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About This Game

5e Spheres Game, testing grounds for me

Game System

D&D 5e



Detailed Description

You have been hired to guard a merchant group heading to Creekwood, a small frontier town in the western edge of the kingdom. You are halfway through the journey, preparing to make camp in Listra, a village along the road. Your reason for being a sell-sword is your own, no-one inquired about that.

The initial 'adventure' is just a few preset scenes, ending with the group in Creekwood. If I like how spheres work, though, the thing the PCs encounter is a basis for a long series of adventures.

I hope we all enjoy using the spheres and we end up playing a long, engaging story, but we'll see when you arrive in town.

  1. What's new in this game
  2. Happy to be here~ I'm another who has a lot of PF spheres experience but this'll be my first time playing with 5e spheres. Also, seeing we've got a commander makes me glad I didn't go with Path of the Gothi, who eventually gets a pretty similar action-donating ability - it was between that and Medium and I eventually decided Medium fit better with how I wanted to handle Raimond. (Raimond might also end up being able to frontline a little bit once he picks up some of his path's nexus abilities but he's never going to be super strong at it; Sergeant Kovaris is definitely going to be the heavier hitter of the two. Sadly there's no way to get combat talents on a conjuration companion like there is for casting, but that would be Pretty Strong so I can understand why.)
  3. hey can I sell some of my equipment? I have a couple of double-ups etc, do I get full or 1/2 price?
  4. Thanks for the invite: So we have on the team Svarri - Gale - Mistress - Auntie - support/healer type, with some tricks Raimond - Dawn -
  5. Commanders shout a lot, (bonus action) to give a person an extra attack at the cost of their reaction... I will be shouting a lot I feel. and thank you all, I'm happy to be here in such an illustrious company
  6. Should be interesting to see how 5e spheres plays out. Seems we have a decent mix of abilities. I was a bit worried we lacked enough front line, but then I saw we had a front line summon with Raimond's companion.
  7. Thanks for invite! Honestly, the way my character turned out; I'm surprised to say the least. Now to see her in play.... For those of us who don't have a character sheet yet, should we go ahead and make one?
  8. So not making the Errata versions compulsory but are they optional? It changes a little of what I was doing since it gives some early maintenances but it isn't huge.
  9. I'm looking forward to this!!!
  10. Thank you! :D I must admit that, with this competition, I had half written off the game. Whether this kinda chaotic sqheres build is actually going to avail to anything remains to be seen, but I am totally looking forward to playing it.
  11. Gods: any of those that can be found in the PHB. After some consideration, I won't make the errata versions compulsory. The wiki is the main source of info, at least for now, so it's going to stay the default. You can sell all starting equipment for full price. , : sorry, but we have our first team now. I hope I like the system and can offer everyone a 'boot camp' game in the future.
  12. Basically, I'd like to see each character in play, but I don't feel like 14 players would be a manageable for me, so I'll stick to six at most: Feuerrabe: Mistress, human incanter Davkas: Raimond, half elf soul weaver voodootombie: Gale Storm, fairy elementalist gremlin: Auntie Grimm, human commander Fenris2: Dawn, elf alter ego EDTA: Svarri, dwarf artisan I'm contemplating starting another game, with either the same scenario or something similarly simple. However, I can't really imagine running two long-term games, so that's only open for one team.
  13. Errr, my question was really dumb, unfortunately. I was really tired when I asked it :p
  14. So, I'm going to bite my nails and make the decision, in about half an hour. Then I'm going to go back and tackle all unanswered questions, and send invites to the game.
