Born with no innate magical ability, nor from a family of mages of any stripe, Quatar came up a simple, unskilled laborer who landed a job at the Magaambya delivering produce by cart, and has spent the last few years onlooking at the goings on of the institution proper.
Spending a lot of his free time in the woods, Quatar mastered the skill of the boomerang, and carries a few around, and envying the creatures of their freedom, attempts now and again to capture the birds that roam wild in the hinterlands - a feat he has yet to accomplish. Perhaps if he can bring one home, his mother would be happy, and his father would be proud. He does enjoy watching them however, even as he actively "hunts" them.
His Mother or Father?:1d2 ⇒ 1Mother embodies the philosophies of Rain Scribes or Uzunjati:1d2 ⇒ 2Uzunjati, slowly through his life teaching him stories that were loaded with morality and purpose, serving him as a compass. His father was simply a practical man, embodying the philosophy of Rain Scribes, quick-thinking and adapting to many circumstances in which he had to move the entire family on no less than 1d12 ⇒ 12 occasions in the last few years...
It was Niana who first broached the idea to her husband Takulu that maybe the young lad had more potential than meets the eye (no doubt, something she had seen in him that were instilled into him by his parents...). Indeed, with his long legs, he was a natural runner, with an easy, almost feline agility, he was personable to boot. All qualities that, while not classically denoting of a wizard proper, might serve to compliment those of his classmates. And after talking to him time and again, discovered not only a deep reverence for his elders, but nary a "mean bone" in his body. And so, by way of ceremony, Quatar was presented with an invitation to study at the verysame college that he was a laborer for, shifting his duties to early mornings to make room for his flexible studies.
It was around this time that he found his "lucky" ruby...
Born with no innate magical ability, nor from a family of mages of any stripe, Quatar came up a simple, unskilled laborer who landed a job at the Magaambya delivering produce by cart, and has spent the last few years onlooking at the goings on of the institution proper.
Spending a lot of his free time in the woods, Quatar mastered the skill of the boomerang, and carries a few around, and envying the creatures of their freedom, attempts now and again to capture the birds that roam wild in the hinterlands - a feat he has yet to accomplish. Perhaps if he can bring one home, his mother would be happy, and his father would be proud. He does enjoy watching them however, even as he actively "hunts" them.
It was Niana who first broached the idea to her husband Takulu that maybe the young lad had more potential than meets the eye. Indeed, with his long legs, he was a natural runner, with an easy, almost feline agility, he was personable to boot. All qualities that, while not classically denoting of a wizard proper, might serve to compliment those of his classmates. And after talking to him time and again, discovered not only a deep reverence for his elders, but nary a "mean bone" in his body. And so, by way of ceremony, Quatar was presented with an invitation to study at the verysame college that he was a laborer for, shifting his duties to early mornings to make room for his flexible studies.
It was around this time that he found his "lucky" ruby...
Quatar slaps one of the guards in the face after he wakes up.
"Hey you. Where have you taken Elder Ordwi? Tell me now!" uncharacteristically and indelicately blunt!
Unfortunately, our lithe-framed and gentle-voiced hero hardly cuts the imposing figure; akin to being threatened by a newborn kitty. However, what he lacks in gruff, he makes up for in pluck - and feigns provocation of serious injury to the compromised guard!
"Where is Elder Ordwi?" Quatar demands "We are not leaving here without him!"
Esoteric Lore vs White Guard:1d20 + 5 ⇒ (19) + 5 = 24
Exploit Vulnerability:
Frequency once per round
Requirements You are holding your implement.
You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success: You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success: You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure: Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure: You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
Our plucky hero's first launch fails to connect, spinning back quickly which he catches with a deft chuck. Meanwhile, the amulet on his body glows, inuring anyone nearby him from Red Guard's attacks!
"Well, we have been standing around talking about three different ways to approach this. I say we just pick one way and go" he kisses his lucky ruby "The longer we wait for Elder Ordwi, the greater my worry"
"Since we cannot craft this key, I say we try the Well"
Quatar is taken a little offguard at the paladin’s immediate recognition of the subtle direness of Elder Ordwi’s situation. Perhaps he had judged him wrong. Or his own frustration with his own father got the better of him, unfairly projected onto the armorclad justice.
In any case, with feline grace, our plucky hero pivots to immediate preparedness of ”Into the Well then” and clutching his lucky ruby ”Let’s go find Elder Ordwi!”
"No questions here" He remembers the Paladin as a person to avoid around Osprey Cove. The goblin, not as much - they tend to mind their own business and Quatar prefers it that way.
"If Elder Ordwi sent you belatedly - or another elder - then here is our current dilemma" pointing as he talks "You see, we are trying to break into this facility..." explaining what each possible entry might entail, and upon reaching the end, adds a morale test of sorts "I presume that won't present a problem, would it?" eyeballing Dredd with a mischievous smirk!
Quatar raises an eyebrow, enticed by the prospect of "Sneaking around?" he smiles with felicity "Should be no problem - I have never been caught" he beams with confidence, stroking his lucky ruby "I could draw their attention away, in order to create passage for the rest " he looks around at...
Wrapping the rope around his body, Quatar reaffirms his pledge to "Find Ida we will, and make sure that she is in good health" looking ready to set out for the tunnel in the harbor.
"I swear on my lucky amulet it will be done - but I will need all of my effects to make the venture tither and back, and frankly, will look into the matter whether or not either of us put up collateral" he smiles at the shrewd merchant with a thief's knowing glance, and tries to cut the deal with his "Father can balance the bill if it comes up short - nothing else would he owe me that I would not deign to ask" a little tricksy with his words, he attempts to confuse Elsie into agreement of the unbalanced terms!
