AronHumanSorcerer: Difference between revisions

From Adventuring Wiki
Jump to navigation Jump to search
No edit summary
 
m (2 revisions imported)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
__NOTOC__
__NOTOC__
<!-- ## Template for Characters - 3rd Edition AD&D -->
<!-- ## Template for Characters - 3rd Edition AD&D -->
 
save
''3rd Edition Character Template''
''3rd Edition Character Template''


Line 18: Line 18:
|}
|}


'''Level:'''1
'''''Attributes:'''''
{| border="1" cellpadding="2" cellspacing="0"
{| border="1" cellpadding="2" cellspacing="0"
| ''Ability''
| '''Level:'''
| ''Score''
| [[AronHumanSorc1|1]]
|-
| [[AronHumanSorc2|2]]
| '''STR'''
|
| 7
|-
| '''DEX'''
| 13
|-
| '''CON'''
| 12
|-
| '''INT'''
| 17
|-
| '''WIS'''
| 13
|-
| '''CHA'''
| 14
|}
|}


Line 47: Line 28:
=== Description ===
=== Description ===
<!-- ## Hair, Eyes, Skin, Weight, Height, Age, Handedness -->
<!-- ## Hair, Eyes, Skin, Weight, Height, Age, Handedness -->
Long, black hair made into a ponytail with thin, leather straps that pulls his hair sharply against his head.  Traveling clothes that seem home-spun and repaired numerous times.  High leather boots strapped tightly against his legs.  A leather backpack with bedroll wrapped on top.  Backpack also wrapped with canvas that seems heavily oiled.  Aron's skin is generally tanned, with a weathered look.  Two earrings in his left ear, one drops to his shoulder, a red feather.  The other, a short, silver post.  A leather pouch at his side seems to move occasionally and a small, pointed weasels head can be seen to peer out.  His left arm appears fire-scarred and damaged, but fully usable.  Holding his Quarterstaff in his right hand, he pulls the rope that leads Blue, his mule with him.  The mule is packed with many goods/boxes of equipment seems to mindlessly plod on behind him.


----
----
=== SAVING THROWS ===
<!-- ## Familiar -->
{| border="1" cellpadding="2" cellspacing="0"
{| border="1" cellpadding="2" cellspacing="0"
| ''Save''
| ''Total''
| ''Base''
| ''Mod.''
| ''Magic''
|-
|-
| '''Fortitude'''
| '''Name:'''
| '''1'''
|colspan="2" |Skatt
|colspan="3" |'''Type:'''
| +1
|-
|-
| '''Reflex'''
| '''STR'''
| '''3'''
| 3
|
| '''DEX'''
| +1
| 15
|
| '''CON'''
| 10
| '''INT'''
| 6
| '''WIS'''
| 12
| '''CHA'''
|-
|-
| '''Will'''
| '''FORT'''
| '''3'''
| +2
| +2
| +1
| '''REF'''
|}
 
----
'''Hit Points:'''5
{| border="1" cellpadding="2" cellspacing="0"
| ''Total''
| ''Base''
| ''Armor''
| ''Shield''
| ''Dex''
| ''Size''
| ''Nat.''
|-
| '''Armor Class:'''
| '''11'''
| ''10''
| +1
|}
 
'''Base Attack:'''+0
{| border="1" cellpadding="2" cellspacing="0"
| ''Total''
| ''Dex''
|-
| '''Initiative'''
| '''+1'''
| +1
|}
 
{| border="1" cellpadding="2" cellspacing="0"
| '''Attack Type'''
| '''Total'''
| '''Base'''
| '''Ability'''
| '''Size'''
|-
| ''MELEE''
| '''-2'''
| -2
|-
| ''RANGED''
| '''+1'''
| +1
|}
 
----
'''''Weapons:'''''
{| border="1" cellpadding="2" cellspacing="0"
| '''Name'''
| '''Atk Bonus'''
| '''Damage'''
| '''Crit.'''
| '''Type'''
| '''Size'''
|-
| Dagger
| -2
| 1d4-2
| 19-20/x2
| Pierce/Slash
| Small
|-
| Quarterstaff
| -2
| 1d6-2
| x2
| Bludgeon
| Large
|-
| Sling
| +1
| 1d4-2
| x2
| Bludgeon
| Small
|}
 
