PseudoBritannia.MiravaDetail History
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!!Mirava of Blackwood
'''Homeland: Spiritwood 18'''
->Animal Handling/Taming 18
-->%green%Mirava used to play with animals when she was a wee little scout in the forests of Spiritwood. She generally knows what to do and what NOT to do when it comes to animals.
->Customs of Spiritwood 18
-->%green%She knows traditions, stories, quirks, and secrets of the Spiritwood region. Spoiler: Blackwood Hold is renowned for its Autumn Harvest festival dance, while Northwatch is ''the'' place to go for the best smoked elk in the land. You also do -not- want to try Grayglen's Dragon's Breath ale.
->Geography of Spiritwood 18
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if it's not all-encompassing due to the fact that parts of it were hostile territory. Mira might know the location of caches, though.
->Hunt 18
-->%green%Mira can easily find nature's sammiches and live off the land. She's also pretty good at stalking things... though it is a skill that has not always been used for animals.
->Read and Write Common Script 18
-->%green%Mirava knows how to read, even if she would probably be considered a non-reader by the National Britannian Council for Literacy.
->Speak Britannian 18
-->%green%Mirava can speak Britannian, even if her social skills could use some polish.
->Traditions of Britannia 18
-->%green%Mirava has a basic understanding of Britannian traditions, even if her social skills could use some polish.
[[<<]]
->Dislikes Urban Sophisticates 18
-->%green%Mirava is not very fond of people who dress off and pretend to be better than others. Damn city slickers...
->Honourable 18
-->%green%Mirava believes it is important to say what you mean, mean what you say, and honor your promises all of the way.
->Practical 18
-->%green%Mirava is pragmatic, and prefers to think of what is useful rather than theory. She generally acts according to what gets the job done, rather than considering the underlying philosophy of things.
->Stubborn 18
-->%green%Once Mirava sets her mind to something, it can be hard to convince her to discard the idea.
[[<<]]
->Disdains Lord Aidan Chanseth 18
-->%green%Mirava does not have a very high opinion of Blackwood Hold's Fearless Leader. Not only was he educated in Avalon, and brings in outsiders rather than trusting the locals, but he also doesn't seem to honor the arrangements his father made, and dissed a ranger infinitely more capable than he. Probably thinks he's better than everyone else too, strange foreigner.
->Loves Family 3m
-->%green%Mirava holds her parents in high regard, (usually) gets along with her brothers, and wants to make her family proud. She is also not very understanding of people who attempt to slander her family's reputation.
[[<<]]
'''Occupation: Scout 20'''
->Alert 2m
-->%green%Mirava is Noticey Mcnoticerson of the Look Brigade!
->Animal Lore 3m
-->%green%Mirava likes animals, and knows quite a bit about them. She can identify tracks, bird calls, and scat! Crikey!
->Archery 16m
-->%green%Mirava's bizzat is phizzat, and she wants you to step back!
->Goblin Lore 4m
-->%green%Mira can speak rudimentary goblin, knows their usual behavior, and the general location of their stomping grounds.
->Military Customs 17
-->%green%Mirava was a soldier (of sorts), and knows some about military customs. However, she was not a "regular", so some of her official military knowledge comes from her dad and mom.
->Scouting 3m
-->%green%Mirava is a scout. She's used to running ahead and finding out what is going on. It's not the same thing as being a spy! Really!
->Sense Danger 1m
-->%green%Mira can be a bit paranoid. She tends to be wary when encountering areas that would allow for ambushes, or if she feels she's being followed or watched.
->Skirmish Combat 20
-->%green%Mirava is a lightly armored, swift attacker.
->Small-sword Fighting 15
-->%green%Mirava has a small sword (in contrast to big ass adamantium sword) that she can use.
->Stealthy 2m
-->%green%She is good at hiding in the underbrush in her camouflage.
->Track 2m
-->%green%Mirava won several awards in high school for hurdles, pole vault, and shot put. She can also find people pretty well.:p
->Wilderness Survival 2m
-->%green%Mira can hide in the bushes, knows how to make camp without requiring many resources, start fires and generally live well without requiring goods from cities.
->Hiking 20
-->%green%Her scouting past makes her conditioned, athletic, and able to walk a long time. She is also able to use her skill with terrain to alter her gait to better suit the terrain, and travel efficiently by foot.
[[<<]]
->Self-Reliant 20
-->%green%Mira prefers not to incur debt or accept favors. She also has a healthy confidence in her own abilities.
->Valiant 20
-->%green%She is brave, and does not tend to scare easily.
->Loyal to Fellow Veterans 20
-->%green%She respects and is loyal to the the members of her former scout troop. She also tends to like and respect military sorts.
'''Magic: Common Magic 18'''
->Beastfriend talent 19
-->%green%Mirava is fond of animals. She also seems to have an easier time getting them cooperate with her.
->Harmful Magic Warding Gesture feat 18
-->%green%A traditional gesture, and one Mirava learned from one of her old scouting buddy. The little finger and the pointer finger are extended, and point toward the ground. Note: Not to be confused with a similar gesture pointing toward the sky, which means, "You are a cuckold". Also learned from her scouting buddy.
->Lucky Arrow Chant spell 18
-->%green%A traditional chant in an older dialect, and one Mirava learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm flows in time with the action of drawing a bowstring, and the synchroneity tends to focus the mind.
->Marching Song spell 18
-->%green%Another trick she learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm of the song flows in time with the action of walking, and the rhythm makes it easier to pace oneself.
->Wound Healing Bead charm 19
-->%green%A golden amber bead on a cord, surrounded by polished blackwood beads. Apparently contains a spirit of some sort within the amber.
[[<<]]
'''Miscellaneous:'''
->Bargain Hunting 18
-->%green%Though not much for bartering, Mira can spot a good deal when she sees it.
->Horseriding 14
-->%green%Though she did not ride much when she was in Spiritwood, Mirava has picked up some rudimentary horseriding skills during her travels.
->Agile 15
-->%green%Mirava is lithe, quick, and well-coordinated in her movement.
->Customs of Jhelom 15
-->%green%Mirava has been picking up on the customs and politics of Jhelom, especially as the party seems to be embroiled in it.
->Dancing 13
-->%green%Mirava has picked up some rudimentary dancing skills courtesy of Robert, Valicus, and Prince Celestyn of Jhelom.
->Run Fast 13
-->%green%Sometimes discretion is the better part of valor.
[[<<]]
->Dislikes Ismene 13
-->%green%Does not approve of Ismene's methods, and wishes to unsubscribe from her newsletter.
->Fond of Pascal 13
-->%green%She likes Pascal... not quite in ''that'' way, but she feels sympathy toward his losing his master.
->Avuncular relationship with Prince Celestyn 20
-->%green%Mirava had grown up on her mother's stories of heroic derring-do. The unnamed warrior with the startling blue eyes sometimes made appearances, oft to the benefit of the dashing swordswoman. It turns out that some heroic tales are not just tales... and some stories do not tell the whole truth. Mirava respects Celestyn as someone she knows to be heroic, and wants approval from a person she considers one of her childhood heroes... yet she also feels awkward about the history between him and her mother.