  15. Elizabit "" Gresmon and Kaw Alter Ego (Empowered) 1 Appearance: Dawn, in her hero persona, is a blonde haired elf who stands about 5'4" in height and has a rather lithe build. Despite her young age for an elf she has a serious no nonsense air about her that would be more in line with a with a seasoned soldier or bodyguard than the daughter of a minor noble, and the mask she wears to disguise herself certainly reinforces this. Her seriousness tends to carry over into her apparel choice as well which would be described as 'functional for outdoor use' far more than fancy or frilly. Indeed all her outfits even have a special leather shoulder pad for Kaw, her raven familiar, to land on. However, once she starts interacting some of that serious image goes away as she comes across as quite personable, if private, with an inviting smile and a twinkle that appears in her eyes when she is teasing or making a joke. Personality: Dawn can come off as a bit firm, organized and even sometimes just a teeny weenie bit intense when stressed. But she is also amiable and not without a strong sense of humor, both of which tend to show through pretty quickly once she warms up to someone. She holds herself to a high standard and wants to make the world a better place, although this is more in the lines of a champion of order versus a fairy tale good guy. Dawn does not lie lightly, but does not feel any need to correct anyone's misperception should they assume something other than what she has said. And while we are talking about misrepresentations... there is Kaw. Her imp raven familiar who while loyal to Dawn, is not above testing his boundaries. Kaw has a smart mouth and loves sinking verbal barbs in or stirring the pot when he feels he can get away with it as something done by a 'dumb animal' that just happens to be able to imitate human sounding speech. Concept A magical girl transformation with a few twists. No, not going for Sailor Moon here, but more Puella Magi Madoka Magica in feel. Which, if you have not seen it, is a bright grim kinda universe. And there will be lots of patches of light with hidden shades of dark here to work with her as well. Noble parents, and a calling to 'do good', or at least do law. :P But her mentor who knows her secrets is a evil wizard. And the familiar she is bound too, and is the source of her powers, is not a raven but actually an imp. Talk about having the proverbial devil on your shoulder whispering in your ear... She needs to keep her identity a secret to protect her family. And at the same time keep her source of powers secret from them. All while doing the hero-ing schtick which is not exactly easy mode all on its own. Whee. Assuming this gets legs, I can even see her getting some more light powers, or conjuring a good fey so she can have 'an angel on the other shoulder'. Because that would not complicate things at all for her... 😨 Background Elizabet originally was a pretty typical elf child, curious, somewhat passionate, but in no particular rush to get anywhere fast. She played with her friends, learned from her parents, and otherwise lived a typical life for a child born to a country noble family. That started to change when an adult friend that she looked up to, the village wise man, was killed by raiding goblins. Confused at the, in her view, lackadaisical response from their liege Elizabet decided she wanted to do something about it. However it rapidly became apparent she was in the same boat as the rest of her family. Not powerful enough to resolve it on her own, and lacking the resources to get anyone else to do any thing about it about it either. Frustrated with this state of affairs Elizabet waited more than a year before the village could afford the budget to recruit a new wise man. She honed what skills she could and learned what she could, but the situation had not really changed at all. She even badgered one of the huntsmen to take a risk and periodically help her try to track the goblins who had raided their village. One day they found goblin tracks, and Elizabet hurried back to the wise man to bring him along to help deal with the goblins. But his house was locked. She could vaguely hear some noise inside, so she gathered up her courage and picked the lock. Entering into the house she heard chanting in back somewhere and went to see what was happening. Entering the back room she stepped into a magic circle. That circle was for summoning a new familiar and much to everyone's dismay the ritual completed and the familiar appeared, but bonded with her instead of the wise man and not in the standard way. The wise man thought about killing her since she had not only 'stolen' his summons, but also seen that 'his' familiar was an imp. But, he quickly quashed that idea. She was simply too important to just disappear on a moments notice. But then again with an imp familiar, he would have leverage on the heir to the village by threat of revealing her 'evil' nature. So, instead he grinned and bore it, making sure that she knew she would be in big trouble for her new familiar if any of this was ever revealed. Of course the wise man would also be in serious trouble as well, and so began their awkward relationship. He helped her learn about her new powers which were tied to Kaw. Kaw was somehow sharing his power with Elizabit and that allowed her to transform into a more powerful version of herself she called Dawn. In the end she and the wise man had a shared alliance based on mutual secrets and self interest. Kaw was tied to Elizabit in a way that he could lose his powers if she died. Or, at least that was what the wise man had theorized, and thus Kaw had little option but to work in Elizabit's best interests for the most part. Similarly, there was no Dawn if there was no Kaw, so Elizabit had reciprocal ties with Kaw. All parties knew that Elizabit would have to leave the village soon. The chance of someone who knew her well figuring out enough of what was up to ruin everyone's day was growing. And so Elizabit left the village on the traditional elvish wandering journey that many young elves partook in. Or at least so she told her parents. In reality she would try and grow stronger and build enough reputation as Dawn to not have to worry about what others might think or do if they did find out. Crunch Crunch for Dawn is on her sheet down below in the other notes section. Should be pretty straight forward. Dawn is built as a mid range gish. She does have a neat trick. Take a pole arm. Use shield sphere to give it the shield tag. Use throw shield to give it throwing and returning. And voila. Dawn can throw and have return after each attack her halberd. Lol. Talk about channeling Rory Mercury from Gate except with a halberd instead of a big scythe. :P The tinker sphere adds some riders to this like allowing it to do radiant damage which goes nicely with her light based sphere powers as well as some extra damage for one fight per day.
