Monk

Jesselle Wesmere's page

411 posts. Alias of Songdragon.


Race

Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

About Jesselle Wesmere

Current Party:
*** *** *** *** *** *** *** *** ***
Anneca Summers - (Female/Human) - Arcanist (Savant) 2 (Technologist)

Emerson Hill - (Male/Human) - Oracle 1 / Gunslinger 1 (Gunsmith)

Fethryth Teldanona - (Female/Elf) - Warpriest (Sacred Fist) 1 / Monk (Master of Many Styles) 1 (Skyseer)

Gemma Atherton - (Female/Human) - Fighter (Tactician) 2 (Martial Scientist)

Jesselle Wesmere - (Female/Human) - Bard (Archivist) 2 (Spirit Medium)

Tobias Utegg - (Male/Human) - Mesmerist (Vexing Daredevil) 2 (Martial Scientist)

Willem Muhnee - (Male/Human) - Slayer 1 / Gundlsinger 1 (Gunsmith)

*** *** *** *** *** *** *** *** ***

Description:
While on Duty Image
Less Formal Clothing
Image in Formal Clothing

Race: Human
Gender: Female
Age: 25
Height: 5'3 ft
Weight: 102
Eye Color: Dark golden brown
Hair Color: Long, light brown

Bard (Archivist) 3rd-level
Neutral Good, Medium Humanoid (Human)
Initiative +2; Senses Perception +7
Languages: Common, Dwarven, Elven, Primordial. Sylvan

Hit Points: 26 (8+6+8 (3d8) +2 Con)

Armor Class: 16 = 10 +2 dex +4 armor
Armor Class Touch: 12 = +10 +2 dex
Armor Class Flatfooted: 14 = +10 +4 armor

Fortitude: +3 = +1 class +1 con +1 resistance
Reflex: +6 = +3 class +2 dex +1 resistance
Will: +5 = +3 class +1 wis +1 resistance

Damage Reduction: none
Spell Resistance: none

----------------------- Combat -----------------------
Speed 30 ft (30 ft base, light load)

BAB: +2 = +2 bard
CMB: +3 = +2 BAB +1 str
CMD: 15 = 10 +2 BAB +1 str +2 dex

Melee
long sword +3 (1d8+1/19-20, x2)
sap +3 (1d6+1/x2, nonlethal)
dagger +3 (1d4+1/19-20, x2)

Ranged
darkwood composite shortbow (Str+1) +5 (1d6+1/x3) (70ft range)
dagger +4 (1d4+1/19-20, x2) (10 ft range)

Other Abilities

Spell Slots 0-level: Unlimited, 1st level: 4 of 4 renaming
Bardic Performance 11 of 11 rounds

Hero Points: 2

----------------------- Ability Score -----------------------
Strength 12 (+1) (2 pts)
Dexterity 14 (+2) (5 pts)
Constitution 12 (+1) (2 pts)
Intelligence 14 (+2) (5 pts)
Wisdom 12 (+1) (2 pts)
Charisma 17 (+3) (5 pts) +2 racial +1 campaign

----------------------- Skills -----------------------
Skill points 35 = (+6 class +2 int +1 favored class +1 racial) x2 bard +5 campaign bonus

Skills Total Rank CS Ability ACP Misc

Acrobatics +8 = +3 rank +2 ability +3 cs
Appraise +2 = +0 rank +2 ability
Bluff +7 = +1 rank +3 ability +3 cs
Climb +1 = +0 rank +1 ability
Diplomacy +10 = +3 rank +3 ability +3 cs +1 trait
Disguise +13 = +0 rank +3 ability +10
Escape Artist 2 = +0 rank +2 ability
Heal +1 = +0 rank +1 ability
Intimidate +3 = +0 rank +3 ability
Knowledge (Arcana) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Dungeoneering) +7 = +1 rank +2 ability +3 cs +1 bard
Knowledge (Engineering) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Geography) +7 = +1 rank +2 ability +3 cs +1 bard
Knowledge (History) +7 = +1 rank +2 ability +3 cs +1 bard
Knowledge (Local) +10 = +3 rank +3 cs +2 ability +1 bard +1 trait
Knowledge (Nature) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Nobility) +7 = +1 rank +2 ability +3 cs +1 bard
Knowledge (Planes) +7 = +1 rank +2 ability +2 bard
Knowledge (Religion) +7 = +1 rank +2 ability +1 bard
Linguistics +6 = +1 rank +2 ability +3 cs
Perform (Oratory) +9 = +3 rank +3 ability +3 cs
Perception +7 = +3 rank +1 ability +3 cs
Profession (Sailor) +6 = +2 rank +1 ability +3 cs
Ride +2 = +0 rank +2 ability
Sense Motive +8 = +3 rank +1 ability +3 cs +1 trait
Spellcraft +6 = +1 rank +2 ability +3 cs
Stealth +8 = +3 rank +2 ability +3 cs
Survival +1 = +0 rank +1 ability
Swim +1 = +0 rank +1 ability

