So I'm now on rotation for four weeks, so like I said posting may become sporadic. I'll update as and when I can. Whurly:
It appears that this room has seen a large amount of activity lately. There are definitely mite footprints as well as others you can't quite recognise due to the dust having been kicked over. Kara: None of the symbols appear to be magical in nature but the wooden token and the vial both radiate faint auras.
Heroden manages to stabilise the remaining mite. The mites carry little of value, but each of them appears to carry the same symbol, a wooden pair of small serrated locust wings. Other than that, they each have a small sickle. Their darts appear to have been blunted in the fight although they could possibly be used again. Each has a small accumulation of glass and baubles and finally one carries a small wooden token in the shape of an anchor and another carries a small vial.
2 non lethal and 3 lethal. Draegar Will save: 1d20 + 0 ⇒ (9) + 0 = 9 Draegar feels an overwhelming sense of doom as a wave of fear washes over him following the mite's words. Mite 1 cast doom on you last round. You are now shaken. Your attack hits but we're waiting for Kara. I'll DMPC here just now. Kara attempts to freeze the mite once more with her ray of frost. Ray of frost vs. mite 2: 1d20 + 2 ⇒ (2) + 2 = 4
Round 3 Mite 1 5' steps into place of his fallen comrade and both mites attempt to bring down the dwarf who is proving so lethal to their comrades! Mite 1 vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Mite 2 vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Mite 1 squeaks in frustration as Draegar's armour stops the blade of the sickle, although it leaves a bruise underneath. Mite 2, however, has much better fortunes and manages to sneak the point of his sickle under Draegar's armour. Draegar's total damage tally is currently 3 non-lethal and 5 lethal now. Draegar in retaliation cracks Mite 2 on the skull and knocks the mite out of the fight. Mite 3 stable check: 1d20 + 0 ⇒ (2) + 0 = 2 Mite 3 continues to bleed onto the flagstone floor. DM Notes: Mite 1: -1 non-lethal
Mite 2: -7 lethal, dying Mite 3: -10 lethal, dying Mite 4: dead
Yes, at the moment Draegar is the only one with meaningful damage. Heroden's lunge goes wide of the mark and the mite giggles at him. None of the three of the mites seem to make any indication that they've understood Heroden's words. In the interest of keeping things moving, I'll take Draegar's AoO roll as an attack roll. Draegar swings his sledge once again, and cracks the skull of another of the small blue-skinned creatures. DM Notes:
Mite 1: -1 non-lethal
Mite 2: fine Mite 3: -9 lethal, bleeding out Mite 4: dead We just need Kara's next move and then we'll be into Round 3. Go Mites!
Both mites were close enough to 5' step in. They both only had to make a 5' step diagonally to get into melee range with you. As the mite who cast a spell at you moved around behind the other mites after they had moved, you would be denied an AoO against him too. However, this may all be moot if Heroden elects to remain where I had put him originally as he'll get three AoOs. Indeed, all he needs to do is knock out the mite located to your left diagonally and your AoO will stand and take out the mite who moved around to the back. You still need to give me a Will save, btw.
With regards to 1, that was the only position that would allow you to make your attack last round. However, I can move you behind and that won't change anything. With regards to 2, they only provoke an attack of opportunity when moving out of a square that you threaten. Both mites have moved into a square that you threaten but neither have left one yet. I've updated the combat map to reflect your request. I should point out that yes, in your previous position you would have got attacks of opportunity against all three mites. In fact, if your intention is to capitalise on Combat Reflexes and denying movement then standing behind anyone is the wrong thing to do as that then provides your enemies with soft cover (+4 to AC and denies AoOs). Do you want to remain where you were standing in order to attempt all three AoOs?
Draeger's sledge hits the mite so hard that the creature's skull depresses and it expires immediately, collapsing into a heap at his feet. The other mites yelp and chitter amongst themselves. Undercommon:
"Dwarf kill Yiksik! We kill dwarf!" Heroden's blow goes wide of the mite who had been standing next to the mite who was just crushed by Draegar's sledge. Round 2 Two of the mites move up to engage Draegar, while the third points at Draegar and shrieks at him in Undercommon. Undercommon:
"You fear us!" The mite then moves behind his comrades. Draegar, can I get a Will save please? DC 10. Mite 2 attack vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Mite 3 attack vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Both of the mites manage to find chinks in Draegar's armour and draw blood. 3 points of lethal damage, Draegar. DM Notes:
Mite 1: -1 non-lethal
Mite 2: fine Mite 3: fine Mite 4: dead Map updated.
