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Topics - Wildfire

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91
Character Info / ICD's As A Story
« on: July 25, 2005, 09:47:00 PM »
I'm in the process of compiling the ICD's (In Character Discussions) into story format. I'll be doing this with every one of them in Threshold (if Dray and Johan would like this done with Forest Keep and Mid-Sea Isles I'd be happy to). If anyone is interested in receiving copies and/or files of them let me know.

I've organized them so that each game session is a Chapter and the ICD's are sub-chapters (ex. Chapter 02-00, Chapter 02-01, Chapter 02-02, etc.)

Fraz, Your chronological list (which Johan aided...thanks) on Kulgar is extremely helpful. Could these story formats be posted on Kulgar as I compile them? You've done a great job in keeping the logs so I figure that I'll do the follow through with the ICD's.

92
General Info / Story Experience
« on: July 25, 2005, 09:23:19 PM »
One of the things that I do when figuring experience is take into account the In-Character Discussions. As you've all seen I give "Base and Role-Playing Experience".

ICD's are a great chance to do what normally cannot be done in a session:Role-play everyday life of a character.  John Lennon said "Life is what happens while you're busy making other plans". I take great stock in attempts (and success) in detailing the everyday life of characters. It might be considered "mundane" by power gamers but you're anything but.

To use a football analogy: I'm the quarterback throwing the ball for the play. My receivers (you guys) catch the ball and run with it as far as you can. You all do a great job in getting the touchdown!

You're adding to our campaign and take the time to do such. How can I not reward that? I'm not trying to bribe you with experience I'm just letting you know that what you contribute counts for much in my eyes.

93
In Character Discussions / A Dusty Return
« on: July 25, 2005, 08:39:22 PM »
Duthash Albyr Aryor- Valley Year 237

Mid-Afternoon.

You walk out of the Forest into Coryndar Fields. Kossuth is still hanging high in the sky and with the slight burning of your eyes from the ash it seems all too bright. You see several farm tenders vigilantly working the fields trying to earn a living. Out in the clear light of day you notice that you all have ash and dust covering your faces and bodies.

Sayer quietly hopes that there is a laundry service at the Thornhedge, Wolf seems to have relaxed after exiting the defiled grove of thorns, Maal is laboring with every step but manages to carry on, Dale's mind is racing to think of what the name of the that stone circle is and where or what he might research to get the answer, Ragnar is walking with a bit of pride at having unleashed his talent, and Maccabeus brushing the dust off of wolf and himself while walking. You are all unusually tired and weary and would like nothing more than a drink to wet your dry throats.

As you walk into the open fields you see the ash and dust flying off of yourselves with every step and breeze. Some of the field workers notice your emegence from the thicket and gather in various companies of two to four people. You see that they point at you and talk inquisitively amongst themselves.

Ahead is the large barn of Coryndar Fields.

94
In Character Discussions / Mid Afternoon Return
« on: July 24, 2005, 09:47:30 AM »
Duthash Albyr Aryor- Valley Year 237

Mid-Afternoon.

You walk out of the Forest into Coryndar Fields. Kossuth is still hanging high in the sky and with the slight burning of your eyes from the ash it seems all too bright. You see several farm tenders vigilantly working the fields trying to earn a living. Out in the clear light of day you notice that you all have ash and dust covering your faces and bodies.

Sayer quietly hopes that there is a laundry service at the Thornhedge, Wolf seems to have relaxed after exiting the defiled grove of thorns, Maal is laboring with every step but manages to carry on, Dale's mind is racing to think of what the name of the that stone circle is and where or what he might research to get the answer, Ragnar is walking with a bit of pride at having unleashed his talent, and Maccabeus brushing the dust off of wolf and himself while walking. You are all unusually tired and weary and would like nothing more than a drink to wet your dry throats.

As you walk into the open fields you see the ash and dust flying off of yourselves with every step and breeze. Some of the field workers notice your emegence from the thicket and gather in various companies of two to four people. You see that they point at you and talk inquisitively amongst themselves.

Ahead is the large barn of Coryndar Fields.

95
General Info / Coming Soon: Elemental Sodalis
« on: July 08, 2005, 11:09:50 PM »
This is something that i've been working on for years. In 2nd ed these were known as "Specialty Priests". I choose not to use the word "Specialty" for this strain of cleric/druids that I'm creating. To me it sounds more like it's own class (which they will sort of be) and signiture to my Campaign if they're called Sodalis.

