12/10/2018

Jandas inspiration pics

Jandas is more of a Fili and Kili type Dwarf (both because he is young and because he hasn't done much in the way of combat training or heavy smithing).

Beard

https://bentalasalon.com/beard-for-round-face/

Hair

http://shadtotoprasetio.blogspot.com/2011/09/equestrian-refinement.html

Armor

https://www.deviantart.com/feral-workshop/art/Golden-Age-Regalia-female-dwarf-armor-619759299
(Without the terrible boob emphasis and with red where the bronze color is.)

Sword (hilt)

https://getasword.com/swords-medieval-weapons/2057-german-basket-hilt-sword.html
(Has a small spur on the hilt, used for casting Bane)

Drum

https://bodhran.nl/product/tuneable-42-cm-17-inch-bodhran/

Insignia on drum (bottom left, in ruby red)

https://www.etsy.com/listing/239057730/jewels-clipart-gems-clipart-crystals?ga_search_query=clip%252Bart&ref=shop_items_search_4&pro=1

Cloak

https://www.etsy.com/ca/listing/525240724/fencing-cape-renaissance-dueling

11/29/2018

Fate Core Relationship Material

I started working on this because of Evil Hat putting up a link to some challenges for potential writers.  I did come up with a 250 word version of this material for the challenge (and sent it off, despite being a bundle of nerves about it!), but the more I thought about it, the more I wanted to flesh it out beyond what the word limit would allow.  It's got some roots in when my group playtested Smallville the RPG, and in the Strands of Fate incarnation of our Firefly game.  I really felt that the mechanic of having linked aspects for communal property (buildings, spaceships) could translate well to a relationship.  Well, being asked to make a key mechanic of a relationship-heavy game using the Fate Fractal pretty much begged I revisit those ideas.

In a setting in which relationships and social interplay are the focus of gameplay, relationships should be are larger than life, so simply creating aspects for a single character as in other Fate settings won’t really suffice.  Therefore, all major relationships in such a setting should have their own slate of aspects, stresses, and consequences, but realistically probably would not have skills or stunts (though, hey, if you can pull that off, rock it).

A relationship’s stress boxes are an average of the mental stress boxes of all relationship members averaged and rounded up and are called relation stress.  My mentality here is that the relationship cannot be stronger than its members communal mental ability to handle it (as it would be if it was simply added), but might be stronger than the weakest member's ability (as it would be if it was simply the lowest number of stress boxes in the relationship) thanks to the influence of more stable members.  These may be directly socially attacked by anyone--in or out of the relationship--using the lowest defense stat among all members of the relationship present.  Additionally, these stress boxes may be indirectly affected by members of the relationship by giving them stress and/or consequences in place of taking the same amount of stress/consequences on their own character sheet.

Relationship aspects as I see them take three forms.  Most important of these is called relations, which works as an analogue to the high concept aspect on a character sheet.  The characters named in this aspect are both—or all!—able to invoke or be compelled by any of the aspects within the relationship.  Others outside of the relations aspect can also compel the aspects within the relationship, but must first discover them via assessment on one or more members of the relationship.  Relations can be:

A familial bond: Amy and Louise, Sisters to the End
A romantic tryst: Romeo and Juliet, New-found Lovers
Or something less friendly: Juan and Guillermo, Rival Aspiring Singers

A second important aspect for a relationship is its trouble.  What's a TV romance without something throwing a wrench into the works?  This aspect should be something that can affect all characters involved in the relationship.  This may take forms such as:

Focused on one person: Lou Puts Work First
Focused on their environment: Montagues Hate Capulets
Or focused on everyone in the relationship: More in Common than We'd Like

The third aspect type for relationships are those built up over the course of play (or backstory) and should represent major events in the relationship.  The older the relationship, the more aspects it should have!  Using our same examples, we might come up with extra aspects like...

