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Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() My plan is to set up a new level 1 PC but believe I can find someone to fit the level eventually chosen. Thanks Redelia, ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Thrym misses
Golem at -97 ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Violet slashes at the skeleton (black) while flanking with Magenta
Paloma is up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Magenta (a rather butch looking girl, compared to the shorter, more feminine, looking Violet) charges in to help Violet.
Janks said THAT? I'll gut him myself Janks looks very worried. Meanwhile ...
Ryul, Cortina, and Cashel are up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() ((Golem: -54))
will: 1d20 + 4 ⇒ (17) + 4 = 21 v 14 The golem still has three targets in it's reach. Qimok(1), Momo=(2), Jek(3): 1d3 ⇒ 2 th: 1d20 + 18 ⇒ (8) + 18 = 26 bludgeoning: 2d6 + 12 ⇒ (3, 3) + 12 = 18 Everyone is up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() If you wish to lose this tail in the crowd, roll Stealth of Survival. Need two successes. You can also identify your tail with Diplomacy (ask bystanders) or Culture to recall knowledge. Blinky really thinks this is suspicious. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Antipaladin: Special Attacks: channel destruction (1d6 cold), channel negative energy 3/day (DC 17, 3d6), devastating blast (2d6 cold, DC 17, 3/day), smite good 2/day (+5 attack and AC, +5 damage), undead mastery (25 HD, DC 17) Immunities: sleep, cold, electricity, fire, undead traits Defensive Abilities: channel resistance +4, rejuvenation; It also has a 30ft sacriligious aura Will DC 17 to resist ands a 10ft cowardice aura. Headless horseman: Resistances: None. It also has a 30ft frightful presence aura - Will DC 19 to resist. Greater Shadow: Special Attacks: create spawn, strength damage ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Papa misses as well. The other troglodyte calls out in their language. troglodyte: before drawing a weapon, making a five foot step and swinging at Tusk.
Help! We're under attack! club: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d6 + 2 ⇒ (1) + 2 = 3 Oloch and Impedance are up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Tusk misses. Papa and Saturn still to act. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() You recognise the 'samurai'. It is one of the Yohanototsu sisters, specifically Michiko. But, somehow, she is now a graveknight antipaladin. The armoured headless knight is a Dullahan, more commonly known as a 'headless horseman'. And that's not just a Shadow, it's a Greater Shadow. Baldrum hits the shadow ((-16)) Alexis still to go before the Dullahan. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Both Thrym and Borq miss. The golem moves through the mist and, since it has ten ft reach, slams ...
Everyone is up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() With giant sized parking spaces, it's not hard to find something that can be squeezed into. As you get out and head towards Expedition Emporium ... perception or survival 26+: You're being followed by a stone giant pushing a sleeping infant in a carriage. Make a sense motive check. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() rolling crit confirm: 1d20 + 8 ⇒ (2) + 8 = 10 Janks barely avoids being tripped ((CMD=15)) but is looking badly hurt (-9) I surrender he calls out. Pervert AND a wimp Violet remarks. Meanwhile Janks just stays down. Six skeletons rise from their slabs and attack, swarming around Violet. broken scimitar: 1d20 + 0 ⇒ (14) + 0 = 14 slashing: 1d6 ⇒ 4
None of them hit. Paul and Nal are up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() You walk into the Hero's Crypt. Four large, unadorned stone sarcophagi stand upright in alcoves along the north and south edges of this chamber, while a fifth stands on a small platform to the west. Above the platform, a large inscription reads, “They gave their lives to battle death.” Fortunately, it's not the Whispering Tyrant in here. It's not even a lich. No, it's an undead armoured female elf, wielding a katanas that is coated in a sheen of ice. Her eyes blaze with unholy fury. And that's not all. She is accompanied by another headless armoured undead wielding a longsword. In front of the two of them is a shadowy figure that sways and moves with an erratic grace, as if lit by an unseen fire. Initiatives:
undead female elf: 1d20 + 6 ⇒ (8) + 6 = 14
Alexis and Baldrun are up first ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() It's a really rare construct called a Neutronium Golem. This hints that the drow of Apostae may have deeper links with hobgoblin colonies than is generally known. The drow claim to have invented neutronium golems within the past few years, but the presence of this golem suggests that they drew on much older technology. Neutronium golems are uncommon in the Pact Worlds. Large construct (magical, technological). Immunities: construct immunities, electricity, light, magic. DR 5/- You can shoot through the barrier but, as has already been demonstrated, lasers don't affect it. Shooting the light out is easy, and once it's gone, darkvision is able to see it again. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Oh. It's an overhead beam with lights mounted on it. As for the barrier below it, it doesn't really say. I assume the golem is strong enough to go straight through it. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Well, it's easy enough to shake her in a hover truck. Just before you drive off, she gives you directions and as a sign of good faith, she gives you a [i]mrk 2 diffraction cloak[/b] and a [i]mrk 3 ring of resistance[i] 'courtesy of of High Marshall Taviss. You’ve allied yourself with the wrong side, Starfinders. Elthel is a fool. High Marshall Taviss is the only hope Anduwar has. Wouldn’t you rather be on the right side of the coming war? Tell me what Elthel asked of you. When your exploration of the ruins is complete, provide me with a full report and any data you collect. Wait a few hours and I’ll return your data. Then report to Elthel. Easy. You’ve nothing to lose. You would do the same, if it was your home that was at risk. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() At least it doesn't stack Archeron: 1d20 + 4 ⇒ (15) + 4 = 19
