Additional Traits [Paizo Publishing LLC -Advanced Player's Guide, p.150]
You have two more traits than normal.
Run [Paizo Publishing - Core Rulebook, p.132]
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Scribe Scroll [Paizo Publishing - Core Rulebook, p.132]
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
[Paizo Publishing - Mummys Mask Players Guide, p.10, Campaign]
Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
[Paizo Publishing - Ultimate Campaign, p.61, Basic, Social]
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Paizo Inc. - Advanced Player's Guide, p.332, Regional]
Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
[Paizo Publishing - Advanced Player's Guide, p.329, Magic]
Classically Schooled +1 to Spellcraft, always class skill.
Combat Detailed:
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
Dagger:
to hit: +2
damage: 1d4+2
critical: 19-20/x2
Dagger (Thrown):
to hit: +1
damage: 1d4
critical: 19-20/x2
range: 10 ft.
Special Abilities:
--------------------- Special Abilities --------------------
Archetypes
Scryer School [Paizo Publishing LLC -Advanced Player's Guide, p.147]
Arcane Bond (Su) [Paizo Publishing - Core Rulebook, p.78]
You have selected to establish a powerful arcane bond with an object.
Bonded Object [Paizo Publishing - Core Rulebook, p.78]
Objects that are the subject of an arcane bond must an amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC: 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Bonus Feat [Paizo Publishing - Core Rulebook, p.27]
Humans select one extra feat at 1st level.
Cantrips [Paizo Publishing - Core Rulebook, p.79]
You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Divination School [Paizo Publishing - Core Rulebook, p.80]
You have chosen to specialize in divination spells.
Enchantment Opposition School [Paizo Publishing - Core Rulebook, p.78]
You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Forewarned (Su) [Paizo Publishing - Core Rulebook, p.80]
You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +1 bonus on initiative rolls.
Illusion Opposition School [Paizo Publishing - Core Rulebook, p.78]
You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.
Send Senses (Sp) [Paizo Publishing LLC -Advanced Player's Guide, p.147]
As a standard action, you place a scrying sensor at a point within 110 feet that you can see and have line of effect to. You can see or hear (not both) through this sensor 1 rounds. The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level. You can use this ability 7 times per day.
Skilled [Paizo Publishing - Core Rulebook, p.27]
+1 Skill point per level.
Equipment Detailed:
------------------------- Equipment ------------------------
Note: Some items repeated for weight management by PCgen.
EQUIPMENT
ITEM LOCATION QTY WT / COST
Scroll Case Backpack,
Common
1 0.5 / 1
A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes
a full-round action rather than a move action.
Parchment (Sheet) Backpack,
Common
10 0 (0) / 0.2 Total = 2
Whetstone Backpack,
Common
1 1 / 0.02
Belt Pouch Equipped 1 0.5 / 1
1.42 lbs.,
I do not have spells of the enchantment or illusion schools.
SPELL-BOOK
Level 0
Acid Splash (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Target: One missile of acid
DESC: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
DESC 2: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
Arcane Mark (Universal)
Saves: None DC: Casting: 1 standard action
Duration: Permanent Range: Touch Components: V, S
SR: No Effect: This spell allows you to inscribe your personal rune or mark. Target: One personal rune or mark, all of which must fit within 1 sq. ft.
DESC: This spell allows you to inscribe your personal rune or mark.
DESC 2: This spell allows you to inscribe your personal rune or mark.
Bleed (Necromancy)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Target: One living creature
DESC: You cause a living creature that is below 0 hit points but stabilized to resume dying.
DESC 2: You cause a living creature that is below 0 hit points but stabilized to resume dying.
Dancing Lights (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 1 minute [D] Range: Medium (110 ft.) Components: V, S
SR: No Effect: You create up to four lights that resemble lanterns or torches. Target: Up to four lights, all within a 10-ft.-radius area
DESC: You create up to four lights that resemble lanterns or torches.
DESC 2: You create up to four lights that resemble lanterns or torches.
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.
DESC 2: You determine whether a creature, object, or area has been poisoned or is poisonous.
Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target: Ray
DESC: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
DESC 2: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
Flare (Evocation)
Saves: Fortitude negates DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V
SR: Yes Effect: This cantrip creates a burst of light. Target: Burst of light
DESC: This cantrip creates a burst of light.
DESC 2: This cantrip creates a burst of light.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (25 ft.) Components: V, S
SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs.
DESC: You point your finger at an object and can lift it and move it at will from a distance.
DESC 2: You point your finger at an object and can lift it and move it at will from a distance.
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 1 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Message (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Medium (110 ft.) Components: V, S, F
SR: No Effect: You can whisper messages and receive whispered replies. Target: 1 creatures
DESC: You can whisper messages and receive whispered replies.
DESC 2: You can whisper messages and receive whispered replies.
Open/Close (Transmutation)
Saves: Will negates (object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S, F
SR: Yes (object) Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. Target: Object weighing up to 30 lbs. or portal that can be opened or closed
DESC: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
DESC 2: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Prestidigitation (Universal)
Saves: See text DC: 14 Casting: 1 standard action
Duration: 1 hour Range: 10 ft. Components: V, S
SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text
DESC: Prestidigitations are minor tricks that novice spellcasters use for practice.
DESC 2: Prestidigitations are minor tricks that novice spellcasters use for practice.
Ray of Frost (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Target: Ray
DESC: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
DESC 2: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Spark (Evocation)
Saves: Fortitude negates (object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
DESC: Ignites flammable objects.
DESC 2: Ignites flammable objects.
Touch of Fatigue (Necromancy)
Saves: Fortitude negates DC: 14 Casting: 1 standard action
Duration: 1 rounds Range: Touch Components: V, S, M
SR: Yes Effect: You channel negative energy through your touch, fatiguing the target. Target: Creature touched
DESC: You channel negative energy through your touch, fatiguing the target.
DESC 2: You channel negative energy through your touch, fatiguing the target.
Level 1
Comprehend Languages (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, M/DF
SR: Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Target: You
DESC: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
DESC 2: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Detect Secret Doors (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You can detect secret doors, compartments, caches, and so forth. Target: Cone-shaped emanation
DESC: You can detect secret doors, compartments, caches, and so forth.
DESC 2: You can detect secret doors, compartments, caches, and so forth.
Endure Elements (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S
SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Target: Creature touched
DESC: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
DESC 2: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Identify (Divination)
Saves: None DC: Casting: 1 standard action
Duration: 3 rounds [D] Range: 60 ft. Components: V, S, M
SR: No Effect: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. Target: Cone-shaped emanation
DESC: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
DESC 2: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F
SR: No Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Target: Creature touched
DESC: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
DESC 2: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Magic Missile (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. Target: Up to five creatures, no two of which can be more than 15 ft. apart
DESC: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
DESC 2: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
Unseen Servant (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 1 hours Range: Close (25 ft.) Components: V, S, M
SR: No Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. Target: One invisible, mindless, shapeless servant
DESC: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
DESC 2: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
Description:
------------------------ Description -----------------------
Height: 6' 0" Weight: 170 lbs. Gender: Male
Eyes: Green-Brown Hair: Black,Bald Skin: Dark
Dominant Hand: Right Quirks: Determined, Detached
Speech style: Formal Quotable: Excellent achievement, only if I had the time to better it!
Full Description
Tall, lean, yet athletic, young man with somber air. Dark skinned with shaved head leaning upon a staff, he's dressed in a light off-white to grey caftan (See page five of MMPG). Cheap earrings with fake white diamonds adorn his ears, a simple signet ring on his finger. The scroll case that pokes out from his backpack marks him a scholar or a wizard.
Or in hot weather, he is dressed the same except he has a keffiyeh wrapped as a turban on his head that is decorated with brown and tan stripes and a matching caftan with gold brocade, it looks prosperous but a closer look revels that it is rather cheaply made.
Quantium, City of Wonders, greater than Absalom as any here in Nex will tell you, bustles with the wealthy, the learned, the wise, the content, even the weird. Towers of magi crackle with arcane might that gets attention only from gawking visitors. Shadows draw close as night nears but the streets remain busy with exotic trade from lands mundane and legend. For the rich and connected doors open to wealth and power few can fathom...