For Amy and Lou: A Shared Love of Horses, Grandpa Needs Us Both, Missing Mom
For Romeo and Juliet: You Kiss By the Book
Or for Juan and Guillermo: Battle of the Boy Bands, Maria is So Amazing

A multiple-person relationship might look something like:
Relations: Leonardo, Donatello, Raphael, Michelangelo; Heroes on the Half-Shell
Trouble: Mutants are Outcasts
When the Evil Shredder Attacks, We Don't Cut Him No Slack
Raised and Trained by Splinter

Relationship aspects are the rare instance where an aspect can be invoked by one person for another.  Michelangelo might tag When the Evil Shredder Attacks... to help Raphael defend against the strikes of the villain.  Or Amy might tag Sisters to the End to help support Lou in an argument with a rival ranch owner.  These tags would represent the extra emotional boost (or distress!) caused by the presence of another member of the relationship.

Theoretically, these bonuses could stack based on the number of relationship members, but that feels a bit like bait for min-maxing (sixteen person relationships for all!) and I'd at the very least like to ensure that each shift is paid for by the person invoking it.  Which would probably be limited by only one person can invoke a specific aspect of the relationship per action.  This bit definitely needs some playtesting, but it seems to work logically for now, at least.  I'd also, if someone was trying to use these rules in a non-relationship-driven game, make my players work quite a bit to form them.  Through gameplay only because the benefits are so strong!

A few notes...  Yes, I used the show Heartland as an example.  My wife loves the series and it was an easy fallback to something heavily relationship-driven that could fit the genre.  The negative version of the relationships system needs some more fleshing out, because it doesn't probably offer enough benefits, unless it was a very spite heavy game, to be tempting.  I specifically omitted polyamorous romantic relationships from my examples, because I have zero practical understanding of how they work.  I have no doubt someone might want to use these rules for that and I'd whole-heartedly encourage them to do so, but I didn't want to offend with ignorance so I chose to risk offending via omission.

8/10/2018

WoW Character Descriptions

Thorren Bluffwatch - Shaman of the Earthen Ring.  Thorren's family were Bluffwatchers for generations.  His mother was a Shaman healer at Thunderbluff.  As a fierce supporter of the Bloodhoof chieftans, she was among those killed during the Grimtotem coup.  Thorren set out into the world in the face of the coup and the cataclysm.  He was recruited by the Earthen Ring after valiant efforts in Thousand Needles and Dustwallow Marsh.  Thorren is calm and steady.  He cares deeply about those around him and Azeroth as a whole.  He is highly loyal to Baine and Vol'jin's new Horde regime, but considered himself more of a neutral agent working for the Earthen Ring while Garrosh was the Warchief.  Thorren does hold a serious grudge against the Grimtotems, and in particular Magtha, who he blames for his mother's death (and after more recent revelations, Cairne's).  When Garrosh fled through the Dark Portal to an alternate Draenor, Thorren was approached by a high ranking Darkspear to form a team to hunt the war criminals of Garrosh's campaign against the Alliance and in Pandaria.  He called upon his frequent allies Rohk'narani and Aqueous Lion and they formed a small team.  In the process, he began mentoring an Orc Warrior named Tarisai.

Rohk'narani - Once, Narani was an adept Shadow Hunter for the Darkspear tribe, but she died in combat against the second Scourge invasion.  She was raised by the Lich King as a death knight and was freed with the other Knights of the Ebon Blade.  She renamed herself Rohk'narani (meaning "the destruction of Narani"), and mostly kept in seclusion for the next several years, but accepted an assignment to journey to Pandaria.  When Vol'jin's Darkspear Revolution began, she sided with the rebels. After killing a rival Death Knight in Garrosh's service, emotions she'd thought were dead awoke in Rohk'narani and she tattooed an image of the Darkspear on her face down across her right eye.  Rohk'narani is reserved and "cold." She is mindful of others out of courtesy, but rarely feels much for them.  As Narani, she was nearly the opposite and since her "awakening" she has had flashes of this old personality.  Rohk'narani was glad to join a small team to hunt Horde war criminals.

Aenthera Sunward - Aenthera has a researcher's heart.  She has always loved to learn and contemplate the nature of events on Azeroth.  She served as a priest in the Third War, and was crushed  to see human settlements destroyed by the Scourge, and even more dismayed by Garithos' treatment of the elves under Kael'thas.  Despite that, she retained her loyalty to the High Elves under Vereesa Windrunner.  Over time, Aenther became convinced that study of the Titans might hold the key to curing the Forsaken and especially Sylvanas.  She had dealings with Rheastrasza and later the Scryers, aiding in the retaking of the Sunwell.  At that time, she chose to become a paladin.  Aenthera is inquisitive and bold, sometimes tactless.  She is fiercely loyal and almost obsessed with the Titans.  She is close allies with Angieneer, a Goblin who served Rheastrasza, and Tahmid, a Forsaken Warlock who shares her goal of curing Sylvanas and the Forsaken.