Green: 1d20 - 1 ⇒ (6) - 1 = 5
No surprise round this time. Acheron, Papa, Saturn and Tusk are up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Hey! All I said was that she'd look good underwater in a two piece. See? Pervert! ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Nice, and thank you. Add yourself to Recruitment please and dot into Gameplay. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() At least it isn't immune to acid - but can you block it if you can't see it? fort: 1d20 + 7 ⇒ (17) + 7 = 24 ((-5)) ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() You enter the southern clan common room. The smell of troglodytes is especially strong in this cluttered room. Various articles—scraps of cloth, strips of leather, and other debris—are neatly sorted and stacked along the chamber’s walls, which are decorated with crude paintings in bright green hues. Two troglodytes are in here, currently hard at work mixing up a new batch of green paint to touch up the decorations in their lair. The older one looks over at you in surprise. Where is Slaagh? he asks. Maybe I should take you to Godbox to make sacrifice Make two Fort saves to avoid being sickened (DC 13) ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Qimok hasn't seen anything like this before and the laser doesn't affect it. The golem moves forward (double moves). To make things worse, once it steps into an illuminated area, it fades from sight, including darkvision. Everyone is up ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() It looks like these guys are going to be immediately hostile. Initiatives:
Violet: 1d20 + 5 ⇒ (18) + 5 = 23
Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16 Janks: 1d20 + 7 ⇒ (9) + 7 = 16 Violet (and yes it's a she) draws her short sword and moves towards you. You should have killed that pervert Paloma is up. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() OK. That should fix it. It's the darker squares that are five foot. As soon as the construct sees you, it activates. Initiatives:
Golem: 1d20 + 4 ⇒ (19) + 4 = 23 The +1 bonus to damage, provided by Tioren applies during this encounter. Qimok is the only one who reacts before the creature. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() You remember seeing this long corridor. You can see the curve of the Emerald Spire to your left, and further on to the left, opposite the door to the Godbox chamber, is a branch that has to go to the Southern Tribe area. Slaagh had pointed it out earlier. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() What ... you mean you didn't kill that guy? And, you sure picked a strange place to get lost in. Let us help you ... get all the way to the Boneyard. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Three white marble statues of featureless spirits echo the murals on the walls, which depict thousands of souls streaming toward a great spire. k planes 10+ or k religion 10+: You know the mural depicts the River of Souls flowing into Pharasma’s Spire to be judged. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() If it's 60ft darkvision - no problem. I'll put it on the map. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Three? Oh dear. Should I try to recruit someone else? ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() You chase him up the spiral stairs and into a crypt. A perpetual thick gray fog covers the floor of this ancient stone room to a height of six inches. Four alcoves extend from a small circular center. The north and south alcoves are lined with ceremonial slabs on which rest skeletal bodies garbed in old finery, the west alcove contains a spiral staircase that winds down from the room, and the east alcove contains only a simple wooden door in the east wall. Two tough looking mercenaries guard the east door. There are 14 slabs with skeletons of varying degrees of decomposition, and two empty ones. gm dice:
1d20 + 7 ⇒ (15) + 7 = 22[dice=2d8+3[/dice] perception=22+:
Janks is hiding by the entrance. An empty potion bottle lies nearby perception 18+:
Did those skeletons move? Two perception checks please. One of the mercenaries at the east shout. How the heck did you lot get down here? ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() There seems to be some sort of humanoid right at the end of the eastern alcove. It can only be detected with darkvision. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Syllyn can see into the rooms and I'm fairly sure the stairs go down. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() You be careful but there are no more traps in this room. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() So, south you go. Do you want to take the first right, the second right, or go down right to the end? You know you'd be entering the territory of the Southern tribe if you go down there. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() '2' and '3' look to head into other rooms. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() And whatever was done, that appears to have done the trick. Now that it's safe, you can descend down the trapdoor. All surfaces of the underground hall were once paved with ceramic tiles, which in some areas has collapsed, revealing hard-packed dirt. Rubble blocks one end of the hall, and rocky debris covers the floor of the other. This debris thins out further from the collapsed ceiling. Dark red emergency lighting marks a turn at the end of the hall. It's all dim lighting down here. engineering 25+:
