Anthropomorphized Rabbit

Thordan Silentail The Neverfail's page

130 posts. Organized Play character for DM Heterocephalus.


Full Name

Thordan Silentail The Neverfail

Race

Ratfolk

Classes/Levels

Bard 1: AC 17, FF 15, touch 13; HP 10/10; Init +4; Fort +1, Ref +6, Will +2; Perception +5 SM +3

Gender

Male

Size

Small

Age

21

Alignment

Neutral Good

Deity

Sarenrae

Location

Andoran

Languages

Common

Occupation

Body Guard

Strength 8
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Thordan Silentail The Neverfail

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Thordan Silentail The Neverfail
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Character Portrait
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Character Portrait of Thordan Silentail
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Appearance
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He has inquisitive dark eyes that are like two pebbles on the snowing plain. He is small and has an athletic build. His fur is pure white. He has small quick hands and a long white furry tail. He has well groomed whiskers which he tries to make it stay horizontal permanently. He wears a tight fitted leather armor with a flowing purple cloak. He wears a scimitar with a purple hue to it, styled to resemble a diving eagle. The guard is a pair of bird wings. Its grip is formed like a talon clutching on to a large topaz gem which has multiple crack lines in it. It is named "NutCracker"
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Othello's Appearance
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This muscular male pony who is combative and feisty. His coat is jet-black. He has a mane that is snow white, and it reminds you of a puffy dandelion. His wide eyes are brown. It has white socks on each of its legs.
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Personality
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Thordan like all ratfolks love shiny objects. He loves gold silver and anything that reflect lights. He polished his scimitar every day so that it catches the sunlight with his every stroke. Thordan has a very outgoing personality and loves to meet new people. Usually he goes into a complete chitter chatter frenzy and starts telling complete strangers his dreams and where he came from. When he is excited he twitches his whiskers and his tail moves around. He always love a good adventure and cannot help but literally poke his nose into matters that intrigue him, like why is the baker missing 4 loaves of bread 2 nights ago or why is there strange noises coming from the sewers at night? Thordan also loves to tinker with objects, his personal favorite is a 6 sided with 6 shades of pink puzzle box given to him by Lady Fiona on his birthday. Thordan also love to collect items which he thinks might be useful in the future. More than all these, Thordan loves to sing though to the untrained ear it may just sound like 2 rats squeaking in harmony at certain high notes of the song.
His favorite phase? I will Never Fail!.
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Personal Ethos
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To live; to serve Justice tirelessly. (Maybe....)
To bestow Courage, Benevolence and Respect upon the weak. (Preferably they pay in cheese)
To owe our friends nothing but Honor, Honesty and Loyalty. (What do they owe me then?)

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Thordan Silentail The Neverfail
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Male ratfolk Bard 1
NG Small humanoid (ratfolk)
Init +4 ; Senses Perception +6, Darkvision 60 ft
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 size)
hp 10 (1d8+1)
Fort +1, Ref +6, Will +2
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Offense
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Spd 20 ft/x4
Melee Scimitar +5 1d4+4 18-20/x2
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Statistics
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Str 8, Dex 18, Con 12, Int 10, Wis 10, Cha 16
Base Atk +0, Cmb -2Cmd +13

Othello's Statistics:

N Medium animal
Init +3; Senses low-light vision, scent; Perception +7
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Defense
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AC 15, touch 13, flat-footed 16 (+3 Dex, +2 Natural Armor, +4 Armor)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +2
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Offense
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Speed 40 ft.
Melee 2 hooves –1 (1d3+2)
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Statistics
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Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +5

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Feats
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Armor Proficiency (LIGHT) (PFCR 118)
Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Dervish Dance- When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Flame Of Dawnflower- Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.
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Racial Traits
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Tinker- Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy- Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Cornered Fury- Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
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Bard Spell List
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Level 0 Bard Spells:

Light-This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Detect Magic- You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Know Direction- When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Read Magic- You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Level 1 Bard Spells (x2/day):

Cure Light Wounds- Cures 1d8 damage + 1/level (max +5)
Summon Monster- This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

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Special Abilities
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Favored Class (Bard)- +1 hitpoint
Bardic Performance

Bardic Performance:

Distraction (Su)

At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su)

At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su)

A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.


