Koriah Azmeren

Zarine Brightbow's page

257 posts. Alias of Zanbabe.


Full Name

Zarine Brightbow

Race

Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 |

Classes/Levels

WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Gender

Female

Age

75 | 6'1" | Eye/Hair Color chestnut/brown

Languages

Eltharin, Reikspiel

About Zarine Brightbow

Species: Wood Elf
Class: Courtier
Career: Noble
Career Path Level: Scion
Motivation: Promoting and Protecting Elven interests, Personal Growth and Advancement, Pleasing her Family, Learning to be a good leader (the group, but also long term)
Short-Term Goal: Set a good example and do good deeds as an elf. (Yes, of course we've killed humans, but only in self-defense--they were the aggressors, etc.) Establish a group of tame humans in order to show her mother that she can thrive in any situation. (She also likes them though, so getting Axel training and helping other people in their careers makes "her" group stronger and better able to assist her in her own goals)
More Medium-Term Goal: Get recognition and a promotion within Elven Heirarchy (advance in career through mother's approval).
Long-Term Goal: Gain enough power and favor within the elven hierarchy that she is proclaimed her family's official heir, instead of just being the heir apparent by birth but not by merit.

=== Characteristics ===

50 (+5) Weapon Skill [melee] (point buy 15 +30 elf +5 XP)
40 (+4) Ballistic Skill [ranged] (point buy 10 +30 elf)
35 (+3) Strength (point buy 15 +20 elf)
40 (+4) Toughness (point buy 15 +20 elf +5 Very Resilient)
50 (+5) Initiative (point buy 5 +40 elf +5 XP)
40 (+4) Agility (point buy 10 +30 elf)
45 (+4) Dexterity (point buy 10 +30 elf +5 Advance Characteristics
45 (+4) Intelligence (point buy 15 +30 elf)
40 (+4) Willpower (point buy 10 +30 elf)
40 (+4) Fellowship (point buy 15 +20 elf +5 Suave)

Wounds = 15 [3 Strength bonus +8 (2X Toughness bonus) +4 (Willpower bonus)
Fate = 1
Resilience = 2 (1 from DM holiday gift Dec. 2023)
Movement = 5

XP: Total Gained 915 / Total Spent 900 Remaining 15

--120 from character creation
--Starting XP 260 (see retcon post from 5/4/23)
--195 reward 9/11/22
--50 for short term personal goal 5/4/23
--290 reward 10/14/23

125 --> Weapon Skill +5
125 --> Initiative +5
100 --> Noble Blood talent
100 --> Etiquette (Nobles) talent
100 --> Change from Noble: Scion to Noble: Noble
100 --> Suave talent
50 --> +5 Intimidate
50 --> +5 Bribery
50 --> +5 Consume Alcohol
50 --> +5 Charm
10 --> +1 Gossip
10 --> +1 Language (Classical)
10 --> +1 Lore (Local)
10 --> +1 Melee (Parry)
10 --> +1 Ride (Horse)

=== Weapons ===

Dagger
Attack=bonus of roll subtracted from Characteristic bonus
Damage=Success Level + Str bonus +2
Reach: Very Short

Foil:

Attack=bonus of roll subtracted from Characteristic bonus
Damage=Success Level + Str bonus +3
Reach: Medium
Qualities:
--Fast [A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence, either striking first, last, or somewhere in between as desired. Further, all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality; other Skills defend as normal.]
--Impale [Impale weapons can kill with a single clean blow. Impale weapons
cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30,
etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under
an appropriate Test in combat.]
--Precise [+1 SL to any successful Test when attacking with this weapon.]
--Undamaging [Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.]

Rapier
Attack=bonus of roll subtracted from Characteristic bonus
Damage=Success Level + Str bonus +4
Reach: Long
Qualities:
--Fast [A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence, either striking first, last, or somewhere in between as desired. Further, all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality; other Skills defend as normal.]
--Impale [Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.]

=== Talents ===

Acute Sense (Vision) [One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM.]
Deadsight [Modified form of second sight, but reveals some additional things, granted by the undead in the river (specifically Klara), and which might not be applicable outside this subquest, but then again...]
Etiquette (Nobles) [You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.]