To give a little bit of background on this word: it is a latin root word meaning "member of a secret society or priesthood". This word is used as both singular and plural (at least in my game use of it).

Each Elemental Sodalis will have a range of class features and abilities making them unique from the other Sodalis. Some years ago when "Specialty Priests" were introduced in "Forgotten Realms" they didn't pay much attention to the four element gods (the names of which I blatently stole for my camp...I do actually have my own names for them). This was somewhat distressing to me. After all, why should these guys get snubbed? So I had it in my mind to make my own Specialty Priests of the elemental gods. I only made 2 of them: Kossuth (fire) and Istisha (water). They were SO cool!! A player of mine (character: Karsyn Nightstar)actually played a Fire priest...quite successfully...I however, made a villain who was a Water priest (Kythorian Mylz'Zuatha) ...equally successful.

So, in the spirit of continueing the conversion from 2nd ed to 3.5ed and in keeping with my Elemental obssesions I'll be working on my Elemental Sodalis (amidst MANY other things for our game). Hold tight folks, they'll be here soon (Johan, I haven't forgotten about the Totems  :wink: )

96
General Info / Characters of Old
« on: July 05, 2005, 08:44:30 PM »
*Okay, so the guys (the first set of players that ran in my campaign) were giving me static about their Characters not being profiled here. So, to honor those that existed long ago when Elsenban was in it's infancy here is the list of characters that have become forever emblazoned as definitive icons in the minds of those players that have so many stories(good and bad) to tell.

The Valley Adventure

Character (Race Class)- Player

Malcolm Wolfjaw (Human Ranger)- Ken Lipson
Levin Solarstar (Elf Thief)- Bob Young
Pak Savage (Human Cavalier)- Pat Buccela
Peregrin Heartstone (Human Paladin)- Bill Young
Stephen Fireblaze (Human Fighter)- Mike Bellerive
Topknot Lockpicker (Dragonlance Kender Thief)- George Young
Galan Ravenwood (Fighter/Magic User)- George Young
Kym Wolfjaw (Human Fighter)- NPC
Jasper Gemrock (Dwarf Fighter)-NPC
Zachary Clearwater (Human Druid)- NPC
Dustin Wrige (Human Ranger)- NPC
Blaize Vallensun (Cavalier)- NPC
Stormhunter (Firbolg Barbarian)- NPC
Quicksilver (Firbolg Barbarian)- NPC

The Shadow Riders Emerge (Valley Adventurers into Forgotten Realms)

Malcolm Wolfjaw (Human Ranger)- Ken Lipson
Travis Talespinner (1/2 Elf Bard)- Ken Lipson
Levin Solarstar (Elf Thief)- Bob Young
Pak Savage (Human Cavalier)- Pat Buccela/NPC
Stephen Fireblaze (Human Fighter)- Mike Bellerive
Topknot Lockpicker (Dragonlance Kender Thief)- George Young
Galan Ravenwood (Fighter/Magic User)- George Young
Kym Wolfjaw (Human Fighter)- NPC
Jasper Gemrock (Dwarf Fighter)-NPC
Zachary Clearwater (Human Druid)- NPC
Dustin Wrige (Human Ranger)- NPC
Sebastian Sylvanwood (Human Monk)- Mark Sylva
Ulryk (Human Barbarian)- Shawn Dearth

The Tower of Zebulon

Boone Zantarrus the Seeker (Human Bounty Hunter)- Bob Young
Dane McKeegan of the Clan Govannon (Human Wildlander)- Mark Sylva
Sir Haley McTavish (Human Fighter-Rank of Knight)- Ken Lipson
**Lee Victrula (Human Thief)- Ken Lipson
Karsyn Knightstar (Specialty Priest of Kossuth)- George Young
Biel-Tan (Elf Thief)- Jeff Nickerson
**Lorak Longridge (Dwarf Fighter/Cleric)- Jeff Nickerson
**Stefan Fireblaze (Human Fighter/Cleric)- Mike Bellerive

Red Sashes

Ossamaquin (1/2 Elf Fighter)- Greg Lessard
Shadow (Elf Ranger)- Ben Olivera
Enric Benzoa (Human Cavalier)- Mike Bellerive
Malizar MacLycson "Mac" (Gnome Thief-Burgular)- NPC
Ironbar (1/2 Orc Thief-Thug)- NPC
Adrian Tanglehair (Halfling Fighter/Thief)- NPC
Casey (Elf Thief)- NPC
Krax the Basher (Human Fighter-Brawler)- NPC
Bayan of Twilight (Human Psionicist)- NPC
Ramone (Human Fighter/Thief)- NPC

*This is by no means a complete list of the adventures or players that have been created or involved in my D&D career.