----
'''''Proficiencies:'''''
{| border="1" cellpadding="2" cellspacing="0"
| '''Un'''
| '''Name'''
| '''Stat'''
| '''Total'''
| '''Ranks'''
| '''Mod.'''
|-
| ''Appraise''
| INT
| +3
| +3
|-
| ''Balance'' {1}
| DEX
| +1
| +1
|-
| ''Bluff''
| CHA
| +2
| +2
|-
| ''Climb'' {1}
| STR
| -2
| -2
|-
| ''Concentration''
| CON
| +3
| 2
| +1
|-
| ''Control Shape''
| WIS
|-
| ''Craft:alchemy''
| INT
| +4
| +4
| 3
| '''WILL'''
| +3
|-
| ''Craft:blacksmith''
| INT
| +3
| +3
| '''HPs'''
| 2
| 2
| +3
| '''SPD'''
|-
| 20
| '''INIT'''
| ''Diplomacy''
| CHA
| +2
| +2
|-
| ''Disguise''
| CHA
| +2
| +2
|-
| ''Escape Artist'' {1}
| DEX
| +1
| +1
|-
| ''Forgery''
| INT
| +3
| +3
|-
| ''Gather Info''
| CHA
| +2
| +2
|-
| ''Heal''
| WIS
| +2
| 1
| +1
|-
| ''Hide'' {1}
| DEX
| +1
| +1
|-
| ''Intimidate''
| CHA
| +2
| +2
|-
| ''Jump''{1}
| STR
| -2
| -2
|-
|<span style="font-size: x-large; color: cyan">|&curren;</span>
| ''Know.: arcana''
| INT
| +7
| 4
| +3
|-
| ''Listen''
| WIS
| +3
| +1
|-
| ''Literacy''
| ---
|-
| ''Move Silently'' {1}
| DEX
| +1
| +1
|-
|-
|
| '''AC'''
| ''Perform: ''
| 16
| CHA
| '''ATK:'''
| BITE
|colspan="3" |'''Damage:'''
|-
| ''Perform:all''
| CHA
| +2
| +2
|-
|<span style="font-size: x-large; color: cyan">|&curren;</span>
| ''Prof.: herbalist''
| WIS
| +5
| 4
| +1
|-
| ''Ride''
| DEX
| +2
| 1
| 1
| +1
|colspan="3" |'''Crit.'''
|-
|-
| '''Features:'''
| ''Search''
| INT
| +3
| +3
|-
|-
| '''Special:'''
| ''Sense Motive''
| WIS
| +1
| +1
|-
|-
|<span style="font-size: x-large; color: cyan">|&curren;</span>
| '''Feats:'''
| ''Spellcraft''
| INT
| +8
| 3
| +3
|-
|-
| '''Skills:'''
| ''Spot''
| WIS
| +3
| +1
|-
| ''Survival''
| WIS
| +1
| +1
|-
| ''Swim'' {2}
| STR
| -2
| -2
|-
|<span style="font-size: x-large; color: cyan">|&curren;</span>
| ''Use Magic Device''
| CHA
| +5
| 1
| +2
|-
| ''Use Rope''
| DEX
| +1
| +1
|}
|}