->Friendship with Anton the archer guy 13
-->%green%Thinks Anton is kinda cute. For a Jhelomian showoff. But to be fair, he ''is'' pretty good with a bow. Good enough that Mira might be interested in spending more time with him and talking shop. Merely because of professional curiosity, of course.
[[<<]]
'''Wealth:''' 15
-->%green%Mirava has been fairly successful at adventuring and is slightly more wealthy than the average soldier. However, she tends to send money home rather than keep it.
[[<<]]
'''Equipment:'''
->Swiftstrike, a bow (+3 weapon) 18
-->%green%A sleek-looking composite shortbow crafted from Spiritwood blackwood and other materials. The skillful craftsmanship allows for smaller size with high power. Though traditional composite bows tend to be sensitive to humidity and submersion because of the animal glue used in their construction, the glue of this bow does not appear to be animal. Rather, there appears to be some magical craftsmanship involved.
->Spring-heeled Jack's Boots 13
-->%green%Stylish footwear courtesy of a local legend. Springheel Jack was an infamous bandit renowned for his skill at robbing and evading Spiritwood authorities. His legend came to an end with his disappearance, but his treasure remained undiscovered... until an intrepid scout with too much time on her hands discovered a mysterious cave.
->Hunter's Cloak 1m
-->%green%A hooded cloak crafted of a dark gray woven material, perhaps wool, and trimmed subtly with green. The practicality of the style matches that of woodsmen and rangerfolk, and the coloring is subtle enough to remain unnoticed from a distance. However, those who are aware of such things might recognize the colors as those of the Spiritwood Chanseths.
->Magical bag 13
-->%green%A leather bag with slight runes marking the opening. It's roomier than it looks.
->Mithril Shirt (+3 armour) 13
-->%green%A chainmail shirt.
->a katzbalger sword (+3 weapon)
-->%green%A serviceable blade in a simple design. Sharp. Pointy. Able to be used to stab things with.
->quiver and bowcase
-->%green%A tooled leather side quiver containing a compartment for arrows, and another waterproof case to store an unstrung bow.
->dagger (+1 weapon)
-->%green%A simple, practical knife with a red birch wood handle. Can be used for skinning, slicing, eating, or utility. The original Spiritwood Army Knife(tm).
->scout tools (+3 tool)
-->%green%Things for breaking traps, creating makeshift traps, breaking the locks of doors, starting fires, and other activities scouts may have to perform. Not very subtle, but effective.
->journal
-->%green%A small reddish-brown journal bound with waterproof leather.
->small trinkets of her travels (ie. ogre tooth, pressed flower, leopard claw, a pretty shell, etc.)
-->%green%Souvenirs from Mira's travels, including a Jhelom snowglobe paperweight from the desk of Prince Celestyn. Oops.
->corset of reduced joggage >:|
-->%green%Ye olde sportsbra.
->pretty clothing in an Avalonian style
-->%green%Not the most practical of clothing, but suitable dress attire for formal gatherings or parties.
->lesser bling of fancitude in a Jhelhomian style
-->%green%Not the most practical of attire, but grandious enough to not stand out of place at Jhelhomian soirées. Badges and bling sold separately.
->On packhorse:
-->%green%Items no scout worth her salt would be caught without.
-->tent and camping equipment (+3 tool)
-->rations
-->rope (+2 tool)
-->torches
-->small axe (+2 tool)
-->spare arrows
'''Homeland: Spiritwood 18'''
->Animal Handling/Taming 18
-->%green%Mirava used to play with animals when she was a wee little scout in the forests of Spiritwood. She generally knows what to do and what NOT to do when it comes to animals.
->Customs of Spiritwood 18
-->%green%She knows traditions, stories, quirks, and secrets of the Spiritwood region. Spoiler: Blackwood Hold is renowned for its Autumn Harvest festival dance, while Northwatch is ''the'' place to go for the best smoked elk in the land. You also do -not- want to try Grayglen's Dragon's Breath ale.
->Geography of Spiritwood 18
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if it's not all-encompassing due to the fact that parts of it were hostile territory. Mira might know the location of caches, though.
->Hunt 18
-->%green%Mira can easily find nature's sammiches and live off the land. She's also pretty good at stalking things... though it is a skill that has not always been used for animals.
->Read and Write Common Script 18
-->%green%Mirava knows how to read, even if she would probably be considered a non-reader by the National Britannian Council for Literacy.
->Speak Britannian 18
-->%green%Mirava can speak Britannian, even if her social skills could use some polish.
->Traditions of Britannia 18
-->%green%Mirava has a basic understanding of Britannian traditions, even if her social skills could use some polish.
[[<<]]
->Dislikes Urban Sophisticates 18
-->%green%Mirava is not very fond of people who dress off and pretend to be better than others. Damn city slickers...
->Honourable 18
-->%green%Mirava believes it is important to say what you mean, mean what you say, and honor your promises all of the way.
->Practical 18
-->%green%Mirava is pragmatic, and prefers to think of what is useful rather than theory. She generally acts according to what gets the job done, rather than considering the underlying philosophy of things.
->Stubborn 18
-->%green%Once Mirava sets her mind to something, it can be hard to convince her to discard the idea.
[[<<]]
->Disdains Lord Aidan Chanseth 18
-->%green%Mirava does not have a very high opinion of Blackwood Hold's Fearless Leader. Not only was he educated in Avalon, and brings in outsiders rather than trusting the locals, but he also doesn't seem to honor the arrangements his father made, and dissed a ranger infinitely more capable than he. Probably thinks he's better than everyone else too, strange foreigner.
->Loves Family 3m
-->%green%Mirava holds her parents in high regard, (usually) gets along with her brothers, and wants to make her family proud. She is also not very understanding of people who attempt to slander her family's reputation.
[[<<]]
'''Occupation: Scout 20'''
->Alert 2m
-->%green%Mirava is Noticey Mcnoticerson of the Look Brigade!
->Animal Lore 3m
-->%green%Mirava likes animals, and knows quite a bit about them. She can identify tracks, bird calls, and scat! Crikey!
->Archery 16m
-->%green%Mirava's bizzat is phizzat, and she wants you to step back!
->Goblin Lore 4m
-->%green%Mira can speak rudimentary goblin, knows their usual behavior, and the general location of their stomping grounds.
->Military Customs 17
-->%green%Mirava was a soldier (of sorts), and knows some about military customs. However, she was not a "regular", so some of her official military knowledge comes from her dad and mom.
->Scouting 3m
-->%green%Mirava is a scout. She's used to running ahead and finding out what is going on. It's not the same thing as being a spy! Really!
->Sense Danger 1m
-->%green%Mira can be a bit paranoid. She tends to be wary when encountering areas that would allow for ambushes, or if she feels she's being followed or watched.