**These characters came in at the end (actually, towards the last session...the adventure is in an indefinate limbo) of the adventure.


For Those Days Past

There's not a single doubt in my mind that D&D would be very different for me were it not for these players and the wonderful characters that they created. I salute each and every one of you! It was all of you that put the jewels in the treasure hoard of memories that I so very fondly look back on...as do we all. Real or imagined, we bled, sweat, and hurt to achieve some great things...and continue to do so. I learned as much from all of you as you learned from me. Thank You.

It's these adventures and characters that, through some magic of their own, taught us, on some level, friendship. After all, isn't that ultimately what the game is all about?

For Those Days Present

As I continue to be a part of the stories and carry on my own, I find that the current group of players I'm with do the very same thing that you did (and still do). Many great memories are again being forged in Forest Keep, Mid-Sea Isles, N'arth, and Threshold.

Players of old, please read the Game Logs and Character Discussions and join me in those memories.

97
In Character Discussions / Islands in a sea of Stink
« on: June 27, 2005, 01:08:21 PM »
After Zurn regains his strength from the spider venom and is able to walk on his own he continues to look around. Not having ever been in a swamp, he finds that it has a wild beauty but is eerily silent.

He continues to map the parties way through this labyrynth of impending doom so that they can retrace their steps. It's a good thing that he does map it because from the look of things there have already been a few poor souls that have gotten lost. It turned out to be their doom.

He remembers back to having visited Eastwold and sees a similar resemblance between the trails that go from swamp island to swamp island and the halls that go from chamber to chamber in the underground. The difference is that the underground chambers didn't stink. Here the stink is way of life.

It seems odd that with all of the decay around here that anything could live here...Bog Witch or not.

Towards the end of the day and having walked in what seems to be circles the party rests at another island. While making camp Zurn approaches Valen and says, "Valen, thanka for helpin' to carry me when I was weak. I guess we all have ta look afta each otha now more'n ever. I was wonderin' if'n you felt this swamp to be unnatural in any way. I've never really been to one and it seems ta be crypt quiet. Maybe those 8-leggers ate all of the livin' in here. Whacha think? And speakin' o' those spiders...what's with those carvings? D'y'think that spider may've been Bog wneches pet guardian?"

98
Out of Character Discussions / IBEW?
« on: June 17, 2005, 04:41:52 PM »
In reference to the "Elberrin & Gage" thread on "in Character Discussions":

As an interested reader I'm curious to know what the abbreviation "I.B.E.W." means. Dray?

99
In Character Discussions / A walk through the camp
« on: June 12, 2005, 10:19:25 AM »
10 Goodmonth (Aug) 591

The morning after the chasm crossing T'Riad goes through his morning discilpline routines with Erinalia. [OOC: this is in reference to "T'Riad speaks with Erinalia"[/color:39cb65598a].] He decides that instead of going on his run that he'll Walk through the camp. He thinks to himself, "I wonder if there are any others of my type of discipline here. It would be beneficial to practice with someone of similar fighting skill. My brother master told me that the life of our sort is not one that is usually sought out by regular folk. If there is one of my kind I hope that we can teach each other our ways and become better at what we are"

T'Riad wanders through the camp observing the increasing morning activity and taking note at what is where. "I've not spent much time in the camp since we arrived...it just seems to be too noisy. However, these people are here the same as I and are part of my family now. It would be good to know them." he continues thinking. Walking about the main throughways amongst the tents his curiosity is insatiable. He realizes to himself, "I've never lived among other people. My life, and a good one at that, was spent in the temple-monastary away from everything. I saw some of the outside world on the way from Rieuwood to Dustrand but never stayed long enough in any one place to become familiar with any of it. Such is not the case now."

Walking along the paths that have been made in the past days he looks about for any one that might be practicing their motions of discipline or Katas hoping to see a shred of something reminiscent of his old life at the the temple-monastary.

He looks down at his signet ring that his brother-master gave to him befor leaving and wonders, "What time of day is it back at the Order? What will they be having for breakfast? What will brother-master do today? No doubt he will be teaching others of The Way. I can't deny that I miss them all...him especially. 'The world will be my teacher' master-brother said. Already I have learned much from the outside. Still, I have much more to learn. That will come in time. With every question that I answer, more questions arise. Some answers, it seems, change as I go. It would appear that few things, if any, are set in stone."