----
'''The narrative of Aron'''
If there's one thing in life you haven't ever grown tired of, it's a cool breeze.  There's just something so refreshing about it:  The way it cools your face, slightly drying your lips; the way it makes your pony-tail brush teh back of your neck; the way it fills your nose with something fresh.  NOw if only you had a place to heat up your iron and bang it into something, this would be a perfect moment. You sat down on the hill to take a break and to get your bearings.  Your people have traveled these plains for their entire existence, moving between the places the towns now are before there even were towns.  Tuxa is straight ahead.  Your mule kicks a bit at the dirt.  Even though it's a bit of a dumb mule, there's a bit of impatience to his kicking.<<BR>>
"Well," you say to yourself as you get up, "I guess we should get moving." You rise and dust yourself off.  To the north-east there are thick black rain clouds over the mountains.  It's not unusual for there to be rain this time of year, and given your experience you don't think the clouds will move eastward.  You gather yourself and get ready for travel.<<BR>>
You reckon it's three days of travel to Tuxa from where you are.  The path you travel is worn down from thousands of hooves and feet.  You're moving on the path you've moved on dozens of times before, following in the footsteps of your parents and ancestors.  It's familiar and a bit comfortable to be on them again.  Ahead of you, a robed figure rides a forse away from you.  You're moving at a fast rate and you manage to catch up to him after a while.<<BR>>
As you approach him, he speaks to you, "Good day to you traveler."  It's a bit startling to you to suddenly be with company other than your mule, but your years of living with a nomadic group have made you comfortable with others.<<BR>>
"And to you," you reply.<<BR>>
The man's voice is weak and old.  Now that you're closer to him, you can identify him as a human.  Though he's on a horse and above you, you figure him to be a few inches taller than you.  His robe is grey and has a hood which is up and--on account he is slouched forward--obscures his face.  There is a pause in the conversation, and you feel content to leave the pleasantries as they are, but he speaks again, "I am on my way to Feirtor."<<BR>>
You know the Dwarven City of Feirtor to be to the West and you are sure of the direction.  "Feirtor?" You say.<<BR>>
"Yes," The man says, "I have business there."<<BR>>
You say, "I'm certain that this is not the way to Feirtor."<<BR>>
The man stops his horse and pulls back his hood--you notice a slight frailty to his hands.  His face is weathered, and a long white beard comes down from his neck.  His eyes are covered by a band of cloth which has been pulled around his head.  He reaches down to his forse and pats it on its neck.<<BR>>
"I guess we're both getting to old to make such trips", he says to his horse.<<BR>>
Two things strike you about the man.  First, you're certain that he's blind, it's obvious to you.  Second, the demeanor is that of the storyteller you grew up with in your group.  You've been scrutinizing this man since you've met him, and you are certain he's--for lack of a better word--on the up and up.<<BR>>
"Could you help me get there, to Feirtor?" Before you can answer, he adds, "I think I could certainly find something to give you for trouble."<<BR>>
While he waits for your answer, you think about what it would take to make it to Feirtor.  It would go against the traditions of your people to cut East to the Southern route, but it's not a major sin--not a sin at all really.  As the crow flies its about 2-3 weeks to Feirtor.  To go the long way around could be a month, a month and a half.  It's no more dangerous to cut across, same chance of bandits and the like dangers.  By the time of year, you'd place your family just outside of Iron-Rock heading towards Feirtor.  Maybe if the timing was right you could run into them.<<BR>>
"Old man, you seem to be trusting," you say, "as I'm sure you've had to be since you are blind.  Its been a few days travel out of Illior, hasn't anyone mentioned in your travels that you've been heading in the wrong direction?"<<BR>>
"Anyone," The man replies, "Anyone suggests that there was someone else to come along this road, there has not."<<BR>>


<pre><nowiki>#!wiki note
----
{o} - skill requires training. {1} - armor check penalty. {2} - double armor penalty.
</nowiki></pre>
 
 
'''Languages:'''Common, Dwarven, Orc, Goblin
 
----
'''''Abilities / Spells:'''''<<BR>>
{| border="1" cellpadding="2" cellspacing="0"
|-
| ''Lvl''
|-
| 1st
|-
| Human
|}
 
<!-- ## ELF -->
<!-- ## ||||<style="text-align: center;">''ELF''|| -->
<!-- ## ||Immune sleep spell/effects||Low-Light vision|| -->
<!-- ## ||||+2 racial bonus vs Enchantment spells or effects|| -->
<!-- ## ||||+2 racial bonus on Listen, Search and Spot checks|| -->
<!-- ## ||||Within 5' of secret/concealed door - Search Chk|| -->
<!-- ## ||||Proficient w/rapier, longsword and all bows|| -->
<!-- ## ||Favored Class: Wizard|| -->
 
<!-- ## WIZARD / SORCERER -->
{| border="1" cellpadding="2" cellspacing="0"
{| border="1" cellpadding="2" cellspacing="0"
| '''SPELL SAVE'''
| Erik
| '''Level'''
| Gwim
| Elf
|-
|-
| 12
| Abby
| 0
| Nordyana
| Elf
|-
|-
| 13
| Matt
| 1st
| Ahrten
| Dwarf
|}
|}
<!-- ## || ||2nd|| || -->
<!-- ## || ||3rd|| || -->
<!-- ## || ||4th|| || -->
<!-- ## || ||5th|| || -->
<!-- ## || ||6th|| || -->
<!-- ## || ||7th|| || -->
<!-- ## || ||8th|| || -->
<!-- ## || ||9th|| || -->


'''Names & Individuals'''<<BR>>
{| border="1" cellpadding="2" cellspacing="0"
{| border="1" cellpadding="2" cellspacing="0"
| '''Level'''
| '''Name'''
| '''Level'''
|-
|-
| 0
| Detect Magic
| 1
|-
|-
| 0
| Ghost Sound
| 1
|-
|-
| 0
| Thom(?) - Purple/Red Flags
|-
|-
| 0
|}
|}