->Skirmish Combat 20
-->%green%Mirava is a lightly armored, swift attacker.
->Small-sword Fighting 15
-->%green%Mirava has a small sword (in contrast to big ass adamantium sword) that she can use.
->Stealthy 2m
-->%green%She is good at hiding in the underbrush in her camouflage.
->Track 2m
-->%green%Mirava won several awards in high school for hurdles, pole vault, and shot put. She can also find people pretty well.:p
->Wilderness Survival 2m
-->%green%Mira can hide in the bushes, knows how to make camp without requiring many resources, start fires and generally live well without requiring goods from cities.
->Hiking 20
-->%green%Her scouting past makes her conditioned, athletic, and able to walk a long time. She is also able to use her skill with terrain to alter her gait to better suit the terrain, and travel efficiently by foot.
[[<<]]
->Self-Reliant 20
-->%green%Mira prefers not to incur debt or accept favors. She also has a healthy confidence in her own abilities.
->Valiant 20
-->%green%She is brave, and does not tend to scare easily.
->Loyal to Fellow Veterans 20
-->%green%She respects and is loyal to the the members of her former scout troop. She also tends to like and respect military sorts.
'''Magic: Common Magic 18'''
->Beastfriend talent 19
-->%green%Mirava is fond of animals. She also seems to have an easier time getting them cooperate with her.
->Harmful Magic Warding Gesture feat 18
-->%green%A traditional gesture, and one Mirava learned from one of her old scouting buddy. The little finger and the pointer finger are extended, and point toward the ground. Note: Not to be confused with a similar gesture pointing toward the sky, which means, "You are a cuckold". Also learned from her scouting buddy.
->Lucky Arrow Chant spell 18
-->%green%A traditional chant in an older dialect, and one Mirava learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm flows in time with the action of drawing a bowstring, and the synchroneity tends to focus the mind.
->Marching Song spell 18
-->%green%Another trick she learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm of the song flows in time with the action of walking, and the rhythm makes it easier to pace oneself.
->Wound Healing Bead charm 19
-->%green%A golden amber bead on a cord, surrounded by polished blackwood beads. Apparently contains a spirit of some sort within the amber.
[[<<]]
'''Miscellaneous:'''
->Bargain Hunting 18
-->%green%Though not much for bartering, Mira can spot a good deal when she sees it.
->Horseriding 14
-->%green%Though she did not ride much when she was in Spiritwood, Mirava has picked up some rudimentary horseriding skills during her travels.
->Agile 15
-->%green%Mirava is lithe, quick, and well-coordinated in her movement.
->Customs of Jhelom 15
-->%green%Mirava has been picking up on the customs and politics of Jhelom, especially as the party seems to be embroiled in it.
->Dancing 13
-->%green%Mirava has picked up some rudimentary dancing skills courtesy of Robert, Valicus, and Prince Celestyn of Jhelom.
->Run Fast 13
-->%green%Sometimes discretion is the better part of valor.
[[<<]]
->Dislikes Ismene 13
-->%green%Does not approve of Ismene's methods, and wishes to unsubscribe from her newsletter.
->Fond of Pascal 13
-->%green%She likes Pascal... not quite in ''that'' way, but she feels sympathy toward his losing his master.
->Avuncular relationship with Prince Celestyn 20
-->%green%Mirava had grown up on her mother's stories of heroic derring-do. The unnamed warrior with the startling blue eyes sometimes made appearances, oft to the benefit of the dashing swordswoman. It turns out that some heroic tales are not just tales... and some stories do not tell the whole truth. Mirava respects Celestyn as someone she knows to be heroic, and wants approval from a person she considers one of her childhood heroes... yet she also feels awkward about the history between him and her mother.
->Friendship with Anton the archer guy 13
-->%green%Thinks Anton is kinda cute. For a Jhelomian showoff. But to be fair, he ''is'' pretty good with a bow. Good enough that Mira might be interested in spending more time with him and talking shop. Merely because of professional curiosity, of course.
[[<<]]
'''Wealth:''' 15
-->%green%Mirava has been fairly successful at adventuring and is slightly more wealthy than the average soldier. However, she tends to send money home rather than keep it.
[[<<]]
'''Equipment:'''
->Swiftstrike, a bow (+3 weapon) 18
-->%green%A sleek-looking composite shortbow crafted from Spiritwood blackwood and other materials. The skillful craftsmanship allows for smaller size with high power. Though traditional composite bows tend to be sensitive to humidity and submersion because of the animal glue used in their construction, the glue of this bow does not appear to be animal. Rather, there appears to be some magical craftsmanship involved.
->Spring-heeled Jack's Boots 13
-->%green%Stylish footwear courtesy of a local legend. Springheel Jack was an infamous bandit renowned for his skill at robbing and evading Spiritwood authorities. His legend came to an end with his disappearance, but his treasure remained undiscovered... until an intrepid scout with too much time on her hands discovered a mysterious cave.
->Hunter's Cloak 1m
-->%green%A hooded cloak crafted of a dark gray woven material, perhaps wool, and trimmed subtly with green. The practicality of the style matches that of woodsmen and rangerfolk, and the coloring is subtle enough to remain unnoticed from a distance. However, those who are aware of such things might recognize the colors as those of the Spiritwood Chanseths.
->Magical bag 13
-->%green%A leather bag with slight runes marking the opening. It's roomier than it looks.
->Mithril Shirt (+3 armour) 13
-->%green%A chainmail shirt.
->a katzbalger sword (+3 weapon)
-->%green%A serviceable blade in a simple design. Sharp. Pointy. Able to be used to stab things with.
->quiver and bowcase
-->%green%A tooled leather side quiver containing a compartment for arrows, and another waterproof case to store an unstrung bow.
->dagger (+1 weapon)
-->%green%A simple, practical knife with a red birch wood handle. Can be used for skinning, slicing, eating, or utility. The original Spiritwood Army Knife(tm).
->scout tools (+3 tool)
-->%green%Things for breaking traps, creating makeshift traps, breaking the locks of doors, starting fires, and other activities scouts may have to perform. Not very subtle, but effective.
->journal
-->%green%A small reddish-brown journal bound with waterproof leather.
->small trinkets of her travels (ie. ogre tooth, pressed flower, leopard claw, a pretty shell, etc.)
-->%green%Souvenirs from Mira's travels, including a Jhelom snowglobe paperweight from the desk of Prince Celestyn. Oops.
->corset of reduced joggage >:|
-->%green%Ye olde sportsbra.
->pretty clothing in an Avalonian style
-->%green%Not the most practical of clothing, but suitable dress attire for formal gatherings or parties.
->lesser bling of fancitude in a Jhelhomian style
-->%green%Not the most practical of attire, but grandious enough to not stand out of place at Jhelhomian soirées. Badges and bling sold separately.
->On packhorse:
-->%green%Items no scout worth her salt would be caught without.