Passing by the chow tent T'Riad smells the food cooking and realizes that he's quite hungry. The call of hunger is hard to ignore. After coming to the mutual desicion by his exploration team to establish a residence in the dwarven halls he knows that fresh meals in the chow tent may become fewer.

OOC: Dray, this is a post that can continue if you want to entertain it. If not, that's okay too.

100
In Character Discussions / Two Dwarves at Dusk
« on: May 25, 2005, 06:55:04 AM »
First Day of the New Moon: Sprouting Grass/Egg: Dusk at camp

The early spring dusk air is brisk and refreshing after the spider battle. Having made camp a few hundred yards away from the big momma spider and the green stew that was once baby spiders the troupe settles down in a small clearing and makes camp.

Folks talk amongst themselves while trying to get at least a fragment of comfort in these woods. Most of all, Valen seems right at home moving about as if he was in his living room. Belwar breaks away from the group quietly and unnoticed mostly to get away from the noise. He leans against a tree with his battle axe in his hand and stares out at the glow of a drowsy sun snuggling below the horizon.

Having noticed Belwar's more than normal grumpiness for the past few days Zurn approaches him away from the others. He sits down on a log and strectches his short arms into the air and groaning with delight as he stretches. He absently grabs a thin stick and begins poking the ground.  With a soft, quiet tone in his voice Zurn asks, "Belwar, what'sa abeen botherin' ya? The others, they amaybe concerned about yer mutterings...I know thata I am."

101
General Info / Elementalists
« on: May 20, 2005, 08:55:03 AM »
[size=18:050da75d14]Elementalists[/size]

The Elementalists. They are wielders of the building blocks of nature and Arcane might. After the destructive Arcane Wars, Arcanists were nearly extinct. Those who did survive the devastation were hunted and despised. Much of what was known of magic was lost and forgotten. The Druids saw that the loss of magic would eventually lead to a doom the likes of which none would have ever seen. The Druids, being the spokesmen of Mahiya, worked to bring back magic through their influence and outlook. The four elements, Fire, Water, Earth, and Air would be the channels of power for this new breed of Arcanist. Through time, some of what was lost was rediscovered. What was found was kept and some was hidden away or destroyed. The Elementalists were born.

Adventures

Elementalists are a breed apart from most Arcanists. They work heavily with Druids but are not bound by their yolk. Many of them adventure to see the power of their chosen element at work be it for good or ill. They are single minded in the pursuit of their path. For them there is no greater glory than to see their passion at work. As far as they?re mostly concerned, money is only a means in creating spells.

Characteristics


An Elementalist is forever pursuing her chosen element. Knowledge in her Arcane arts is an obsession. By feeling an affinity to a single element they trade the element opposite of it. Fire and Water sacrifice each other and Earth and Air likewise. Because of this, the Elementalist is absolutely forbidden to use spells of the opposing element. So effectively, all Elementalists are Specialists.

Alignment

Since the elements are of the nature alignment (truly neutral), Elementalists usually have some aspect of neutrality in their alignment. This does not preclude them from having a non-neutral alignment as the elements can reflect Law, Chaos, Good, and Evil (or better put, misfortune) but most are bent towards a neutrality of sorts.

Religion

Elementalists exclusively accept the deity of their element as their emulation. Their element is their religion. Their element spells are their prayers. Many tattoo themselves with images of their element to show their devotion. Indeed they are difficult to distinguish from priests of the same element.

Background

All Elementalists are part of a common fellowship regardless of alignment or element. Many of opposing element devotees see themselves as rivals be it friendly or not. However, all understand the importance of the other elements as kin. Elementalists have an unspoken respect for each other as guardians of their common craft. People still see them as deviant mystics that will eventually bring about their ruin?after all they?re still a form of Arcanist and at one time brought great misery and hardship.

Races

Many races tend to lean towards the element that they?re akin to.
Dwarves: Grumbar and Kossuth.
Elves: Istisha and Akadi.
Gnomes: Grumbar and Istisha
Halflings: Akadi and Kossuth
Half Elves: Kossuth and Istisha
Half Orcs: Grumbar and Kossuth
Humans: Any

Other Classes

Elementalists find a deep kinship to Druids, Clerics of the elements, and other Elementalists. They view ?mundane? Arcanitsts with a bit of suspicion but respect their use of magic. They see Rogues as shallow with their stereotype of money grubbing. Rangers have great acceptance among them since they feel the call of Mahiya in certain ways. Paladins are viewed with respect for their unwavering passions. Mages are seen as hacks unless they choose to devote themselves to an element. They understand and appreciate Bards as keepers of history but feel they should leave ?the art? to those who are willing to concentrate on it. Barbarians are seen as reckless but they admire their unpredictability as it reflects part of the mechanics of each element (other than that they?re just dumb). Fighters are accepted for their skill but unless they use it to promote a cause they like then they?re just empty. Psionic minded classes have not yet had an impact for them to develop an attitude one way or another.