<!-- ## DWARF / GNOME -->
Temple of Zig-guist - Demon defeated by dwarves.<<BR>>
<!-- ## -4 "to hit" by ogre, troll, ogre magi, giants, titans -->
<!-- ## +1 "to hit" orcs, half-orcs, goblin, hobgoblin.  +1 permanent 'to hit' & damage -->
<!-- ## 60' infravision -->
<!-- ## ||||<style="text-align: center;">''DWARF / GNOME''|| -->
<!-- ## ||'''Underground - 10' R.'''||'''Roll'''|| -->
<!-- ## ||Detect grade/slope|| || -->
<!-- ## ||Detect new construct|| || -->
<!-- ## ||Detect slide/shift walls|| || -->
<!-- ## ||Detect stone traps/pits|| || -->
<!-- ## ||Detect approx. depth|| || -->


<!-- ## CLERIC -->
<!-- ## ||||<style="text-align: center;">''CLERIC''|| -->
<!-- ## ||'''Name'''||'''Turn Roll'''|| -->
<!-- ## ||Skeleton or 1HD|||| -->
<!-- ## ||Zombie|||| -->
<!-- ## ||Ghoul or 2HD|||| -->
<!-- ## ||Shadow or 3-4HD|||| -->
<!-- ## ||Wight or 5HD|||| -->
<!-- ## ||Ghast|||| -->
<!-- ## ||Wraith or 6HD|||| -->
<!-- ## ||Mummy or 7HD|||| -->
<!-- ## ROGUE -->
<!-- ## ||||<style="text-align: center;">''ROGUE''|| -->
<!-- ## ||'''Name'''||'''%'''|| -->
<!-- ## ||Pick Pocket|| || -->
<!-- ## ||Open Locks|| || -->
<!-- ## ||Find/Remove Traps|| || -->
<!-- ## ||Move Silently|| || -->
<!-- ## ||Hide In Shadows|| || -->
<!-- ## ||Detect Noise|| || -->
<!-- ## ||Climb Walls|| || -->
<!-- ## ||Read Languages|| || -->
<!-- ## Backstab:  x2 Damage -->
<!-- ## Familiar -->
{| border="1" cellpadding="2" cellspacing="0"
{| border="1" cellpadding="2" cellspacing="0"
| FAMILIAR
|-
| Name:
|colspan="3" |Type:
|-
| STR
| DEX
| CON
| INT
| WIS
| CHA
|-
| FORT
| REF
| WILL
| HPs
| SPD
| INIT
|-
| AC
| ATK:
|colspan="3" |Damage:
|colspan="3" |Crit.
|-
| Features:
|-
|-
|-
| Special:
|-
|-
|-
|-
| Feats:
|-
|-
| Skills:
|}
|}
<!-- ## ||'''Name'''||'''%'''|| -->
<!-- ## ||'''Level'''||'''Name'''||'''Level'''||'''Name'''||'''Level'''||'''Name'''|| -->
<!-- ## ||'''Name'''|| -->


----
----
'''''Equipment:'''''
Arcana papers in Room 1, no magic but a history.  Found 5 tablets of magic power.


----
----
'''''Comments:'''''
'''''Comments:'''''
''Brendan Martin's Campaign''<<BR>>
Aron, born on the banks of the Ene River into a normadic group of tradesmen, hunters and merchants grew up on the road.  His mother, a seamstress, his father, a hunter for the 'tribe' were proud of his quick wit and his ability to learn things after only having to be told once.  At the proper age, he applied towards an apprenticeship with one of the better smiths in the tribe.  This was fortunate since it also allowed him to deal frequently with the dwarves that his tribe worked & traded with.  The caravan would make the trip between Feirtor, Ilior and Tuxa a number of times a year.<<BR>><<BR>>
During a trip to Feirtor, he was noticed by an older dwarven mand and after a number of days in conferences with his folks, friends and master it was found that he had the capability for the magicks.  This was something of awe to his tribe, and much discussion was made as to whether he should stay with the dwarves to learn something of his powers or to learn how to subdue them so that he could live with the tribe in peace.<<BR>><<BR>>
The dwarven mage made this decision easier when he announced that if the tribe would allow him to travel, he would teach Aron while he was with the caravan.  This began the instruction as to relaxing the mind, expressing the want, and controlling the need.  During one of these practices, he had alone thrown himself into a fugue state then went to work with his blacksmith master.  What followed caused quite a ruckus and left Aron scarred for life.  Seeing the forge and becoming enamoured with it (as his befuddled mind wandered within it's own boundaries) he saw a puff of fire that he saw as a vine, he wanted to flower, and his mind reached out and the fire danced out of the forge, growing into a vine of flame and smoke.  The small explosions of flame quickly caught the wagon on fire with Aron picking the flowers and hugging the vine.<<BR>><<BR>>
R'tuk the dwarf heard the commotion, felt the pull of power and rushed to the mobile forge, there to see a small brigade of men rushing around with buckets.  Using his powers, a small rainstorm doused the flames, inside the ashed ruin of the wagon, Aron awoke from his state in deep pain, his left side charred.  R'tuk and the healers went ot work, and through many weeks were able to give back his use of the arm as well as make his other scarring in the body reduced.  After 2 years of working and learning, R'tuk finally left the caravan for home and Aron was able to make restitution and rebuild the wagon that he had destroyed.<<BR>><<BR>>
His tribe had mixed feelings of the event though, and tried to understand the power that he held inside, and it could defend them if needed.  So, they pushed their fears aside as he walked in their midst.  Once reaching journeyman level of knowledge in both smithing and herbalism (due to the fact he had to gather herbs/minerals to aid in his healing) he felt he must learn more of this powers and how to control them, even as they continued to 'reach out for something', so he helped the smith find another student, took his belongings, said farewell to his family and headed towards Tuxa from Ilior.

