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Glyn Trollbane, Human Sorcerer (Human Sor10) |
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Medium Humanoid
HD 10d4+30; hp 60
Init +8; Spd 30 ft.
AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Atk +5; Grp +4
Atk/Full Atk cold iron longspear +4 melee (1d8-1) or cold iron dagger +4
melee (1d4-1) or masterwork light crossbow +10 ranged (1d8)
SA Spells
SQ Familiar (rat), spells, spontaneous casting
AL N
SV Fort +10, Ref +9, Will +9
Str 9, Dex 18, Con 16, Int 12, Wis 11, Cha 18
Languages: Common, Draconic, Ignan
Skills: Bluff +10, Concentration +15, Craft (alchemy) +2, Decipher Script +2,
Knowledge(arcana) +11, Open Lock +5, Sleight of Hand +7, Spellcraft +16,
Tumble +5, Use Magic Device +5
Feats: Alertness, Empower Spell, Improved Initiative, Point Blank Shot,
Precise Shot, Spell Penetration |
Arcane Spells (6/7/7/7/6/3, Save DC = 14 + spell level):
0 dancing lights, detect magic, ghost sound, light, mage hand, mending, message, open/close, prestidigitation
1st feather fall, grease, magic missile, ray of enfeeblement, shield
2nd glitterdust, scorching ray, touch of idiocy, web
3rd haste, lightning bolt, ray of exhaustion
4th enervation, ice storm
5th wall of force |
Equipment: orange prism ioun stone, +2 amulet of health, +2 gloves of dexterity, +2 belt of resistance, handy
haversack, dragonskin cloak (red), cold iron longspear, cold iron dagger, cold weather gear, masterwork light crossbow,
10 bolts, 2 sticks of chalk, writing kit and paper, 50-ft. silk rope, wand of ray of enfeeblement (5 charges), wand of
mage armor (5charges), wand of dispel magic (5 charges), two potions of cure moderate wounds, potion of eaglefs
splendor, two scrolls of jump (CL 6), two scrolls of slow (CL 6), scroll of obscuring mist (CL 6), scroll of levitate (CL
6), scroll of resilient sphere (CL 10), scroll of break enchantment (CL 10), scroll of spider climb (CL 3)
Dragonskin cloak: Glyn's red dragonskin cloak provides the following benefits: Energy resistance 10(fire), +1 natural
armor, locate object (1/day, 5th-level caster). |
Something dire happened in Shyette, something Glyn Trollbane will not speak of. The true tale is one
that Glyn will never repeat. The exaggerated tales of bards and performers only tell part of the story.
Glyn Dewys entered Shyette and a fierce battle raged, to be certain. But Glyn Trollbane is the one
who emerged from the encounter.
None stirred to aid the besieged village, but Glyn realized the impact this seemingly insignificant
fishing community had on its neighbors. When not even the sellswords would respond to Glynfs pleas
or gold, the young sorcerer went to Shyette himself. Few know the true details of what happened,
save for Glyn single-handedly defeating five trolls. Tales of his bravery and derring-do swelled, and
the name Trollbane started to appear in the bardsf songs of his deeds.
Just a few short years ago, a small band of trolls began to terrorize a fishing village called Shyette.
The scar is a constant reminder of the encounter in which Glyn earned his adopted surname,
Trollbane.
large, milk-white scar traces a wicked path along his jaw line. While the scar would prove a terrible
flaw to some, it adds an air of command and resolve to Glyn Trollbanefs otherwise pleasant features.
Glyn Trollbane does cut an imposing figure. His frame is lean and short for a human, but Glynfs
handsome bearing and piercing gaze are captivating. A
His chiseled features and commanding voice provide sound wisdom, calculated advice, and objective
observations. Glyn is not one to use flowery language or wax philosophic about mundane affairs - he
has no time to mince words. His mind is set to contemplate higher things.
Several of Glynfs traveling companions say the young mage has an hold manfs soulh and the savvy
presence and experience of a veteran twice his age.
And with such power comes dreadful knowledge ofhow that very power manipulates, corrupts, and
destroys.