I should point out that I am not a GM who subscribes to the "knock them to 0 and they die" rule. Like PCs, an NPC will only die if knocked down to negative CON. This will leave you with the dilemma of what to do with those creatures you have knocked out. Leave them to bleed out? Kill them with a CdG? Tie them up and leave them to collect later? I am fairly lenient on the alignment side of things; you will not pick up an alignment penalty for killing an enemy that was an armed combatant. However, you may pick up an alignment hit for killing an enemy who has surrendered or was never armed in the first place. Remember that Golarion is a place of alignment absolutes as decreed by the gods. Who are all played by me! MUWAHAHAHA! In case you hadn't figured it out, I roll in the open. I will not fudge dice either way. If you kill an encounter, great. We'll tally up loot and move on. If you eat a greatsword because they super-crit, then you hope you can get raised or we re-roll and move on. :D Also, honey flavour Jack Daniel's is the bomb!
Your shot is true, however the bolt seems to collide with the blue-skinned creature and bounce off of it although it yelps in surprise. Knowledge:
You recognise these creatures as mites, a creature of the fey that is resistant to damage unless struck by cold iron. Their traditional enemies are dwarves and gnomes and they are known to train for battles against those races. DM Info: Mite 1: -1 non-lethal
Mite 2: fine Mite 3: fine Mite 4: fine
I am assuming that Whurly and Draegar have gone first, yes. You're in a 10' by 10' set of stairs that leads into the first room of the dungeon. Feel free to make kn (dungeon) checks for anyone who has it trained. Also remember that with my initiative way of doing things, whoever posts first acts first. This is to avoid retcons and make it flow much easier.
I've just now realised that the bulk of the critters in this first level have hatred against Dwarves and Gnomes. This should be fun! As Draegar and Whurly step into the cave, they are suddenly beset upon by flying darts! Surprise Round
Attack, dart 2 vs. Whurly: 1d20 + 3 ⇒ (18) + 3 = 21
Attack, dart 3 vs. Draegar: 1d20 + 3 ⇒ (1) + 3 = 4
Attack, dart 4 vs. Draegar: 1d20 + 3 ⇒ (20) + 3 = 23
Round 1
Attack, dart 2 vs. Whurly: 1d20 + 3 ⇒ (2) + 3 = 5
Attack, dart 3 vs. Draegar: 1d20 + 3 ⇒ (8) + 3 = 11
Attack, dart 4 vs. Draegar: 1d20 + 3 ⇒ (11) + 3 = 14
Although many of the darts strike true, they lack the power to punch through the armour of the dwarves although they do manage to cause some bruising. Draegar and Whurly can now see four small creatures all with a blue skin tone and large black eyes. They are all within charge range. Bah, you guys got lucky on the damage rolls! ;) Both Draegar and Whurly take 2 points of non-lethal damage. Kara and Heroden can now see them too.
Your journey to the entrance of the cave is uneventful. Although the road is quite busy, there seems to be relatively little reason to be concerned about bandits. Indeed, the guard on most of the caravans that pass you seems quite light. As you near the entrance, you notice a grisly sight. Several mules have had their throats cut and their corpses unceremoniously dumped at the mouth of the cave. It looms ominously in front of you. Can I get a 2x2 marching order please? Whoever winds up in front, can I get a Perception check from both of you? DM Rolls: Party Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Enemy Initiative: 1d20 + 1 ⇒ (19) + 1 = 20 Enemy Stealth: 1d20 + 13 ⇒ (6) + 13 = 19
"The goods are actually of little consequence, they've already been paid out for by our insurance. I have no ideas as to the number of bandits you may be facing. The rest of the area is fairly quiet, as it is managed forest for the production of timber and the raising of deer for leather and venison. An acolyte is fetching your potions just now and you may take this parchment which details roughly where the cave is," the priest says, motioning towards the parchment on his table. A few moments later, a young robed acolyte appears with two potions that clearly read "cure light wounds" on the label. Party gains: map to the entrance of Purple Mountain, two potions of cure light wounds. Who wants to act as treasurer?
The priest looks up in surprise as the four of you troop back into the temple. "You certainly waste no time, my friends," he says with a smile, indicating that you should take a seat at his bench. While you do, he pulls out a piece of parchment. On it is a crude approximation of the Five Kings Mountains although major landmarks are recognisable. With his right index finger, he stabs at a cave drawn on the map. "I believe the bandits are using this cave as a hideout," he explains, "It has been used before although not for many years. It is within easy striking distance of the road. I believe it is here that you will find your prey." He pushes the map towards you. "Are there any questions you would like answered before you leave?"
The priest shrugs a little. "Your guess is as good as mine. I've been trying to drum up interest for a week and I've had nothing except you two. Perhaps you can have better luck? Adventurers and mercenaries are more likely to work with others of their own kind. You could start in the inn across the road." He then picks up his fork and begins to attack his meal again but with renewed vigour.
@ Heroden/Kara:
"Well, Master Dwarf," answers a jovial, almost rotund, barkeep, "We've a broth of barley and beef, as well as some roast beef with taters and other root vegetables. If that's not to your taste, we've also some chicken in a spiced sauce. We've a number of drinks to wash things down with, even some ales from the Five Kings."