----------------------- Traits -----------------------
Friend in Every Town You have no problem making friends and learning information from them wherever you go.

Benefits: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks.

Outcast's Intuition You are able to sense the motives of others and use that sense to bolster your magic against dispelling.

Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

----------------------- Feats -----------------------
Unfinished Business (Theme Feat) You possess a deep understanding of spirits and the ties that bind them to the mortal world. With the simplest of actions and words, you can stir the recently deceased into action.

Benefit: Once per day you may use speak with dead as a spell-like ability with a caster level equal to your character level. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature’s death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection.

Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the ghost touch weapon property.

Fast Learner (Racial 1st-level) You progress gain extra versatility.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Arcane Strike: (1st level) You draw upon your arcane power to enhance your weapons with magical energy.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

----------------------- Racial Abilities -----------------------

• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to
represent their varied nature.
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want

----------------------- Class Abilities -----------------------

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, short bow, 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.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: (11 rounds = 4 +3 cha +4 level)

~ 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.

~ Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

~ Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Lore Master (Ex) At 2nd level, the archivist becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 2nd.

Magic Lore (Ex) At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.

----------------------- Spells -----------------------

0-level (DC 13 - At Will): (6 spells known +3* )
Detect Magic, Ghost Sounds, Light, Know Direction, Mage Hand, Message, Mend, Prestidigitation, Read Magic.

1st level (DC 14 - 3 +1 slots / day): (4 spells known)
Cure Light Wounds, Grease, Silent Image, Vanish.

* Favored Class Alternative: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

----------------------- Equipment -----------------------
Current Allocation 5180g (5000g +180g)

darkleaf leather lamellar armor (12.5) 810g

long sword (4) 15g
darkwood composite short bow (Str +1) (1) 470g
- 20 arrows (3.0) 1g
sap (2.0) 1g
dagger (2.0) 1g

hat of disguise (0.0) 1800g
• This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

explorer's outfit (0.0) 0g
wooden holy symbol (0.0) 1g
spell component pouch (2.0) 5g
belt pouch (0.5) 1g
- pocket watch (0.0) 25g

handy harversack (5.0) 2000g
(main pouch)
- waterskin <4.0> 1g
- 10 pieces of chalk <0.0> 1s
- flint and steel <0.0> 1g
- Explorer's outfit (RHC Uniform)<8.0>
- 50 ft of rope <10.0> 1g
- 50 ft of string <0.5> 1c
- bedroll <5.0> 1s
- mess kit <1.0> 2s
(left pouch)
- 1 lb. of flour wraped in paper<1.1> 2s
(right pouch)
- 3 cold iron arrows <0.9> 6s
- 37g
- 7s
-9c

Current load: Light (32)
Encumbrance
43 lbs. / 86 lbs. / 130 lbs.
lift 130, drag 650.

Background:

Five background and concept elements important to Jesselle Wesmere.

1) As Jesselle entered puberty at the age of ten the child started to see ghostly figures all around her. This would occur more often within the busy city than the outlying settlements. When she figured out that not everyone could see these figures and that these figures started to speak with her, Jesselle tried to talk with her parents. Jesselle’s mother considered it no more than a child’s imagination gone wild while her father took it more seriously. He brought Jesselle to speak with her Aunt Vera who also seemed to have such a gift. Aunt Vera was more than happy to help Jesselle and teach her niece what she knew of the spirits and their world. While her mother did not approve of this action as long as Jesselle did not make a spectacle of the family she never spoke of the matter again. (Spirit Medium Theme).