(2-1)
… none of this matters to the Garundi boy Rani, nervously standing next to his father as he applies the lever to the wood shutters protecting a modest appearing place. A sharp report draws a slap from his dad. “Shh boy, you'll have the watch upon us!”, Dad hisses as he pulls the boards quickly free. “Now go inside and take what you can.” Rani squeezes inside and takes what looks valuable, spotting a simple alarm he swiftly disables it. He runs out when a whistle blasts the night. His father grabs the bag and scrabbles to the roof to sneak away. “Run foolish boy, run.” Rani runs into the nights quick as he can, dodging the watch. He runs till he lungs ache, and his heart pounds till it must burst. Just another day in the life of a boy of six of a poor clan of thieves and beggars. I can make it. I'll show Dad.
(1-2)
Dad is drunk as usual, yelling at Rani, "You should have brought twice as much, is this the thanks I get for all I do?" His mother Anisa tries to intervene, "He tried -" She gets no further as Dad starts on beating his wives. His younger wife Abda looks at Rani with the same loathing she always does. As Rani looks away from what he cannot help, his eyes lock with a smaller child who shrinks away expecting a beating from him. This is unfair, I've done nothing wrong but I will not be my father.
(1-3) (3-1)
His Uncle Zahur digs out the opening in the remote desert. Rani looks on fascinated as the seal is revealed. Zahur peers at it and brings out a vial pouring the fluid upon it. The seal dissolves and the door vanishes with it. They hurry in beholding the sights of lost ages. Rani is enthralled by the mystery and power. Who made this place, why, and what did they do here? Uncle Zahur grabs him, saying “Watch where you are going, Rani. One more step and that block above would have crushed us both.” Wandering for a time, picking up minor stuff, a voice calls out “Help me, please.” They come forward and dimly see a man wrapped in strands of webbing. “Cut me free before it comes back.”, the man cries with a wild look. Zahur steps forward. “If we free you, you owe us a favor.” The man, dressed in the robe of a scholar, says, “Yes, yes, just free me.” Zahur nods to Rani who cuts the trapped man free, cutting himself in the process, blood dripping on a fine robe. “May I ask the name of my rescuer?”, the well dressed man wheezes. “Rani - “ says the boy as Zahur stops him, saying, “Names or reasons are not necessary here.” The man straightens, looks intently at Rani, and says, “My name is Ik-Shup, if you can find me, I will reward you.” He pulls out something and it cracks. “Find me!” says the wizard, for that is what he must be, as he vanishes. Ominous rustling from ahead strikes fear into Zahur's face. “Run Rani, run!” He hurls himself down the tunnel as Rani runs behind. I spend my life running, I can do better.
(1-1) (5-1)
Dad is outside, face furious. “You take my son into ancient sites? Are you mad? We are thieves and beggars, not defilers of the past!” Zahur face just as red says, “Come off it, brother; you just think I was not going to cut you in.” Face getting even redder, Dad screams, “Get out, Get out, don't come to me or mine anytime soon!” Dragging and beating his son, his Dad goes to the hovels the clan calls home for now. There is better, Zahur knows this, the wizard knows, Dad knows nothing, soon, Dad, soon.
(1-4)
Zahur's back after two years. Dad doesn't even look at him. Uncle takes Rani aside and says, “I found him where you said he was, from that dream you had. He gave me nothing but said he could arrange something for you.” Rani says, “I'll go.” Dad yells from the kitchen, “If you leave, don't come back.” Rolling eyes, Zahur and Rani depart. Now my life will truly begin.
The clan is trapped - Rani knows this with growing panic, the large reward offered for their capture means they will be betrayed. The elders continue to bicker as the bounty hunters are closing in. Unnoticed Rani steals away, he has heard the someone is looking for more information, rumor has it the he works for the most brilliant bounty hunter in the world who wants always to be right. He goes to the tavern where he is suppose to be.
