Waylund uses his dagger to pry the largest tooth he can find from the crocodile. Then he cuts a piece of twin and tiesbit to the tooth making a simple medallion.
“Tariq al-Zarqa, son of Karim al-Zarqa.”
He holds up the medallion. “You will wear this as a reminder of the cost you paid this day for your treachery and deceit."
Waylund stands in front of him for a long moment then continues. “In the morning when our party leaves, you will travel back to Sothis and to the pier nearest the Black Dome.
He pauses for a moment to let his instruction sink in. “You will speak to Captain Marlain, master of the Prophet's Ascension. You will give him tonight's tale with neither omission nor embellishment.
The wizard seems to be struggling to keep his expression hard. “You will offer to trade - it's important not to beg - your labor for passage to Druma and instruction in the Prophecies of Kalistrade.”
“If he will have you, you will take great care to learn as much Taldan as you are able during the voyage. When you arrive in Druma, travel to Prophet's Home. You will then hand deliver a letter from me to Liliana Wyllt.”
“Then you will report to the Thousand Shields fortress and offer a trade to the Master of The Horse. He speaks Osirion fluently. Again, you will give him tonight's tale with neither embellishment nor omission.”
“You will point out that you managed to waylay an honors graduate of the Academae and snuck past the Falcon that ruined so many of his ambush drills. You will also explain that you are familiar with the route between Sothis and Eto - where many future contracts are likely to be.”
“You will offer him five percent of your wages as scout in the Mercenary League if he agrees to accept you into the training corps.”
If he will have you, you will train for two years and then spend five more years protecting caravans in Nuzha’s name. Very likely, most of your contracts will be along this very route. You will be able to pay respects to your wife's grave and show her what kind of man you've become.”
“I suggest you spend those five years observing and learning from the merchants you protect. Make allies and contacts among them.”
Waylund then hands him the medallion and steps aside so that the others may bind the man. “Seek me out then. I will test your knowledge of the Prophecies and the merchant trade. If you pass my test there maybe a place for you in the Wyllt cartel but remember that I am not a man inclined to charity. It will not be an easy test.”
Nile Crocodile At 3:30 a shaman play wrestles an adult croc. At 9:00 a mother and daughter recount an attack. At 11:30 how crocs hunt is described in detail.
Immediately after retiring from the Sage’s studio Waylund, citing a prior engagement for the evening, politely excused himself from the others. He leaves in the waiting palanquin that brought him to the villa.
An hour later one of the footmen delivers an assortment of equipment to Amenopheus’ estate with instructions to stow it on Waylund’s camel.
The wizard arrives at the Sothis’s Triangle Gate dressed significantly differently than the evening before, but still carrying noble on his gauntlet clad left hand. He now wears an old but clean poncho over a simple peasant’s garb. However, the silk long glove on his right hand and the well-used and cared for soldier’s boots stand out among the rest of his traveling garb.
He stows a newly carved quarterstave on his camel, upon which anyone who cares to look a will noticed about fifty carved names and a bass relief of a tall ship.
At the camp
At the raised alarm, Waylund steps out of the tent holding aloft a candle in time to see Unas-Ankh, Rawiya Shu-Kri and dashing toward the west and assumes Badhru and Asmani are already ahead of them.
He looks to noble perched on the roof of his tent “Scout ahead, stay high and quiet and then cover our eastern flanks. The commotion might draw other predators."
With a quick gesture and muttered incantation waylund focuses his will until a small vessel of force springs into being. He quickly places the candle in it, grabs his quarterstaff and heads at brisk but calm walk to catch up to the group - the floating candle lighting his path.
I think everyone one just wants to get underway, but in case anyone wants to do anything in the market I found a few good videos of the Souk in Bahrain. I lived there for a year and made a trip to the Souk about once a month. The Souk in Agadir Morocco was pretty similar. I Know it's not the same as a medieval fantasy city based on Cairo but it could help stir imaginations.
We might end up in the Eto market too.
This video includes only the "medium wealthy" area. The center has high end stores and the outskirts are dirt roads.
This video does a good job getting the feel right, maybe better than the first.
This guy's video is super shaky but is good coverage of the textile section where I usually went. They have some talented tailors, and it's a great place to get good suits hand made.