-->tent and camping equipment (+3 tool)
-->rations
-->rope (+2 tool)
-->torches
-->small axe (+2 tool)
-->spare arrows
Deleted lines 0-198:
'''Homeland: Spiritwood 18'''
->Animal Handling/Taming 18
-->%green%Mirava used to play with animals when she was a wee little scout in the forests of Spiritwood. She generally knows what to do and what NOT to do when it comes to animals.
->Customs of Spiritwood 18
-->%green%She knows traditions, stories, quirks, and secrets of the Spiritwood region. Spoiler: Blackwood Hold is renowned for its Autumn Harvest festival dance, while Northwatch is ''the'' place to go for the best smoked elk in the land. You also do -not- want to try Grayglen's Dragon's Breath ale.
->Geography of Spiritwood 18
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if it's not all-encompassing due to the fact that parts of it were hostile territory. Mira might know the location of caches, though.
->Hunt 18
-->%green%Mira can easily find nature's sammiches and live off the land. She's also pretty good at stalking things... though it is a skill that has not always been used for animals.
->Read and Write Common Script 18
-->%green%Mirava knows how to read, even if she would probably be considered a non-reader by the National Britannian Council for Literacy.
->Speak Britannian 18
-->%green%Mirava can speak Britannian, even if her social skills could use some polish.
->Traditions of Britannia 18
-->%green%Mirava has a basic understanding of Britannian traditions, even if her social skills could use some polish.
[[<<]]
->Dislikes Urban Sophisticates 18
-->%green%Mirava is not very fond of people who dress off and pretend to be better than others. Damn city slickers...
->Honourable 18
-->%green%Mirava believes it is important to say what you mean, mean what you say, and honor your promises all of the way.
->Practical 18
-->%green%Mirava is pragmatic, and prefers to think of what is useful rather than theory. She generally acts according to what gets the job done, rather than considering the underlying philosophy of things.
->Stubborn 18
-->%green%Once Mirava sets her mind to something, it can be hard to convince her to discard the idea.
[[<<]]
->Disdains Lord Aidan Chanseth 18
-->%green%Mirava does not have a very high opinion of Blackwood Hold's Fearless Leader. Not only was he educated in Avalon, and brings in outsiders rather than trusting the locals, but he also doesn't seem to honor the arrangements his father made, and dissed a ranger infinitely more capable than he. Probably thinks he's better than everyone else too, strange foreigner.
->Loves Family 3m
-->%green%Mirava holds her parents in high regard, (usually) gets along with her brothers, and wants to make her family proud. She is also not very understanding of people who attempt to slander her family's reputation.
[[<<]]
'''Occupation: Scout 20'''
->Alert 2m
-->%green%Mirava is Noticey Mcnoticerson of the Look Brigade!
->Animal Lore 3m
-->%green%Mirava likes animals, and knows quite a bit about them. She can identify tracks, bird calls, and scat! Crikey!
->Archery 16m
-->%green%Mirava's bizzat is phizzat, and she wants you to step back!
->Goblin Lore 4m
-->%green%Mira can speak rudimentary goblin, knows their usual behavior, and the general location of their stomping grounds.
->Military Customs 17
-->%green%Mirava was a soldier (of sorts), and knows some about military customs. However, she was not a "regular", so some of her official military knowledge comes from her dad and mom.
->Scouting 3m
-->%green%Mirava is a scout. She's used to running ahead and finding out what is going on. It's not the same thing as being a spy! Really!
->Sense Danger 1m
-->%green%Mira can be a bit paranoid. She tends to be wary when encountering areas that would allow for ambushes, or if she feels she's being followed or watched.
->Skirmish Combat 20
-->%green%Mirava is a lightly armored, swift attacker.
->Small-sword Fighting 15
-->%green%Mirava has a small sword (in contrast to big ass adamantium sword) that she can use.
->Stealthy 2m
-->%green%She is good at hiding in the underbrush in her camouflage.
->Track 2m
-->%green%Mirava won several awards in high school for hurdles, pole vault, and shot put. She can also find people pretty well.:p
->Wilderness Survival 2m
-->%green%Mira can hide in the bushes, knows how to make camp without requiring many resources, start fires and generally live well without requiring goods from cities.
->Hiking 20
-->%green%Her scouting past makes her conditioned, athletic, and able to walk a long time. She is also able to use her skill with terrain to alter her gait to better suit the terrain, and travel efficiently by foot.
[[<<]]
->Self-Reliant 20
-->%green%Mira prefers not to incur debt or accept favors. She also has a healthy confidence in her own abilities.
->Valiant 20
-->%green%She is brave, and does not tend to scare easily.
->Loyal to Fellow Veterans 20
-->%green%She respects and is loyal to the the members of her former scout troop. She also tends to like and respect military sorts.
'''Magic: Common Magic 18'''
->Beastfriend talent 19
-->%green%Mirava is fond of animals. She also seems to have an easier time getting them cooperate with her.
->Harmful Magic Warding Gesture feat 18
-->%green%A traditional gesture, and one Mirava learned from one of her old scouting buddy. The little finger and the pointer finger are extended, and point toward the ground. Note: Not to be confused with a similar gesture pointing toward the sky, which means, "You are a cuckold". Also learned from her scouting buddy.
->Lucky Arrow Chant spell 18
-->%green%A traditional chant in an older dialect, and one Mirava learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm flows in time with the action of drawing a bowstring, and the synchroneity tends to focus the mind.
->Marching Song spell 18
-->%green%Another trick she learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm of the song flows in time with the action of walking, and the rhythm makes it easier to pace oneself.
->Wound Healing Bead charm 19
-->%green%A golden amber bead on a cord, surrounded by polished blackwood beads. Apparently contains a spirit of some sort within the amber.
[[<<]]
'''Miscellaneous:'''
->Bargain Hunting 18
-->%green%Though not much for bartering, Mira can spot a good deal when she sees it.
->Horseriding 14
-->%green%Though she did not ride much when she was in Spiritwood, Mirava has picked up some rudimentary horseriding skills during her travels.
->Agile 15
-->%green%Mirava is lithe, quick, and well-coordinated in her movement.
->Customs of Jhelom 15
-->%green%Mirava has been picking up on the customs and politics of Jhelom, especially as the party seems to be embroiled in it.
->Dancing 13
-->%green%Mirava has picked up some rudimentary dancing skills courtesy of Robert, Valicus, and Prince Celestyn of Jhelom.
->Run Fast 13
-->%green%Sometimes discretion is the better part of valor.
[[<<]]
->Dislikes Ismene 13
-->%green%Does not approve of Ismene's methods, and wishes to unsubscribe from her newsletter.
->Fond of Pascal 13
-->%green%She likes Pascal... not quite in ''that'' way, but she feels sympathy toward his losing his master.
->Avuncular relationship with Prince Celestyn 20
-->%green%Mirava had grown up on her mother's stories of heroic derring-do. The unnamed warrior with the startling blue eyes sometimes made appearances, oft to the benefit of the dashing swordswoman. It turns out that some heroic tales are not just tales... and some stories do not tell the whole truth. Mirava respects Celestyn as someone she knows to be heroic, and wants approval from a person she considers one of her childhood heroes... yet she also feels awkward about the history between him and her mother.
