Site hosted by Angelfire.com: Build your free website today!
Talents
Name Rank Base Step Dice Disc Karma Strain Action Discipline Att
Astral Sight 1 8 9 D8 + D6 Yes No 1 No Nethermancer (1) P
Karma Ritual 1 - - - No No 0 - Nethermancer (1) -
Read and Write Magic 1 8 9 D8 + D6 Yes No 0 Yes Nethermancer (1) P
Speak Language 1 8 9 D8 + D6 No No 1 Yes Nethermancer (1) P
Spellcasting 2 8 10 D10 + D6 Yes No 0 Yes Nethermancer (1) P
Spell Matrix 1 - - - No No 0 - Nethermancer (1) -
Threadweaving - Netherweaving 2 8 10 D10 + D6 Yes No 0 Yes Nethermancer (1) P
Knacks
Name Strain Talent Base Minimum Talent Rank Discipline Effect Reference
             
Equipment
Name Weight Quantity Charges Location Reference
Adventurer's Kit 14 1 - carried Player's Compendium p452
Traveler's Garb 3 1 - worn Player's Compendium p459
Trail Rations 8 1 - Backpack Player's Compendium p454
Dagger 1 1 - Sheath at belt Player's Compendium p436
Hide Armor 25 1 - Worn Player's Compendium p440
Physician's Kit 3 1 3 Backpack Player's Compendium p452
Fishing Kit 14 1 - Koan's Backpack Player's Compendium p452
Grimoire (necklace with bone charms on it, each charm has a spell etched on it) .25 1 - Worn None
Alchemical Ingredient: Hawk Eye 2 1 8 Backpack Herbs and Plants of Barsaive p4
Total Weight 56.03125 lbs
Money 100 Silver or equivalent
  Copper Silver Gold Earth Water Fire Air Orihalcum
Quantity 0 0 0 1 0 0 0 0
Value x 0.1 x 1 x 10 x 100 x 100 x 1000 x 1000 x 10000
Weight x 0.020833 x 0.015625 x 0.0125 x 0.00625 x 0.00625 x 0.00625 x 0.00625 x 0.00625
Spells
Nethermancer Spells
Spell In Matrix Circle Threads Weave Reattune Range Duration Casting Effect Step Dice Reference
Astral Spear No 1 1 6 12 120 Yards 1 Round Target's Spell Defense Will + 6 13 D12 + D10 Player's Compendium p345
Bone Dance No 1 1 6 15 25 Yards 3 + Rank Rounds Target's Spell Defense Will + 4 11 D10 + D8 Player's Compendium p345
Command Nightflier No 1 1 5 13 120 Yards 3 + Rank Minutes Target's Spell Defense Will + 2 9 D8 + D6 Player's Compendium p346
Dry and Wet Yes 1 1 7 8 15 Yards 1 Round Target's Spell Defense Will + 4 11 D10 + D8 Player's Compendium p345
Insect Repellant No 1 1 6 7 Touch 3 + Rank Minutes 6 Will + 5 12 2D10 Player's Compendium p346
Spirit Dart No 1 0 - 7 25 Yards 1 Round Target's Spell Defense Will + 2 9 D8 + D6 Player's Compendium p347
Spirit Grip No 1 0 - 7 Touch 1 Round Target's Spell Defense Will + 6 13 D12 + D10 Player's Compendium p346
Undead Struggle No 1 0 - 7 10 Yards 3 + Rank Rounds Target's Spell Defense Will + 4 11 D10 + D8 Player's Compendium p346
Magic
Thread Items
Name   Effects
Cost Next Rank    
Maximum Threads  
Test Knowledges Known  
Key Knowledges Known  
Deeds  
Threads Tied  
 
Name   Effects
Cost Next Rank    
Maximum Threads  
Test Knowledges Known  
Key Knowledges Known  
Deeds  
Threads Tied  
 
Blood Charms
Name    
Wounds  
Deppaterning  
 
Name    
Wounds  
Deppaterning  
 
Name    
Wounds  
Deppaterning  
 
Name    
Wounds  
Deppaterning  
 
Blood Magic
Name   Effects
Damage Taken    
Wound Taken  
Deppaterning  
Date Taken  
Duration  
 
Name   Effects
Damage Taken    
Wound Taken  
Deppaterning  
Date Taken  
Duration  
 
