Vendra Loaggri

Doctor Ebrill Dwynwen's page

8 posts. Alias of Johnny_Panic.


Full Name

Doctor Ebrill Dwynwen

Race

Halfling

Classes/Levels

Bard

Alignment

LE

Strength 8
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 11
Charisma 15

About Doctor Ebrill Dwynwen

Doctor Ebrill Dwynwen, LE Court Bard L3

Description
Doctor Ebrill Dwynwen Stands just 2'8" tall. Dressed in travel clothing, boots, a wide-brimmed hat, and gloves. She tends to have a big grin on her face and a playful twinkle in her eye. She does not seem to carry any weapons or Armor. She does however have a Riding Erdlu called Bo-Bo

Personality
Doctor Ebrill Dwynwen is a joker, no really she is a comedian, Standing at 2'6, she is often the butt of jokes about her size. Well she bites back, where weapons fail, words can do much better. Her whip-sharp tongue is well known. Cutting deep as she points out the funny and comical in others. Born in captivity as a slave, she was bought by House De-Ron-Xue as a curiosity. Lady Sol-Eet De-Ron-Xue, took the child under her wing and as such has looked after educated and trained her to be a personal assistant. Now 42 she can read write, and scrib. She likes to eat and drink well, for all of her cute looks she drinks like a fish. And the more drunk she gets the more insults come others way. She loves nature and all animals and if asked what kind of doctor she is, she will often reply one that looks after Animals in all their forms. She spends most of her time with Tinta-Tal-Ma' telling her off for being rude, crude, and grumpy. But in fact, there is a very close and strong bond between the two. When they argue, Lady Sol-Eet often jokes they are like an old married couple.

Statistics:

NE Halfling
Classes/Levels Monk [L3]a

Speed 40' Init +4; Senses Low/Light Perception +4*

-------------------------------=DEFENSE=-------------------------------

AC [17] TA[13] FF[13] 10+4*Armor+3Dex+0Items+force+0other]

HP: 30/30 3x{+1d8+1Con+1FC}
Fort: +3, {+1Base,+0Con+2Luck}
Reflex: +8, {+3Base,+3Dex+2Luck}
Will: +5,{+3Base,+0Wis+2Luck}

Resistance:

Immunity's

Other

CMD 13 {10+2Base -1Str +2Dex +0size +0misc}

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +1; {+2Base -1Str +0size +0misc}
Base Atk: +2;
Melee:+1{+2Base,-1Str}
Ranged:+5{+2Base,+3Dex}

--Melee: [+1]
Unarmed attack TH+5 DMG[1d2-1] x2 (NL)

--Ranged: [+5]
Dagger TH+5 DMG[1d3-1] 18x2

-------------------------------=STATISTICS=-------------------------------
14/14/13/12/11/10
+2 Dexterity, +2 Charisma, and –2 Strength.

STR [10-2]=[8][-1]
DEX [14+2]=[16][+3]
CON [12][+1]
INT [14][+2]
WIS [11][+0]
CHA [13+2]=[15][+2]

Traits and Feats:

Traits:
1:Desert Traveler: Whether you are a member of an elven tribe, a thri-kreen clutch, or a merchant caravan, you have spent a lot of time traversing the vast deserts of the Tablelands. As a result of being constantly on the move, you have learned how to shrug off fatigue and continue moving. You gain a +1 trait bonus to Survival checks in desert terrain and a +1 trait bonus to Fortitude saves to avoid nonlethal damage from hot environments.

2:Fate’s Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

3:Caretaker
As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded.
Benefits: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

----------------=Drawbacks=-----------------
1:Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

--------------=Feats=-----------------
Level Feats:
1:Acrobatic
You are skilled at leaping, jumping, and flying.
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
2:Animal Affinity
You are skilled at working with animals and mounts.
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Class FEATS

Items

RACE

Weapon and Armor Proficiencies

Athasian Halfling Racial Traits:

Standard Racial Traits
Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Halflings are humanoids with the Halfling subtype.
Base Speed (30):
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following:[/b] Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source: PZO9456
1:mending 1/Day
2:Light1/Day
3:know-direction1/Day

Wild Talent 2/Day
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

Wild Talent = Energy Splash

Skills:

The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Points 3x(6+2INT)=[24][+0FC][BG+6] [30]