->Friendship with Anton the archer guy 13
-->%green%Thinks Anton is kinda cute. For a Jhelomian showoff. But to be fair, he ''is'' pretty good with a bow. Good enough that Mira might be interested in spending more time with him and talking shop. Merely because of professional curiosity, of course.
[[<<]]
'''Wealth:''' 15
-->%green%Mirava has been fairly successful at adventuring and is slightly more wealthy than the average soldier. However, she tends to send money home rather than keep it.
[[<<]]
'''Equipment:'''
->Swiftstrike, a bow (+3 weapon) 18
-->%green%A sleek-looking composite shortbow crafted from Spiritwood blackwood and other materials. The skillful craftsmanship allows for smaller size with high power. Though traditional composite bows tend to be sensitive to humidity and submersion because of the animal glue used in their construction, the glue of this bow does not appear to be animal. Rather, there appears to be some magical craftsmanship involved.
->Spring-heeled Jack's Boots 13
-->%green%Stylish footwear courtesy of a local legend. Springheel Jack was an infamous bandit renowned for his skill at robbing and evading Spiritwood authorities. His legend came to an end with his disappearance, but his treasure remained undiscovered... until an intrepid scout with too much time on her hands discovered a mysterious cave.
->Hunter's Cloak 1m
-->%green%A hooded cloak crafted of a dark gray woven material, perhaps wool, and trimmed subtly with green. The practicality of the style matches that of woodsmen and rangerfolk, and the coloring is subtle enough to remain unnoticed from a distance. However, those who are aware of such things might recognize the colors as those of the Spiritwood Chanseths.
->Magical bag 13
-->%green%A leather bag with slight runes marking the opening. It's roomier than it looks.
->Mithril Shirt (+3 armour) 13
-->%green%A chainmail shirt.
->a katzbalger sword (+3 weapon)
-->%green%A serviceable blade in a simple design. Sharp. Pointy. Able to be used to stab things with.
->quiver and bowcase
-->%green%A tooled leather side quiver containing a compartment for arrows, and another waterproof case to store an unstrung bow.
->dagger (+1 weapon)
-->%green%A simple, practical knife with a red birch wood handle. Can be used for skinning, slicing, eating, or utility. The original Spiritwood Army Knife(tm).
->scout tools (+3 tool)
-->%green%Things for breaking traps, creating makeshift traps, breaking the locks of doors, starting fires, and other activities scouts may have to perform. Not very subtle, but effective.
->journal
-->%green%A small reddish-brown journal bound with waterproof leather.
->small trinkets of her travels (ie. ogre tooth, pressed flower, leopard claw, a pretty shell, etc.)
-->%green%Souvenirs from Mira's travels, including a Jhelom snowglobe paperweight from the desk of Prince Celestyn. Oops.
->corset of reduced joggage >:|
-->%green%Ye olde sportsbra.
->pretty clothing in an Avalonian style
-->%green%Not the most practical of clothing, but suitable dress attire for formal gatherings or parties.
->lesser bling of fancitude in a Jhelhomian style
-->%green%Not the most practical of attire, but grandious enough to not stand out of place at Jhelhomian soirées. Badges and bling sold separately.
->On packhorse:
-->%green%Items no scout worth her salt would be caught without.
-->tent and camping equipment (+3 tool)
-->rations
-->rope (+2 tool)
-->torches
-->small axe (+2 tool)
-->spare arrows
Changed lines 190-191 from:
-->%green%Not the most practical of attire, but grandious enough to not stand out of place at Jhelhomian soirees. Badges and bling sold separately.
to:
-->%green%Not the most practical of attire, but grandious enough to not stand out of place at Jhelhomian soirées. Badges and bling sold separately.
Changed lines 160-161 from:
-->%green%
to:
-->%green%A leather bag with slight runes marking the opening. It's roomier than it looks.
Changed lines 163-164 from:
-->%green%
to:
-->%green%A chainmail shirt.
Changed lines 166-168 from:
-->%green%
->quiver of arrows
-->%green%
->quiver of arrows
to:
-->%green%A serviceable blade in a simple design. Sharp. Pointy. Able to be used to stab things with.
->quiver and bowcase
-->%green%A tooled leather side quiver containing a compartment for arrows, and another waterproof case to store an unstrung bow.
->quiver and bowcase
-->%green%A tooled leather side quiver containing a compartment for arrows, and another waterproof case to store an unstrung bow.
Added line 173:
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to:
-->%green%Items no scout worth her salt would be caught without.
Added line 1:
!!Mirava of Blackwood
Changed lines 4-5 from:
-->%green%Mirava used to play with animals when she was a wee little scout in the forests of Spiritwood.
to:
-->%green%Mirava used to play with animals when she was a wee little scout in the forests of Spiritwood. She generally knows what to do and what NOT to do when it comes to animals.
Changed lines 7-8 from:
-->%green%She knows traditions, quirks, and secrets of Spiritwood. Spoiler: Blackwood Hold is renowned for its Autumn Harvest festival, while Northwatch is ''the'' place to go for the best smoked elk in the land. You also do -not- want to try the Dragon's Breath ale.
to:
-->%green%She knows traditions, stories, quirks, and secrets of the Spiritwood region. Spoiler: Blackwood Hold is renowned for its Autumn Harvest festival dance, while Northwatch is ''the'' place to go for the best smoked elk in the land. You also do -not- want to try Grayglen's Dragon's Breath ale.
Changed lines 10-11 from:
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if it's not all-encompassing.
to:
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if it's not all-encompassing due to the fact that parts of it were hostile territory. Mira might know the location of caches, though.
Changed lines 13-14 from:
-->%green%Mira can easily find nature's sammiches and live off the land.
to:
-->%green%Mira can easily find nature's sammiches and live off the land. She's also pretty good at stalking things... though it is a skill that has not always been used for animals.
Added line 17:
Added line 20:
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[[<<]]
Added line 27:
Added line 30:
Changed lines 32-33 from:
-->%green%Mirava is pragmatic, and prefers to think of what is useful rather than theory. She tends to act according to what gets the job done, rather than considering the underlying philosophy of things.
to:
-->%green%Mirava is pragmatic, and prefers to think of what is useful rather than theory. She generally acts according to what gets the job done, rather than considering the underlying philosophy of things.
Added line 37:
[[<<]]
Changed lines 39-40 from:
-->%green%Mirava does not have a very high opinion of Blackwood Hold's Fearless Leader. Not only was he educated in Avalon, and brings in outsiders rather than trusting the locals, but he also doesn't seem to honor the arrangements his father made, and dissed some ranger infinitely more capable than he. Probably thinks he's better than everyone else too, strange foriegner.
to:
-->%green%Mirava does not have a very high opinion of Blackwood Hold's Fearless Leader. Not only was he educated in Avalon, and brings in outsiders rather than trusting the locals, but he also doesn't seem to honor the arrangements his father made, and dissed a ranger infinitely more capable than he. Probably thinks he's better than everyone else too, strange foreigner.