Group Pattern
Name  
Threads
First Thread Second Thread Third Thread Fourth Thread Fifth Thread
Tied To   Tied To   Tied To   Tied To   Tied To  
Rank   Rank   Rank   Rank   Rank  
Item  
Symbol  
Date Made  
Members  
Life Story
Before Adventuring: LP 250 Training

Selevite is a young elf at age 35. He was the last elf born in his kaer before the doors opened when he was fifteen years old. However, from the time he could first walk, he wanted to explore the world, never content to stay in one place. He knew that life had so much to offer, and he didn't know whether he'd have enough time to explore it all during his lifetime, as long as elves live. He had a family of 6, mother, father, and three older sisters. Although none of his family was a Nethermancer, or even a spellcaster for that matter, he is not the only adept in his family. His father is a Beastmaster of the 5th circle who cared for the livestock inside their kaer. One of his sisters, a fraternal twin, is a first circle Troubadour who would help entertain the kaer dwellers and keep their spirits up until the Scourge ended. His mother and remaining two sisters are not adepts.

While in the kaer, he spent time at the alchemist's lab learning rudimentary alchemy. His real goal, although he never said so, was to learn how to brew a potion of eternal life. No one realized this, even though he wanted it in order to save his mother's life. She suffered from a debilitating disease that was slowly killing her. She contracted it through an injury suffered from giving birth to her last two children.

However, he was content to learn any form of healing or beneficial potion. He figured that in the end, he would be able to find something to help his mother. He also learned how to not make poisons. He learned to respect all life, and that preserving life was the foremost duty of any namegiver from his alchemy teacher. For this reason, he is never to make a poison, but to create as many antidotes and healing potions as he can.

He also learned the basics of natural healing from the alchemist, who was also the town healer. He studied hard, always with the ultimate goal of finding the cure for his mother.

Sadly, before the kaer doors opened, Selevite's mother died. However, Selevite knew there was something more to his mother's life, because death couldn't be the end. Like walking down a path in the woods, like he read in the Book of Tomorrow, death is just turning a corner. Your friend is still there in front of you, you just can't see him anymore.

When he was 15, the kaer opened its doors and he saw the outside for the first time, and he hated sleeping in the kaer. He quickly learned to volunteer for fishing duty because then he could spend all day outside while working to get food for the village. He also spent these years learning basic healing techniques while waiting around for a bite while fishing.

19 years after leaving the kaer, as the village was doing quite well for itself in the world above ground, a party of adepts came by the village. The party had a Dwarven Investigator named Standish Goldburrow, Elven Thief named Tarin Fe'grad, Human Thief name Shurukai, Dwarven Weaponsmith named Girk, and a Human Nethermancer named Mors Bolas. This group provided the manner for Selevite to explore the world and its experiences, and the Nethermancer, Mors, was the adept with whom Selevite identified the most. This group stayed in the village for a few days helping to repair those tools that had worn with age during the Scourge as well as teaching some basics of skills necessary in such a world. The village, in return, gave them a bed for the night and allowed them to eat food the village had grown.

No one expected the town hall to collapse that first night. Luckily, the only people inside were the visiting adepts and the village headman. Unluckily, the village headman was frail of body due to age. Luckily, the villagers were quick to act during this disaster and they removed the debris enough to get at the headman, who was breathing his last, or so it seemed. Selevite used what he knew of alchemy to bring the necessary potions, and his physician skills, to help the headman. However, it was not enough. Mors, knowing the ways of the Nethermancer, cast a quick spell of Last Chance saving the headman. None of the villagers saw what Mors did, only the results of the action. They all thought he had used a Last Chance Salve to bring the headman back to life. Word spread throughout the village of this act like wildfire, and Selevite finally saw death for what it was, just another step: or a door. Like any door, one can go either way through it.

Although everyone knew the adepts had nothing to do with the hall collapsing, the adepts decided they would help rebuild it. As such, they stayed in the village for a few weeks until the townhall was rebuilt.

Selevite spent his time with the adepts as much as his chores would allow learning about them. The adepts realized he had a spark of magic in him and a heart for adventuring. Mors realized he had the same love of life, and acceptance of death, that he had. Mors was not a typical Nethermancer, and his clothing reflected this. Due to his clothing, the villagers thought Mors to be a Troubadour, even Selevite was fooled. Mors realized that Selevite could become a Nethermancer. As they worked together, it became apparent that the two got along quite well.