Those unused to Glyn Trollbanefs taciturn, stoic manner may find him callous and cold, but that is
hardly how those who have come to trust his counsel would define the steely sorcerer. Calculating,
direct, brutally honest, and unwaveringly straightforward would be more appropriate. Despite his
youth, Glyn Trollbane is already a formidable sorcerer, manipulating the raw power of arcane magic
many of his more esteemed wizard counterparts could only dream of. |
Ynnen gChitter-Chatter,hKobold Rogue (Kobold Rog8/Rgr2) |
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Small Humanoid [reptilian]
HD 8d6+8 and 2d8+2; hp 63
Init +7
Spd 30 ft.
AC 23 (+1 size, +7 Dex, +3 +2 padded armor, +1 natural, +1 deflection), touch
19, flat-footed 23
Base Atk +8; Grp +4; Atk +1 sword of subtlety +17 melee (1d4+1) or +1
construct bane dagger +17 melee (1d3+1) or light mace +16 melee (1d4) or
longbow +16 ranged (1d6)
Full Atk +1 sword of subtlety +15/+10 melee (1d4+1) and +1 construct bane
dagger +15 melee (1d3+1) or longbow +16/+11 ranged (1d6)
SA Sneak attack +4d6, two-weapon fighting style
SQ Darkvision (60 feet), evasion, favored enemy (constructs +2), improved
uncanny dodge, kobold traits, light sensitivity, trapfinding, trap sense +2, wild
empathy
AL N; SV Fort +8, Ref +18, Will +4
Str 10, Dex 24, Con 12, Int 13, Wis 11, Cha 9
Languages: Common, Draconic, Goblin.
Skills: Balance +10, Climb +5, Craft(trapmaking) +3, Decipher Script +6,
Disable Device +15, Hide +19, Jump +7, Knowledge(dungeoneering)+3, Listen +
10, Move Silently +20, Open Lock+20, Search +20, Sleight of Hand +12, Spot +
10, Tumble +18, Use Magic Device +4, Use Rope +12
Feats: Dodge, Mobility, Spring Attack, Track, Two-Weapon Fighting, Weapon
Finesse |
Equipment: Small +1 sword of subtlety, Small +1 construct bane dagger, +2 padded armor, gloves of dexterity +2,
cloak of resistance +2, lens of detection, boots of elvenkind, +1 ring of protection, masterwork thieves' tools, Small
light mace, Small longbow and 40 arrows, cold weather outfit, potion of invisibility, potion of bullfs strength, potion of
cure moderate wounds, potion of expeditious retreat. |
While most of the party members donft completely trust their kobold guide, they canft deny the
small creaturefs formidable skills. While the kobold introduces himself as Ynnenarcturas, descendent
of the True Dragons, others have gone to calling him hChitter Chatterh for the near endless stream
of barely audible mumbling that issues from the koboldfs mouth. Ynnen is always lost in private
conversations with himself. The kobold also has the annoying habit of clicking and scraping his teeth
when he talks, which unnerves some people when they see the roguefs sharp teeth.
Even for a kobold, Ynnen is small and wiry. His wide, flat scales are deep, brick red, growing slightly
lighter orange under his throat and along his chest. The tip of his left ear is missing, a constant
reminder of his careless youth. Despite the koboldfs impatience and hyperactive nature most of the
time, he has learned his lesson and is meticulous when it comes to searching for traps or other
hidden dangers. Ynnenfs recklessness in the past proved beyond a doubt that what you donft know
certainly can kill you.
Ynnen is an unending supply of energy, but tends not to be very extroverted or gregarious. The
stigma others place on him for being a kobold is bothersome, but Ynnen has learned to accept it
after a fashion - after all, he doesnft trust humans or elves much himself.
The long journey to reach the entrance to the Vault has already garnered more than its fair share
of unwanted attention and mistrust, and Ynnen has serious doubts any of his newfound halliesh would
come rushing to his aid should some hazard befall him.His enthusiasm for adventure and the promises
of riches are tempered only by his instinct of selfpreservation.
He yearns to find some clues to the history of dragonkind and his own familyfs bloodline.
While he takes his role as a guide and trailblazer quite seriously, there is never a question about his
most important task - protect his own scales. Despite his skill at keeping the rest of the party alive,
he canft help but feel the others see the diminutive kobold as hexpendable.h |
Loros Truebow, Holy Ranger (Human Rgr6/Clr4) |
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Medium Humanoid
HD 10d8+10; hp 77
Init +5
Spd 30 ft.
