Rogeif Yharloc

Zyranus Fairculg's page

28 posts. Alias of Tirion Jörðhár.


Full Name

Zyranus Fairculg

Classes/Levels

Brawler(Beast Wrestler)/1 - Druid(Goliath Druid)/1 - HP: 13/13; AC19, T13; FF16; CMD16; F+4,R+4,W+6; Per +8; Init +2

Gender

Male

Size

M - 5'9, 165lbs

Age

21

Alignment

Neutral (Neutral Good tendencies)

Deity

All good - some ties to Shelyn from mother

Languages

Common(Taldan), Druidic

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 10

About Zyranus Fairculg

___________________________________________________________
Offense:
___________________________________________________________
+2 Initiative (+2 Dex)
+1 BAB (+1 Brawler, +0 Druid)

+3 CMB (+1 BAB, +2 Str) -- +2 Trip (Improved Trip)
+16 CMD (+1 BAB, +2 Str, +2 Dex, +0 Wis, +1 Dodge, +10)

+3 Unarmed Attack (+1 BAB, +2 Str) Damage: (1d6+2) (20 Crit)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 13
Max hp: 13 (+10; +1 FC; +2 Con)

AC 19 [+2 Dex, +0 Wis, +1 Dodge, +4 Armor, +2 Shield, +10]
Flatfoot AC 16 [+0 Wis, +4 Armor, +2 Shield, +10]
Touch AC 13 [+3 Dex, +0 Wis +1 Dodge, +10]

+4 Fort (+2 base, +2 Con, +0 Cloak) (+0 Druid, +2 Brawler)
+4 Ref (+2 base, +2 Dex, +0 Cloak) (+0 Druid, +2 Brawler)
+6 Will (+2 base, +4 Wis, +0 Cloak) (+2 Druid, +0 Brawler)

Special Abilities

Druid Abilities:
Spirit Sense

Brawler Abilities
Martial Flexibility - 4/4

Feats
Improved Trip
Combat Expertise

Traits
Threatening Defender

Druid Spells:

0th Level
Guidance
Purify Food and Drink
Create Water
Detect Poison

1st Level
Cure Light Wounds
Entangle
**Hunter's Howl

** - Domain Spell

Skills:

+2 Acrobatics (Dex +2, Ranks 0, Class Skill +3)
+0 Appraise (Int +0, Ranks 0)
+0 Bluff (Cha +0, Ranks 0, Class Skill +3)
+2 Climb (Str +2, Ranks 0, Class Skill +3)
+* Craft (Int +0, Ranks 0, Class Skill +3)
+0 Diplomacy (Cha +0, Ranks 0, Class Skill +3)
+* Disable Device (Dex +2, Ranks 0)
+0 Disguise (Cha +0, Ranks 0)
+2 Escape Artist (Dex +2, Ranks 0, Class Skill +3)
+* Fly (Dex +2, Ranks 0, Class Skill +3)
+0 Handle Animal (Cha +0, Ranks 0, Class Skill +3)
+8 Heal (Wis +4, Ranks 1, Class Skill +3)
+0 Intimidate (Cha +0, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (Int +0, Ranks 0)
+* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +0, Ranks 0)
+* Knowledge, Geography (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, History (Int +0, Ranks 0)
+* Knowledge, Local (Int +0, Ranks 0, Class Skill +3)
+4 Knowledge, Nature (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +0, Ranks 0)
+* Knowledge, Planes (Int +0, Ranks 0)
+* Knowledge, Religion (Int +0, Ranks 0)
+* Linguistics (Int +0, Ranks 0)
+8 Perception (Wis +4, Ranks 1, Class Skill +3)
+0 Perform(Sing) (Cha +0, Ranks 0)
+8 Profession(Hunter) (Wis +4, Ranks 1, Class Skill +3)
+2 Ride (Dex +2, Ranks 0, Class Skill +3)
+4 Sense Motive (Wis +4, Ranks 0, Class Skill +3)
+* Sleight of Hand (Dex +2, Ranks 0)
+* Spellcraft (Int +0, Ranks 0, Class Skill +3)
+2 Stealth (Dex +2, Ranks 0)
+8 Survival (Wis +4, Ranks 1, Class Skill +3)
+2 Swim (Str +2, Rank 0, Class Skill +3)
+* Use Magic Device (Cha +0, Ranks 0)