Catching up on some of the RP. Will be be able to post in the gameplay section tomorrow?
The adept smiled politely and passed two leaves of papyrus across the small table to Waylund. Each sheet, scribed in a neat hand, was a receipt from the temple of Abadar. The first indicated that his loan had been paid in full, while the second confirmed the exchange of Absalom Gold Measures for an equal value of Osirian Scarabs. Eighty-four Gold Scarabs to be precise.
“Thank you,” said Waylund in Osirion. As he signed and stamped each with his signet ring the wizard absently noted that his loan was associated with an ‘account number.’ That was a useful idea for organizing clients and he mentally filed it a way for later consideration. Unfortunately, he thought ruefully, it wasn’t useful to his current predicament.
Prophet’s Ascension, the ship Waylund had taken to Osirion, had been struck by a severe squall a week before they were due to make port. The main sail had been shredded and the starboard rudder damaged – delaying arrival in Sothis by a month. That had meant, much to Waylund’s chagrin, an extra month of provisions purchased from the ship’s stores and an extra month of interest accrued with the bank of Abadar.
Waylund left the temple and considered his options as he meandered in the general direction of docks where his ship was moored. His duties were complete. He’d seen the ship’s cargo through customs inspection with the Eye’s of Sothis and handed in the bill of lading to Captain Marlain. He’d also secured a replacement Purser for the Ascension’s return trip – which would be considerably delayed by repairs to the rudder. Apparently, an adventurer had taken an arrow in the knee during a gnoll raid out on the Brazen Frontier and was eager to return to Absalom.
Waylund met the gaze of a portly man clad in livery prominently displaying a sapphire blue Scarab. The beetle heraldry seemed familiar somehow, but he couldn’t quite place why. Giving what he hoped was a disarming smile, he replied “I am Waylund. Is there something I can do for you?”
After pausing for a few seconds to catch his breath the rotund runner explained, “Master Amenopheus sends for you, effendi. The sage would be honoured to have an audience with you at his residence by the time the fourth door of the bazaar closes.”
Waylund’s eyebrows rose in shock. ”The sapphire sage?”
”Yes effendi,” the footman repeated “He wishes an audience with you at his residence by the time the fourth door of the bazaar closes”
Waylund reached into his pocket and took out a silver scarab to tip the messenger. ”Thank you he said, his thoughts reeling. “Please tell your master I humbly accept”
The life of the sailor revolves around meals. Each day is just like the last, with a change in menu marking the passage of another week at sea. Meal times, which are as sacrosanct as the tenants of the Kalistrade aboard the Prophet’s Ascension, are at eight in the morning, noon, and half past five in the evening. Feeding the ship requires as much organization as leading a battalion into battle. Signals and whistles, which the sailors call ‘pipes’ indicate which shift may use the mess hall.
Captain Marlain’s standing orders state musters and drills will not take place during meal times and he forbids any preference in quantity or quality of rations based on rank or position. I believe the good Captain is a wise man. He’d have made a fine Black Jacket.
The crew seems pleased with my service as Purser. Tobacco and Rum where indeed an excellent choice. I’ve been learning the rudiments of navigation at sea and a bit of sailor’s lore in exchange for casting of mending on boots. Master Callem would be proud of his apprentice.
Apparently, good natured pranks are a common way of passing the time. After someone put ink in my coffee - the deckhands quickly learned the mischief that an Unseen Servant can get up to. Invoke the wraith of the High Wizard of the Bilge at your own peril!
The Ships chirurgeon is a decent conversationalist, with an excellent grasp on Philosophy. He cheats at cards though.
Noble loathes ship life. The salt water is causing him to molt and he stays in up in the crow’s nest whenever the weather permits. He is not happy with me.
I’m told we’ll make Sothis in only two more menu changes. I’m really looking forward to landfall.
True, Omelas. Part of what I'll do to reduce the odds of me jumping ship: I'll play one game on the site. I appreciate your encouragement, but I accepted an invite to a game last night from a GM, and all of the players voted me in earlier today.
I'll commit to that one game, but I think you have a good attitude about GM'ing so I'm sure your campaign will be fun. I wish you well!
I found a guide to including horses in your fiction. Linky
I thought it would be pertinent since Tal is a horse Archer, and figured I'd share since it seems like a couple of people also have characters who are Equestrians.