Battle Dance- A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.
When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
Deity- A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.
Dervish Dance- A Dawnflower dervish gains the Dervish Dance feat as a bonus feat.
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Skills
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Bluff +6, Escape Artist +7, Perception +5, Perform (stringed instruments) +6, Sense Motive +3, Stealth +11
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Combat Gear
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Scimitar, Caltrops, Weapon Cord, Wrist Sheath spring loaded with dagger, Studded Leather
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Othello's Gear
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Bit and bridle, Saddlebag, Barding Black Bear Hide Armor(Medium)
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Pile of Treasure
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Holy Wooden Symbol of Sarenrae, Eyepatch, Cold Weather Outfit(+5 Fort against Cold), Hand drawn map of Baba Yaga , Snow Shoes, Backpack, Pouch, Spell components, Waterskin, Lyre, 6 sided with 6 shades of pink puzzle box, Yellow kite with a picture of cheese on it, Bowling Set, Small nautical flag with picture of Lady Fiona , Portrait book, Horn signal, Bell, Common Blanket, Magnet, 3GP

Cost of Equipment:

War Pony- 45GP
Bit and bridle- 2GP
Saddle(Riding)- 10GP
Saddlebag- 4GP
Barding Armor Hide (Medium)- 30GP
Scimitar- 15GP
Caltrops- 1GP
Weapon Cord- 1SP
Wrist Sheath, spring loaded with dagger- 7GP
Holy Wooden Symbol of Sarenrae- 1GP
Eyepatch- 1SP
Studded Leather- 25GP
Hand drawn map of Baba Yaga- 1GP
Backpack- 2GP
Pouch, Spell components- 5GP
Waterskin- 1GP
Lyre- 5GP
6 sided with 6 shades of pink puzzle box- 10GP
Yellow kite with a picture of cheese on it- 1GP
Bowling Set- 5GP
Flag, nautical, picture of Lady Fiona, Small- 4GP
Horn, signal- 2GP
Bell- 1 GP
Blanket, common- 2GP
Magnet
3GP Left

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Background
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In the beginning...there was MICE!!
Somewhere far far away in the Verduran Forest lies a warren of ratfolks living together harmoniously. The nearest human settlement was the sleepy town of Falcon Hollow which lumberjacks mostly lived in. It is not known exactly how a warren of ratfolks would settle in a distant land far away from Tian Xia where most of their kind settled. However, according to some old ratfolk lore many generations ago, there was a famous Ratfolk Merchant named Christofelt Crumbles who brought along a caravan of some 30 ratfolks to establish a new trade route. However, during their travels they got lost in the Verduran Forest as the wayfinder Christofelt Crumbles was using was swallowed by the only giant rat pulling the caravan. In order to get the wayfinder, they prepared a potent concoction of herbs to cause the giant rat to have diarrhea. After much diarrhea time, they managed to locate the wayfinder but it was broken. Unfortunately the concoction proved too strong for the giant rat as it soon died from dehydration. Without a working wayfinder and a proper transportation, the ratfolks decided to rest in a clearing next to a stream and work out a solution. They promised to meet the next day to discuss how can they make their way back to Tian Xia. Well they forgot. Soon days turn to months and months turn to years and years turn to decades until the last ratfolk of the original 30 passed away. The future generations of ratfolks are pretty much clueless why they are living in the middle of the Verduran Forest, but i guess life goes on...

Well it is in one of the many barrows in the warren, Thordan Silentail was born. He was born as a stillborn in a litter of 5 rats. His mother Mrs Silentail was sad that one of them is a stillborn

Well at least i have 4 of them... she thought.

Just when Mrs Silentil was about to ask the nursing mother to dispose of him, Thordan Silentail started wailing..thus the runt of the of household Silentail was born.

Growing up, Thordan accompanys his father Mr Silentail in tending their carrot fields while his older brothers and sisters learnt and studied in schools about crafts and merchantship. While Thordan loves carrot, he definitely do not love them so much that he will spend everyday with them!!