On the final night the party was in the village, Selevite was invited by Mors to join the party and train as a Nethermancer. This was the first time that Selevite realized that Mors was in fact a Nethermancer. All Selevite had to know about Nethermancers previously was second-hand reports and rumors. This man in front of him was nothing like the stories, and Selevite realized that Nethermancers were just as concerned with life as they were with death. He made the decision to join this group with or without his family's blessing.

He asked permission of his father first, whom he thought would understand best being an adept himself, who answered that if the party would have him, he could go. His father didn't realize that Mors wasn't a Troubadour as he appeared. His sisters were of mixed opinions, but they would not let him know that they had reservations about him leaving. His twin sister was outwardly supportive, because she knew that if Selevite knew she didn't want him to leave, he might not go. He could never be happy that way. However, she resolved that she would begin to travel as a Troubadour with another group of adventurers at the first opportunity in the hopes that she can help her brother.

The group agreed that they would allow him to train with them, and Mors agreed to train him on the condition that he would provide the food necessary for Mors. While adventuring and learning the discipline of Nethermancer, he also learned the Talent of how to Speak Languages from Standish. He also continued learning alchemy with the group as both Mors and Standish planned on becoming alchemists. Mors would also teach him of Horrors, who bring the wrong sort of death. Furthermore, his training contained more natural healing because Mors was skilled in both natural and supernatural healing. Finally, the party taught Selevite the basics of making a deal because they recognized how important that is for an adept.

It took 1 year of adventuring with the party to become a first circle Nethermancer. He adventured with the party, but the party itself was quite full, and he realized that he was just a duplicate, a weaker version, of what the party already had.Selevite wondered if it wouldn't be better for him to be with another group, one that did not already have his specialized skills. The party recognized the wisdom in what he was thinking, and they said that the first time he found another party that would be able to utilize his skills and Talents, they would bid him farewell and wish him and the new party luck. He encountered this party, by chance, in a city far from his home village, in Travar. This group was an Elven Swordmaster, a K'stulaami Horror Stalker, and an Obsidiman Purifier.

Personal Vision: LP 50

Selevite views life as an important goal. He understands that people are afraid of death, and for that reason, Death was imprisoned in the Sea. For this reason, he wants to do all he can to prolong this life. However, he knows that death is not the end, as there are ways to communicate with the dead. This does not mean that one cannot be sad when another dies, for it will be the end of one relationship, but it is also the beginning of another. He does not personally fear death, but he doesn't know what good he can do after death. He knows that nethermancy is the magic of life and death, with an emphasis on life.

Selevite concentrates on winning fights without lethal methods when possible and prudent. He wants a world of peace where people need not fear anything. He recognizes this is not that world, but he will do what he can to help make it, and if that includes dispelling myths about his discipline, so be it.

Adventuring in the Game
Meeting the party: LP 60 Setting Out Towards the Kaer: LP 75

Selevite began this adventure as he ended his adventures with his previous party. The fellowship of the Rose, his mentor's party, agreed that he would not do as much good with them as he would with another group. As such, they entered the nearest city of note to see if any group of adepts could use his talents. Naturally, the guard directed them to a specific inn, The Drowning Dwarf. Usually, they would go to a different inn than the one the guard recommends, paying guards to advertise a specific location tends to raise the costs of that location. However, when looking for a group of adepts that could use help, 'tis better to go where the other adepts would go.

They sat down and ordered dinner. Mors agreed to use his astral sight to watch those entering to see who is and isn't an adept. Although some non-adepts came in, Mors did notice a T'skrang who sat next to an elf: both adepts. He also saw an Obsidiman who went by himself to the bar. Selevite took the opportunity to speak to the Obsidiman. Perhaps he could be an ally. However, upon entering, the Obsidiman overheard the T'skrang was a horror stalker, intriguing him. The bartender, however, was displeased the Obsidiman was taking up so much bar space, so had a table emptied for him. Selevite followed the Obsidiman to the table.

The Obsidiman passed a drink on towards the Elf and T'skrang with an invitation to join him and Selevite. Now, the other two decided to join at table to learn what the Obsidiman wanted. The T'skrang's name is X'ragash. The Obsidiman introduced himself as Koanarlinet. The Elf is Aladorai. Koan described why he had come to town.