Night Vision [You can see very well in natural darkness. Assuming you have at least a faint source of light you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.]
Noble Blood [You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.]
Read/Write
Rover [When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.]
Second Sight [You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world.]
Suave (+5 Fellowship)
Very Resilient (+5 Toughness)

Skills:

=== Skills ===

[spoiler=Skills]

Animal Care* XX | Int
Animal Training* XX | Int
Art (Icons) -- | Dex
@Athletics -- | Ag
+Bribery +5 | Fel (+5 bought with XP)
Channelling* XX | Will
++Charm +5 | Fel
Charm Animal -- | Will
@Climb -- | Str
+Consume Alcohol +5 | T (+5 bought with XP)
Cool --| Will
Dodge -- | Ag
Drive -- | Ag
@Endurance -- | T
@Entertain (sing) -- | Fel
Evaluate* XX | Int
+Gamble +10 | Int (+10 allocated career c.creation)
++Gossip +1 | Fel
Haggle -- | Fel
Heal* XX | Int
@+Intimidate +5 | Str (+5 bought with XP)
Intuition -- | Ini
++Language (Classical)* +1 | Int
@Language (Eltharin)* +3 | Int (+3 from species c.creation)
Language (Reikspiel)* +0 | Int (default ability, and can read/write any language I know)
+Leadership +10 | Fel (+10 allocated career c.creation)
+Lore* (Heraldry) +5 | Int (+5 allocated career c.creation)
++Lore* (Local) +1 | Int
Lore* (Magic) XX | Int
Lore* (The Empire) XX | Int
@Melee (Basic) +5 | WS (+5 from species c.creation)
+Melee (Fencing) +10 | WS (+10 allocated career c.creation)
++Melee (Parry) +1 | WS
Navigation -- | Ini
@Outdoor Survival -- | Int
@Perception +5 | Ini (+5 from species c.creation)
Perform* -- | Ag
Pick Lock* XX | Dex
+Play (Lute)* +5 | Dex (+5 allocated career c.creation)
Pray* XX | Fel
@Ranged (bow)* +5 | BS (+5 from species c.creation)
Research* XX | Int
++Ride (Horse) +1 | Ag
Row -- | Str
Sail* XX | Ag
Secret Signs* XX | Int
Set Trap* XX | Dex
Sleight of Hand* XX | Dex
@Stealth (Rural) +3 | Ag (+3 from species c.creation)
Swim* XX | Str
@Track* +3 | Ini (+3 from species c.creation)
Trade (Printing)* XX | Dex

@ = Skills from Species
+ = Skills from Career (++ for second level, etc)
* = Advanced Skills (can't try as a layperson)

Trappings:

Bracelet - white gold and platinum, given to her by her mother (worth 17 gold)
Courtly Garb x2 [This is elven make of course, so muted and tasteful colors and lots of embroidery... clearly show her house colors and the fabrics and tailored cut indicate wealth and high status, but these would be unlikely to be recognized as such except by another elf, or someone intimately familiar with Eonir society.]
Dagger
Foil [Note: now that I have a rapier, this can be given to someone else if they are able to learn to wield it.]
Pouch (tweezers, ear pick, comb)
Rapier (found on island)

Personal Servant Used to be her friend Zanessa, also a wood elf, but is now Hans, her bodyguard, hired from the party. She actually wants to add them all to her retinue at some point, but is biding her time, waiting for a good opportunity.

Monetary Wealth:

2 gold crowns
22 silver shillings (20 per gold)
0 brass pennies (12 per shilling)

(Need to buy a bow. Bow minimum 3 gold (shortbow), elven bow (best) is 10 gold which has damaging and precise, but a longbow would also be okay at 5 gold with damaging. Normal bow is 4 with no qualities or flaws, just a little better damage and significantly longer range.)

Also need to get some high quality armor "fine" leather...