Why can't I attend school like my brothers and sisters Dad?
Well that's because you are so small Thordan, it's better you stay beside me... replied Mr Silentail.

You see, his siblings all grew tall and strong like normal Ratfolk children and they always bully Thordan due to his smaller size.

Someday i will grow to be the biggest Rat in this village...no in this world!! Wait till you see!! I will never fail!! Thordan shrieks after the other children in the village as they laughed and pounced away leaving him sitting in the mud.

One day, while Thordan was carrying carrots to the warren market to sell for the he came across a merchant stall selling books. Like all good old curious ratfolk, he cant helped but be drawn towards the shiny object located in the piles of trinkets. He dug into the pile and pulled out a needle like object.

Ahhh...I see you found something interesting. Got it off a training fighting school instructor for children in the city of Almas. He mentioned that he wanted to be a baker instead that's why he is selling away all his gear the white furred ratfolk merchant chattered.

Thordan pull out the blade from the brown scabbard and it is a plain dull steel rapier designed for a young human child. He touched the pointed end of the rapier and it was sharp

I can sell trade you for it...those huge carrots of yours look mighty fine...so what say you my furry lad?

Thordan hesitated but he can feel the furs on his back tingling with excitement.

I tell you what, since we are fated together on this fine day. I shall throw in a book that teaches you how to fence. No use trying to use that thing without proper training aye?

Thordan left the stall a happy Ratboy carrying the blade and a book titiled "In Out, In Out, the basic steps for the aspiring rapier-ist.". Of course he was canned by Mr Silentail that evening for losing the carrots but Thordan took it all with a smile knowing his trusty sword which of no surprise he named it "Needle" was safely hidden under one the the loose floorboards in the barn...

Seasons passed, and Thordan has grown considerably much from the last time we met him. By now he has memorized and mastered every move in the book, thanks to his late night trainings alone in the barn. One day, Thordan had a crazy idea to start an adventure of his own. Packing his gear and trusty Needle, he venture out into the woods..

On his journey, he heard a loud scream in the woods. Curious, he dashed towards the scream. In the foliage he saw a young human girl cornered by a snarling timber wolf. Instinctively, Thordan screamed and dashed out of the bush towards the wolf.

The girl screamed when she saw a screaming ratfolk burst out of a bush.

Oh furry paws, I do not know if this was a good idea.. thought Thordan before turning his focus back on the wolf.

The wolf turned around and pounced towards the charging ratboy. Upon closer inspection, Thordan realized that the timber wolf is at least 2 times his size. His training took over and he thrust his rapier towards the wolf, the wolf landed unto Thordan with a yelp burying him under a mass of bones and fur. His rapier has found it's mark and it has pierced the heart of the wolf. Thordan rolled over the wolf over his body as he faced the young human girl. He never noticed before but she seems well dressed with a nice silk dress with golden braided hair set in a complicated intertwining pattern.

Must be a lady thought Thordan as he bowed before the girl and said Thordan Silentail at your service My Lady"

Just at that moment a steed burst out from the green foliage.

Back off fiend!! spoke the rider on the steed. He was dressed in a suit of dark leather armor as he readied his sword.

Ricardo stop it! He just saved my life! shouted the girl.

But My Lady...he is a monster. replied the knight. Thordan frowned at that remark.

It is a command! Ricardo snorted in disbelief before sheathing his sword.

The girl then introduced herself as Fiona Evenheart the daughter of a local rich merchant. She introduced Ricardo as her father's captain and they are out today for a hunting trip. She then invited Thordan to accompany her at her castle despite Ricardo's protest.

Sir Mouse Guard?
Fiona was thrilled with Thordan's tail as she keeps touching it and asking him to do tricks with it. When they arrived at the castle courtyard, her father Merchant Lord Tharkin stepped out to greet her. He was amused at her daughter's furry companion. Fiona then moved on to explain how Thordan rushed to her rescue when the wolf threatened her. Lord Tharkin thanked Thordan and asked him what can he do in return? Before Thordan could reply, Fiona stepped in and requested Thordan to be her personal bodyguard. Lord Tharkin was flabbergasted but he gave in to her daughter whom he loves very much.