Role

Given the right situation, an Elementalist in an adventuring party can be very effective, especially at greater levels. They usually have a strong presence given their adeptness in certain spells.

Game Rule Information

Abilities
All Elementalists rely on intelligence for the power of their spells. Many times an Elementalist will reflect the ability that characterizes their element: Earth-strength and wisdom, Air-dexterity and constitution, Water-constitution and dexterity, Fire-dexterity and charisma.

Alignment

Any but they usually have some neutral aspect.

Hit die

D4

Class Skills

The class skills of an Elementalist are the same as the standard Arcanist (Wizard) with the following exceptions:
Kossuth (Fire): Intimidate(Cha), Heal(Wis)
Akadi (Air): Tumble(Dex), Move Silent(Dex)
Istisha (Water): Swim(Str), Heal(Wis)
Grumbar (Earth): Appraise(Int), Climb(Str)

The skills listed are skills that can be taken without a cross-class penalty. The extra skills available emulate the element that has been chosen by the Elementalist.

Skill points  

-At first level: (2 + Int Modifier) X 4
-Each additional level: 2 + Int Modifier

Class Features

Weapon and Armor Proficiency

Elementalists weapons, like many other aspects, emulate the Element for which they?re attuned. Their Weapon proficiencies are as D&D 3.5 Wizard with the following exceptions:

Kossuth (Fire): Scimitar
Akadi (Air): Short Bow
Istisha (Water): Trident, Net
Grumbar (Earth): Light or Heavy Pick

Penalties for Armor are the same as the listed Wizard

Spells

An Elementalist has access to all spells except spells that are in direct opposition to her chosen Element. Fire and Water are in opposition as are Earth and Air.

The following list is of descriptors of spells that a given Elementalist cannot use:
Kossuth (Fire): Water, Cold
Grumbar (Earth): Air
Istisha (Water): Fire, Acid
Akadi (Air): Earth

Elementalists are still limited by spells that are known. After the Arcane Wars many spells were lost. The Arcanists that knew them were either killed in the Wars or their spellbooks were burned in the aftermath of fear or even still the Druids have kept the spells hidden away.

Bonus Languages

Per Players Handbook plus:
Water Elementalists: Istishan (Aquan)
Fire Elementalists: Ssuthian (Ignan)
Earth Elementalist: Grumban (Terran)
Air Elementalist: Kadian (Auran)



Element Affinity
+2 on Spellcraft checks to learn spell of chosen element

Additional spell. The spell must be of the chosen Element

+2 save from spells of chosen Element

-2 save for opponents against spell of chosen Element

Element Augmentation
An Elementalist can boost the casting level of a spell of their chosen Element. This boost is applied right before the spell is cast. Furthermore there is no ceiling on the number of damage dice that a boosted spell has. For example, a fireball spell does 1d6 damage/caster level to a maximum of 10d6 damage. If Cinder, a Fire Elementalist boosts a fireball to a casting level of 11 the 11th die is added to the damage.

The boost is as follows:
1st level: 1 level higher
4th level: 2 levels higher
8th level: 3 levels higher
12th level: 4 levels higher
16th level: 5 levels higher
20th level: 6 levels higher

If the boost is applied to a spell with Heightened Spell feat (PHB pg. 95) then the boost is applied to the spell as the effective caster level given by the feat. For example, Cinder (a 12th level Fire Elementalist with a caster level of 6) memorizes a fireball spell with the Heightened Spell feat giving the fireball an effective casting level of 7. If she applies her Spell boost upon casting the fireball the effective level is then 11. Cinder would do 11d6 of damage (Remember, there is no maximum on damage dice). Note: If Cinder couples her Spell Boost with a Maximize Spell feat (which takes a spell slot 3 spell levels higher than the spell it?s applied to. PHb pg. 97) and the Heightened Spell feat, her fireball will unleash some serious devastation.