Each level skill points gained:
Druid - 5+FC (4 + 0 (Int) + 1 race)
Brawler - 5 (4 +0 (Int) + 1 race)

Traits:

• Threatening Defender
You know how to avoid a blow while still maintaining your offensive posture.
Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

• Adopted
You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Adopted Trait --> see Enlightened Warrior below

• Enlightened Warrior
You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield.
Benefit: You may take levels in monk even while maintaining a neutral or neutral good alignment.

• Stolen Fury
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind.

BenefitToday, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.

Associated Mythic Path: Champion.

Feats:


  • Improved Unarmed Combat (Brawler Bonus)
  • Dodge (Human Level 1 Bonus)
  • Combat Expertise (Level 1)
  • Improved Trip (Druid(Wolf Domain) Bonus)

  • Simple Weapon Proficiency
  • Martial Weapon Proficiency
  • Monk Weapon Proficiency -- brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword
  • Armor Proficiency, Light
  • Armor Proficiency, Medium

Racial:

Human
Medium
+2 Wisdom
Bonus Skill Rank each level
Bonus Feat

Favored Class & Notes:

Favored Class: Druid
Lvl 1 (Druid - HP)
Lvl 2 ()
Lvl 3 ()
Lvl 4 ()
Lvl 5 ()
Lvl 6 ()
____

Brawler:

Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.

Brawler's Cunning (Ex)
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

Bonus Combat Feats
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Flurry (Ex)
Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.

Maneuver Training (Ex)
At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

AC Bonus (Ex)
At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.

These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load.

Knockout (Ex)
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Brawler's Strike (Ex)
At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler's actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Close Weapon Mastery (Ex)
At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Awesome Blow (Ex)
At 16th level, the brawler can as a standard action perform an awesome blow combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the brawler hit it with the close weapon she is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the brawler's choice, and it falls prone. The brawler can only push the opponent in a straight line, and the opponent can't move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the brawler can be of any size to use this ability.)

Improved Awesome Blow (Ex)
At 20th level, the brawler can use her awesome blow ability as an attack rather than as a standard action. She may use it on creatures of any size. If the maneuver roll is a natural 20, the brawler can immediately attempt to confirm the critical by rolling another combat maneuver check with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is also doubled.

Druid(Goliath Druid):

Spells per Day
0th level - 3
1st level - 2+1
2nd level - 0
3rd level - 0

Domain - Wolf Domain
Wolf Domain

Granted Powers:

Improved Trip:
You gain Improved Trip as a bonus feat.

Pack Tactics (Ex):
At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st—hunter’s howl[APG]
2nd—bloodhound[APG],
3rd—aspect of the wolf [APG]
4th—strong jaw[APG]
5th—tireless pursuers[APG]
6th—find the path
7th—animal shapes (canines only)
8th—phantasmal revenge[APG]
9th—freedom

Goliath Druid Archetype

[/i]Class Skills[/i]
A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor.

Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Bonus Languages:
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
Extra Bonus Languages
A goliath druid with an Intelligence bonus can select Giant as a bonus language.

Nature Bond (Ex):
Domain --> Wolf Domain

Primal Empathy (Ex)
A goliath druid's wild empathy functions only with creatures that are Large or larger.
This ability alters wild empathy.

Primal Size
A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself.

She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person.
This ability replaces nature sense.

Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Face Nature's Might (Ex)
At 4th level, a goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants.
This ability replaces resist nature's lure.

Wild Shape (Su)
Druids' ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn't gain the ability to become an elemental or plant.

At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes.

At 12th level, when taking the form of a giant, the goliath druid's wild shape functions as giant form I.

At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid's wild shape functions as giant form II.
This ability alters wild shape.

Primal Summons
A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature's ally spells.