2) Jesselle’s Mother made sure that she was raised a proper young woman with a proper education. Jesselle was enrolled into a private school where she thrived. The young girl enjoyed most of her lessons and would eventually learn how to act appropriately for someone of her station. As with most children, Jesselle would also learn much more beyond her lessons both from her best friend Jada and from someone she considers a mentor , Master Alantree. (Bard and Knowledge skills)

3) Jesselle likes to help others and makes a real effort to help others when she can, and that it bothered her mother was merely an added bonus. When Jesselle became an adult she was shuffled off and became an aide to a stuffy barrister named Nathan Watts who demanded precision in her work. Jesselle shone when it came to dealing with people. She was able to comfort and console those who needed that extra push and convince others that it was in their best interest to cooperate all while trying to find the truth. This aura of confidence from the young woman caught the eye of a young up and coming politician Gregory Prescott. After several months of working with Jesselle, Mr. Prescott asked her to join his campaign. She agreed, seeing a chance to make more of a difference. At the end of the campaign, Gregory Prescott was accused of Voter Fraud by a corrupt election official who was arrested in the scandal. With the help of her youngest brother Jonah (a police constable) she was able to track down the real culprit. The man boasted of his crime thinking he had the upper hand having cornered the young woman with several of his cohorts in tow. The damning confession was heard by an undercover RHC constable who later made the arrest and gave Jasselle part of the credit.

4) Jesselle was out with Jada, her best friend, when the pair made their way through and alleyway as a shortcut but came upon a grisly scene of homeless man who had been beaten up badly. Jada wanted to just go, but Jesselle wanted to do something to help. While she had some basic magical training and had seen healing spells cast before she had never cast one herself. It was as if something just snapped right within her head and she knew how to cast healing magics. She used that magic to save the man from death before getting him medical help. That day her magic ability was opened to her in a way that she never knew. She also gained a new friend thankful for his life.

5) The day that Jesselle received her commission as a Constable in the Royal Homeland Constabulary was a very exciting day for the woman. She knew that her gift was sought after by the RHC but also knew that her own efforts in her investigations earned her the position. Everyone important to Jesselle but her mother attended the small ceremony. While she is new to police work Jesselle has been quick to learn her new job.

Three goals that are important to Jesselle.

1) To cultivate and understand her gift of speaking to the spirits. The Urban Empath PrC seems like it will be a great fit at later levels.

2) While Jesselle and her mother are and have always been at odds, she desperately wishes to have her mother’s approval and unconditional love. Jesselle has often deferred to her mother’s wishes, but since her teens mother and daughter have grown apart and rift has only widened over the years. While she has not tried to talk on this issue with her mother, she seeks a way of putting things right but is so scared that whatever she might do will make things worse. Jessele’s brothers have tried to convince her otherwise but have made little impact.

3) To be make a difference. Jesselle hopes that becoming a RHC constable allows her the chance to really help those in need and keeping them safe.

Two secrets about Jesselle, one that he knows, and one that he not yet aware of.

1) Jesselle knows that she was a twin, even though no one on the family has told her. She has seen and spoken with her twin sister’s spirit. She believes the death of her twin sister at birth is the reason her mother keeps her at a distance.

2) Counselor Gregory Prescott (8 years Jesselle’s senior) has fallen for the younger Jesselle. During the campaign for representatives to the city council he dare not even mention such thoughts, least they create a scandal like the one that nearly ended his political career. The man still has yet to make his feelings known to Jesselle and is waiting for the right time.

Four people that are tied to Jesselle, three are friends and one is an enemy.

1) Jada Dourstone: (updated) (dwarf/female/43 years old): Jesselle’s best friend. Jesselle and Jada grew up together, Jada’s father has worked for Jesselle’s grandfather and remained in the company as a constant force since. Whenever Jesselle has free time she finds Jada to hang out with. Jada is an up and coming reporter of the Risur Review, a respected newspaper of Risur. Jada and Jesselle have an apartment at 912 Larimer Lane.

2) Theyissar Alantree (elf/male/219 years old): Master Alantree was Jesselle’s teacher in most of her childhood education. The elven man runs a private school for a select few students at any one time and the Wesmere children were given the privilege of his tutelage. Master Alantree has remained a trusted mentor to this day. Whenever she is troubled by an important decision or in the need of knowledge she seeks out her old teacher.