AC 21 (+5 Dex, +5 +2 studded leather, +1 natural), touch 15, flat-footed 16
Base Atk +9; Grp +11
Atk +1 falchion +12 melee (2d4+3) or mithral light hammer +12 melee (1d4+2) or
masterwork composite long-bow +18 ranged (1d8+3)
Full Atk +1 falchion +12/+7 melee (2d4+3) or mithral light hammer +12/+7 melee
(1d4+2) or masterwork composite longbow +18/+13 ranged (1d8+3)
SA Rapid shot (+16/+16/+11)
SQ Favored enemy (magical beasts +4, dragons +2), spontaneous casting (cure
wounds), turn undead (3/day, +2 turn check), wild empathy
AL CG
SV Fort +10, Ref +11, Will +7
Str 14, Dex 20, Con 12, Int 10, Wis 13, Cha 10
Language: Common
Skills: Climb +5, Concentration +6, Handle Animal +5, Heal +6, Hide +10, Jump +
4, Knowledge (dungeoneering) +5, Knowledge (nature) +7, Knowledge (religion) +5,
Listen +6, Move Silently +10, Search +6, Spot +9, Survival +10, Swim +4
Feats: Endurance, Far Shot, Improved Critical (longbow), Many Shot, Point
Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow) |
Divine Cleric Spells (5/4+1/2+1, Save DC = 11 + spell level; Domains: Luck, Travel)
0 create water, detect poison (x2), light (x2)
1st endure elements (x2), entropic shield, longstrider*, obscuring mist
2nd aid*, bullfs strength, lesser restoration.
*Indicates domain spell
Divine Ranger Spells (2, Save DC = 11 + spell level)
1st jump, resist energy. |
Equipment: greater bracers of archery, +2 studded leather, gloves of dexterity +2, amulet of natural armor +1, +1
falchion, efficient quiver, +1 monstrous humanoid bane arrows ( x10), +1 construct bane arrows (x10), +1 dragon bane
arrows (x10), +1 undead bane arrows (x10), +2 arrows (x10), masterwork composite longbow (+2 Str), mithral light
hammer, cold weather gear, climberfs kit, 50-ft. silk rope, potion of cure moderate wounds, potion of neutralize poison,
elixir of swimming, potion of resist electricity (20), potion of lesser restoration, potion of heroism, wand of cure light
wounds (15 charges). |
Loros began his adventuring career a bit later than most. The son of a minor trade merchant, Loros
grew up with a silver spoon in his mouth, and never wanted for food, finery, or entertainment. Upon
reaching his twenty-third nameday, his father realized that Loros would never take over the family
business.
Seeking to find balance and purpose, Loros entered the holy orders and became a cleric. While Loros
excelled at his studies, he grew restless in the confines of the temple grounds.
Seeing that wanderlust had struck him fiercely, Lorosfsuperiors opened to him a new path - the study
and worship of the manifold aspects of the great outdoors, the thrill of the journey. As Lorosf eager
mind embraced these teachings, he soon found that training as a ranger meshed well with his religious
upbringing. But Loros soon found that life beyond the temples and cities was not as coddling and soft
as Loros had so foolishly thought, and the young manfs education to the real world was blunt and
harsh.
But Loros persevered, and eventually grew to love the outdoors. He never felt as at home anywhere
as he did in the midst of the great forests of the realm.
He was a quick study with a bow, and became an excellent tracker, as well. Loros soon found reliable
employment - and perhaps his true calling - as an escort guiding clergy between holy sites secreted
within the heart of the forest. But the forest was thick with dangers, and one day his charges were
accosted by a pride of krenshar.
Despite Lorosf impressive skills with the bow, the acolytes were overcome. Loros himself took serious
wounds, but was able to drive the beasts off. Loros dragged himself to the shrine that had been their
destination. He collapsed within the sanctuary, exhausted, whispering prayers to gods he had relied
upon during his time with the church. When he awoke, Loros Truebow found himself whole and
unmarked, save for a newfound perspective on life and an awakening to a source of strength deep
within his soul. Ever since that encounter, Loros has striven to find balance between his study and
devotion to both religious matters and the laws of nature.