Summon Nature's Ally I: Compsognathus.
Summon Nature's Ally II: Dimorphodon.
Summon Nature's Ally III: Velociraptor.
Summon Nature's Ally IV: Ogre, parasaurolophus.
Summon Nature's Ally V: Glyptodon, iguanodon.
Summon Nature's Ally VI: Baluchitherium, megalania.
Summon Nature's Ally VII: Cliff giant.
Summon Nature's Ally VIII: Spinosaurus.
Summon Nature's Ally IX: Diplodocus.
This ability replaces venom immunity and a thousand faces.

Timeless Body (Ex):
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Equipment:

Arms, Armor, and Clothing
Traveler's Outfit - .5 lbs.
Hide Armor, 25lbs
Shield, Heavy Wood, 10 lbs
Dagger

Total:
______

Total: 4800
______________________

5 lbs

In Backpack
Lantern, Bullseye
Oil, Flask, 1 lbs.
Flint and Steel
10 days of trail rations, 1 lbs.
Scroll Case x2 - .5 lbs each
Waterskin, 1 lbs
Whetstone, 0 lbs
Rope, 50'
Healer's Kit

Scrolls:

________
Total Scrolls =
_________

Belt Pouch

Chalk, 3 pieces
0 p.p.
0 g.p.
8 s.p.
9 c.p.

Carrying Capacity

Current Weight: 5 lbs

Light Load: x < 100 lbs.
Medium Load: 101 < x < 200 lbs.
Heavy Load: 201 < x < 300 lbs

Appearance:

Background:

Zyranus looked down at his dirty hands and ragged garb, and then raised his head to peer out of the forest at the assembled horde of knights preparing for the next incursion into the Worldwound.

What will they think of me? A simple hunter and woodsman? One who was kidnapped by cultists, yet survived?

Zyranus dwelt back on how he had come to be here. He remembered his last day with his family. It had been an overcast day, wet with low hanging clouds. Perhaps this weather should have been an omen. The families home was in a small farming village just west of the Estrovian forest. His parents, Trinia and Jurgan Fairculg, were different. His mother, Trinia, had hair as shiny as burnished copper while his father’s hair was more like colorful feathers than actual hair. That they had celestial blood was never in doubt.

Before settling down to have a family, his parents had fought side by side in earlier crusades. His mother used her druidic powers and called upon her patron, Shelyn, to aid the cause, while his father would sing uplifting songs which raised even the most downtrodden of troops to restore their strength and vigor in the fight. After fighting in the Fourth Crusade, the pair, who had been wed for many years, retired and moved to the small farming village of Herinax just outside of the the Estrovian forest where they raised young Zyranus. Despite his parents’ exotic nature, Zyranus, surprisingly, was a normal human child, albeit with an assimar tilted upbringing.

As was mentioned above, it was a cool misty day with intermittent sprinkles. There had been dense fog that morning, which had burned off, but the skies had not cleared. Zyranus had been helping his mother in the garden while his father had put the finishing touches on a fine lyre he intended to sell on his next trip to Egede. As Zyranus and his mother returned to their small home, Zyranus was suddenly overcome with fear, fear so great that it seemed to paralyze him. He wished to do something, but his muscles simply refused to respond. Thus, he watched in horror as his mother was attacked by several hooded men in cloaks. His father, hearing the commotion, came out, but he too was unable to overcome the attackers.

It was over in a very short time. His mother and father lay bound on the ground, as was Zyranus. He and his parents, bound and gagged, were thrown into the back of a wagon. Dimly in the fading evening light, Zyranus could see several other wagons following his. Throughout the night, the wagons were pulled by horses to the north and west, toward the Worldwound. The procession continued during the next day, which was just as bleak as the prior day with visibility limited to not more than a few hundred feet before the misty fog obscured all sight. Although he could not see it, Zyranus could hear the drivers yelling and whipping the mounts. Obviously they desired to get to their destination in short order.