3) Hogan (unknown-looks human, but more/male/unknown age) Hogan is a homeless man who can most often be found in the Central District of Flint. Jesselle saved his life with healing magics after finding him in an alleyway. Since this day they have been friends. Jesselle will from time to time bring him some food or take him for a meal. She respects Hogan enough to not preach to him about how he chooses to live. Since Jesselle has learned that Hogan fought in the last war and has not been right since. He had a wife and daughter, but what happened to them remains unclear. Hogan has become a great source of information as he often sees or hears what is happening or knows who of the homeless community that can.

4) Lady Serenna Masters (spirit-human/female/old) Lady Serenna Masters is a vengeful spirit who continues to reside in the city of Flint. The exact nature of the woman’s death is unknown, though it is suspected that she was murdered by her own sister. The style and nature of Lady Master’s clothing put her death over one hundred years ago. The spirit will make trouble for most mediums, but seems to have a great dislike for Jesselle. Whenever the spirit and and Jesselle are in the same locale, Lady Masters will go out of her way to harass the young woman.

Three memories, mannerisms or quirks Jesselle possess.

1) Jesselle is normally quite pleasant. She will rarely use vulgarities and as a rule tries not to lie to other people. She can of course be contrary to these things, but that would not be the norm for her.

2) With Jessele’s kind manner the young woman helps the poor and homeless when she is able and volunteers at a local soup kitchen at least once a week. She will always treat the down trodden with respect and kindness, unless there is cause not to.

3) Jesselle found a very old coin as a child. Since she has always carried that coin and in times of stress and worry she often takes it and will fidget with it.

Other People Known to Jesselle.
(View the Visual Document Here)

Elsebeth Wesmere (human/female/54 years old): Jesselle’s mother. She is the daughter of a well known moneylender in Slate.

Jachin Wesmere(human/male/deceased): Jesselle’s father. Proprietor of Wesmere Manufacturing in Flint; mainly a foundry, but the business has been expanding into other manufactured goods.

Joshua Wesmere (human/male/33 years old): Jessell’s oldest brother. Joshua currently runs the day to day operations of Wesmere Manufacturing.

Jonah Wesmere (human/male/29 years old): Jesselle’s youngest brother. Currently works as a regular constable working the streets of Flint as a beat cop.

Jeraldine (spirit/female/25): Jesselle’s twin sister who died at birth. No one in the family has ever spoken of the matter to Jesselle. Jesselle is only aware of her because of her ability to see spirits. The two will talk from time to time.

Aunt Vera (human/female/63 years old): A fellow Spirit Medium and a person Jesselle can go to and confide within.

Counselor Gregory Prescott (human/male/30 years old): Recently elected to the city council of Flint. He was recently cleared of all charges of a Voter Fraud scandal with Jesselle’s help.

Nathan Watts (human/male/50 years old): Well known and respected Barrister of Flint. He is best known for his ironclad legal contracts, none of which has been overturned in a court.

Geim Dourstone (dwarf/male/104): Head Foreman at Wesmere Manufacturing and father to Jada, Jesselle’s best friend.

Constable Kurbar Danst (human/male/30) Undercover RHC constable that apprehended the felons who committed voter fraud in the recent city councilor scandal after Jesselle tricked them into revealing that they were the ones hired to commit the crime and frame Councilor Prescott. Constable Danst was the one who brought the young woman to the attention of the RHC for possible recruitment.

Yonree (half-elf/male/67 years old) A Cleric of the Old Faith: Skilled with healing magics and the modern day medical arts. A healer of note within Flints upper class.

Trellen (human/male/17 years old) A relation of Meg Swinson. He is a Spirit Medium in training within Jesselle. He is a researches assistant at the RHC.

Sister Wralen (female/human/55 years old) Runs several shelters in Flint to help the homeless and those in need. Is well respected by the public at large and the homeless she helps.

Shadowstone (???/???/???) A vigilante, known for helping those that no one wants to or is able to help, working the streets of Flint. Currently on Jesselle’s to watch for list.