For the sake of argument, we'll say that you two are eating at the same place. The inn across from the Temple of Abadar at which Whurly and Draeger are currently at. Whurly/Draegar: A dishevelled man in priest's robes sits, pushing some stewed meat around a bowl aimlessly when you approach. He jerks upright, almost as if started out of his wits, but he quickly recovers as you address him.
"Abadar be praised, someone has finally come," he says with a sign, motioning for you both to take a seat at his table, "Yes, there will be danger, I imagine. Nothing that hardy adventurers like yourselves couldn't take care of! The truth of it is that we've lost some trade shipments. In itself, this is nothing extraordinary. We lose shipments to bandits all the time, despite the best efforts of the guard. However, we usually either find corpses at the site of the robbery or receive ransom notes for further gold within a couple of days of the goods going missing. Neither has happened in this case, which I admit has me a touch concerned. I have a good idea from where these bandits are striking from and I'd like someone to check it out, even if just to put my mind to rest." He pauses for a moment, sipping some amber liquid from a mug at his elbow. "I'm afraid that as this action is not sanctioned by the Church I am unable to offer recompense, however, you may keep whatever you find at the bandit's lair and I shall negotiate a charter which will permit you to sell any legal goods found at an increased price of ten percent. I trust that this is agreeable?" The priest looks at you expectantly.
Kerse, largest city in the Kalistocracy of Druma and settled on the banks of Lake Encarthan. It is here that you find yourself for a myriad of reasons. Whether you are chasing gold, looking for gainful employment or simply following the road where it leads you nonetheless spend some time walking the streets. One thing that becomes evident over a couple of hours of traversing the city scape is that there are rumours of dark things in the foothills of the Five Kings Mountains, the mountain range that makes up one boundary of the Kalistocracy. Most of the rumours seem to point at a local priest calling for adventurers. It appears that he is having little luck due to being unable to offer much in the way of recompense but the rumours seem to indicate a certain level of danger. I'll be making up the encounter maps tomorrow afternoon/evening but feel free to introduce your characters for now.
Whurly:
Mechanically fine but you'll need to update your background to reflect how you find yourself in Kerse. Sunny:
Looking forward to seeing the completed character. Draeger:
Looks fine to me. At the moment, we seem to be lacking applications for full arcanists and divine characters. For any new applicants you may want to consider those classes that offer these as options.
Greetings, I've recently come across Purple Duck Games' Purple Mountain and I'm looking to recruit a group in order to run through it. At the moment, three of the twenty levels are available but I'm looking to run it from beginning to end. I'll be setting it in the Five Kings Mountains region, but this isn't an indicator to create a Dwarf, it just happens to be a handy place to put the dungeon. I'm looking for well-constructed characters, with enough background and description to let me really get a feel for the characters. Character Creation:
- 20 point buy.
- Two traits, both of which must match up with the background presented. - Average starting wealth for class. - A character sheet is not required, however I'm looking for a well thought out concept with background, description and personality. Make me feel like I know the character. - The adventure will begin in the city of Kerse, in the Kalistocracy of Druma. From a player point of view, I'm looking for dedicated players who are capable of posting at least one detailed post a day. I generally run games as the rules dictate but for play by post, I make one exception. Group Initiative: I take an average initiative across the group and then roll for the group and each group of enemy combatants. This determines initiative order. When it is the turn of players, posts are taken in chronological order. This can mean that between turns, players will act at different times within their turn but reduces any requirements for ret-conning posts. Closing date will be the 31st of December 2012, with a view to starting on the 3rd of January 2013.
About Astra ValeStats:
Astra Vale CG Female Aasimar(Azata-Blooded) Oracle/Sorcerer 1 Type: Outsider(Native)/Humanoid(Human/Elf) HP: 8 Senses: Perception +5 Init: +3 Speed: 30 Feet
============================ Attributes
============================ Offense
Melee
Range
============================ Defense
Fort: +0.33 (+0 CON, +0.33 Oracle/Sorcerer)
============================ Skills
TOTAL:
Acrobatics (DEX)^ +3 Ranks: 0
* class skill
============================ Feats and Traits
Varisian Tattoo (Race): You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road.
Touched by Divinity (Campaign; Mythic [Hierophant]): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can’t explain your deep connection to the faith.