I used it to make a much smaller map of the Stolen lands, with the spoilers removed, that could be used as a player handout for Kingmaker if one of the players wishes to purchase an Area map for their adventure gear.
The idea is that it's an old map that's seen more than a few owners. The resolution is enough not to spoil anything but gives a rough geography of the region.
Here is the interactive pdf charactersheet for Waylund. I saved it on google drive and it should be shareable to anyone with the link.
I based the build concept on Treantmonk's popular battlefield controller Wizard. However, I modified it a bit because I didn't want to minmax too much at the expense of role play. With the 15 point limit I still had to dump wisdom if I wanted to be remotely useful though.
I also chose my adventure gear based on Ashiels gear guide.
Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Toughness: You have enhanced physical stamina (giggity). You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Scribe Scroll (1st lvl Class Feat) 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.
Known Wizard Cantrips: All not of Necromancy or Abjuration
Known lvl 1 Sleep
School enchantment (compulsion) [mind-affecting];
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Color Spray
School illusion (pattern) [mind-affecting];
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Silent Image
School illusion (figment);
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Grease
School conjuration (creation)
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Mage Armor
School conjuration (creation) [force];
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Mount
School conjuration (summoning); Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (a bit of horse hair)
Range close (25 ft. + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Unseen Servant
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Arcane School
Conjuration Arcane School. Waylund focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Opposition School
Necromancy
Enchantment
Wealth and Equipment:
Common Backpack
**inside Backpack or tied to it***
3 Days rations
Bedroll
Spellbook
Grooming Kit
Canteen
Spell Component Pouch
**Inside Spell Component Pounch**
Butter (Grease Spell)
Rose Petals (Sleep Spell)
Red, Yellow, and Blue Powder (Color Spray and Sleep Spells)
A Bit of fleece (Silent Image)
Piece of Cured Leather (Mage Armor Spell)
Bits of horse hair (Mount Spell)
String (Unseen Servant Spell)
Bit of Wood (Unseen Servant)
**Inside Scroll Case**
Sleep Scroll
Carried by Buttercup the Ox
Pack saddle;
blanket,winter (large sized for ox) (1),
block and tackle (1),
crowbar (1),
fishing net, 25 sq. ft. (1)
grappling hook (1),
jug, clay (10),
pick, miner's (1)
pole, 10 ft.
rope, hemp (250 ft.)
shovel,
sledge Hammer
Background:
Waylund is a scion of the main branch of the the Wyllt family, an influential merchant clan within the Kalistocracy of Druma. As per family tradition is a follower of the Prophecies of Kalistrade. When it was discovered that the lad had a natural talent for the Arcane he was sent to Korvosa in Varisia to study at the famed Wizard's College, Academae.
There, Waylund gave ten years of his life to become a highly talented Conjurer. Unlike many, he not only survived the often fatal lessons and examinations but impressed the faculty enough to serve as a tutor to younger students and continue his studies with the great masters of the school.
After a few years, Waylund chose to return to Druma but rather than take up a full time executive post within the family’s merchant Cartel he was recruited by the Mercenary league for a position with the Thousand Shield’s School Arcane.
The Mercenary League is the national military of the nation of Druma. Its members are are also known as the "Blackjackets" because they wear black uniforms and black coats in contrast to the majority of Druma's residents, who are followers of the Prophecies of Kalistrade and are thus clad all in white.
Thousand Shields is a tall fortress made of white stone found in the middle of the Drumish city of Prophet's Home. It houses the primary training facilities for the Mercenary League. The only part of the fortress that is not all white is the tower called the School of the Arcane, known locally as simply the Scar. A swirl of magical energy surrounds it day and night, giving the tower (and its inhabitants) quite a sinister reputation.
Waylund enjoyed the opportunities for both adventure and expanding his knowledge of the Arcane provided by the League – however, his family soon began pressuring him to fulfill his duties to the Wyllt Cartel.
This came to a head, very publicly, at a masquerade ball hosted by the League. A drunken cousin loudly declare that Wayland had no business sense and that the Wyllt Cartel was better of without him.
Waylund, perhaps a bit more into his cups than normal, boasted that he could build a trade empire with just the change in his pocket.
The wager was set. A month later, Waylund found himself in Restov.
Familiar:
Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.