Additional Background:
After being recruited to the Royal Homeland Constabulary Jesselle was made to do what any rookie did, sifting through piles upon piles of paperwork. Takes ranged from filing and cataloging to physically moving the reports from one location to the next and sometimes right back to where you would have started. While many would groan and begrudge such mindless work Jesselle saw the need of having properly filed work. It was rather much like the work she did while working with Nathan Watts.

Some of the other new Constables soon learned that Jesselle excelled in doing what they dreaded and the young woman began to use her skills as a currency of sorts. From helping others to doing their work she would earn favors of them. Jesselle used her favors often when she was done with her work. She would end up with some of the more choice of foods, extra time on the ranges, to less work elsewhere.

The more senior of the Constables did know what Jesselle was doing but at the same time knew that she was getting things done and doing the job well. It was that skill that caught the attention of Senior Constable from Slate, Jake Hudson. The man watched Jesselle for several days before approaching her and asking her a barrage of questions. She must have impressed him because she was transferred to the Slate offices a week later.

Jesselle was recruited for a long term operation working a barrister whom they suspected of working for and with many criminal elements. Her talents and previous law experience made her an ideal candidate, the only drawback was she could have no outside contact save through secured channels. She had to become someone else. Knowing it would help she signed on and became Harriot Wells.

She started her new life and several weeks later approached Bishop Verlinn, a well-known barrister who was known to represent several suspected criminal elements. The man was known to like a pretty face and Harriot Wells did not disappoint. Her looks got her the job while her knowledge and understanding soon earned her a place at his side. For months she was but an assistant who was able to aide Mr. Verlinn even more than he realized. It was several more months before she was able to get ahold of anything that might of be of interest to the RHC. The first piece of evidence was several misfiled documents that found their way to Harriot. She copied the files as best she could before returning them to Mr. Verlinn. He was almost ecstatic to have the papers found and returned. This gained Harriot a great deal of trust from the older Barrister.

Verlinn brought Harriot into more of his dealings and while anything that might be considered illegal was talked to in private Harriot was able to piece together more and more. It was fifteen months later when Harriot was latterly handed all she could have hoped for to her. Verlinn’s personal ledger, one that rarely left his side or was secured in his home. And the man handed it to her and asked to take to his residence to be locked up. He did not want it on his person as he had a tip that the local Slate constabulary would be accosting him.

The information contained in that magical journal lead to the arrest of one hundred and twenty-four persons of prominence throughout Risur. Several criminal organizations ‘disappeared’ in the following weeks, and there was rumor that an ambassador to Risur was expelled, or rather fled for his life, from the country.

Her work earned her some well earned praise and many more threats. Harriot Wells, suddenly disappeared. As did Jesselle as she was moved out of the city to keep her true identity a secret.

Class of 498:

Graduated RCH Fall 498:
• Devinn LeMont, TN, Human Male Bard-sandman
• Anya Landreth, LG Human Female Cavalier: Nickname "Hero"
• Alastair Rayne, NG Human Male Monk: Nickname "Easy"
• Ifris Lanvaldan, LN Human Femal Soulknife: Nickname "Rails"
• Rhegalion Arbalistre, LN Aasimar Male Oracle: Nickname "Heavens"
• Talyssa Dane, NG Human Female Wizard: Nickname "Jet"

Home:
#9-903 Larimer Lane, Apartment #9
The three story structure is a quaint brownstone that has be converted into smaller units for those who still wish to maintain the status of living in the Central District and reducing their costs. The first two stories have been converted into luxury one bedroom units while the third floor was divided between only two luxury two bedroom units with rooftop access to a enclosed patio, one facing northward and the other southward.

Apartment 9 has the north facing patio. Upon entering the unit, to the left are two closest space while to the right is the kitchen with stone counter tops. A small gas oven and ice box were added for extra convince. Past the stone topped island the apartment opens into the living space with wide double doors that exit onto the large rooftop balcony. the bedrooms are located off of the living space to each side. Jesselle has opted for the west side bedroom which has it's own bathroom and small walk-in closet beyond. The east side room is Jada's which is similar with her own bathroom and walk-in closet. Her room comes with it's own access to the patio as well.

Upgrades: The icebox currently houses a tiny ice elemental which fezzes the stone lined surface for the icebox to keep items cold and keep for longer. The ice elemental is bound for one year and a day, as per the pact that Jesselle and Jada made with and elemental elder.