---------------------------- Feats:
============================ Combat Options ============================ Oracle Spells
1st-Level Spells 4/day
Sorcerer Spells
1st-Level Spells 4/day
V - Vocal Component
Oracle Curse Bonus Spells:
Sorcerer Bloodline Bonus Spells:
Spell-Like Abilities
----------------------------
When you dance, attempt a Perform (dance) check; the results of the check determine the benefits you gain for the next 24 hours, as listed below. You can always choose the benefit from a lower result, if you wish (for example, if your Perform [dance] result is 15, you can choose to gain a +1 bonus on your divinations’ saving throws instead of choosing to use augury once as a spell-like ability). Perform (Dance) Result
Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive). Sorcerer Bloodline Powers:
============================ Oracle Class Features
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Spells Known
Spells Per Day
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels. Mystery: Heavens (Modified by Prophet) Oracle’s Curse (Ex):
Curse: Haunted Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery. Sorcerer Class Features
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Spells Known
Spells Per Day
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities. The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline. Bloodline: Dreamspun
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. ============================ Racial Traits
Size: Azata-blooded aasimars are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Azata-blooded aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks. Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level). Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
============================ Gear
Weapons:
Armor and Shields:
Clothing:
Consumables: Other Gear:
---------------------------- Gear Locations
Belt: ============================ Levels
Background:
Astra and Luna were born to Galen and Elvara Vale, two well-respected clergy of the Desnan faith as they made their way from town to town in Mendev, a few short years into the Fourth Crusade. Both appeared as beautiful and healthy half-elven babes, but in the dimness of the family's wagon, their parents and the caravan's healer and wisewoman noted that Astra's eyes glowed softly. Astra, they realized, had been touched by the Azata, the muses of the celestial realms. Life on the road, while not always easy, was enjoyable and fun, even so close to the Worldwound. Astra's joy and wonder at the sights she saw and the tales she heard were refreshing to see in the war-weary lands. The twins always managed to get up to some mischief, however, which always brought a smile to someone's face, though there were time their parents would never have admitted their amusement aloud. When they were five, however, Astra began having visions. Some came as nightmares while others came as fits that sparked rumors of possession and madness. Those that witnessed her in one of her fits often thought her possessed. Tensions within the caravan rose as more and more crusaders would inquire after Astra and inquisitors began looking for ways to examine her, or have her burned as a witch. Then one stormy night, a cabal of cultists, worshipers of Baalphomet, Demon Lord of Minotaurs and Labyrinths, crept into the camp. The attempt to murder Galen and Elvara was thwarted, but it was only a part of their scheme to kidnap a young girl who'd been rumored to have the gift of prophecy. They quickly slew the caravaneers guarding the part of the camp where Astra and Luna slept and stole away with both of the twins, unable to determine who was who. A couple of days later, the kidnappers arrived at a site where they'd prepared an altar for a vile ritual. They hoped to corrupt the seer and use her for their ends. A demon waited for them and cackled gleefully as the ritual began. Several innocent people were sacrificed and Luna was brought before the demon. Dark and evil power wracked the young girls body and Astra screamed in horror as she watched them try to corrupt her sister. It was then that a group of paladins and rangers fell on the gathering, slaying demon and the cultists within moments. They had to hold Astra down while healers saw to Luna, the distraught and traumatized girl fighting them to get to her sister's side. The trip back to the caravan was a blur for Astra, and Luna did not wake at all from the feverish slumber she'd fallen into. Their kidnapping proved to be the final straw. Rumors about Astra had reached the nearby city of Kenabres and the crusaders that had rescued Astra and Luna insisted that they be kept under guard in the city for their protection. The caravan's elders had had enough of the trouble that seemed to follow the twins and expelled the Vales from the caravan, leaving them little choice but to go to Kenabres. Weeks passed and Astra did not leave Luna's side. Gone was the simple innocence and laughter, replaced by guilt and grief. The joy of the open road and a new sight beyond the horizon had been driven away by the resentment of being locked away. Even after Luna awoke, healthier than ever, Astra was months in recovering from the ordeal and even longer before she could laugh and joke as she used to. The resentment, however, stayed. The large, opulent rooms she and her sister shared felt like a cage in ways that the small wagon the twins had shared with their parents never could. She saw the wide city and longed to roam its streets to hear the tales of its taverns, but she could never leave the polished marble of the grand manor that had become her prison. A few months later, they were assigned a new guard, a young man named Auric Lightmane. He stayed with them almost constantly. Astra did her best to be friendly, but it always seemed that there was an air of resentment where she was concerned. She never learned why in the years after his assignment to her and Luna's personal bodyguards. Her inability to connect with the first new person she'd met since coming to Kenabres was disheartening, and after years of tedious routine, Astra was beginning to grow restless. Several times she'd been caught trying to sneak out, and the captain of the men assigned to guard her and her twin was beginning to tire of her disobedience.
Appearance:
- Black hair - Fair skin - Sapphire eyes (Astra's glow in the dark) - 5 feet 1 inch - 100 lbs. Personality:
- Kind-hearted - Cheerful - A "bit" mischievous - Terrified of losing Luna. One of the results of her being out for weeks after the kidnapping. - Gets anxious when Luna's not around. |