Now Loros travels the realm, savoring freedom. His attitude and decisions may seem chaotic or
unpredictable, but Loros has always been one to rely on his luck as well as his aim. Loros is laid back
and pleasant, but usually keeps to himself and offers opinions only when they are sought. He is far
more at ease in wide open spaces, especially out of doors, and becomes anxious and impatient when
cramped in close quarters. |
Oddwit Silverheel, Gnome Fighter-Bard (Gnome Brd4/Ftr6) |
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Small Humanoid
HD 4d6+8 and 6d10+12; hp 88
Init +1
Spd 20 ft.
AC 23 (+1 size, +1 Dex, +7 +3 chain shirt, +4 +2 heavy mithral shield), touch
12, flat-footed 22
Base Atk +9; Grp +8
Atk +2 flaming longsword +16 melee (1d6+7 and 1d6 fire) or mithral flail +14
melee (1d6+3) or masterwork dagger +14 melee (1d3+3) or +1 composite
longbow +12 ranged (1d6+4)
Full Atk +2 flaming longsword +16/+11 melee (1d6+7 and 1d6 fire) or mithral
flail +14/+9 melee (1d6+3) or masterwork dagger +14/+9 melee (1d3+3) or +1
composite longbow +12/+7 ranged (1d6+4)
SQ bardic knowledge (+7), bardic music, gnome traits, low-light vision, spell-like
abilities, spontaneous spell casting
AL NG
SV Fort +8, Ref +7, Will +6
Str 16, Dex 13, Con 14, Int 12, Wis 11, Cha 16
Languages: Common, Draconic, Elven, Gnome, Giant.
Skills: Bluff +8, Climb +7, Craft (alchemy) +8, Diplomacy +11, Handle Animal +
5, Intimidate +7, Jump +1, Knowledge (history) +6, Knowledge (nobility) +6,
Listen +4, Perform +10, Ride +2, Sleight of Hand +3, Swim +4, Tumble +8, Use
Magic Device +10
Feats: Combat Expertise, Dodge, Endurance, Improved Critical (longsword),
Mobility, Power Attack, Weapon Focus (longsword), Weapon Specialization
(longsword) |
Spell-Like Abilities:
As a gnome, Oddwit can cast each of the following spells once per day, as a 1stlevel caster: dancing lights, ghost
sound, prestidigitation, speak with animals (burrowing mammal only).
Arcane Spells (3/3/1, Save DC = 13 + spell level):
0 detect magic, flare, light, know direction, message, summon instrument
1st animate rope, expeditious retreat, remove fear; 2nd ? heroism, invisibility |
Equipment: Small +2 flaming longsword, +3 chain shirt of light fortification, +2 heavy mithral shield, gauntlets of ogre
power, ring of feather fall, Small +1 composite longbow (+3 str), 40 arrows, Small mithral flail, Small masterwork
dagger, masterwork small lute, cold weather gear, backpack, climberfs kit, 4 tindertwigs, 4 flasks of alchemistfs fire, 2
thunderstones, potion of blur, potion of bearfs endurance, potion of resist cold, potion of cure moderate wounds, two
scrolls of light, two scrolls of identify. |
Odveck Silverheel, of the High March Silverheels, is the greatest hero of the gnomish people ? or so
hefd have you believe. The scrappy gnomish warrior is called Oddwit by those who know him, a
testament to his bizarre sense of humor, love of practical jokes, and frequent lack of common sense.
Oddwit takes pride in the moniker and relishes the opportunity to share his stories, fictional and
otherwise, with any willing to lend an ear.
Beneath the devil-may-care attitude and mischievous grin, though, lies the heavy heart of a veteran.
Oddwit makes light of the situation, regardless of how dire it may be, but deep inside he knows the
dangers that face adventurers as himself. Despite his short stature and carefree demeanor, Oddwit
sees himself as a surrogate father of sorts to some of the younger adventurers, and has found
himself assuming responsibility for their well-being. Oddwit may very well be one of the better read
and educated warriors encountered, and sometimes he curses his upbringing for making him
abundantly aware of just how dangerous life can be - but his cunning and intelligence serve him well
on the field of battle.
His myriad talents sometime make it difficult for Oddwit Silverheel to decide how he can best serve
the group. He is a savvy fighter and proudly bears the sword Searing Kiss, a gift from his father. While
backing down from a challenge has never been his strong suit, Oddwit is experienced enough to know
that sometimes caution truly is the better part of valor, and he looks for opportunities to use his
inspirational chants and hymns to bolster his partyfs abilities.
