his blade, or his armour.

Rarely was it his words they wished. How intriguing.

Ducking beneath the door frame of the doorway - rarely were such things sized for such as he, and when they were he was usually too busy fighting the owner to appreciate the convenience - Crow entered the recruitment hall of the Guild. He looked around. It seemed...homely, comfortable. Some of the furniture was smaller, sized for the smaller races. Hm. Interesting.

He moved over to the table and sat down, noting the way the chair groaned and creaked in protest as his weight, and his armour’s weight, eased into it. It was, he noted, not as bad as many - chairs collapsed beneath his bulk more often than he was happy with. After a moment he pulled off his helmet and placed it on the table.

”Your name, please?” the interviewer asked in a voice that said they had asked that question a lot today. Another good sign, in a way. It suggested the place was popular.

”Crow Irontouched,” he gave the names he had been given.

The scratch of a quill on paper followed. ”Alright, Master Irontouched. We just wanted to ask some questions so we can get a better idea of how you would fit in within the Guild, if we may? It should only take a few minutes.”

Crow nodded, ”Of course. I am happy to answer,” he replied honestly, and with a tnge of curiosity to his voice.

The interviewed nodded, dipping the quill in ink before continuing. ”For what reason did you become an adventurer? What motive keeps you going? How did you first hear about the House of Fate and Fire?”

Pausing for a moment to think, Crow responded, ”Adventure is a whetstone, to sharpen my skills, to make me a better warrior. I am an adherent of Our Lord in Iron, so fighting is a religious rite for me. To perfect my art is what keeps me going, and to search deeper into the mysteries of Gorum. Adventuring, it is better that soldiering or guarding for such, because each job is different. One week you guard, the next you hunt, and after you search through the dungeons of an ancient giant’s castle.”

Recalling, he added, ”I heard about this House when searching for jobs. I was intrigued that an interview would be needed. This is rare - normally I simply go to a job, and am hired or told it is already taken. I liked the idea.”

Scritch, scritch, scritch, dip. ”Why did you decide to join the House over other options available to you? How does the House fit into your motives as an adventurer?”
The Warpriest considered the matters once again. ”When I heard of these interviews, I asked around about this place. I heard good things. That the masters care about their people. That they don’t simply herd a bunch of low recruits into a job and see what survives. Maybe use them to soften something difficult up. I have seen such, and it is not my way. I believe Gorum demands war between equals, that simply crushing weaklings is no victory. I feel like this Guild will suit my views.”

Another sheet of paper came out as the scratching of the pen finished. ”The adventuring parties live in dormitory-style apartments. The rooms are quite spacious, and the living/kitchen area is shared. What will your room look like? What kind of roommate are you?”

Crow blinked, black eyes caught in surprise as the question. ”I, uh, it has been sometime since I lived with another.” He wasn’t sure he liked the idea, even if he felt the wisdom. He preferred privacy, and to not feel judging eyes on his twisted flesh. Yet living together, training together, eating together and working together - these things would make a group one cohesive unit.

”Neat,” Crow said after a moment. ”I am too big, too bulky, for things to have a place and not be in it when not in use. Tidy is good. I can cook, somewhat. Enough that few complain and fewer get sick from my cooking, so I can take my turn in the kitchen. The places I sleep are...mostly bed,” Crow said with a small smile, gesturing to his massive bulk. ”Sleep is a luxury for the times when I am not on a task. A stand for my armour, so I can work on it, weapons. Trophies I do not wish to adorn my armour. We worship Gorum in conflict and victory, so anywhere can be his shrine.”

The interviewer nodded, acknowledging the answer without judging. ”While Teladora insists that adventurers don't need as much rest as normal people, Layla disagrees. The lamia makes sure that all parties get at least a week of downtime between adventures unless they ask for less. What does your character do to unwind?”

Lamia? Interesting. He’d heard the Guild was more accepting of monstrous beings, and that one such was high within their ranks. It was a part of why he felt his own, obviously not entirely human, heritage would not be an issue as it sometimes was. ”Pray. Train. I maintain my armour, my sword.” He paused, considering - but his interviewer did not seem a dedicant of Gorum. ”Sometimes I take lessons, and learn. I read books - I speak six tongues. I feel...the mind is another weapon that must be kept sharp.”

The interviewer nodded, the pen ceased its scritching, and the pen went down. ”Alright, thank you. We’ll send a messenger to your inn when as decision has been made.”

Crow nodded and rose, picking up his helm and putting it back on. ”My thanks,” he said, extending one massive hand. After a moment the interviewer reached out, taking it - or rather two of the fingers - and shaking it gently. Crow nodded again, turned and head back to the inn - with its tiny, scratchy bed, to await word.