Tahmid - Tahmid was born a farmer with an unremarkable life.  He died the same at the hands of a Scourge ghoul.  He was raised into undeath not long after.  Tahmid hates his existence and seeks to cure himself or end his life.  He takes risks few others would take, because they'll help one goal or the other.  He took up the mantle of Warlock for just such purposes.  Oddly, he then swore himself as an agent and sort of bodyguard of Aenthera.  Her goals of curing the Forsaken speak to him, though secretly he hopes the Titans curing him will allow him to simply return to the rest of death.  Dour and bitter, Tahmid is often rude.  He has very little patience, but does hold out hope for peace for himself. He has a hard time being civil with Angineer, but the Goblin rarely acknowledges any of his slights.

Tarisai - An Orcish warrior of the Frostwolf Clan, Tarisai grew up in Azeroth among stories of Draenor told mostly by Drek'thar.  When the Iron Horde invaded, she convinced clan elders she was old enough and skilled enough to fight them and ended up with a small team of others (Thorren, Rohk'narani, Aenthera, and Tahmid) that made it through the Dark Portal before it was shut.  They managed to make it to the commandeered Frostwolf boats before Grommash could catch them.  Tarisai threw herself into learning Frostwolf culture.  While the others lived in a Azerothian Garrison, she settled at Bladespire, learning all she could.  Tarisai is fierce and brave.  She sometimes overestimates herself, but her willingness to work at things often pulls her through.  She has only limited ability to speak to the elements, but after being added to Thorren, Rohk'narani, and Aqueous Lion's team, she became an apprentice of sorts to Thorren. While on Draenor she helped Thorren attend the birth of a young Orc named Kagaral, who she would encounter again after many years had passed on the alternate Draenor.

Bul'yan - A Troll Rogue with a penchant for making jokes about being a cannibal, Bul'yan is a loyal supporter of the Horde.  Working for a Darkspear leader who chose to remain anonymous, as well as Rohkan, Bul'yan worked as the liaison for Thorren's group of war criminal hunters.  Bul'yan is a friendly and jovial sort, and fairly open about what his work is once he trusts others.  He can be found wherever Darkspear interests are being served.  Bul'yan has more recently taken up the worship of Kimbul and is highly motivated to bring the Zandalari into the Horde.

Aqueous Lion - From Pandaria proper, Aqueous Lion was the protector of a small tavern on the edge of the Valley of the Four Winds and the Krasarang Wilds.  Most of his job was scaring off Virmen, Hozen, or Saurok, but he had encountered the Sha once or twice.  Moved by the damage wrought by Garrosh, he at first struck out to fight the Horde, but after encountering individuals from the other Horde races, he decided to join first Vol'jin's Darkspear Revolution and then the Horde.  He was not among the first wave through the reopened Dark Portal, but he did make it through in time to participate in the campaign against the Iron Horde.  Aqueous Lion is quick to joke and laugh.  He is friendly and hard working.  When called upon to fight he can become very calm and straightforward.

Angieneer - Goblin engineer extraordinaire.  Angie is rarely far from her pets, especially her tiger, Stalock.  Eager to have her name living forever as an inventor, Angie has traveled the world to find the best "stuff" to help in her creations. She met Aenthera through a mutual connection to Rheastrasza.  The Goblin is convinced in the importance of preserving life all over Azeroth and in deciphering the tools of the Titans.  Irrepressible and smart, Angie can sometimes stray into "annoying."

Kaelana Sunward - The much younger sister of Aenthera and girlfriend of Kalodred.  Kaelana is a priest as her sister was before her.  Kaelana had been named by her parents in honor of Kael'thas Sunstrider, and chose to keep the name despite Kael'thas' descent into madness.  Kaelana is eager to live up to her sister's legacy but has spent very little time in the wider world.  She has recently begun working with Thorren's team.