This looks like to be some sort of a defensive outpost Moving on, you find the remains of an armoury. Empty weapons racks stand on either side of the heavy blast doors. Opposite the doors appears to have been a test range, with heavy shatterproof transparent material separating it from the rest of the room. No debris or stray items mar the bare floor, and the surface of the shelves and worktables hold nothing but dust. Several of the emergency lights have failed, leaving parts of the armory in near-total darkness, especially in the eastern area. The lights that are on shed light in a 20-foot radius around them. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() While Ears disables the first trap, Borq spots the second trap(DC 32) - a hallucinogenic gas trap. ((Life science or Engineering to disable)) ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() That removes the trap. Now what? ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() Looking for troglodytes is basically following your nose to pick up fresh stench. You had got used to Slaagh by now but other fresh ones are likely to cause more nausea. Which way do you go? ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() sense motive 22+: You discern that Kurvasyr is more well-informed than they let on; they know who you are and that you met with Elthel. Kurvasyr clearly has an ulterior motive in speaking with you. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() perception 27+: You spot a collapsing floor trap. Engineering to disable plus another Perception check ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() It's a shame though. 'Slapstick-comedy heavy rinse-cycle mode' would have been fricken hilarious. And, who knows, Prilla might have considered it fun. Maybe someone should shove her in an Aqueous Orb, with a waterbreathing on of course. Looks like it's just another small maze of corridors so far. ![]()
Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55
![]() ((Janks -10)) Janks fires another bolt at Cashel then scurries up the stairs and out of sight. mhc: 1d20 + 5 ⇒ (13) + 5 = 18 piercing: 1d10 + 1 ⇒ (3) + 1 = 4 ((Combat over - for now))
About Myrtis of EmporiaStatistics:
Female Half Elf Oracle (Spirit Guide) 2
NG Medium Humanoid Init +2; Senses Perception +4
Melee +4 Ranged +3
Merchant:
Fate's Favored (Faith):
Feats Extra Revelation (War Sight):
Skills
+1 Diplomacy (Campaign Trait) Languages Greek, Atlantean, Elven, Celtic Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ HALF ELF: Kindred Raised:
Low-Light Vision:
Elf Blood:
ORACLE: Mystery (Battle): Class Skills:
Bonus Spells:
Curse (Legalistic):
Revelations: Skill at Arms (Ex):
War Sight (Su):
Spells:
------------------------------ Spells ------------------------------ 0th (5 Known | (At Will) Detect Magic
1st (4+1 / Day) Bless
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS Consumables: Alchemists Fire x2
Money 53 GP 7 SP 4 CP
Background:
Myrtis has deep family roots in the city of Emporia, where she was born. Her Ionian forbearers left Phocaea 200 years ago to come to its trading colony on the northeastern coast of Iberia, about 100 years too late to be among the colony’s founding families, who still comprise the city’s ruling Oligarchy. But still, Myrtis’s family has prospered over the generations. Like many of the old families, Myrtis is not by blood fully Greek anymore. In the earlier times when the forests were even greater and deeper, and the coasts were not completely and always Emporia’s, there was mixing with the local Iberians and the elves of the upland forests. Some elven blood is a mark of distinction now, showing longevity of residence. For their part the elves have diminished and withdrawn, away from the Greek city and influx of Iberians its rich trade has drawn. Myrtis inherited eleven blood from both sides of her family. Though it is not abundantly apparent in her appearance, some of its signature traits have remerged in her; good eyesight beyond that of humans, a bit of extra height in her more slender than usual frame, and lighter skin. When Myrtis was 3, an illness took her mother Anactoria. Her father Leander grieved long and deeply, too much so many would say. Myrtis bore a great resemblance to her mother, and Leander doted on her to the detriment of fatherly discipline. He could not bear to deny her the things she wanted, and so Myrtis ran the household according to her whims and wishes. Starting at fourteen, that meant accompanying her father on his journeys into the interior of Iberia. Leander is a merchant who deals in ores and refined metals, a rich resource in Iberia. He buys silver, tin, copper, and iron wherever he can find it, going so far as to prospect and encourage its mining under contract by local Iberians. While his travels with Myrtis were not exceptionally dangerous, bandits could be a threat, and of course wild animals could be a problem. Leander typically took along a couple of hired guards in case of trouble. When he began bringing Myrtis, he doubled their number. Myrtis was fascinated by the mercenaries, especially their panoplies. She spent most of her time watching them, especially their sparring. After she demanded a kit of her own Leander had it made for her. When she demanded she practice and learn from the mercenaries, he gave his permission. Myrtis turned out to be a very fast learner, preternaturally talented as a combatant and imminently comfortable in armor. In her later teens, when Myrtis demanded a role as an actual guard, Leander