Sir Thordan Silentail will you take the honor and oath to serve my house to protect at all cost the life of Fiona Evenheart all the days of your life?

i will never fail, My Lord. replied Thordan.

So it was at this place Thordan Silentail met the renowned Dervish Bard Prancelin Parques who serves as Lord Tharkin personal bodyguard.

So you think you know how to fight? asked Prancelin as he twirls the pointed end of his long gravity defying mustache.

Its a wonder how he keeps his mustache horizontal, I bet he never washes them that's how. thought Thordan as he touched his own whiskers trying to keep them as straight as possible.

Yes dear famous teacher, I have trained myself using Needle my pointy sword and I have killed me a huge ferocious wolf by poking him.

And what if you cannot poke him? Or if he evades you and runs behind you? Or if he spits at you? asked Prancelin now twirling both ends of his mustache with his both hands.

I run?

You run?! We believe in Sarenrae and we never run! I will teach you the art of the famous dervish dance with the scimitar and not that little barbeque stick you call Needle. If you cant poke? You will slash, if he evades you will follow and if he spits at you...well you spit back! exclaimed Prancelin now twirling both ends of his mustache at a furious pace.

Thordan nods his head eagerly like a child at a candy store.

Prancelin then taught Thordan the personal creed to live his life by

To live; to serve Justice tirelessly.
To bestow Courage, Benevolence and Respect upon the weak.
To owe our friends nothing but Honor, Honesty and Loyalty.

Thordan thought it was awesome. At least he knows something his siblings don't.

Thus for the next 6 years Thordan trained under the tutelage of the famous (Thordan thinks...) Dawnflower Dervish. He has trained in the use of the scimitar as a deadly weapon that does not require great strength and in the ways and teachings of Sarenrae. Thordan also learned riding from the reluctant Ricardo on weekends. Fiona gave him his first pony that year. It is a jet black pony and has white socks on each of its legs. Thordan was reminded of a game he played with the village ratfolk children and he name the pony "Othello". Othello is a feisty pony that loves to tap along when Thordan does his battle dance.

When Thordan first saw the portrait of the goddess Sarenrae he thought he saw Lady Fiona. The fact that Sarenrae resembles Lady Fiona gave Thordan the motivation to devote himself into the dervish dawnflower ways and teachings. He also learned how to sing while fighting in the style Prancelin is most fond of. Oratory. He loves singing Opera songs and playing the lyre to tunes such as "The Peanutcracker", "Cannonballs in D" and his favorite " Goose Lake"

Whenever he is not training under Prancelin Parques he would be accompanying Fiona to hunting trips, town visits, dancing balls in his customized armor and scimitar. They have grown very close and every night before Thordan goes to sleep, he tells himself I will never fail Lady Fiona...

Lord Tharkin is an ardent supporter of the pathfinder society. He has helped funded many expeditions to unexplored areas for the advancement of mankind. He built a room of a huge collection of artifacts and history relics from his expeditions. One of Thordan's favorite past time is to sit in the middle of this room an admire the dazzling stuff. His inquisitive nature allows him to spend hours and sometimes even days in tinkering these artifacts.

Flames to dust, Lovers to friends...Why do all good things come to an end?
On his 21st birthday, Fiona held a grand party for Thordan. There was fireworks, magicians and alot alot of cheese...Thordan was ecstatic and touched at the same time. Fiona knew Thordan love to tinker with objects and gave him a 6 sided with 6 shades of pink puzzle box. When the time for the cake cutting ceremony has arrived, a large cake prepared by Lord Tharkin was rolled out. The cake was served to every guest and Fiona suddenly fainted.

The doctors and priests of Saranrae cannot find the reason for her sickness. Thordan spent nights beside Fiona's bed crying and wailing.

Lady..I have failed you... cried Thordan.

Silly...you have never failed me and you will never fail... replied Fiona each time.

One day, Lord Tharkin summoned Thordan into his room. He asked Thoprdan if he would like to save Fiona. Thordan leaped unto Lord Tharkin and exclaims he will do anything to save her. Ricardo drew his sword. Lord Tharkin pushed Thordan away and signaled Ricardo to sheath his sword.