Party Loot:

22 gold
17 shillings (20 per gold)
397 brass pennies (12 per shilling)
[updated 11/14/23 subtracting paying for unloading cargo]
[updated 2/16/24 from selling goods (after lockpicks and commission)]

(Additional past earning and distribution is in gameplay.)

Stuff from the Island:

24 hand weapons and leather jacks, many of which are in poor condition.
A large number of knives, daggers, and other cutting instruments, but most of these are in even worse conditions than the weapons the pirates used. You can likely sell them for something.

You also find some food in the living quarters of the pirates. It seems that they largely lived off what they took, and they have no long term storage.

It's enough to share with the Oberhauser farmstead & provision you while you are on the island as well as your journey back to Grunberg, if you find river passage.

In the Links cabin
diary ("I haven't detailed the diary yet and will try to get to that.")
locked strongbox
compass
dose of faxtoryll
2 vitality draughts
five books:
1 -- Under the Knife by Egmont Lissauer & Hugo Goldfeld and is an examination of surgical techniques. (grants +1 SL to successful tests with the Surgery talent)
2 -- Arts and Principles of the Amber Wind by Roald Staffel. The book appears to be only mostly complete and details the author's understanding of the wind of Ghur. (can be used to grant access to one instance of the talent Witch! (for Ghur spells only - no Resilience needed) or one instance of the talents Aethyric Attunement or Detect Artefact. The appropriate wizard college would likely be interested in the book if you wanted to turn it into them.)
3 -- a religious book for the Cult of Sigmar
4 -- a religious book for the Cult of Rhya
5 -- a book on engineering

____

Behind the locked door:

Firewood as well as a collection of the pirate gang's ill-gotten gains. There are twelve unmarked barrels filled with coal, 4 barrels containing rifle ammunition and powder that are marked for delivery to the Ubersreik State Army (care of the First Kemperbad Grain Exchange) and nine large bags of wheat that are marked & owned by the First Kemperbad Grain Exchange. A tenth sack of grain took on too much moisture and spoiled. You also locate a set of tools for carpentry, a storm lantern (filled with oil) and a finely made rapier.

In the light of day, you can also explore the island more thoroughly. Aside from some scrub plants along with wild geese & goats, you find the docks the pirates must have tied their ship at the end of the path descending north of the settlement to the shore. A healthy length of rope remains on the dock, though it is severely frayed from the pirates' frantic escape.

Behind the false wall:
As you search through the Links cabin, Zarine notices a false wall on one side of the building, and inside a panel you locate a wadded-up wedding dress made with extremely fine materials, an outfit of courtly garb, a silver hair spike set with two emeralds and a silver brooch in the shape of a flower, set with a large moonstone.

=====================================

DM's list... just pasting here for now until I have time to merge/resolve with the list I made

A reference list for island loot:
* 9 silver shillings & 414 brass pennies in pocket change
* hand weapons (seventeen in good condition, six with one Flaw, one with three Flaws)
* leather jacks (ten in good condition, twelve with one Flaw & two with two Flaws)
* knives & daggers from the shrine of Khaine (most in bad condition)
* a handwavy amount of food supplies
* Meinard Link's diary
* locked strongbox
* compass
* dose of faxtoryll
* two vitality draughts
* Under the Knife - book on surgery that grants +1 SL to successful Surgery tests
* Arts & Principles of the Amber Wind - can be used to obtain a talent instance of Aethyric Attunement, Detect Artifact or Witch! (or returned to the appropriate College of Magic for a favor)
* religious books for Sigmar & Rhya (one each)
* book on engineering
* twelve unmarked barrels of coal
* four barrels of rifle ammunition & powder marked for delivery to the Ubersreik State Army (care of the First Kemperbad Grain Exchange)
* nine large bags of wheat that are marked & owned by the First Kemperbad Grain Exchange
* carpentry tools
* storm lantern (filled with oil)
* finely made rapier
* wedding dress made with extremely fine materials
* outfit of courtly garb
* silver hair spike set with two emeralds
* silver brooch in the shape of a flower, set with a large moonstone

People found on the island that are still alive:
* Konrad Links
* Margarite de la Rochelle
* Wolfhard Rothenstein