Quatar negotiates "As you'd like your rosethorn ram, would you be willing to lend a climbing kit?" and supports "I am not fond of the water - I think it is a good idea that you should go, Krachxton"
Quatar lightfingeredly snatches a single quill pen and stuffs into his satchel of collected trinkets...
Upon arriving back he expresses his concern for "Elder Ordwi, I would like to check up on her" and hands the Swordfish’s Log to Zarzuket, who seems to be the one to know what to do with it.
"I think I got the goods" he says "Not in a language I can read, but, in a location that makes me think it is a journal or log book of some sort" he rubs his lucky stone and makes way to return to the party...
"That much is clear to me" he agrees worrifully with Elsie "These two towns already have enough bad blood - it would be a pity for those tensions to escalate..." knowing himself to be somewhat of a 'rube' himself, he empathizes with the alchemist "...perhaps the name-caller was jealous of what you have made of your life with your establishment?"
He looks around, then bends his elbow to touch his back at an angle, discomfort crossing his face at having had been let to sleep on the floor.
"Do you know what they carry as cargo on their ship?"
"We are meant to meet up with Elder Ordwi soon enough" Quatar explains "We''ll see how 'rude' she will have been treated" he keeps it short, aware that Elsie is somewhat unliking of him...
Knowing that when he starts to grate on someone's nerves it is time to quit, our plucky hero shrugs, eats his portion of cold grouse pie, and lays upon the floor.
"That is correct, ma'am" Quatar nods, reiterates "We really are asking about Rusthenge. I suspect it might be haunted. But. That is usually what I expect whenever I have not been to a place!" displaying his naivete "Do you have any advice we could use before going? I see you are closing up, and we'd also like to stay the night. I can earn my keep by helping to clean, if you are open to barter"
Make an Impression (Diplomacy, Trained):1d20 + 5 ⇒ (1) + 5 = 6
"Though I am a child of two towns" Quatar begins "I am from Osprey Cove on my father's side" and "May we come in?"
He looks around. Passes by the pastries (no more please) "You have so many sticky things. Tell me, if you were going to head to Thunderhead Isle, what would you bring?" he picks up a jar of glue and examines it.
"Mother, I have joined the Osprey Cove Rescue Party - mmffph" dealing with another shoved pastry "and Mother: We are going to Thunderhead Isle. I must go with them. I have been entrusted to by Elder Ordwi. I am sorry, there is no other way: I am going to Rusthenge!"
Of course she cries. Tries talking him out of it. Threatens him if he doesn't listen. But after a full go around in what our youthful hero now understands as a pattern, she comes to a reluctant form of acceptance. He hugs her. "My lucky ruby will protect me!" Finding out that that was the wrong thing to say (she doesn't believe in lucky rubies...), mother and son process his decision with another full round as described, but eventually, even lovingly, part ways.
"I will say hello to father for you" even though there is no response, he knows she is grateful.
The whole ordeal causes him to be late to the meetup at Elsie Tavern...
"Elder Ordwi, I do not think separating is wise, but I defer to your wisdom" concerned, he explains his hunch "Why would this man run? His only illness seemed to be the poison that killed him. Rather, it seems to me that he had knowledge of something that he shouldn't, and judging by Sister Vanda's reaction, she seems more concerned to shut him up than verify his worrisome claim..." he looks to the others, then the prisoner, then back to Ordwi "I do not know Stonehome, and I'd like to see my mother, but, as I am a youth, I know that my own wants are not to be put before those of the community. So, I will do as I must. Please. Be careful. Something seems... off"
Having said his piece, he steps back, listens patiently for the others to chime in.
"Ha!" Quatar had never gone through the "front" of his mother's village "This one here don't talk - found her harboring centipedes, harvesting their venom, and shooting people up" he looks around nervously as a hair stands on the back of his neck "From Osprey Cove, me and my crew here: Caught word there was something dreadful happening..." a little unsure of himself "Do you need help?"
Quatar approaches, sheathes his weapons "You are alive due to Elder Ordwi's mercy. Which means you can answer questions:" he glances across the party, dero blood on the orc's sword, and centipede guts spread on the ground by a pile of needles and puddle of water "Why did you kill >redacted<?"
"And what is the trouble at Iron Harbor?" and finally "Is my mother, and the people that live there - are they okay?"
"Not negotiate - but trick!" Quatar clarifies "He was clearly the man who killed >redacted<" looking from Zarzuket to Kragga "In any case, it looks as though we didn't need a leg up. Not with that sword of yours swinging for our Search Party!"
"It seems we have many tempers - hot, warm, and cool - reminds me of how my mother and father used to fight" his brow quizzicals "Looks like we must work on our communication if we are to succeed"
As the centipedes approach, he readies his boomerang!
Quatar looks at Kragga "You are so hasty - how can we ask questions if he is dead!"
Looking at the centipedes, then towards the road "I suggest we try to make the rest of the trip quickly, I can show you a way to arrive by nightfall, rather than waste a whole day camping in the woods. Worse than these creatures here lurk..." he shivers a little...
Quatar, despite keeping boomerang in hand, and of course clutching his "lucky" ruby, raises a couple fingers "We are passing through - please - lower your weapon, and let us work to a solution" he grins to his comrades, winks at Kragga, and tries to use the distraction of "peace" to gain him the upper hand.
To himself: "This is the man who killed [redacted] (we never got his name...)"
Quatar removes his armor, unstraps his backpack, and lays down his weapons and other implements, quickly leaps back across the gap, hoists Elder Ordwi in his arms, and leaps cross-side once more.
He can carry 6 Bulk with his Strength modifier of +1 while without becoming Encumbered
"What do you think, Elder, up the ledge or down the road? It is here that we fork" he nods "I agree - let us hike up!"
Re-donning his effects, he yells ahead to Kragga "Hey you! Wait up!" scrambling to make up for his time lost...