Changed lines 42-43 from:
-->%green%Mirava holds her parents in high regard, (usually) gets along with her brothers, and wants to make her family proud.
to:
-->%green%Mirava holds her parents in high regard, (usually) gets along with her brothers, and wants to make her family proud. She is also not very understanding of people who attempt to slander her family's reputation.
[[<<]]
[[<<]]
Added line 48:
Changed lines 50-51 from:
-->%green%Mirava likes animals, and knows quite a bit about them. She can identify tracks, bird calls, and scat!
to:
-->%green%Mirava likes animals, and knows quite a bit about them. She can identify tracks, bird calls, and scat! Crikey!
Changed lines 53-54 from:
-->%green%Mirava works on her bow fighting.
to:
-->%green%Mirava's bizzat is phizzat, and she wants you to step back!
Changed lines 56-57 from:
-->%green%Mira can speak rudimentary goblin, and knows their usual behavior.
to:
-->%green%Mira can speak rudimentary goblin, knows their usual behavior, and the general location of their stomping grounds.
Changed lines 59-60 from:
-->%green%Mirava was a soldier, of sorts, and knows a little about military custom. Most of her official military knowledge, however, comes from her dad.
to:
-->%green%Mirava was a soldier (of sorts), and knows some about military customs. However, she was not a "regular", so some of her official military knowledge comes from her dad and mom.
Changed lines 62-63 from:
-->%green%Mirava is a scout. She's used to running ahead and finding out what is going on.
to:
-->%green%Mirava is a scout. She's used to running ahead and finding out what is going on. It's not the same thing as being a spy! Really!
Changed lines 65-66 from:
-->%green%Mira can be slightly paranoid. She tends to be wary when encountering areas that would allow for ambushes, or if she feels she's being followed or watched.
to:
-->%green%Mira can be a bit paranoid. She tends to be wary when encountering areas that would allow for ambushes, or if she feels she's being followed or watched.
Added line 69:
Changed lines 71-72 from:
-->%green%Mirava has a small sword (in contrast to big ass adamantium sword) that she can use.
to:
-->%green%Mirava has a small sword (in contrast to big ass adamantium sword) that she can use.
Added line 75:
Added line 78:
Changed lines 80-81 from:
-->%green%Mira can hide in the bushes.
to:
-->%green%Mira can hide in the bushes, knows how to make camp without requiring many resources, start fires and generally live well without requiring goods from cities.
Changed lines 83-84 from:
-->%green%She can walk a long time.
to:
-->%green%Her scouting past makes her conditioned, athletic, and able to walk a long time. She is also able to use her skill with terrain to alter her gait to better suit the terrain, and travel efficiently by foot.
[[<<]]
[[<<]]
Changed lines 87-88 from:
-->%green%Mira prefers not to incur debt or accept favors.
to:
-->%green%Mira prefers not to incur debt or accept favors. She also has a healthy confidence in her own abilities.
Changed lines 90-91 from:
-->%green%She is brave, and not easily scared.
to:
-->%green%She is brave, and does not tend to scare easily.
Changed lines 93-94 from:
-->%green%
to:
-->%green%She respects and is loyal to the the members of her former scout troop. She also tends to like and respect military sorts.
Changed lines 97-98 from:
-->%green%
to:
-->%green%Mirava is fond of animals. She also seems to have an easier time getting them cooperate with her.
Changed lines 100-101 from:
-->%green%
to:
-->%green%A traditional gesture, and one Mirava learned from one of her old scouting buddy. The little finger and the pointer finger are extended, and point toward the ground. Note: Not to be confused with a similar gesture pointing toward the sky, which means, "You are a cuckold". Also learned from her scouting buddy.
Changed lines 103-104 from:
-->%green%
to:
-->%green%A traditional chant in an older dialect, and one Mirava learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm flows in time with the action of drawing a bowstring, and the synchroneity tends to focus the mind.
Changed lines 106-107 from:
-->%green%
to:
-->%green%Another trick she learned from her old scouting buddies. Whether or not a person believes in its magical properties, the rhythm of the song flows in time with the action of walking, and the rhythm makes it easier to pace oneself.
Changed lines 109-110 from:
-->%green%
to:
-->%green%A golden amber bead on a cord, surrounded by polished blackwood beads. Apparently contains a spirit of some sort within the amber.
[[<<]]
[[<<]]
Changed lines 114-115 from:
-->%green%
to:
-->%green%Though not much for bartering, Mira can spot a good deal when she sees it.
Changed lines 117-118 from:
-->%green%
to:
-->%green%Though she did not ride much when she was in Spiritwood, Mirava has picked up some rudimentary horseriding skills during her travels.
Changed lines 120-121 from:
-->%green%
to:
-->%green%Mirava is lithe, quick, and well-coordinated in her movement.
Changed lines 123-124 from:
-->%green%
to:
-->%green%Mirava has been picking up on the customs and politics of Jhelom, especially as the party seems to be embroiled in it.
Changed lines 126-127 from:
-->%green%
to:
-->%green%Mirava has picked up some rudimentary dancing skills courtesy of Robert, Valicus, and Prince Celestyn of Jhelom.
Changed lines 129-130 from:
-->%green%
to:
-->%green%Sometimes discretion is the better part of valor.
[[<<]]
[[<<]]
Changed lines 133-134 from:
-->%green%
to:
-->%green%Does not approve of Ismene's methods, and wishes to unsubscribe from her newsletter.
Changed lines 136-137 from:
-->%green%
to:
-->%green%She likes Pascal... not quite in ''that'' way, but she feels sympathy toward his losing his master.
Changed lines 139-140 from:
-->%green%
to:
-->%green%Mirava had grown up on her mother's stories of heroic derring-do. The unnamed warrior with the startling blue eyes sometimes made appearances, oft to the benefit of the dashing swordswoman. It turns out that some heroic tales are not just tales... and some stories do not tell the whole truth. Mirava respects Celestyn as someone she knows to be heroic, and wants approval from a person she considers one of her childhood heroes... yet she also feels awkward about the history between him and her mother.
Changed lines 142-143 from:
-->%green%
to:
-->%green%Thinks Anton is kinda cute. For a Jhelomian showoff. But to be fair, he ''is'' pretty good with a bow. Good enough that Mira might be interested in spending more time with him and talking shop. Merely because of professional curiosity, of course.
[[<<]]
[[<<]]
Changed lines 146-147 from:
-->%green%
to:
-->%green%Mirava has been fairly successful at adventuring and is slightly more wealthy than the average soldier. However, she tends to send money home rather than keep it.