^Acrobatics*(Dex)____+9{+1rank,+3Dex+3Class+2Feat}
^Appraise(Int)____+6{+1rank,+2Int+3Class}
^Bluff(Cha)____+6{+1rank,+2Cha+3class}
^Climb(Str)____-1{+0rank,-1Str}
^Craft(Tattoo) (Int)____-1{+0rank,-1Int+0clssa}
^Diplomacy(Cha)____+10{+1rank,+2Cha+6class}
Disable Device____+4{+1rank,+3Dex}
^Disguise (Cha)____+6{+1rank,+2Cha+3Class}
^Escape Artist(Dex)____+2{+0rank,2Dex}
Fly(Dex)____+7{+1rank,+3Dex+3Class}
Handle Animal (Wis)____+3{+1rank,+0Wis+2Feat}
^Heal(Wis)___+7{+1rank,+0Wis+3Class+1trait}[+2 Item]
^Intimidate(Cha Int)____+6{+1rank,+2Cha+3class}
^Perception(Wis)____+4{+1rank,+0Wis+3Class}
^Perform[Comic](Cha)____+8{+3rank,+2Cha+3Class}
^Profession[Scribe](Wis)____+4{+1rank,+0Wis+3Class}
^Ride(Dex)____+9{+1rank,+3Dex+3Class+2Feat}
^Sense Motive(Wis)____+4{+1rank,+0Wis+3Class}
^Sleight of Hand(Dex)____+7{+1rank,+3Dex+3Class}
^Spellcraft(Int)____+6{+1rank,+2Int+3Class}
^Stealth (Dex)____+7{+1rank,+3Dex+3Class}
Survival(Wis)____+3{+1rank,+0Wis+0Class}{+2Item}*
Swim(Str)____-1{+0rank,-1Str}
^Use Magic Device(Cha)____+6{+1rank,+2Cha+3Class}

^Knowledge (Arcana/Psionics)(Int)____+6{+1rank,+2Int+3Class}
^Knowledge (Dungeoneering)(Int)____+6{+1rank,+2Int+3Class}
^Knowledge (Engineering)(Int)____+6{+1rank,+2Int+3Class}
^Knowledge (Geography)(Int)____+6{+1rank,+2Int+3Class}
^Knowledge (History)(Int)____+9{+1rank,+2Int+6Class}
^Knowledge (Local)(Int)____+9{+1rank,+2Int+6Class}
^Knowledge (Nature)(Int)____+6{+1rank,+2Int+3Class}
^Knowledge (Nobility)(Int)____+6{+1rank,+2Int+6Class}
^Knowledge (Planes) (Int)____+9{+1rank,+2Int+3Class}
^Knowledge (Religion) (Int)____+6{+1rank,+2Int+3Class}
^Linguistics(Int)____+6{+1rank,+2Int+3Class}

concentration [+5][2Int+ML/CL+3]

^In Class Skill Bonus +3
* Background Points 6

-=Non-Standard Skill Bonuses=-

-=Languages=-
Common, Evlan,

Court Bard L3:
6 + Int modifier.
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Class Skills
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Heraldic Expertise (Ex)
A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.
This ability replaces bardic knowledge.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both.If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:
A court bard gains the following types of bardic performance:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.
This performance replaces inspire courage.

Mockery (Su): A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.
This performance replaces inspire competence.

Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard 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.

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

BARD SPELLS

A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “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, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard 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 he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bard Spells Known
From Race
1:mending 1/Day
2:Light1/Day
3:know-direction1/Day

LEVEL 0 DC13 x 6 Unlimited
1:detect-magic
2:mage-hand
3:summon-instrument
4:read-magic
5:prestidigitation
6:haunted-fey-aspect

LEVEL 1 DC14 x4 4/day
1:Cure light wounds 1d8+3
2:biting-words[1d6+3]
3:hideous-laughter3rounds
4:vanish

Bo-Bo Riding Erdlu:

IMAHE HERE

XP 400
N Medium animal
Init +2; Senses low-light vision; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee 2 claws +3 (1d4+1)
STATISTICS
Str 12, Dex 14, Con 13, Int 2, Wis 12, Cha 3
Base Atk +2; CMB +3; CMD 15
Feats Alertness, Run

Skills Acrobatics +17 (+21 to jump with a running start), Per-
ception +7, Sense Motive +3
ECOLOGY
Environment warm deserts
Organization solitary, pair or flock (9-13)
Treasure none
Large, flightless birds, erdlu are often used as live-
stock and are raised by merchants and nobles alike near
to the city-states. Wild erdlu roam in herds of up to fifty
members across the desert plains, banding together into
social groups, both for companionship and for protec-
tion.Erdlu eggs are a food-staple on Athas; a single erdlu
egg contains all of the protein and nutrients that a hu-
man or demi-human needs to survive on for months at
a time. If the egg is eaten raw, it can even be used as a
substitute for water for periods of up to a week per egg.
A typical erdlu stands approximately seven feet tall
and weighs around 200 pounds.