Kalodred Dawnstorm - Mage and boyfriend of Kaelana.  A bit vain and presumptuous.  Kalodred is focused on being the next great blood elf mage, hoping it means being a leader like Kael'thas.  Kalodred became a privateer captain for a time, with a ship called the Sunwave, but has kept close ties to the Horde.  He frequently provides transport to Thorren's team.

Veral'dax - Born on the outskirts of Silvermoon's influence many years before the invasion of the Lich King, Veral'dax lost most of his family to the Scourge.  Those few who fled to Theramore with him were killed defending the World Tree against the invasion of the Burning Legion at the end of the Third War.  Alone, hopeless, and angry, Veral'dax turned to Illidan Stormrage, travelling to Outland to join the Illidari.  He was beginning to have doubts about the savagery of his fellow Demon Hunters when the Horde and Alliance assaulted the Black Temple and he was captured by the Wardens.  Awakened at the start of the latest Legion invasion, he began striking at demon threats across the Broken Isles before linking up with Rohk'narani and Aqueous Lion to take down a rogue Blood Elf Warlock.  He has been travelling with their group since.

Xerzarn - Troll Druid

Kagaral - Born on the alternate Draenor where Garrosh fled after his actions in Pandaria.  He was delivered by Thorren and Tarisai.  Born with a shock of white hair, he felt a connection to the elements at an extremely young age.  Skilled in the ways of the Shaman and now nearly as old as Thorren, he was among the first to join the Horde when they called upon the Mag'har.

Thanpelar - Born in Suramar only a few short years after the dome went up, Thanpelar was fixated on the variety of animals that had been saved by her fellow Nightborne.  She worked in the zoo, caring for all sorts of creatures.  She became well-versed in the moods and instincts of the animals, forming a close bond with a family of manasabers, the youngest of which now serves as her travelling companion.  She sided with Thalryssa against Ellisande and later requested to be sent as a representative to the Horde so she could learn about animals outside the Broken Isles.

Golraath - much younger sibling of Virendaa, Golraath was born shortly before the escape of the Draenai from Draenor.  As such, he grew on Azeroth.  He always felt a deep connection to the elements and sought out training as a shaman as part of his life's natural course.  He joined the Alliance expedition to Pandaria not out of fury at the Horde or devotion to the Alliance, but because he felt the elements urging him to do so.  Golraath has been deeply touched by his time on the alternate Draenor.  He is a fierce supporter of Yrel.  Golraath has a close friendship with Thorren via the Earthen Ring.

Virendaa - Born on Argus, Virendaa was a Vindicator who believed strongly in the Prophet Velen and fled the planet on the Exodar and chose to remain with the Prophet when those who would become the Lightforged departed.  When she settled on Draenor, she found that she loved the wild nature of the world and travelling in it.  When the Orcs turned on them, she defended her parents and much younger brother, Golraath, helping them flee the red mists and the Orcs alike.  Upon the crash of the Exodar on Azeroth, she set off into the world, dissatisfied with war and the plight of her people.  Eventually, she found her way to Pandaria where she finally found peace at the Temple of the White Tiger. She fought to defend Pandaria from Garrosh, fought to avenge the deaths of her friends and family on an alternate Draenor, and fought for Azeroth against the Legion on Argus.

 Nyina - Night Elf Death Knight

Idristyrion - As a young teen, Idristyrion watched the horrors of the Scourge siege Gilneas.  Graymane's successful defense of the city made Idristyrion a staunch royalist and he fought for Graymane during the civil war sparked by Darius Crowley.  Idristyrion has followed in the wake of his king wherever he has gone and has most made a name for himself with his service against the Forsaken in Stormheim on the Broken Isles.

Celeron - Void Elf Priest

6/22/2018

Thanpelar

Putting refs together for #DisasterDrow

Skirt

http://www.allthingspaper.net/2010/04/lia-griffith-paper-couture.html

Blouse/dress


http://www.catherinelatson.com/gallery-6#21

Mantle

https://designcollector.net/likes/?offset=1479203916813&year=2016


Hair
Image result for rat's nest hair
https://www.flickr.com/photos/megansauce/4033586334


Staff

https://www.etsy.com/listing/67809985/carved-morel-mushroom-hunting-hiking?show_sold_out_detail=1

6/09/2018

Alchos' Magic Item Wish List

ANIMATED SHIELD Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

GOGGLES OF NIGHT Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

NECKLACE OF ADAPTATION Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).