[[<<]]
[[<<]]
Changed lines 151-152 from:
-->%green%
to:
-->%green%A sleek-looking composite shortbow crafted from Spiritwood blackwood and other materials. The skillful craftsmanship allows for smaller size with high power. Though traditional composite bows tend to be sensitive to humidity and submersion because of the animal glue used in their construction, the glue of this bow does not appear to be animal. Rather, there appears to be some magical craftsmanship involved.
Changed lines 154-155 from:
-->%green%
to:
-->%green%Stylish footwear courtesy of a local legend. Springheel Jack was an infamous bandit renowned for his skill at robbing and evading Spiritwood authorities. His legend came to an end with his disappearance, but his treasure remained undiscovered... until an intrepid scout with too much time on her hands discovered a mysterious cave.
Added lines 157-159:
-->%green%A hooded cloak crafted of a dark gray woven material, perhaps wool, and trimmed subtly with green. The practicality of the style matches that of woodsmen and rangerfolk, and the coloring is subtle enough to remain unnoticed from a distance. However, those who are aware of such things might recognize the colors as those of the Spiritwood Chanseths.
->Magical bag 13
->Magical bag 13
Deleted lines 160-161:
-->%green%
Changed line 5 from:
-->%green%Mirava knows the traditions, quirks, and secrets of the people and places in Spiritwood, such as that Blackwood Hold is renowned for its Autumn Harvest festival, while Northwatch is ''the'' place to go for the best smoked elk in the land.
to:
-->%green%She knows traditions, quirks, and secrets of Spiritwood. Spoiler: Blackwood Hold is renowned for its Autumn Harvest festival, while Northwatch is ''the'' place to go for the best smoked elk in the land. You also do -not- want to try the Dragon's Breath ale.
Changed line 7 from:
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if not all-encompassing.
to:
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if it's not all-encompassing.
Changed line 18 from:
-->%green%
to:
-->%green%Mirava is not very fond of people who dress off and pretend to be better than others. Damn city slickers...
Changed line 20 from:
-->%green%
to:
-->%green%Mirava believes it is important to say what you mean, mean what you say, and honor your promises all of the way.
Changed line 22 from:
-->%green%
to:
-->%green%Mirava is pragmatic, and prefers to think of what is useful rather than theory. She tends to act according to what gets the job done, rather than considering the underlying philosophy of things.
Changed lines 24-25 from:
-->%green%
to:
-->%green%Once Mirava sets her mind to something, it can be hard to convince her to discard the idea.
Changed line 27 from:
-->%green%
to:
-->%green%Mirava does not have a very high opinion of Blackwood Hold's Fearless Leader. Not only was he educated in Avalon, and brings in outsiders rather than trusting the locals, but he also doesn't seem to honor the arrangements his father made, and dissed some ranger infinitely more capable than he. Probably thinks he's better than everyone else too, strange foriegner.
Changed lines 29-30 from:
-->%green%
to:
-->%green%Mirava holds her parents in high regard, (usually) gets along with her brothers, and wants to make her family proud.
Changed line 33 from:
-->%green%
to:
-->%green%Mirava is Noticey Mcnoticerson of the Look Brigade!
Changed line 35 from:
-->%green%
to:
-->%green%Mirava likes animals, and knows quite a bit about them. She can identify tracks, bird calls, and scat!
Changed line 37 from:
-->%green%
to:
-->%green%Mirava works on her bow fighting.
Changed line 39 from:
-->%green%
to:
-->%green%Mira can speak rudimentary goblin, and knows their usual behavior.
Changed line 41 from:
-->%green%
to:
-->%green%Mirava was a soldier, of sorts, and knows a little about military custom. Most of her official military knowledge, however, comes from her dad.
Changed line 43 from:
-->%green%
to:
-->%green%Mirava is a scout. She's used to running ahead and finding out what is going on.
Changed line 45 from:
-->%green%
to:
-->%green%Mira can be slightly paranoid. She tends to be wary when encountering areas that would allow for ambushes, or if she feels she's being followed or watched.
Changed line 47 from:
-->%green%
to:
-->%green%Mirava is a lightly armored, swift attacker.
Changed line 49 from:
-->%green%
to:
-->%green%Mirava has a small sword (in contrast to big ass adamantium sword) that she can use.
Changed line 51 from:
-->%green%
to:
-->%green%She is good at hiding in the underbrush in her camouflage.
Changed line 53 from:
-->%green%
to:
-->%green%Mirava won several awards in high school for hurdles, pole vault, and shot put. She can also find people pretty well.:p
Changed line 55 from:
-->%green%
to:
-->%green%Mira can hide in the bushes.
Changed lines 57-58 from:
-->%green%
to:
-->%green%She can walk a long time.
Changed line 60 from:
-->%green%
to:
-->%green%Mira prefers not to incur debt or accept favors.
Added lines 62-64:
-->%green%She is brave, and not easily scared.
->Loyal to Fellow Veterans 20
->Loyal to Fellow Veterans 20
Deleted lines 66-68:
-->%green%
Changed line 5 from:
-->%green%
to:
-->%green%Mirava knows the traditions, quirks, and secrets of the people and places in Spiritwood, such as that Blackwood Hold is renowned for its Autumn Harvest festival, while Northwatch is ''the'' place to go for the best smoked elk in the land.
Changed line 7 from:
-->%green%
to:
-->%green%Mirava has a pretty extensive knowledge of Spiritwood terrain, even if not all-encompassing.
Changed line 9 from:
-->%green%
to:
-->%green%Mira can easily find nature's sammiches and live off the land.
Changed line 11 from:
-->%green%
to:
-->%green%Mirava knows how to read, even if she would probably be considered a non-reader by the National Britannian Council for Literacy.
Changed line 13 from:
-->%green%
to:
-->%green%Mirava can speak Britannian, even if her social skills could use some polish.
Added lines 15-17:
-->%green%Mirava has a basic understanding of Britannian traditions, even if her social skills could use some polish.
->Dislikes Urban Sophisticates 18
->Dislikes Urban Sophisticates 18
Deleted lines 18-20:
->Dislikes Urban Sophisticates 18
-->%green%
Added lines 1-143:
'''Homeland: Spiritwood 18'''
->Animal Handling/Taming 18
-->%green%Mirava used to play with animals when she was a wee little scout in the forests of Spiritwood.