Latest revision as of 03:59, 1 April 2016

save 3rd Edition Character Template

Aron Smith

Jody Fletcher

Class: Sorcerer Race:
Alignment: Neutral Good Deity:
Level: 1 2

Description

Long, black hair made into a ponytail with thin, leather straps that pulls his hair sharply against his head. Traveling clothes that seem home-spun and repaired numerous times. High leather boots strapped tightly against his legs. A leather backpack with bedroll wrapped on top. Backpack also wrapped with canvas that seems heavily oiled. Aron's skin is generally tanned, with a weathered look. Two earrings in his left ear, one drops to his shoulder, a red feather. The other, a short, silver post. A leather pouch at his side seems to move occasionally and a small, pointed weasels head can be seen to peer out. His left arm appears fire-scarred and damaged, but fully usable. Holding his Quarterstaff in his right hand, he pulls the rope that leads Blue, his mule with him. The mule is packed with many goods/boxes of equipment seems to mindlessly plod on behind him.


Name: Skatt Type:
STR 3 DEX 15 CON 10 INT 6 WIS 12 CHA
FORT +2 REF +4 WILL +3 HPs 2 SPD 20 INIT
AC 16 ATK: BITE Damage: 1 Crit.
Features:
Special:
Feats:
Skills:

The narrative of Aron

If there's one thing in life you haven't ever grown tired of, it's a cool breeze.  There's just something so refreshing about it:  The way it cools your face, slightly drying your lips; the way it makes your pony-tail brush teh back of your neck; the way it fills your nose with something fresh.  NOw if only you had a place to heat up your iron and bang it into something, this would be a perfect moment. You sat down on the hill to take a break and to get your bearings.  Your people have traveled these plains for their entire existence, moving between the places the towns now are before there even were towns.  Tuxa is straight ahead.  Your mule kicks a bit at the dirt.  Even though it's a bit of a dumb mule, there's a bit of impatience to his kicking.<
> "Well," you say to yourself as you get up, "I guess we should get moving." You rise and dust yourself off. To the north-east there are thick black rain clouds over the mountains. It's not unusual for there to be rain this time of year, and given your experience you don't think the clouds will move eastward. You gather yourself and get ready for travel.<
> You reckon it's three days of travel to Tuxa from where you are. The path you travel is worn down from thousands of hooves and feet. You're moving on the path you've moved on dozens of times before, following in the footsteps of your parents and ancestors. It's familiar and a bit comfortable to be on them again. Ahead of you, a robed figure rides a forse away from you. You're moving at a fast rate and you manage to catch up to him after a while.<
> As you approach him, he speaks to you, "Good day to you traveler." It's a bit startling to you to suddenly be with company other than your mule, but your years of living with a nomadic group have made you comfortable with others.<
> "And to you," you reply.<
> The man's voice is weak and old. Now that you're closer to him, you can identify him as a human. Though he's on a horse and above you, you figure him to be a few inches taller than you. His robe is grey and has a hood which is up and--on account he is slouched forward--obscures his face. There is a pause in the conversation, and you feel content to leave the pleasantries as they are, but he speaks again, "I am on my way to Feirtor."<
> You know the Dwarven City of Feirtor to be to the West and you are sure of the direction. "Feirtor?" You say.<
> "Yes," The man says, "I have business there."<
> You say, "I'm certain that this is not the way to Feirtor."<
> The man stops his horse and pulls back his hood--you notice a slight frailty to his hands. His face is weathered, and a long white beard comes down from his neck. His eyes are covered by a band of cloth which has been pulled around his head. He reaches down to his forse and pats it on its neck.<
> "I guess we're both getting to old to make such trips", he says to his horse.<
> Two things strike you about the man. First, you're certain that he's blind, it's obvious to you. Second, the demeanor is that of the storyteller you grew up with in your group. You've been scrutinizing this man since you've met him, and you are certain he's--for lack of a better word--on the up and up.<
> "Could you help me get there, to Feirtor?" Before you can answer, he adds, "I think I could certainly find something to give you for trouble."<
> While he waits for your answer, you think about what it would take to make it to Feirtor. It would go against the traditions of your people to cut East to the Southern route, but it's not a major sin--not a sin at all really. As the crow flies its about 2-3 weeks to Feirtor. To go the long way around could be a month, a month and a half. It's no more dangerous to cut across, same chance of bandits and the like dangers. By the time of year, you'd place your family just outside of Iron-Rock heading towards Feirtor. Maybe if the timing was right you could run into them.<
> "Old man, you seem to be trusting," you say, "as I'm sure you've had to be since you are blind. Its been a few days travel out of Illior, hasn't anyone mentioned in your travels that you've been heading in the wrong direction?"<
> "Anyone," The man replies, "Anyone suggests that there was someone else to come along this road, there has not."<
>

Erik Gwim Elf
Abby Nordyana Elf
Matt Ahrten Dwarf

Names & Individuals<
>

Thom(?) - Purple/Red Flags

Temple of Zig-guist - Demon defeated by dwarves.<
>


Arcana papers in Room 1, no magic but a history. Found 5 tablets of magic power.


Comments: Brendan Martin's Campaign<
>

Aron, born on the banks of the Ene River into a normadic group of tradesmen, hunters and merchants grew up on the road.  His mother, a seamstress, his father, a hunter for the 'tribe' were proud of his quick wit and his ability to learn things after only having to be told once.  At the proper age, he applied towards an apprenticeship with one of the better smiths in the tribe.  This was fortunate since it also allowed him to deal frequently with the dwarves that his tribe worked & traded with.  The caravan would make the trip between Feirtor, Ilior and Tuxa a number of times a year.<
><
> During a trip to Feirtor, he was noticed by an older dwarven mand and after a number of days in conferences with his folks, friends and master it was found that he had the capability for the magicks. This was something of awe to his tribe, and much discussion was made as to whether he should stay with the dwarves to learn something of his powers or to learn how to subdue them so that he could live with the tribe in peace.<
><
> The dwarven mage made this decision easier when he announced that if the tribe would allow him to travel, he would teach Aron while he was with the caravan. This began the instruction as to relaxing the mind, expressing the want, and controlling the need. During one of these practices, he had alone thrown himself into a fugue state then went to work with his blacksmith master. What followed caused quite a ruckus and left Aron scarred for life. Seeing the forge and becoming enamoured with it (as his befuddled mind wandered within it's own boundaries) he saw a puff of fire that he saw as a vine, he wanted to flower, and his mind reached out and the fire danced out of the forge, growing into a vine of flame and smoke. The small explosions of flame quickly caught the wagon on fire with Aron picking the flowers and hugging the vine.<
><
> R'tuk the dwarf heard the commotion, felt the pull of power and rushed to the mobile forge, there to see a small brigade of men rushing around with buckets. Using his powers, a small rainstorm doused the flames, inside the ashed ruin of the wagon, Aron awoke from his state in deep pain, his left side charred. R'tuk and the healers went ot work, and through many weeks were able to give back his use of the arm as well as make his other scarring in the body reduced. After 2 years of working and learning, R'tuk finally left the caravan for home and Aron was able to make restitution and rebuild the wagon that he had destroyed.<
><
> His tribe had mixed feelings of the event though, and tried to understand the power that he held inside, and it could defend them if needed. So, they pushed their fears aside as he walked in their midst. Once reaching journeyman level of knowledge in both smithing and herbalism (due to the fact he had to gather herbs/minerals to aid in his healing) he felt he must learn more of this powers and how to control them, even as they continued to 'reach out for something', so he helped the smith find another student, took his belongings, said farewell to his family and headed towards Tuxa from Ilior.