About an hour after dusk, the procession halted and Zyranus was roughly pulled from the wagon and thrown into a pile along with his parents and about a dozen other captives. He could hear the captors speaking, but did not understand what was being said as they spoke in some hissing tongue which sounded like a snake choking after eating a too large rodent. Zyranus knew that whatever was intended for them, was not going to be done in the name of good and light. Nonetheless, he began to pray. He prayed to Shelyn, his mother and father’s patron, and also to all the other good deities he knew of.

Later than evening, the mist parted and the clear night sky opened above him. As Zyranus was on his back, he could see the sky and the constellations looming therein. He could see Shelyn and Sarenrae, Iomedea and the smith Torag. But, he could also see the darker gods, Lamashtu, Nethys, Urgathoa and Asmodeus. Not skilled in reading the stars, his recognition of these dark deities caused a deep dread to creep into his young heart.

As he was contemplating the meaning of the stars, he was roughly grabbed and tied to a pole. As he looked around, he saw that twelve other captives had also been tied up in a circular pattern, while another ten captives were tied within the circle in the pattern of a star. Then, once all the captives were bound to the poles, a man with a black dagger began to chant as he walked from captive to captive. At each one, he would speak words in the hissing snakelike tongue, and then plunged the dagger into the throat of the sacrifice, as it was apparent this was the intended purpose.

Zyranus began once more to pray to Shelyn to save him, but he knew that it was futile. He felt the dagger against his throat, and could smell an unnatural stench as the unholy priest stood before him. Then, he felt the pain as the dagger was thrust into his throat and everything went black. The last image he had was of his mother watching in horror from her position as part of the center of the star.

The next thing Zyranus recalls is awakening and finding his hands still partially bound, but his feet free. Everything was pitch black and a heavy weight was upon him. After much struggling, he managed to turn over and could see a sliver of light. It took nearly an hour before the young boy was able to wiggle his way free to find himself in a pile of bodies, the bodies of people he knew from his small village. Why he was alive, he did not know, but what he did know was that he appeared to be in some type of a scorched pit and all the bodies around him were charred and clearly dead.

Finally, Zyranus was able to manipulate his way to the top of the pile of bodies and found a sharp rock which he was able to use to free his bound hands. Once free, he climbed out of the pit, and realized that the whole area about him was scorched, as though some gigantic explosion had occurred. He was the only one alive. Despite the horror of what lay about him, Zyranus climbed back into the pit to try to find his parents, yet he was unable to find either his mother or father. Knowing what might occur, Zyranus, despite his stomach growling from hunger, began to dig. And he dug and he dug until he had created shallow graves for all who had been killed. When he finished, he swore a vow to find who had been responsible for this, and to bring them to justice.

In the ten years that followed, Zyranus continued to repeat this vow, but it began to feel hollower and hollower with each time he made it. It took Zyranus nearly a week to find his way back to his village, but once he arrived, he found the place abandoned and it was clear that those few who had survived the raid must have left for the safety of a city or larger town. Zyranus travelled to Egede, but the large city scared him. So, instead, he made his way back to the forest and, using the skills he had learned from his mother, made a small shelter to keep him dry. For food, he picked berries and ate edible roots. When he could not find food, he would sneak into small villages to take some bread or other food stuff. He did not like stealing, and inherently knew that it was wrong to do, but he did not know what other option he had.

Lacking any weapons, Zyranus learned to fight and defend himself by watching how other fought. He would hide in the bushes and watch as troops destined for the Worldwound practiced with swords and other weapons. He often watched animals, particularly wolves, as they stalked and killed their prey. From this, as he slowly grew into manhood, he developed a fighting style that was part human, and part animal.

Returning to the present, about two weeks ago, Zyranus overheard from two guards of a noble retinue that a new crusade was being organized into the Worldwound. And, that there was a great festival which was to occur in the city of Kenabres in a fortnight. Hearing this brought back his memories of the bow he had made. A vow to bring justice and see that those who had slaughtered his family and the people of his village paid for their wrongs.

So, now Zyranus stands on the hill outside of the city of Kenabres, unsure of what he should do next, but knowing that he must enter the city if he is to join the crusade and have a chance to go past the Wardstones to exact the revenge he so deeply desires.