I have heard that the white witches of Irrisen has magical healing powers that can heal Fiona. Their powers arrive from the witch queen Baba Gaya...

Pssst My Lord, I believe it's Baba Yaga whispered Ricardo.

Yes i mean Baba Yaga..apologies on the mistake, her name is quite babblish. blushed Lord Tharkin.

I will go My Lord. I will never fail! replied Thordan with determined eyes.

Excellent! My house is in your debt Sir Thordan Silentail bowed Lord Tharkin.

Unknown to both Fiona and Thordan, Lord Tharkin finds Thordan a nuisance and for a more important reason he has plans to arrange the marriage of Fiona to another Merchant's Son to secure a profitable trade route as she too has come of marriageable age. He knew that unless Thordan is away from Fiona, that will not be possible. That is why he chose Thordan to go away to a land far far away from here; Irrisen. In fact he just read about Baba Yaga from a local children story book. Lord Tharkin knew one thing that no one knows beside him and that is Lady Fiona is allergic to almonds. When she was young, one of the maids fed her almonds and Fiona fainted and went into a week long of weakness and fatigue. Since then, no almond was allowed in the castle until recently Lord Tharkin ordered the chef to prepare an almond cake for Thordan's 21st birthday party.

After saying his goodbyes to a tearing Prancelin, he boarded the ship "Eventi Horizini" with Othello bound for Irrisen with a hand drawn map indicating the exact location of Baba Yaga which no one has seen for the past century or so. Along with the map is a bag of gold and a scimitar given by Prancelin as his 21st birthday present. The scimitar has a purple hue to it, styled to resemble a diving eagle. The guard is a pair of bird wings. Its grip is formed like a talon clutching on to a large topaz gem which has multiple crack lines in it.
Probably cheaper to get a cracked topaz thought Thordan when he received the scimitar from Prancelin. Prancelin named it "NutCracker".

Thordan sniffed the air, it definitely smells of adventure..
Furry paws...Let's hope they eat cheese there...thought Thordan as the ship sailed into the sunset.

Journey to the edge of the world
Aboard the ship "Eventi Horizini" Thordan met the captain of the expedition, Captain Thundereater. He is a jolly good captain who talks in a thunderous voice.

I AM SO LOUD THAT I CAN'T HEAR MYSELF BECAUSE I AM DEAF FROM MY VOICE!!! Captain Thundereater would say laughing and rubbing his belly in glee.

Lord Peter Pinlin Putrin the gnome merchant is the one who funded the expedition to the icy lands of Irrisen. He also have his daughter Pene Putrin with him.

I do not usually carry stowaways with me on my expeditions but Lord Tharkin is exceptionally persuading with his money pouch. said Peter Pinlin Putrin when he first cast his eyes upon Thordan.

Thordan was thrilled. A full grown man at his height. Fancy that! For a moment Thordan thought his dream came true, to grow as tall as Lady Fiona...however the thought was dispersed when his body guard Snarkins Etermis appeared beside them. He is a shady character dressed in black garbs and he towered over both Lord Peter Pinlin Putrin and Thordan. Thordan gulped when he saw Snarkins.

He sure look scary...i bet Prancelin Prance mustache would droop at his sight...

Lord Peter coughed.

I know that you are thinking what is a well established merchant like me wandering off alone to the end of the world?

Well, I am quite a genius as you can see... Lord Peter smug. Thordan though he saw Snarkins rolled his eyes.

Well when I was visiting the marketplace at Almas one day I came across a shop selling furs. When I was inside, I overheard a customer commenting why is there no white furs for sale. The shop owner mentioned that there are very little white furry animals in Andoran and if there was a shop selling such furs, it will be very profitable. Lord Peter looked at Thordan expectantly waiting for a response.

Ok...Thordan replied unsure...

AND!! My genius mind goes into motion and I thought at that moment if I can locate and bring in white furs to Almas, it will be very profitable because there are very little white furry animals in Andoran!!! Lord Peter exclaim in a crescendo lifting both his hands in the air!

Snarkins clapped. Lord Peter bowed. Thordan saw Snarkin rolled his eyes again.