Low priority

DRIFTGLOBE Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.



To be converted from older editions?

Belt of Many Pouches (maybe like HEWARD'S HANDY HAVERSACK?)
XP Value: 1,000 GP Value: 10,000
DUNGEON MASTER Guide
This broad waist-belt seems to be nothing more
than a finely made article of clothing. However, if
detect magic is cast, the item radiates strong
enchantment along with a fainter aura of alteration.
Examination reveals that the girdle has
eight small pouches on its inner front surface. In
fact, there is a total of 64 magical pouches in the
girdle, eight others "behind" each of the eight
apparent ones. Each of these pouches is similar to
a miniature bag of holding, able to contain up to 1
cubic foot of material weighing as much as 10
pounds. The girdle responds to the thoughts of its
wearer by providing a full or an empty pouch, as
needed. This item is greatly prized by Spellcasters,
for it can hold components for many spells
and make them readily available.

Ring of Coolness
XP Value: 1,000 GP Value: 5,000
DRAGON'S CROWN* Sourcebox
This green jade ring is similar in function to the
ring of warmth, except that it protects against the
heat of the desert sun. It protects its wearer from
the effects of heat, even when fully exposed to the
sun and wearing heavy armor. It provides restoration
of heat-sustained damage at the rate of 1
point of damage per turn. It also increases saving
throws vs. heat-based attacks by +2, and reduces
damage sustained by -1 per die.

Ring of Distraction
XP Value
Normal: 1,000
Rare: 1,500
Cursed: —
GP Value
5,000
7,500
1,000
DRAGON Magazine 117
This ring seems to be a normal ring. In combat, it
is capable of generating a sudden burst of light
and sound that is perceived only by one opponent
in melee with the ring wearer (including those
firing or hurling missile weapons within a 60-
foot range). The burst of light and sound is heard
by no one else, and the target victim is designated
by the ring wearer's mental commands. This distraction
causes the attacker to suffer a -4 penalty
on all attacks for the current round. If the opponent
saves vs. spell, the penalty is reduced to a -2
to the attack roll. This attack is made at the start
of a melee round, regardless of all other circumstances,
as it is a mental command. The ring may
be used in this fashion up to five times per day.
Once placed on a finger, the ring reveals its powers
to its wearer.

2/05/2018

Alchos: Flashes

Alchos hit the deck with a thud.  The Kuo-Toa behind him made frustrated noises, but he ignored them. The sea-borne monstrosity ahead of him was all he needed to pay attention to at the moment.  He pushed forward, dodging around Dragonborn, Goliaths, and Kuo-Toa locked in mortal combat.  One Dragonborn yelled in rage and shoved a Kuo-Toa overboard.  He brandished his scimitars, plotting a path first towards and then away from the possessed creature in hopes of luring it back to his friends.

He wasn’t prepared for how quickly it lurched forward, though.  It closed and he brought his mainhand blade up, trying to parry.  Everything went dark.

Fire raced up Alchos’ arms.  Ice pierced his heart.  Wind whipped him about and his feet felt like the stones in the ground.

He shook his head.

His mother stood beside him, smiling. Unbidden, Alchos recited, “She is steadfast and strong. Patient and careful.”

His father stroked his hair where it rested on the elder Genasi’s lap.  Ventos was staring at something Alchos couldn’t see.  “He is carefree and light.  Kind and nimble.”

Torontris sat before him.  The guardsman was cleaning his armor, oiling the leather and wiping away grime.  “He is flexible and forceful.  Wise and daring.”

Car’onna descended away from him. Her hair flashed and danced as if caught by he breeze.  “She is fierce and swift.  Passionate and determined.”

A face he didn’t recognize floated before him.  Purple skin and hair the color of lightning.  “Untamed and vibrant.  Energetic and decisive.”

Suddenly someone, upside down, peered over his shoulder.  Pale, almost translucent skin beneath crystalline hair.  “Logical and calm...”