Badhru is glum, he has investigated the minor burglaries his mentor required of him, clearly the clan Mudrunner are bunch of low-life thieves, but to steal from the very rich? Unlikely they could, or would, and he is sure that that little shop was burgled by them the same night. Why bother if the big score is coming? But he lacks proof, when the door opens and a skinny, scared kid enters, looks around, locks eyes, and nods to the outside, and leaves. Badru follows.
Rani, is very frightened but it's the only way out. The very young guy, wait, is he younger than me? Doesn't matter it's what he can convince his master to do. As the stranger comes up Rani speaks, "You're the servant of the great bounty hunter that the Great Master hired. We didn't do it. I can prove it. We were far away stealing from some shop. Here take this item that we stole from there. Call off the dogs on us as waste of money. Please."
Badhru replys, "I'm sure you're right, this time but it's not enough, we need the real culprit or you hang just the same." Rani is even more nervous, but says, "The household warrior that told we were the ones, he's part of the real thieves, I know he was with his whores at the House of Endless Pleasure that night, spending his bribe. Break him and you will learn all." Rani is terrified but holds his ground.
Badhru sees that this is no ordinary kid, smarter than most, just a bad break in life. This could be the break he needs, now to get this to Woodrose.
Later the clan hears that the reward for their capture has been withdrawn, they flee into the dark wilderness.
Ik-Shup looks at the headmaster with amusement. “Do you see your school as the greatest in Quantium, Master? I see a college with a small enrollment of semi-promising students, all the sons and daughters of scribes and lesser merchants. The great do not even take notice of your minor school of divination when they have so many to choose from. He has talent and ambition and I have paid the fee. Take him! Or take my wrath! Your choice.” Headmaster looks balefully at Rani. “This is a school founded ages ago by Osirians that wished to study the local magics, but kept their harsh traditions. Years of study and beatings await you boy. You want that?” Rani looks at the Headmaster with total calm. “Yes, Headmaster, more than anything.”Yes, teach me, I'll show you, I'll show everyone, I can master the power!
The Headmaster protests, "We are students of the arcane, surely we are exempt from the call for fodder for the army?" The press-gang leaders shakes his head no, "Your school has none of the great, unlike others you have no protection, and I have a quota to meet." After some arguing and some coin, the Headmaster shouts for Rani, "Idiot boy, you will go with these men for a year, no protests! or a flogging and jail await." Turning to the gang leader, "You have one of ours, he's is of no birth, no one will care."
(1-5)
The training was endless, Rani was hopeless with weapons, but passable as a scout and messenger. As they took the field the other men explained how to see the signs for water, food, and taught how to harvest it, small friendships are formed.
(1-6)
Rani remembers - Scrabbling for the few plants available and squeezing water out of them, Rani leans back looking at a desperate urban clan, forced into an arid wilderness, fleeing justice for their thievery. Some seemed to have a great intuition about where water and food could be found, but wouldn't let Rani know how they did it.
These rough men are better than my family.
Beatings from staff and students, snide mockery at his birth and lack of preparation, the first year moved slowly then the learning came with a grace and ease that surprised the teachers and enraged the lesser learners. Book after book, languages old and new, scribbling and scrubbing, and then spell after spell, the years flowed swifter than quicksilver.
(1-7) (3-2) (5-2)
Still there is a complication named Jessenia and the student that courts her Malik. Malik, older than Rani and the richest student in the school seems nothing is better in his life than to put down Rani, as the only real rival in study to Jessenia and Malik. But when Malik was away, Jessenia and Rani grew close. Then Malik returned and he and his toadies, beat Rani mercilessly, the headmaster drags distraught Jessenia away, leaving Rani to his fate, which he survived. The families of Malik and Jessenia soon struck a bargain and they were married. Jessenia graduated shortly before giving birth to Malik's son. I cannot carry the weight of this yet I must. Love is an illusion only the rich can afford.