He was seeking friends who could travel with him to help open a kaer. His liferock had a connection to the kaer, and he was sent to open it in order that those inside would no longer be forced to stay inside. Selevite recognized some similarities between this and his mentor's first adventure. However, he also saw that this was not exactly the same. He hoped what little trust he was granting was not in vain. However, he was working to appear trustful because that also shows trustworthiness. Koan offered an initial payment of 1 Earth coin with the promise of additional payment upon a successful completion. After discussing the details of how to get to the kaer, which was well over a month's journey, he decided to go to bed.

He thought they agreed to meet at the same table in the morning, but apparently the plans changed after he had gone to bed. The bartender informed him they were to meet at the gates. He went to the gates along with Aladorai, who also had not known they were meeting at the gates. Upon arriving at the games, Selevite asked if anyone would carry his fishing kit for it made his pack weight just a bit too much for him to comfortably handle. Thankfully, Koan usually travels light and agreed to take it.

The journey to the kaer had properly began. Selevite asked Koan to tell what he could of the kaer in order that everyone could be better prepared. Also, to see if the kaer was real or if Koan was really taking a group of green adepts for an ambush. Sure, the earth coin sends a message of trust, but if there's an ambush, it would have been returned when Selevite was dead. Time will tell.

We set out on Gahmil 21, 1435TH. Each morning and night, I fished to provide food for the journey. We were following the river towards Farram. The first night, I caught 8 fish. The next morning, for breakfast, I caught 4 fish, apparently, morning fishing is as good on this river. That evening, once again, I caught 4 fish. The fresh food is nicer than the trail rations, though. If any young adventurer reads this, take note: find a way to provide fresh food on your journeys beyond trail rations. You will thank yourself.

On the third day, though, something of note happened. After fishing in the morning, as was my custom and bringing back another 4 fish, we set out. After travelling half the day, we smelt something horrid. As we went forth, the smell became stronger and we saw some vultures. Knowing that death brings with it insects, which are an annoyance when studying something, I quickly reattuned my spell matrix with the spell Insect Repellant. My first attempt at weaving failed, but my second succeeded, and I successfully cast the spell. As I approached the corpse, the insects present all left away from me.

It turns out it was a dead dyre that had died of poison. I took a sample of its flesh in order to study the poison better. The Horror Stalker we had in the group said he couldn't detect the taint of any horror, so I felt this was a safe thing to do, provided I keep this sample separate from our food supply. Furthermore, we couldn't simply leave it as it is because it was killing the carrion feeders by poisoning them as well. Thus, we decided the best choice was to burn it. I know that dry things burn better than wet, and we didn't have wood gathered, so I took my time to reattune my Spell Matrix yet again, but this time with Dry & Wet. It took me two attempts to weave the spell once reattuned, but I did successfully weave it and cast it. I dried out a bit of the dyre, as well.

Koan knew it wouldn't be wise to burn the poisoned bit, which amounted to about 7 pounds of flesh, so he cut that area off the rest. It was about this time that I realized we didn't need to burn the whole thing, just the outside to keep wild animals from eating it. Most people, however, wouldn't eat something like this without being really hungry, so we wouldn't have to worry about that. Thus, We built a bonfire around it and set the fire. When the fire had burned out a bit, we didn't worry about ensuring the entire beast had been consumed by the flames.

Farram Village: Adventuer 4:

After taking care of the poisoned dyre, we continued on our journey towards the kaer. Realizing that poisons will abound on our journey, and we could become very injured very quickly, I decided to start watching for alchemical ingredients while we travel. I managed to find some Hawk's Eye while journeying before reaching a village on our 7th day of journeying.

We arrived at the village, Farram. I first decided to look for an alchemist while the rest of the party went about finding a method of crossing the river. They found a ferry, but it took a few questions to find the ferry-master. I, however, learned that no alchemist lived in Farram. Thus, I decided to find a general store. If they didn't have a proper lab, I would at least get some jars and alcohol to make a tincture from the 8 Hawk's Eye leaves I found. I could even trade the basic tincture to the general store owner for some jars. I'm sure he would be happy to have such stock. So, I set out to make the deal. Remember always, if you can make a deal without money, you will go far. Money is only worth what a namegiver says it's worth. Goods and services, on the other hand, have value on their own accord.

 
Legend Point Break Down
Earned
Adventuring
Meeting the Party 60
Setting out towards the Kaer 50
Miscellaneous
Backstory 250
Personal Vision 50
Discussion/Plan with Koan 25
Spent
Talents
Threadweaving 200
   
Skills
   
   
Threads
   
   
Karma
Number Cost
10 100
Miscellaneous
   
1