  16. Things are close enough if you know Pathfinder spheres the 5e ones should make sense. And some of the changes are pretty neat, like the Destruction stuff or the Universal sphere which made me ask why couldn't they just do it that way to begin with.
  17. Declaring interest... but I'm a 5E newbie, if that's an issue. Not a PF Spheres newbie; I know the 5E spheres are different, but I shouldn't have trouble adapting.
  18. Had a rough time focusing the Prodigy I was building and figured out, finally, what direction I wanted to take. She's a firearm, musket specialist that can use her gun in melee, threatens with it as if it was a reach weapon, and can use barrage to make up to two additional attacks. The Prodigy mechanics use chained options from round to round to power a final option that uses all the built up chains. Thus "Shotgun" Ivy is born.
  19. Reasonable! Will swap it out for Elemental Creature for necrotic damage, then. backstory's coming i promise, irl got busy. things should be less stressful from here. Edit: And backstory is up now, as well as a statblock for the companion. (Grabbed Mystical Companion as the bonus talent for humanoid base form, because I figure spooky ghost movement is a decent refluff for the crazy wuxia dodging it's supposed to emulate.)
  20. Alchemy casting tradition Daily loadout Prepared Caster + Physical Magic = 3 spell points go into Cure Creating 3 vials of Curing (1d8+3) for 3gp. Alchemy Preparations Daily loadout Proficiency bonus + the number of Alchemy sphere talents you possess = 2+5 = 7. Salve (formula) x1 Panacea (formula, medic) x1 Acid (formula) x2 Sneezing Powder (formula) x3
  21. I'm ready for a review, need to look at what I do with the double-ups on equipment etc. (can I sell them for 1/2 price or full?) I had thought about going down the leadership route but noticed that was restricted, so altered my concept slightly. Sphere's looks like a really interesting endeavour and look forward to seeing how this plays out if selected. thank you for allowing me to create Auntie Grimm, it's been a cool way to create characters.
  22. couple of questions. I have some equipment that I don't need, can I sell it, if so how much do I get for it (1/2 price, or full)
  23. I am calling it done. Picking those spheres was a tough choice and I changed my mind a lot. I've been toying with Fate, Darkness and Mind as well, but in the end, I did what felt right. She is supposed to be a primal sorceress, from a tribal culture that in bronze age or early iron age at best. Her magic is inspired by Morgana's in Excalibur, but the connection is loose. While she understands herself as an arcane caster, she only half a step removed from tribal, spirit worshipper and druidic traditions. Hence the nature Sphere and the Alteration sphere represent that. One of the earlier background images I used displayed her lightening a torch with a touch, hence the control over fire. The ability to transform into a snake just felt good for her. The telekinesis sphere was inspired by her ability to put things in motion from her background story. She's a bit of a specialist with several niche abilities that can come outstandingly helpful if used right. On level 2, she might stick with traditionalist, Esper or Green Mage, that would depend on the circumstances and the group.
