About OrvinOrvin is a young man with light brown, sunbleached hair and tanned skin. He has brown laughing eyes, and a small scar through the eyebrow above his right eye. He wears a close cropped beard and dresses plainly in brown, green and grey leathers. Daisy is a grey and white dappled mare. She seems unnaturally alert and attentive for a horse. Background:
His father met him at the bottom of the hill. He hadn’t really aged in the time that Orvin had been away. A few seasons don’t make much mark on a face that has seen decades of sun, wind and snow. Orvin wasn’t sure if he was disappointed or relieved by that lack of change. “Father,” he said. “I can’t feed you boy. So I am glad you had some forethought” he answered, in that deep yet plain voice, motioning to the wrapped carcass on Daisy’s back. “It’s a homecoming gift of a sort. I knew that the family could always use the meat, and I won’t be staying long.” His father simply turned at that and began walking across the field and back up the path towards the house. Orvin followed as well, his eyes taking in the fields, the stream meandering through the bottom land, and the trees on the hills. He had such a strong connection to this small hollow that he could feel the life here with just the barest of concentration. The land here knew him and welcomed him back. Daisy walked behind him up the path, occasionally lipping his hood or letting out a soft whicker. He could sense that she wanted attention, that she was bored, and that she wanted the deer carcass off her back. The farm was doing well. The land was still fertile, the trees hadn’t been cut down severely for firewood, the harvest had been good, and the stream ran clear. Orvin felt himself relax as he sensed these things, he had worried that during his time away training that something horrible would happen…disease, fire, bandits, monsters or worse. But none of these had. “Father,” he called out. His father stopped and turned. “You know that I am not staying. Mother probably will not, or will not have thought of it. I am heading south. There is work to be done on the border and into the Stolen Lands. Keeping things quiet there should help keep things quiet here, and benefit everone.” “Your mother wants you to get married and have lots of grandchildren for her. But I recognize that you have work to do boy. I am glad that you found good work to do. Your mother will just have to settle for grandchildren from your brothers and sisters.” Orvin nodded, feeling proud that his father approved of his life’s path. Up ahead, from the cabin, a cry went up, and four children came pelting out the door and down the path crying: “Orvin! Orvin! Orvin!” ------ It was a sad day for the family when Orvin first left. Yet, by that time, they all knew that he couldn’t stay. He had never been interested in farming for the sake of farming. He had learned to love the land, and for that his father was ever grateful, but his love went beyond that of a farmer. At an early age he had started to know the hollow, all the animals within and their patterns. By the time he turned fourteen Orvin could name every creature in the hollow, knew their patterns of life, could grow any plant that he wished (in its proper season) and could hunt or trap with uncanny skill. He heard the call from the north in the dead of winter, when the noise of life began to still around the hollow. It was a sort of pull, a longing that he could feel in his chest. He didn’t announce his departure until the spring, but by that time they all knew that something was calling him away. Orvin trained with the Druid Tallowhen in the depths of the Grozni forest. He trained for 3 years in the depths of the forest, away from prying eyes, learning the way of a Druid, the secret language, the way of plants and animals, and magic. It was one of the other druids in the circle who first brought the news of the charter for the Stolen Lands. The order for Orvin came swiftly, for him to travel to the south and become guardian and caretaker of the lands there such that they would remain, as much as possible, unspoilt. Orvin however sees the world through slightly different eyes than those of Tallowhen. Tallowhen was born to privilege, to the wealth of a large merchant family, he doesn’t understand life on the frontier and the challenge that the common people face daily. Orvin plans on ensuring that the lands remain in balance, not overrun, not despoiled, but not closed to civilization. Orvin’s Family:
Ren - Father Mika - Mother Toola – Maternal Grandmother Ess – 30 – married to Renna – children: Wren (1) – Ess has a farm 3 miles away Gilas – 27 – blacksmith – lives in Rostov Mial - 17 Jilla -15 Breni - 9 Eren - 5 Orvin's Stat Block:
Orvin Male human (Varisian) druid 2 NG Medium humanoid (human) Init +0; Senses Perception +8 -------------------- Defense -------------------- AC 12, touch 10, flat-footed 12 (+2 armor) hp 16 (2d8+2) Fort +4, Ref +0, Will +6 -------------------- Offense -------------------- Speed 30 ft. Melee quarterstaff +2 (1d6+1) or . . scimitar +2 (1d6+1/18-20) Ranged sling +1 (1d4+1) Druid Spells Prepared (CL 2nd; concentration +5) . . 1st—cure light wounds, deadeye's arrow, ray of sickening[UM] (DC 14) . . 0 (at will)—detect magic, know direction, light, read magic -------------------- Statistics -------------------- Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 14 Base Atk +1; CMB +2; CMD 12 Feats Mounted Combat, Persuasive Traits highlander (hills or mountains), trustworthy Skills Bluff +2 (+3 to fool others), Climb +5, Diplomacy +10, Handle Animal +7, Heal +7, Intimidate +5, Knowledge (geography) +5, Knowledge (nature) +8, Linguistics +2, Perception +8, Ride +4, Spellcraft +5, Stealth +5 (+7 in hilly or rocky areas), Survival +9, Swim +5; Racial Modifiers highlander (hills or mountains) Languages Common, Druidic, Giant, Sylvan, Varisian SQ nature bond (horse named Daisy), nature sense, wild empathy +4, woodland stride Combat Gear potion of cure light wounds, potion of cure light wounds; Other Gear leather armor, quarterstaff, scimitar, sling, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 187 gp, 1 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy. Woodland Stride (Ex) Move through undergrowth at normal speed. Daisy Statblock:
Daisy Horse N Large animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size) hp 24 (3d8+6) Fort +5, Ref +4, Will +4 -------------------- Offense -------------------- Speed 50 ft. Melee bite +4 (1d4+3), 2 hooves -1 (1d6+1) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Base Atk +2; CMB +6; CMD 17 (21 vs. trip) Feats Iron Will, Light Armor Proficiency Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Work Skills Acrobatics +5 (+13 to jump), Perception +5, Swim +7 SQ combat riding, work Other Gear feed (per day) (5), military saddle, pot, saddlebags -------------------- Special Abilities -------------------- Combat Riding [Trick] The animal has been trained to bear a rider into combat. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Work [Trick] The animal pulls or pushes a medium or heavy load. |