Errrmmmm well Lord Peter..I am white in color..does that mean I am profitable? said Thordan.

Lord Peter was stunned. He narrowed his eyes and kicked Snarkins before stomping off.

THAT WAS CLASSIC MY FURRY FRIEND!!! BWAHAHAHA!!! came a loud thunder from behind.

SSSHHHHH!!! I KNOW I AM NOT ALLOWED NOT SAY THIS SO I AM SAYING THIS VERY SOFTLY TO YOU...YOU ARE FIRST ONE TO SHUT THAT POMPOUS PRICK UP!!! AND FOR THAT YOU HAVE MY RESPECT!! whispered loudly Lord Thundereater.

I AM CAPTAIN THUNDEREATER AND TELL ME MORE ABOUT YOURSELF!

Thordan grinned. Guess this trip wasn't so bad after all. So over the next few hours, Thordan shared his story and the reason for joining in this trip. Captain Thundereater paid really close attention to him breathing very hard.

Even his breathing is so loud...wonder what happens if he farts...I bet he will split the Arcadian Sea thought Thordan.

At the end of the story Captain Thundereater said he heard of the village Frostbark and he can arrange an Ulfen guide to bring him there.

"Eventi Horizini" will depart from the port in Almas pass the nation of Cheliax into the Arcadian Ocean and up north pass the island of Hermea and into the Streaming Sea and to the port of Kalsguard. It is a very long journey. Long enough for Thordan to know everyone on the ship.

He met Pene Putrin, Lord Peter's daughter and she is a very sociable and fun gnome unlike her father. Of course it helps Thordan's esteem that he is taller than her. She passed him a portrait book and asked him to show her what does Lady Fiona looked liked. The portrait book was marvelous with every possible features of every race hair eyes nose mouth chin. After much time, he managed to get a close resemblance of Lady Fiona. He replicated the potrait on a small nautical flag he found intending to use it as a banner for Othello.Thordan also discovered the game of bowling as he thought the game cannot get anymore simpler than that. He also got a kite from Pene and one of his favourite pastime is to sit on the ship deck lying on Othello and lazily observe the kite dancing with the wind current.

One of the night, when Thordan was admiring the night sky, Snarkins crept up and said I am not gonna kill you, even though your white fur is profitable. Thordan jumped up and drew out Nutcracker. Snarkins raised his hands showing empty palms. In an instant, there was a click and a dagger appeared in his hands. He strike and Thordan parried, Snarkins twisted his dagger and disarmed Thordan, his scimitar sliding on the ship deck.
Some advice...things are never as what they seem. You are too trusting too naive. With that he disappeared into the shadow leaving Thordan to ponder upon his words.

After weeks at sea, the port of Kalsguard is in view. At the dock, Captain Thundereater and Pene Putrin bid him farewell. Pene gave him a bowling set and a kite.

YOUR GUIDE IS AWAITING YOU AT THE DOCK. HE WILL BRING YOU TO THE VILLAGE OF FROSTBARK FOR YOUR LADY BABA GAGA! exclaimed Captain Thundereater.

Bending over to Thordan and turning his head to make sure Lord Peter is not listening JUST BETWEEN YOU AND ME I WILL STAY HERE FOR AT LEAST 2 MONTHS. DO NOT WORRY ABOUT LORD PETER I CAN HANDLE HIM. DO COME BACK TO LOOK FOR ME IF YOU CAN MAKE IT! Captain Thundereater whispered loudly.

Lord Peter choked.

Thordan thanked the both of them and walked towards the snorting Othello trotting around in circles, happy to be standing on solid ground after weeks at sea. As Thordan opened the saddlebag to place his backpack, he noticed a small parcel. He opened it up and found a note in it.

I do not call you my friend but I want to help you. I just gave you a wrist sheath that hides a dagger. Remember things are always do not what they seem..
PS: I have attached a weapon cord for you to prevent your weapon from leaving your hands again.
Snarkins Ertemis

Thordan looked back and saw Snarkins in the shadow smiling...

He looks scarier smiling... though Thordan as he smiled back nervously. Saddling on to Othello, he followed the Ulfen guide into the cold wilderness.

Furry paws....