  24. Auntie Grimm Early Life Once known as Eliza Grimwald, Auntie Grimm grew up in the bustling city of Valoria. Born into a modest family, she was the eldest of five children. From a young age, Eliza learned the importance of responsibility and hard work, often taking care of her siblings while her parents toiled to make ends meet. Her mother, a skilled herbalist, taught her the art of healing, and Eliza became proficient in making poultices and salves that could cure a myriad of ailments. Her father, a stern but fair man, instilled in her the value of discipline and a strong moral compass. Tragedy and Transformation Eliza's life took a tragic turn when a devastating plague swept through Valoria, claiming the lives of her entire family. Left alone in the world, she used her knowledge of herbs and healing to help the afflicted, but the loss of her loved ones left a permanent scar on her heart. During this dark period, she earned the nickname "Grimm" for her sombre demeanour and the seemingly endless string of funerals she attended. Becoming Auntie Grimm Despite her grief, Eliza's resolve to help others only grew stronger. She began to roam the streets, offering her healing skills to the sick and injured. It was during these wanderings that she encountered orphaned children, victims of the same plague that had taken her family. Seeing herself in their frightened faces, she took them under her wing, offering them the care and guidance she wished someone had given her. As the number of children in her care grew, so did her reputation. She became known as "Auntie Grimm," a stern but loving guardian who would go to great lengths to protect her charges. Her commanding voice, honed from years of shouting over the din of city life, became a tool to maintain order among the rowdy youths. Joining the Merchant Caravan Auntie Grimm's makeshift orphanage soon outgrew her small home. Realizing that a stationary life in the plague-ridden city was no longer viable, she decided to take to the road. She joined a merchant caravan, offering her services as a cook and healer in exchange for shelter and provisions for the children. The caravan, always in need of skilled hands and a healer, welcomed her with open arms. Life on the Road On the road, Auntie Grimm established herself as an indispensable member of the caravan. She cooked hearty meals for the guards and wagon folk, mended wounds, and cured illnesses with her herbal remedies. Her fierce protectiveness of the children earned her the respect and loyalty of the caravan members. The children, though often mischievous, came to adore her, seeing her as a strict yet caring matriarch. Auntie Grimm's voice, capable of commanding attention even in the chaos of travel, became legendary. It was said that her shouts could even command the dead, a myth that both amused and frightened the children. Under her watchful eye, the young ne'er-do-wells slowly transformed into a disciplined, if somewhat unruly, group. The Orphanage Today Today, Auntie Grimm's travelling orphanage is a well-known sight along the trade routes. Her reputation as a formidable yet compassionate guardian precedes her, and the caravan benefits from the goodwill she fosters in the towns they visit. The children, now seasoned travellers, assist with the caravan's duties and learn valuable skills under her tutelage. Despite the hardships, Auntie Grimm has found a new family in her charges and the caravan members. Together, they navigate the challenges of the road, always ready to lend a hand or share a meal. And at the centre of it all is Auntie Grimm, a beacon of resilience and care in a world that can be unforgiving. Build Outline Auntie Grimm Class: Commander Background: Acolyte Martial Tradition: Healer Str: 8 (-1) Dex: 14 (+2) Con: 10 (+0) Int: 16 (+3) Wis: 10 (+0) Cha: 12 (+1) Armour: Light Weapons: Simple Tools: Herbalism Kit, Alchemist’s supplies. Saving Throws: (Int, Con) Proficiency Bonus: +2 Skills (trained): Perception (Wis) +2, Medicine (Wis) +2, Nature (Int) +5, Insight (Wis) +2, Religion (Int) +5 Feats: Intuitive Combatant (+1 martial talent), Combat Training (+2 martial talent), Magical Training Spell points: 3 KAM: Int Languages. Common, x, y, z Equipment: Explorer's Backpack- Cost: 10 gp Weight: 59 lbs a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin. 50 feet of hempen rope strapped to the side of it. Crossbow, hand (sell?) A holy symbol, a prayer book, 5 sticks of incense, vestments, a set of common clothes, a pouch containing 15 gp. Leather armour A sling and 20 sling bullets A quarterstaff Alchemist’s supplies (sell?) x2 A healer’s kit Scholar's Backpack - Cost: 40 gp Weight: 10 lbs (sell?) a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. Human Lineage Creature Type. You are a humanoid. Size. Medium Speed. Your base walking speed is 30 feet. Ability Score Increase. One ability score of your choice increases by 2. (INT) Feat. You gain one feat of your choice for which you qualify. (Magical Training) Variable Trait. Proficiency in Nature Languages. Common and one other language that you and your DM agree is appropriate for your character. Background: Acolyte Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp. Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Martial Tradition: Healer Healers may or may not have the benefit of magic, but that doesn’t mean they don’t strive to aid the populace through a caring manner and powerful alchemical medicines. Key Ability Modifier: Intelligence Bonus Talents: Equipment: Bombardier Training Alchemy sphere Variable: Salve Alchemy talents. Variable: Sling Combatant Starting Equipment: Leather armour A sling and 20 sling bullets A quarterstaff Alchemist’s supplies (sell?) x2 A healer’s kit Scholar's Backpack - Cost: 40 gp Weight: 10 lbs (sell?) a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. Casting Tradition Subtradition: Alchemy Alchemists are artificers who distil their magic into brews or concoctions, which often require preparation beforehand. While an alchemist’s work is often expensive, a skilled alchemist can support their allies in many unique ways. Bonus Spell Points: None Key Ability: Intelligence Bonus Magic Talents: Choose two: Alteration, Destruction, Enhancement, Life Drawbacks: Focus Casting (alchemist’s supplies), Material Casting, Prepared Caster, Skilled Casting (alchemist’s supplies) Variants: None Boons: Aptitude, Physical Magic Special: If using Spheres of Might, any time you would gain a magic talent, you can instead gain a martial talent from the Alchemy sphere. Granted Items: Alchemist’s supplies. can I change the alchemist’s supplies, to Herbalist Kit instead for the Casting tradition? Talents and Spheres Alchemy sphere (formula) Horticulture: When you gain the Alchemy sphere, you do not gain proficiency with either the alchemist’s supplies or the poisoner’s kit. You can only use herbalism kits when crafting formulae or poisons from the Alchemy sphere. You gain Master Herbalist as a bonus talent. Talents: Master Herbalist - You gain proficiency with the herbalism kit and can use an herbalism kit to craft formulae or poisons from the Alchemy sphere. If you are already proficient with the herbalism kit, you instead add double your proficiency bonus. Salve (formula) - Martial tradition Panacea (formula, medic) - Alchemy bonus Acid (formula) - Combat Training Sneezing Powder (formula) - Combat Training Equipment sphere Bombardier Training (discipline) - Martial tradition You may treat alchemical items or similar items (such as an acid flask, alchemist fire, holy water, bombs, etc.) as a simple melee weapon with the Finesse and Thrown property (20/60), although they are still destroyed after use. If you throw such an object and you miss, you may redirect the attack against an adjacent creature, making a new attack against that creature instead. You may only do this once per throw. Sling Combatant - Martial tradition You may treat a loaded sling as if it were a club with the finesse weapon quality when making melee attacks with it. Any magical bonus to attack or damage also applies to your melee attack or damage roll. You may also launch items such as alchemist’s fire, acid, holy water, or formulae or poison from the Alchemy sphere as if they were ammunition, using the sling’s range instead of the normal throwing range of the item. Any magical bonuses to attack rolls the sling grants apply to attack rolls made in this way. Finally, you may throw items from your sling lightly enough that the target can catch the item, with no attack roll required. Life sphere you gain the cure, invigorate, and restore sphere abilities. Destruction sphere You can use destructive power. When you first gain the Destruction sphere, you gain the destructive blast sphere ability. In addition, you gain a (blast type) and a (blast shape) talent of your choice. Your first (blast type) talent does not need to be associated with a sphere that you already possess. The Extra Blast Type talent grants access to additional blast types. If you possess certain other spheres, you gain additional ways to employ your destructive blast. For each sphere you possess, you also gain one free (blast type) Vivacity (blast type) - bonus for Life Sphere Positive energy pulses out, burning the flesh of those it touches. Your destructive blast deals radiant damage. You have advantage on any attack rolls made as part of the destructive blast if the target is undead. Undead have disadvantage on any saving throws made against your destructive blast. Any blast shape talent that allows a Dexterity saving throw instead allows a Wisdom saving throw. Augment 1 sp: Undead creatures that take damage must succeed a Wisdom saving throw or be turned until the start of your next turn. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Frightful (blast type) Doubt and insecurity consume the creature, leaving them in a state of dread. Your destructive blast deals psychic damage. Any creature damaged by the blast must make a Wisdom saving throw or be frightened until the start of your next turn. Any blast shape talent that allows a Dexterity saving throw instead allows a Wisdom saving throw. Augment 1 sp: Creatures that fail their saving throw are instead frightened for 1 minute. Affected creatures are allowed a new saving throw to end the effect on themselves at the end of their turn. Sculpt (blast shape) Range: self Area: varies; see augment Augment 0 sp: Your destructive blast affects a 5-foot radius area, centered within range. You can exclude yourself from this area. Affected targets may avoid this damage with a successful Dexterity saving throw, but if the final spell point cost of your destructive blast is 1 or more spell points, a successful save instead reduces the damage by half and negates any rider effects the (blast type) would otherwise inflict upon its target. Augment 1 sp: Your destructive blast becomes either a 30-foot cone or a 120-foot by 5-foot line, each emanating from a point within range. Affected targets may avoid this damage with a successful Dexterity saving throw, but if the final spell point cost of your destructive blast is 1 or more spell points, a successful save instead reduces the damage by half and negates any rider effects the (blast type) would otherwise inflict upon its target.