Equipment:

Starting cash 3,150cp

Weapons:
Small Dagger 1cp [Boots]
Hand Crossbow + 60 bolts

Armor:
none

Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Slotless
Handy HavaSock 2000gp

Pouch 1 2' 20lb
H Crossbow,
80 Bolts/Ceramic tipped
String or twine (50 ft.) 1cp 1/4lb
Bone Whistle, silent 1sp -lb
Healer Kit 10/10 1lb 50cp
Letters of refinance,
Small bag uncut Gems

Belt Pouch 2 2' 20lb
Grooming set 10gp 1lb
Small item bags --cp 1/4lb
Water flask x3 1cp
wine flask x1 4cp
Large White Fox Filter mask 2cp

Mian backpack
Desert Clothing: 10cp Loose clothing in light colors reflects heat and retains the body's moisture. When wearing desert clothing, you gain a +1 bonus to Constitution checks against environmental dangers when out in the desert.
Distillation Kit: Desert travelers use a distillation device, which "boils" moisture out of the materials and collects it in a reservoir. Using a distillation kit for 6 hours produces 1 day’s worth of water.
Bed-Roll 5lb 2cp
Rope, silk (50 ft.) 5lb 20cp
MW-Survival Kit 25cp
Rations, trail Dayx10 50cp

On Belt Clip
Psicrystal 1/4lb

-=Carrying Capacity=-
26 lbs less/125–250 lbs/250–400 lbs.
-=Current Load Carried=- 50lb [light]

Money 1250CP 0SP 0CP

Background:

Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1)Ebrill Dwynwen was born into slavery and is marked as such, she is owned by Lady Sol-Eet De-Ron-Xue.
2)Ebrill has no problems killing others on the word of her master. As far as she is concerned she is a slave and if ordered she will do whatever her master ask.
3)She hates anyone hurting nature, be it a farmer who lets his land go to dust by over famering, or someone who kills for sport. As far as she cares they need to die.
4)She has a riding dog called BoBo she got as a pup and raised herself. He loves her and she loves him back. often getting treats for him.
5)Her mother died when she was small, she has a half-brother, who is also a slave. He wants her to buy him one day and set him free.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

1)To live happily with Tinta and with magic aid have a child, so they can have a family.
2)Help her ladyship gain more power and wealth. With such she would let Edrill free with coin to be with Tinta.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1)[known] She, killed Tinta old lover, with poison. because she was mentally abusing Tinta. Ending the woman's life buy stabbing her in the heart while looking her in the eyes.
2)[unknown] Her mother's tribe sold her pregnant mother into slavery for disrespecting nature by wearing boots. if she ever knew she would hunt them down and kill every one of them.

Step 4: Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1)Lady Sol-Eet De-Ron-Xue, who owner and master, She respects her and knows her place relive to "My Lady"
working as a PA for her as needed.

2)Tinta-Tal-Ma, Her Lady's bodyguard, loves her master one way, but she loves Tinta-Tal-Ma and A holds the other way. Afton sleeping in the same bad,
her 2'6" body course to the giants. She sees Tinta as a protector and as her equal. If only she could drum some manners into the dumb galoot.

3)Birin Casirss, a trader in slaves who has asked more than once for her to be sold to him. Of course, her ladyship tells him no. But she always worries one day the old fat pervert will get his chubby hands on her.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)Being a slave as a child, being marked and shown like a prize until her ladyship older brother spotted how smart she was and bought her.

2)Laying in bed next to a snoring Tinta and tracing the scars on her naked body with her fingers. Think that Tinta could brake her like a twig, yet she was always gentle with Ebrill

3)Standing on the lip of a grat nib desert dune, her ladyship just ahead, with Tinta behind. They stood waiting as the sun rose, Red and full, as Her Ladyship said the prayer of the new morning. Bowing her had to the sun and sand.

NOTES: