Inspired by a secret muse, a humble man sketches heroes and battles for the folk of the Market Quarter.
Neither here nor there, the City of Shadows borders on the twilight of existance…
Yeah yeah, I know the Duke. Of course I do. P. Donkey Donque travels in some high circles, jester.
A villain with a taste for living art.
Send in the clowns.
A dashing Bard, who also happens to be a shared drug experience.
Failure. For most, it is an occasional streak of bad luck to be suffered. For others… well, it’s a living.
A harper is a harper no matter where they are.
Some cities have more spirit than others.
Gregory Merchant is an art dealer in Daggersford. He is well-versed in art, history, and art history, but rarely brings these subjects up other than in context of a sale. His sales technique is very low-pressure, and he is content to let people browse his shop. There are a few small statues available, but the shop focuses on paintings of various sizes, values, and significance. He seems perpetually distracted. Is it a ruse?
A result of the experiments of the world’s first bioengineer, as manifested by a needle and thread and a whole lot of blotting paper.
A lot of travelling singers have a flame or incessant longing in their heart.This woman’s heart holds something more as well.
How much life can the stroke of a brush place to a canvas? Perhaps art does imitate life, the Artist knows. The Artist is usually looking for new models.
A lovable old traveller with a voice that can make stories come alive.
A melancholy bard, with good reason.
Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.
During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.
A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.
Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.
Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.
Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.
Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.
Hu's Iron Ball should be handled carefully by players and gms.