- My Eyes are Open - Begin each Recuperate with a Contentment Status if you have 0
- A Deal Worth Making - DISCARD : Cast a level 1 Druid Spell
- An Inkling of Ancient Knowledge - +1 on any Skill Check regarding Ancient Knowledge
- Long Nights Burning Low - +2 on any roll to perform research or learn a Ritual
- Spelunking for Fun and Profit - +2 Perception while in Ancient Ruins
- The Seedling - +1 on Chr saves
BACKGROUND
Quintus Bartholomew Marion is the youngest son of Duke Flavius Marion, the
patriarch of one of the rich families who make up the Fishing and Trading cartel
who rule Van Myr. As a response to the secretly dwindling fisheries found in the
known lands, the Council have decided to each send a family member (or several)
to the discovered lands, ostensibly to help oversee the fishing in attempts to feed
the new settlement, but in actuality to ensure that the new fisheries, and the
economic benefit that comes from them, remain under the cartel’s control.
Quint, as is the case with all Marions, is a natural fisherman, sailor, and
outdoorsman, but unlike his family, displays little of the leadership qualities that
propelled his ancestors to their perch of prominence in the islands. He cares more
about adventure and the opportunity to learn more about the artifacts discovered in
the new lands than helping to add to his family’s wealth. Always something of a
loner, Quint cares more about personal gain, be it power, wealth, or experiences,
far more than the political or economic gain of his family.
Knowing that he tends to be unfocused, Flavius also sends his daughter and
Quint’s older sister Julia, an able administrator, in hopes of persuading Quint to
appreciate the importance of the family’s position in the (new) world.
patriarch of one of the rich families who make up the Fishing and Trading cartel
who rule Van Myr. As a response to the secretly dwindling fisheries found in the
known lands, the Council have decided to each send a family member (or several)
to the discovered lands, ostensibly to help oversee the fishing in attempts to feed
the new settlement, but in actuality to ensure that the new fisheries, and the
economic benefit that comes from them, remain under the cartel’s control.
Quint, as is the case with all Marions, is a natural fisherman, sailor, and
outdoorsman, but unlike his family, displays little of the leadership qualities that
propelled his ancestors to their perch of prominence in the islands. He cares more
about adventure and the opportunity to learn more about the artifacts discovered in
the new lands than helping to add to his family’s wealth. Always something of a
loner, Quint cares more about personal gain, be it power, wealth, or experiences,
far more than the political or economic gain of his family.
Knowing that he tends to be unfocused, Flavius also sends his daughter and
Quint’s older sister Julia, an able administrator, in hopes of persuading Quint to
appreciate the importance of the family’s position in the (new) world.
AFTER THE FALL
In Van the true effects of Waxwing came later, an aftershock of migrants, refugees, and ash. As a prosperous youth of what could be called the upper class of Van Myr, Quint was called to aid the Cartel in providing succor to the refugees - a task not only not to his liking but also soon to be found Sisyphean as the yields began to deplete. In the Chaos of the crisis to come Quint learned much of the wondrous discoveries in the Discovered Lands and of the hunger of the Sigil of Mane to control them. He got tongues to speak with greased palms - fed spectacular tales of ghostly voices responding to pale lights in marbled stone, of voices whispering secrets long suppressed by sailors, and of a marvelous discovery in a settlement named Priori located beyond what sailors called the Wandering Isles.
Many of the Van recognize your name, and their impression of your family is doubtful to be favorable.
Many of the Van recognize your name, and their impression of your family is doubtful to be favorable.
A NEW DYNASTY
The exhortations of your kin echoing in your ears, you arrived in The Discovered Lands eager to make your own way in the world. Despite your tense history, after the battle of Isle of Sagray Myr your sister Julia Herelia Marion greeted you with desperate affection reminding you that blood runs thick in your House.
The Galway Cartel has set up shop in The Settlement, run by a sucesful merchant from the Rock Bays. You have befriended his daughter, Shoshanna Galway, to what ends remains unknown.
PERKS
Existential Teenage Angst - Greedy and Horny
Believe in Nothing - Either as you always have or the sundering of the mount took your faith with it.
In All Things An Opportunity - Guile and deceit always came easy to you, and it was in the breakdown of order that you flourished - in each death you saw the chance for ascent, in the fear of the others the opportunity for personal gain.
(Gain Opportunistic on Recuperate - DISCARD : Disengage)
Compounded Bows and Interest
1/day - Discard a Status card after rolling maximum damage on a ranged attack roll to immediately trigger a critical
Barroom Brawl Referr
1/day - DISCARD : When an opponent moves adjacent to you roll to attack, on success opponent is knocked prone
Daddy Didn't Hug Me So I Joined a Cult
1/day - Discard a Status card after failing a Religion or Arcana roll to immediately reroll it with +4
The Path of the Magi - You have begun to study the ancient path of the Magi - where this path will take you is yet unknown
Explorer - You've spent enough time in the wilds to know your way in and around the ruins that dot this land
The Lord of the Woods - The strength of an ancient being has entered you
PROPHECY
'Three kings will kneel, three crowns to yield. One of gold and crimson heft, to chain you to the wicked nest. The second steel and iron bound, of mortal make - set firm in ground. The third beyond, no form it dares, paving future through unhallowed seer.'
SETTLEMENT
LEGEND : 5
POPULARITY : 31
You participated in the battle of Sagray Myr, saving 3 Sailors.
You aided in construction.
You ended the threat of the Winter Esper.
You secured an essential treaty for Iron.
You ended the terrifying weather events.
Your inn was a carousing success.
Social