Rani stands on the dais invoking the power, feeling the warmth flowing from his hands. The ring descends, the magic fuses, Rani feels the connection forming between his center and the ring. “With this, the final test, you Rani, born in a Doompalm grove, of the clan Mudrunner, prove your right to power, to magic, to journey beyond this hall with the title Wizard. Leave the College of the Unseen Eye with yours open upon greatness!” And with that the Headmaster leaves. With the Third Eye on his forehead, Rani sees the arcane flow surrounding his glowing ring. I did it. Now to find a master heading a project finding and studying the knowledge lost in the past.
Uncle Zahur gasps for air. The dark splotches cover most of his skin. No one wishes to aid him. “The curse got me, okay brother. Happy now?” Zahur croaks the words out to a brother that did not bother to come. The eyes open and clear for a moment. “Rani, that's you there? Please lean closer.” Rani does and Zahur whispers, “Rani I will tell you the secret that my brother made me swear not to. He is not your father. A woman badly hurt was found by the clan, she came from the City of the Dead Wati in Osirion, likely your birthplace. She was your mother; she told us little before she died. The name she gave us was Raziya, I know not your birth father's name. You are meant to find answers, the first questions lie there, where you will find greatness. She had this item on her, it is the only thing left to connect you to her.” Zahur shudders but lives for now. "I have to leave now, Uncle, you were always my true father. But the caravan north leaves now and I must catch it, I will go on to this Wati. Forgive me." He leaves his dying Uncle behind. I will go and find knowledge and greatness.
(1-8) (2-2) (5-3)
Rani leaves the caravan and walks through Wati taking in the sights and sounds. Here there are the traders, the shoppers, there the thieves and beggars. It's all so familiar. The ones, like him, dressed eclectically, with weapons and scrolls, adventures. Rani contemplates the future, so much opportunity, so many opportunists. They circle like vultures, waiting for the animal to die, to feed. Am I one of them? He looks toward the tombs, notes their antiquity. The past should be preserved, studied, not just looted by uncaring savages, I can be better than that. Startled by that thought, he slows his pace in thought, idly batting away the hand of a child cutpurse. I can do more here than just do for myself, with the right group, maybe this can be more than legal thievery. I can be a protector of the past, let it be a guide to a better future. What kind of man am it? What kind can I be?
Background Questions:
Much is cross-referenced with the background above. If not, a no reference will be given.
Point 1
1) Breaking into the houses of the even slightly rich, combined with sights and stories of much greater wealth and power taught young Rani, that there is much more to life that is had by the great of birth or the great of ambition. Denied one path he'll use the other.
2) Abuse has been his lot in life, life isn't fair, but Rani sees no reason to be responsible for more unfairness, he's fair as long as it doesn't hurt him.
3) To run is to be free, when you can't run fight, if you can't do either- it's just terrifying.
4) When opportunity knocks answer the damn door! What do you have to lose?
5) Even if things go wrong there is always some way to take advantage, at least learn something.
6) True friends are better than gold.
7) Love is like morning dew, rare, precious, and fleeting.
8) I may be a different person than I thought.
Point 2
1) To be powerful, rich, and famous. Actually that's all the same thing to Rani, he's ambitious for anything that proves he's better than his humble beginnings.
2) To really know the past, to see the secrets behind the veil of reality, to master what he can to really know his place. (Note: Most philosophers would say to master one's self is to master the universe, Rani has little use for philosophy.)
Point 3
1) Secret kept from Rani, who is Ik-Shup really? What does he really want?
2) Secret Rani keeps, Jessenia's child is his, saw that a mile away didn't you?
3) Secret the GM keeps, ???? No reference.
Point 4 No references.
1) Rani's "Family": Dad, Mom - Anisa , Dad's other wife - Abda. Count as one.
2) Rani's father figure: Uncle Zahur. (Who says he did die?)
3) Rani's mentor: Ik-shup.
4) Rani's lost love: Jessenia.
5) Rani's rival: her husband Malik.
6) Bonus one if needed: The Headmaster.
Point 5 The whole background are his memories but the key ones are:
1) Must be more than this to life.
2) Love lost is worse than never having loved at all.
3) There's more to life than myself, the past should be valued by all more.
Point 6 No cross reference, this is from his whole life.
1) Fear: Being trapped with no way out, captured he folds.