Oddwit is sturdily built, and were it not for his cleanshaven face, might be mistaken for a skinny
dwarf instead of a well-muscled gnome. His thick, black hair is curly, but already wisps of grey are
creeping into his temples. Oddwitfs eyes glint of mischief, and hefs always turning something over in
his mind ? numbers, dates, historical events, or tactical maneuvers. |
Ubo Gutrot, Dwarf Barbarian (Dwarf Bbn10) |
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Medium Humanoid
HD 10d12+50; hp 145
Init +5
Spd 40 ft.
AC 18 (+1 Dex, +5 +2 rhino hide armor, +2 deflection), touch 13, flat-footed
18
Base Atk +10; Grp +14
Atk +1 vicious keen greatsword +15 melee (4d6+7, 1d6 to Ubo) or +1
warhammer +15 melee (1d8+5) or cold iron throwing axe +11 ranged (1d6+4)
Full Atk +1 vicious keen greatsword +15/+10 melee (4d6+7, 1d6 to Ubo) or +1
warhammer +15/+10 melee (1d8+5) or cold iron throwing axe +11/+6 ranged
(1d6+4)
SQ Darkvision (60 ft), DR 2/-, dwarf traits, illiteracy, improved uncanny
dodge, rage (3/day), stability, trap sense +3
AL CG
SV Fort +12, Ref +4, Will +3
Str 18, Dex 12, Con 20, Int 10, Wis 11, Cha 8
Languages: Common, Dwarven
Skills: Climb +15, Intimidate +3, Jump +20, Knowledge (nature) +3, Listen +8,
Survival +12, Swim +8
Feats: Blind Fight, Cleave, Improved Initiative, Power Attack |
Equipment: +1 keen vicious greatsword, +1 warhammer, +2 rhino hide armor, gauntlet of rust, ring of protection +2,
boots of striding and springing, 6 cold iron throwing axes, backpack, climberfs kit, bedroll, 4 tindertwigs, 4 flasks of oil,
cold weather gear, 50-ft. silk rope, three potions of cure moderate wounds, potion of enlarge person, potion of
barkskin (+3 natural armor), potion of expeditious retreat. |
The surly dwarf known as Ubo Gutrot has a long and storied past - one hefs not likely to share with
you until hefs seen how you handle yourself in battle. Ubo is as thick as a tree stump, and some
would argue not quite as bright. His face and arms are heavily scarred from endless years of fighting
for survival in the wilds or raising his sword in service of those he deems worthy. While it may be
difficult to earn Ubo Gutrotfs trust, once gained it is even more difficult to lose - Ubo is willing to die
for those he considers friends, and has risked his own life countless times to help those he trusts.
A thick matt of greasy hair sits atop his wide, flat head - once remarked to look like an anvil by a
boisterous drunkard (who, much to the drunkardfs chagrin, soon realized just how hard-headed Ubo
could be). Several simple rings adorn Ubofs nose and ears, with more intricate rings and jewelry
woven into his thick, shaggy moustache and beard. A large tattoo of a catfs eye covers the back of
each of his gnarled hands, which Ubo swears help him sense danger a split second earlier than his
comrades - and the dwarffs uncanny reactions quell any thoughts otherwise.
Ubo prides himself on his unusual armor - made from the thick, calloused hide of a dire rhinoceros he
slew with naught but a simple handaxe, to hear him tell the tale. He swears the moon and stars bore
witness to his great feat, and blessed him with a hide that was near impenetrable, and which bore a
portion of the rhinocerosf own fury. His favorite tactic in combat is much like that of the animal
whose hide he wears - charge into the heart of the fray, and once there, let lay a swath of deadly
steel among his enemies.
And deadly steel it truly is. The greatsword Ubo Gutrot wields is a massive weapon with wicked,
barbed serrations and numerous blood channels forged along its blade. No one knows how the sword
came to earn its name Forsaken, nor how the sword came into Ubofs possession. Of all his exploits
and adventures, which can be bribed from the dwarf with sizeable amounts of strong ale, the tale of
his Forsaken blade is one he has yet to share. |
Veriander Lyras, Half-Elf Cleric-Rogue (Half-elf Clr7/Rog3) |
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Medium Humanoid
HD 7d8+14 and 3d6+6; hp 80
Init +2
Spd 30 ft.