A lot of this stuff needs to be evaluated. It's an advanced skill, so if anyone has advances, they can roll for each thing. I'll skip some of the things I think the party is just keeping & don't need to know the value of:
* hand weapons & leather jacks should have been Evaluated to know which were in good condition, but whatever
* knives & daggers I'll just handle differently
* value of barrels of coal
* value of barrels of rifle ammunition & powder
* value of bags of wheat
* the finely made rapier
* the wedding dress
* outfit of courtly garb
* silver hair spike set with two emeralds
* silver brooch in the shape of a flower, set with a large moonstone

Backstory:

Zarine is the third child of the currently elected prefect (part of the triumvirate that rules the nation, which includes the Queen but also the elected prefect and the Festival Lord, and which in turn also cede some power to the vicars (vicarii) and the High Council). In elven society she would be recognized as the heir-apparent of her noble house, and likely to be at least a vicar in the future (ruling with the queen as her mother does would be based on being elected or competing to become the Festival Lord, so those positions are more questionable, but as the oldest daughter, it is likely that she will ascend at least to the rulership of her house)... but the elves are at least somewhat democratic, so it isn't a sure thing.

Zarine needs to prove herself and show that she is worthy of that kind of leadership position, especially over her older brothers, who are good men, but not next in line unless she is incompetent. To do this, she needs to show the nation that she is responsible (which she traditionally has had somewhat of a problem with) and dedicated to their nation, and needs to know more of the wider world. Thus this position, where she can start learning to represent the Eonir and how to protect their place in the world.

Zarine's childhood friend, Zanessa, another member of the house (but much lower in status) is along as her personal advisor, both because Zarine knows it will elevate her friend's position to come along, but also because her friend is training to be an envoy, and has a good head for these sorts of things, and she can use the advice.

10 Questions:

Where are you from?

Laurelorn forest, cityborn.

What is your family like?

My family is extremely loving and fun at home, and I had a happy childhood, but we are all careful about how they act in public, since we have high status and we can't tease people or banter too much, lest we inadvertently offend someone or cause harm to their reputation by showing them disfavor.

What was your childhood like?

Happy, loving, friendly... unified. It was all good. There was minor teasing about me not being cut out for leadership, but it was all in fun. Everyone expects me to be my mother's heir in our house, but just privately I am a little worried about it since I like to laugh and joke around too much, and I'm always worried that I will slip in public and laugh at the wrong things.

Why did you leave home?

On the instructions of my mother, I was placed with an organization where I could travel outside and learn more of the world and what it is to represent and defend our people and forest.

Who are your friends?

I have many, but apart from my siblings Zanessa is probably my best friend. I can trust her, and she knows the public *and* private me. She gives good advice about how to behave in public, but is happy to relax in private.

What is your greatest desire?

To not fail... to really be the person that everyone is expecting me to be. I don't feel like I am that person yet... not a wise and loving leader who always says and does the right thing... but I hope to be. I want to be that.

What are your best and worst memories?

My best memories are of my family laughing and singing and enjoying time together.

My worst memories are of disappointing or hurting them inadvertently.

What are your religious beliefs?

Traditional Eonir. We recognize the entire pantheon, practice spiritual meditation/prayer, and as Cityborn (Toriour), we bind deceased souls into gemstones.

As Elves of Laurelorn, we regard the forest and its land as a living thing, something we should live in harmony with, and something that should be protected.

To whom, or what, are you loyal?

My family and my people (and the forests in which we all live). These other things should never be in conflict, but if it were to happen, I am also loyal to Eonir above other elves, to Laurelorn above other elven settlements, to my house above other houses, and to my ancestors above other genealogical lines. (Our settlements are organized by genealogy, and my family was a settler family.)

Why are you adventuring?

It is sort of an adventure, isn't it? I am outside of Laurelorn to do the work of our people. Sometimes it is necessary to ensure that Elven interests are taken into account in the larger world, so as to resolve arguments or conflicts of interest before they start, and so none of the repercussions from political decisions can disturb the forest.