Ordellia Whilwren

Kalendra Fidansdottr's page

No posts. Alias of dien (RPG Superstar 2015 Top 16).


About Kalendra Fidansdottr

Kalendra is a human woman of middling height, in her mid-thirties, and is usually dressed in a pair of wellies (or whatever the setting has that is closest to water-proofed boots), a long woolen skirt in a dark color that won't show up mud or blood too easily, a loose tunic or blouse of chambray, and often a leather work apron. If working outdoors, she sometimes wears a scarf or hat to keep the sun off her face. Her long dark hair is usually pulled back into a loose bun. Though she doesn't have the build or bearing of a warrior, there is something solid and steady about her posture-- her mum would say she's 'well-planted on the earth'.

She has the appropriate pips to show her membership in the Laborers' guild, and the red one indicates she is a healer. Usually, she has a satchel at her waist held there by a shoulder-strap, with various tools sticking out of it-- one day it might be a gardener's trowel, another day a strip of gauze bandage.

Detailed Background:

'In the middle' - a good phrase for Kalendra. Sandwiched between her half-elven siblings and her fully-human younger ones, born to a father still recovering from intense grief, Kalendra (Kal or Kallie, sometimes, to the family) learned early on to be a mediator and the steady voice of reason. While Father no doubt put a toy sword into each child's hands as soon as they were able to grip it, Kallie never took to that. Instead, she was her mother's shadow, toddling behind her and watching with big gray eyes when Ma patched up Olf's scraped knees or wrapped the arm Aelin broke when he fell from the tree. When her younger siblings joined the family, Kalendra was often the one to try and soothe 'the babies' if Mum (or Nacine) was busy elsewhere. Nine years senior to Hamarr, she often carried him around on her hip.

As she grew older, she also followed her mother into the garden, and later, into Coltry Grove to help gather medicinal herbs. Coltry Grove came to be one of her favorite places, and a good place to slip off to in early adulthood when she wanted some escape from a household full of four siblings and large personalities.... even if she has mostly stayed to the safety of the edges, rather than the deep forest. She is comfortable in the woods and, as much as she loves her family, she relishes the sense of peace and quiet she finds there. Though sometimes it seems that the trees are even speaking to her.

Kalendra is responsible, patient, and tries to see all sides of an issue. She is rarely the first to speak up in a family discussion, but when she does speak her words have been considered carefully. She often winds up as a mediator in sibling disputes.

She makes her living primarily as a healer, though she has yet to reach anything approaching her mother's guild stature. She is a little insecure about working in her mother's shadow, and fears being perceived as having benefited from nepotism. She does like the work, however, and has a good soothing bedside manner with the injured and the sick, even with those whose prognosis is grim.

When she's not tending to the ill, she is often working with her hands in the soil. Kalendra loves all plants, but especially the fruit-bearing ones. Summer blackberries, juicy apricots, plump peaches... and grapevines, heavy with purple bounty, are a delight to her. In her teens she tagged along with a caravan to Fathe-- an exciting trip, for a teenaged girl, even if heavily chaperoned-- and her first time really 'away' from the rest of the family. It was a heady journey, containing such excitement as "a first kiss, with a charming stranger at a festival," new fashions, new foods, and her first wine stronger than a watered-down table wine. She came home from the trip with some choice cuttings of Fathe grapevines, gifted to her by indulgent vineyard owners who did not think that Crim's soil and climate would really allow the vines to take root.

But they weren't counting on Kalendra's aptitude for growing things. It's taken the better part of two decades, but Kallie has patiently nurtured along a small vineyard that has the distinction of being one of the few places outside of Fathe where one can find Fathe grapes. The process of getting a good wine from them has been a long one as well - only this last year, Kalendra finally harvested enough grapes to do a wine-pressing that could be bottled for more people than just her immediate family and friends. Enough to sell! And at a tidy profit, given what has happened to Fathe in the years since her initial trip. The taste of success has been sweeter even than the material profits. Perhaps 'Kalendrine' will become a brand to rival even Fathe wines...

Keywords for Kalendra: Persistence, reliability, practical

Stats:

Kalendra Fidansdottr
Female human (country folk) druid (green faith initiate) 1 (Ultimate Wilderness 141)
N Medium humanoid (human)
Init +2; Senses Perception +10 (+11 on opposed checks)
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
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Offense
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Speed 30 ft.
Melee sickle +1 (1d6+1) or
. . unarmed strike +1 (1d3+2)
Ranged sling +2 (1d4+1)
Special Attacks wooden fists (+1, 6 rounds/day)
Druid (Green Faith Initiate) Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, entangle[D] (DC 14), faerie fire
. . 0 (at will)—create water, light, mending
. . D Domain spell; Domain Plant domain
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Statistics
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Str 12, Dex 14, Con 13, Int 14, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Improved Unarmed Strike, Skill Focus (Perception)
Traits wary (daggermark), world traveler
Skills Diplomacy +6, Handle Animal +5, Heal +7, Knowledge (nature) +8, Knowledge (planes) +3, Perception +10 (+11 on opposed checks), Profession (Vintner) +7, Sense Motive +7 (+8 on opposed checks), Survival +9
Languages Common, Druidic, Elven, Halfling
SQ heart of the fields[APG], nature bond (Plant domain), nature sense, wild empathy +2
Combat Gear healer's kit; Other Gear lamellar (leather) armor[UC], sickle, sling, bottle, holly and mistletoe, masterwork backpack[APG], skillet[UE], surgeon's tools[UE], 9 gp, 8 sp
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Special Abilities
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Druid (Green Faith Initiate) Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Heart of the Fields +0 (Profession [Vintner], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wooden Fists +1 (6 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +1 damage.[/b]