->Customs of Spiritwood 18
-->%green%
->Geography of Spiritwood 18
-->%green%
->Hunt 18
-->%green%
->Read and Write Common Script 18
-->%green%
->Speak Britannian 18
-->%green%
->Traditions of Britannia 18
-->%green%
->Dislikes Urban Sophisticates 18
-->%green%
->Honourable 18
-->%green%
->Practical 18
-->%green%
->Stubborn 18
-->%green%
->Disdains Lord Aidan Chanseth 18
-->%green%
->Loves Family 3m
-->%green%
'''Occupation: Scout 20'''
->Alert 2m
-->%green%
->Animal Lore 3m
-->%green%
->Archery 16m
-->%green%
->Goblin Lore 4m
-->%green%
->Military Customs 17
-->%green%
->Scouting 3m
-->%green%
->Sense Danger 1m
-->%green%
->Skirmish Combat 20
-->%green%
->Small-sword Fighting 15
-->%green%
->Stealthy 2m
-->%green%
->Track 2m
-->%green%
->Wilderness Survival 2m
-->%green%
->Hiking 20
-->%green%
->Self-Reliant 20
-->%green%
->Valiant 20
-->%green%
->Loyal to Fellow Veterans 20
-->%green%
'''Magic: Common Magic 18'''
->Beastfriend talent 19
-->%green%
->Harmful Magic Warding Gesture feat 18
-->%green%
->Lucky Arrow Chant spell 18
-->%green%
->Marching Song spell 18
-->%green%
->Wound Healing Bead charm 19
-->%green%
'''Miscellaneous:'''
->Bargain Hunting 18
-->%green%
->Horseriding 14
-->%green%
->Agile 15
-->%green%
->Customs of Jhelom 15
-->%green%
->Dancing 13
-->%green%
->Run Fast 13
-->%green%
->Dislikes Ismene 13
-->%green%
->Fond of Pascal 13
-->%green%
->Avuncular relationship with Prince Celestyn 20
-->%green%
->Friendship with Anton the archer guy 13
-->%green%
'''Wealth:''' 15
-->%green%
'''Equipment:'''
->Swiftstrike, a bow (+3 weapon) 18
-->%green%
->Spring-heeled Jack's Boots 13
-->%green%
->Hunter's Cloak 1m
-->%green%
->Magical bag 13
-->%green%
->Mithril Shirt (+3 armour) 13
-->%green%
->a katzbalger sword (+3 weapon)
-->%green%
->quiver of arrows
-->%green%
->dagger (+1 weapon)
-->%green%A simple, practical knife with a red birch wood handle. Can be used for skinning, slicing, eating, or utility. The original Spiritwood Army Knife(tm).
->scout tools (+3 tool)
-->%green%Things for breaking traps, creating makeshift traps, breaking the locks of doors, starting fires, and other activities scouts may have to perform. Not very subtle, but effective.
->journal
-->%green%A small reddish-brown journal bound with waterproof leather.
->small trinkets of her travels (ie. ogre tooth, pressed flower, leopard claw, a pretty shell, etc.)
-->%green%Souvenirs from Mira's travels, including a Jhelom snowglobe paperweight from the desk of Prince Celestyn. Oops.
->corset of reduced joggage >:|
-->%green%Ye olde sportsbra.
->pretty clothing in an Avalonian style
-->%green%Not the most practical of clothing, but suitable dress attire for formal gatherings or parties.
->lesser bling of fancitude in a Jhelhomian style
-->%green%Not the most practical of attire, but grandious enough to not stand out of place at Jhelhomian soirees. Badges and bling sold separately.
->On packhorse:
--->%green%Items no scout worth her salt would be caught without.
-->tent and camping equipment (+3 tool)
-->rations
-->rope (+2 tool)
-->torches
-->small axe (+2 tool)
-->spare arrows
->Animal Handling/Taming 18
-->%green%Mirava used to play with animals when she was a wee little scout in the forests of Spiritwood.
->Customs of Spiritwood 18
-->%green%
->Geography of Spiritwood 18
-->%green%
->Hunt 18
-->%green%
->Read and Write Common Script 18
-->%green%
->Speak Britannian 18
-->%green%
->Traditions of Britannia 18
-->%green%
->Dislikes Urban Sophisticates 18
-->%green%
->Honourable 18
-->%green%
->Practical 18
-->%green%
->Stubborn 18
-->%green%
->Disdains Lord Aidan Chanseth 18
-->%green%
->Loves Family 3m
-->%green%
'''Occupation: Scout 20'''
->Alert 2m
-->%green%
->Animal Lore 3m
-->%green%
->Archery 16m
-->%green%
->Goblin Lore 4m
-->%green%
->Military Customs 17
-->%green%
->Scouting 3m
-->%green%
->Sense Danger 1m
-->%green%
->Skirmish Combat 20
-->%green%
->Small-sword Fighting 15
-->%green%
->Stealthy 2m
-->%green%
->Track 2m
-->%green%
->Wilderness Survival 2m
-->%green%
->Hiking 20
-->%green%
->Self-Reliant 20
-->%green%
->Valiant 20
-->%green%
->Loyal to Fellow Veterans 20
-->%green%
'''Magic: Common Magic 18'''
->Beastfriend talent 19
-->%green%
->Harmful Magic Warding Gesture feat 18
-->%green%
->Lucky Arrow Chant spell 18
-->%green%
->Marching Song spell 18
-->%green%
->Wound Healing Bead charm 19
-->%green%
'''Miscellaneous:'''
->Bargain Hunting 18
-->%green%
->Horseriding 14
-->%green%
->Agile 15
-->%green%
->Customs of Jhelom 15
-->%green%
->Dancing 13
-->%green%
->Run Fast 13
-->%green%
->Dislikes Ismene 13
-->%green%
->Fond of Pascal 13
-->%green%
->Avuncular relationship with Prince Celestyn 20
-->%green%
->Friendship with Anton the archer guy 13
-->%green%
'''Wealth:''' 15
-->%green%
'''Equipment:'''
->Swiftstrike, a bow (+3 weapon) 18
-->%green%
->Spring-heeled Jack's Boots 13
-->%green%
->Hunter's Cloak 1m
-->%green%
->Magical bag 13
-->%green%
->Mithril Shirt (+3 armour) 13
-->%green%
->a katzbalger sword (+3 weapon)
-->%green%
->quiver of arrows
-->%green%
->dagger (+1 weapon)
-->%green%A simple, practical knife with a red birch wood handle. Can be used for skinning, slicing, eating, or utility. The original Spiritwood Army Knife(tm).
->scout tools (+3 tool)
-->%green%Things for breaking traps, creating makeshift traps, breaking the locks of doors, starting fires, and other activities scouts may have to perform. Not very subtle, but effective.
->journal
-->%green%A small reddish-brown journal bound with waterproof leather.
->small trinkets of her travels (ie. ogre tooth, pressed flower, leopard claw, a pretty shell, etc.)
-->%green%Souvenirs from Mira's travels, including a Jhelom snowglobe paperweight from the desk of Prince Celestyn. Oops.
->corset of reduced joggage >:|
-->%green%Ye olde sportsbra.
->pretty clothing in an Avalonian style
-->%green%Not the most practical of clothing, but suitable dress attire for formal gatherings or parties.
->lesser bling of fancitude in a Jhelhomian style
-->%green%Not the most practical of attire, but grandious enough to not stand out of place at Jhelhomian soirees. Badges and bling sold separately.
->On packhorse:
--->%green%Items no scout worth her salt would be caught without.
-->tent and camping equipment (+3 tool)
-->rations
-->rope (+2 tool)
-->torches
-->small axe (+2 tool)
-->spare arrows
Page last modified on September 17, 2007, at 03:04 PM