  25. Svarri Iron-Striker Race: Dwarf (humanoid, dwarf, Medium. 30’ speed. +2 Str. Darkvision 60. Languages: Common, Dwarven) Background: Guild Artisan (Insight, Persuasion, Tinker's Tools, one language) Alignment: Good Mechanics Class: Artisan (Smith) Role: Pushy Frontliner Stats: HP 10 | AC 18 [(+6 (armor), +2 (shield)] = 18 | Speed 30’ (20' when encumbered) | Proficiency Bonus: +2 Str 18 (15, +2 (race), +1 (feat)) Dex 10 Con 14 (13, +1 (feat)) Int 11 Wis 14 (13, +1 (feat)) Cha 8 Proficiencies: Saves: Int, Con Skills: Athletics (Expertise), Insight, Persuasion, Perception, Investigation, Survival Tools: Tinker's Tools (Expertise), Smith's Tools (Expertise) Martial Tradition - Craftsman Feats Racial feat: Skill Expert: +1 Strength, Training in Athletics, Expertise in Athletics Bonus feat: Combat Dabbler: +1 Wis, +1 Martial Talent: Alternative Maneuvers [Brute] Bonus feat: Combat Dabbler II: +1 Con, +1 Martial Talent: Hammer [Brute] Class Abilities: Martial Training: Light armor, simple weapons, Deadly Tools, Tool Expertise Trade Specialty: Smith Spheres: Equipment Sphere Armor Training [Craftsman Tradition] Armor Training II [Craftsman Tradition] Versatile Shield [Smith Trade Specialty] Shield Sphere Shield base sphere [Craftsman Tradition] Smashing Counter [Fearless Shield Variant] Brute Sphere Brute base sphere [Craftsman Tradition] Humiliate [Brute bonus talent from redundant Athletics proficiency] Alternative Maneuvers [Combat Dabbler] Hammer [Combat Dabbler II] Equipment Equipment Details Class: Weapons and Armor: Spear x2 Shield Chain Mail Smith's Tools Explorer’s pack: [Subtotal 58 lbs] a (5lb), a (7lb), a . a (1 lb), 10 days of (20 lbs), a (5lbs), 50 feet of (10lb), 10 Torches (10lb) Background Equipment: Tinker's Tools, a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp Purchased equipment: Total weight, Background Svarri comes from a long line of talented smiths and metalworkers, but her circumstances now are informed by only one: her father. Raggi Iron-Striker had more talent for selling goods than making them. And, as it turned out, a real skill when it came to embezzling guild funds, which he demonstrated by vanishing into the night with a substantial sum. Svarri might have been talented in a way her father wasn't, but as far as the guild was concerned his crime was her crime and what he owed she now owed. And there was now the association, she wasn't seen for her own skills but only as her father's daughter. She wasn't aware of anything her father was up to, the guild didn't seem to really believe she had, but the damage was done. Big commissions, work she easily could have done and needed to start making a dent in what her father owed, never came her way. Piecemeal jobs were the best she was offered. All she could be trusted to handle, presumably. Or things that had nothing to do with the guild itself, which is where she finds herself nowadays. Guarding a caravan of goods. That's what she'd been reduced to. It wasn't as if she was incapable of that task, but it was so beneath her and her talents, even if her frame was substantial and she had more a little fair skill when it came to throwing her weight around. Working a forge as dilligently as she once had provided some additional benefits.
  26. ooh very interested in playing, not seen this before, but it seems like a few Ideas about magic that I've had. when is the deadline?
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