agreed to it. Finally, when Myrtis demanded she take the role of captain to the mercenaries, Leander complied, turning over security to her. Myrtis was eccentric in other ways as well. From a young age she had claimed there were other, unseen, presences in her house and around the city. Others saw nothing and she wasn’t believed, but Myrtis was insistent about being able to feel them and “almost” catching glimpses of them sometimes. She felt the presences most strongly outside Emporia though, as if the forests and mountains were more thickly inhabited by them. It was out on the trips with her father when this sense of presence began to creep into her dreams. Her dreams became the first real conduit between Myrtis and what she felt. She learned “it” was actually “they”, many different beings. They talked to her because she was special, there were very few who could ever hear their voices. As time made communication easier, They taught Myrtis things. First came knowledge and how to use her second sight to sometimes know what would soon happen, then came magic, what is was and how to use it. Not at all the type to keep such exciting, if strange, experiences to herself, Myrtis kept her father informed of these developments as they occurred. Leander went through the typical stages of a parent who’s child makes extraordinary claims without proof. First he assumed an active imagination, or schemes to get attention, was the cause. Later he had Myrtis examined by physicians who found nothing wrong and generally prescribed stricter discipline. When the magic came though, Myrtis finally had her proof. This proof is what enabled Myrtis’s journey to Atlantis. In the last couple of years a place unfamiliar to Myrtis has become increasingly prominent in her dreams. It is beautiful, fantastical, magical city. The only known place it could be is Atlantis, for the wonders she sees are beyond anything even Athenai, Karchedon, or the great old cities of Aegyptos could boast. Myrtis knew she was meant to go there. She felt it in her bones. Besides, she and her father had exhausted every resource in Emporia trying to understand her particular gifts without reaching an explanation. They had eliminated the possibility she was a sorcerer, her need meditate in accord with the external presences indicated she was not herself the font of magic. Myrtis began to press her father about a journey to Atlantis as she became frustrated with the lack of answers. She felt the greater knowledge in that city would provide them. Leander was not easily sold, but he was growing older, and his travels in Iberia would not last but a few more years. Obviously Myrtis would continue them on her own afterward whether he wished it or not. Despite her talents, he judged travel by ship to Atlantis the safer project for his daughter to take up. Besides, she promised to work diligently to connect him to merchants in Atlantis while there. Such an arrangement could allow Leander to transition to the import of exotic goods, and extend his career as his body grows tired. Appearance and Personality:
Height: 5'8" | Weight: 130 | Hair: Dark Auburn Brown | Eyes: Light Brown Appearance Myrtis stands out both for her beauty and her somewhat exotic appearance for an Ionian Greek. Her hair is dark brown, but carries a notable reddish hue, more a dark auburn. Her eyes are light brown instead of the much more typical dark brown. Her complexion is bronze, but several shades lighter than most other Greeks in Emporia. If she were walking the streets of Athens, Myrtis could well be mistaken for a Macedonian or a Greek from Thessaly. Myrtis has lightly freckled cheeks. The effects of her elven blood on Myrtis’s appearance are subtle. Aside from her lighter coloration, she is comparatively tall and gracile, with fine features. Her ears only hint at a point, but are almost always covered by her long hair in any case. Myrtis has spent her life in comfort, though she doesn’t demand it if an interest or project of hers requires doing without for a while. Her clothing is always of the highest quality. Although she inserted herself into her father’s travels beyond the zone of sophisticated Greek city life, she has a taste for it. She knows how to dress appropriately for different situations and certainly does so. Personality - Myrtis is used to getting her way with things; this does not necessarily make her a difficult person though. Her toolkit is extensive, including assertiveness, charm, persistence, and bargaining. She’s adept at mixing and matching tactics as needed for different people and contexts. - Myrtis also learned the ins and outs of trade while traveling with her father. Leander ingrained the importance of family name and honor into her. She follows his maxim ‘bargain hard, but honestly’, and will never try to cheat others, go back on a deal, or make false promises. Her word is her bond. - Once Myrtis decides something, she can be inflexible and stiff-necked about changing course or altering her goals. On the other hand she can be quite flexible about exactly how those goals are reached. She’s unlikely to give up on a battle, but has a good head for tactics and when it is time to try something new. - Myrtis is not a grim dour person. She’s excellent company, and a good conversationalist. She has a fine sense of humor, though she perhaps leans into sarcasm a bit too much. She is an optimist who expects success, and who is not afraid to put in the work to achieve it. - Myrtis holds herself and her abilities in high regard. She doe not lack for confidence, and may overestimate herself sometimes. -There are two things Myrtis obsesses about: the idea of combat, and perfection within it, and finding an explanation for the source of her magic.
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