The Spell Boost can also be divided into lesser doses adding up to the boost given. So, Cinder being 12th level could cast 2 spells at 2 levels higher (adding up to 4 levels higher). Or cast 1 spell at 3 levels higher and 1 spell at 1 level higher. She could even cast 4 spells at 1 level higher.

The Element Spell Boost slots are available once per day. So, if Cinder decides that she wants to blast a squadron of Orcs with her fireball boosted to 4 levels higher she can not boost any more Element spells that day.  

Familiar

Elementalists do not get familiars.

Scribe Scroll

As Player?s Handbook 3.5.

Bonus Feats

As Player?s Handbook 3.5.

Spellbooks

As Player?s Handbook 3.5.

102
Out of Character Discussions / loose ends
« on: May 16, 2005, 01:46:38 PM »
it seems to me that based on session 2 and 3, the Threshold Protectorate may want to tie up some things and explore a bit. for session 4 would you guys like to do that? i can very well integrate it into the adventure but i would like to know that i should integrate it. What say you all?

103
Out of Character Discussions / an aside to Mel and Ivan's talk
« on: May 14, 2005, 08:45:44 AM »
is Mel going to share his thoughts with the rest of the party? i ask because T'Riad has been thinking the same thing in regards to a bridge and using the underground for more permanancy.

Anyway, here are some of the difficulties that we'll face and hopefully overcome.
 
1) building a rope bridge will be tough because {papers shuffle from looking for the...oh, there's my cross section map} the angle of the continuing hallway is at a steep (45 degree) angle and, if i remember correctly, not in line. we can try to go across the bottomless cavern by rope (not my preferred route) either from the hallway which is lower or from the top of the cliff above or repel from the top (the lesser of two dangers) into the mysterious hallway. an alternative is to look for a different access. this could take weeks with no guarantee that there is another way in.

2) crossfire alley. how do we dismantle that shooting gallery? and do we want to? it is part of the defenses of the underground. not to mention the dwarves might have some problems messing with a temple to Moradin.

3) once we do get into the other side leaving could pose problems. if in the event someone(s) gets hurt or is unconcious and we have to beat feet how do we get the injured out of there? granted this is a risk we always have but in this case it's a bit more difficult. if we build a crossing first this will be less of a problem. but getting stuck with no easy means of retreat is foolish. we don't know what's down there or how far it goes. knowing dwarves it could go a LONG way.

104
In Character Discussions / A visitor for Kit
« on: May 10, 2005, 09:57:31 PM »
Duthash Albyr Voldyn [May 1st, 237 VY]

After her morning bath and mid-morning breakfast, Kit headed out to visit Ashe. The streets were busy with townsfolk and visitors hustling about the town. As she started to cross the Rosewalk she saw a boy, near her age, approach her. She quickly recognized his strong build and shoulder-length auburn hair. Kyle Stagdrake was a very handsome young man, despite his grimy work clothes. And Kit thought he looked much better, now that he was many days away from his stint as a rat boy.

He smiled shyly at her as he intercepted her on the bridge. "Ah, m-miss? I wanted to thank you for helping to save me from that rat change disease. It was a terrible ordeal and I hope to someday to get the man that did that to me and my friends. I don't know if you know what it's like, being driven to do despicable things, but I never want to be like that again. I think that I'll always be somewhat ashamed of what I did. But you helped us! I don't know if this will ever tell you how thankful I am but I hope that it helps." He had rushed so quickly, through his obviously rehearsed speech, that it was a moment before Kit looked down at what he offered.

He reached awkwardly and handed her a leather hair piece with a carved stick that pierced either end. The leather was a deep chestnut color and had stained wood carvings of crescents evolving into a circle and then back to crescents. The wood carvings were inlaid with copper and the edges of the leather had light brown leather strings spiraling through copper inlets that tied off on the ends of the strap and hung with long laces. The ends of the laces were ornamented with etched copper beads. "I made this for you. Do...do you like it?" he asked while looking at her with nervous, yet hopeful eyes.

105
08 Goodmonth (Aug) 591: Morning:

this conversation takes place the morning after the centipede fight and a private conversation between T and Erin (Fraz, do you have that dialogue so we can post it?)

After his morning practice T'Riad sees Erinalia and approaches her, "Erinalia, wait! I was thinking about our conversation last night and I was thinking that learning your ways of herbs would do me little good unless I knew how to use them for healing. Would it be too much to ask that you teach me that art as well? I know that I ask much but it would help me achieve my goal of balance. And of course if there is anything that I could teach you I would be happy too. Maybe on our hunt for these plants we could keep a record of them for everyone else."

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