AC 22 (+2 Dex, +7 +3 mithral shirt, +2 +1 light metal shield, +1 deflection),
touch 13, flatfooted 20
Base Atk +7; Grp +8
Atk +1 morningstar of shock +9 melee (1d8+2 and 1d6 electricity) or
masterwork silver rapier +9 melee (1d6) or mithral dagger +9 melee (1d4+1)
or +1 light crossbow +10 ranged
(1d8+1)
Full Atk +1 morningstar of shock +9/+4 melee (1d8+2 and 1d6 electricity) or
masterwork silver rapier +9/+4 melee (1d6) or mithral dagger +9/+4
melee (1d4+1) or +1 light crossbow +10/+5 ranged (1d8+1)
SA Sneak attack +2d6
SQ Evasion, half-elf traits, immunities (sleep and sleep effects), low-light
vision, spontaneous casting (cure wounds), trapfinding, trap sense +1, turn
undead (9/day, +2 turning roll, turn as 12th level cleric)
AL NG; SV Fort +8, Ref +7, Will +10
Str 12, Dex 14, Con 14, Int 11, Wis 18, Cha 14
Languages: Common, Elven.
Skills: Balance +9, Bluff +7, Concentration +6, Disable Device +6, Heal +10,
Knowledge (religion) +7, Listen +12, Open Lock +8, Search +7, Sleight of Hand
+5, Spot +12, Tumble +8
Feats: Alertness, Extra Turning, Improved Turning, Rapid Reload (light
crossbow) |
Divine Spells (6/5+1/4+1/3+1/2+1, Save DC = 14 + spell level; Domains: Sun, Good)
0 create water, detect magic (x2), detect poison, light, read magic
1st bless, detect evil, divine favor, protection from evil+*, remove fear, shield of faith
2nd consecrate*, heat metal+, lesser restoration, resist energy, silence
3rd daylight, magic circle against evil*, prayer, searing light+
4th holy smite+*, restoration (x2)
+Indicates domain spell, *indicates good spell. |
Equipment: +3 mithral shirt, +1 morningstar of shock, +1 light crossbow, 30 bolts, +1 light metal shield, masterwork
silver rapier, mithral dagger, phylactery of undead turning, ring of protection +1, bracers of health +2, periapt of
wisdom +2, cold weather gear, wand of cure serious wounds (15 charges), potion of displacement, potion of neutralize
poison, potion of owlfs wisdom, two potions of cure moderate wounds, two scrolls of dispel magic (CL 6), two scrolls of
lesser restoration, scroll of neutralize poison, scroll of remove paralysis. |
Veriander is a relatively young adventurer, but has made considerable progress in her short career.
The half-elffs genial nature and charming smile have allowed her to win over even the most seasoned,
grizzled veterans. In addition, her healing skills and devotion to the causes of good have proven
invaluable.
Veriander is proud of her mixed heritage. She has the slender, attractive elven features of her
mother, and the stubborn resolve and determination of her father. Long, auburn curls highlight a
smooth, age-less face. She is outgoing, friendly, and has the exuberance of youth.
Veriander Lyras may lapse into moments of immaturity or childish behavior, but shefs always focused
and serious when it comes to dealing with darkness and death - or more directly, undeath. While
Veriander spent a portion of her youth getting into trouble and earning a living through skullduggery, a
brush with undead changed her life forever. After returning to her home near the townfs cemetery
several years ago, she came upon a horrible scene - her family had been savagely overcome by
zombies risen from the nearby graves!
Not knowing what else to do, Veriander reached into her backpack (ripe with ill-gotten gains from a
night of burglary) and pulled out the first thing her hands fell upon ? a golden sunburst she had filched
from the temple. Praying to gods she barely believed in, Veriander was overcome with a rush of
euphoria.
Divine power channeled through the young half-elf, and the zombies fell before the blazing sunburst
held in her outstretched hand.
Ever since that fateful night, Veriander has dedicated her life to the ideals and values she discounted
in her youth. Her strong faith in the power of good and the radiance of the sun brought a touch of
maturity and focus that had been lacking. Veriander is earnest, hopeful, and optimistic - but at times
her lack of experience makes her appear gullible or impractical. |

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