Another face.  Black and red chasing each other.  Another.  Gray hair and ashy skin.  Faster.  Sea-green skin and blue hair.  Another. And another.  Faster.  Faster.  A beautiful Genasi with hair of fire, skin like the soil of the earth.  Her eyes roiled like storms.

Sareth running along the trunk of a tree, arrows flying true.

Sol sneaking through the dark, swords held ready.

Bob smiling widely, eyes flashing bright.

Mila striding forward swiftly, hands raised as power coalesced around them.

Baergor standing in place, hammer extended to the skies.

Ardent laughing and dancing, song seeming to spin into existence from nowhere.

Darius.  Malachae.  Alice.  Sasha.  Hope.  Lerna.  Ahlai.  Timmy.  Warda.  Emyrelia.  Senira.  Tamanir.

I have to defend them.  Give my life for theirs.

A maw, dripping sea water and smelling of rot opened above him.  Something slammed into his chest.  A thump.  Rushing.

A voice somewhat indistinct called, “Alchos... you back with us, buddy?”

“I think I passed out for a second there.”

The coral drake roared and lashed out.  Sol and Baergor fell, only feet away from Alchos.  Gritting his teeth he rose. Szulder flashed along his skin and light filled his eyes.  Yelling, he re-entered the fight.

1/15/2018

Intimidation

"I insist, go home, Lindara.  I have run this shop for as long as you've been alive, I am perfectly capable of closing it for the night," said Car'onna sternly, but not without affection.  She smiled and the fading sunlight coming through rose colored windows played along her face.  Lindara struggled with her response, wanting to impress her employer but thankful for the chance to go home.  Car'onna arched an eyebrow and the Elven woman nodded quickly.

As Car'onna drifted about the room, straightening, organizing, and dusting, Lindara collected her things from the back room and slipped out the door with a breathy farewell.  For another half hour, the day wound down until the sun was almost gone and Car'onna spoke the word to activate the driftglobes scattered around the shop.  Three men filtered through the door.

Car'onna smiled broadly and greeted them, "Welcome to The Joyous Path.  I take it you need travel supplies, gentlemen?"

The Human in the lead grinned and moved towards her as his companions, an Earth Soul Genasi and a Halfling, shared a grin and a chuckle.  The Genasi closed the door heavily and turned the lock.  Car'onna tsked.

Circling the counter, back to where she kept the locked chest of coin, Car'onna began speaking softly, "I have been a successful business woman in this country for twenty years; before that, I was apprenticed to my mother for a further ten years.  In that time, I have led trade caravans to the neighboring countries, organized city-wide festivals, and dealt with any number of opportunistic cads who thought they could rob me because I am a woman.  Is it really your belief that in that time, I never learned to defend myself?"

From beneath the counter she withdrew a long, wickedly curved blade.  Momentarily, she held it in front of her face, then extended it using her right arm, pointing it at the Human thief.  He stopped moving.

"C'mon, boss," said the Genasi, "She's alone, she can't take all of us."

The Halfling, seemingly less convinced, replied, "Just grab the stuff and we'll run!"

Car'onna smiled. "Yes, boss, just grab it.  There's three of you.  I can't strike all of you at once."

She slid back around the counter, slowly closing the gap between her blade and the human.  He stepped back a pace.  Faintly, her szuldar began to glow, fiery red.  The light touched at her green eyes, making them appear to flicker.  Her arm, like iron, kept the blade pointed.

The human dropped back another pace. "Boys..."

Car'onna echoed, mirth in her voice, "Boys..."

All three dropped back now, the Genasi fumbling with the lock on the door.  The Halfling made a nervous keening sound.  Car'onna hissed, "Dur," and the driftglobes snuffed out, leaving her szuldar and the streetlights filtering through rose colored windows as the only light in the room.  She took a purposeful stride forward, sword arm flexing backwards and the three men ran, sprinting into the night.

Car'onna afforded herself a laugh as she crossed to the door.  She threw the bolt and spoke the keyword to relight the driftglobes.  To herself, she whispered, "Ah well, I suppose I shall have to alert the guards.  They'll want to stop those three before they find someone less prepared."

She crossed back to the counter, replaced her father's sword, and drew out a quill and paper, writing descriptions of the three men before she could forget..