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Bryseis

Bryseis

Often found with her nose in a book or asleep at her desk after a long night of work on her latest treatise on a newly recovered magical artifact, Researcher Bryseis is probably the most non-threatening looking Tiefling one could possibly imagine. The big silver eyes behind her spectacles belie an almost perpetual doe-eyed expression of wonder at the surrounding world. She has skin the color of a deep purple-red, long black hair that is usually kept in a loose braid, and horns similar in shape to those of a water buffalo. Though a native of Baldur's Gate, she attended Blackstaff Academy in Waterdeep for her education in wizardry, and remained there to further her education and career as a researcher under the tutelage of Professor Wenbald. She wears the robes of a wizard of Blackstaff Academy, and a cloak that clasps with the symbol of Azuth on one side and a ruby in a socket on the other. Wherever she goes, she is always accompanied by her familiar - a fleet of three mice. Astrophel, a mouse with fur as black as the void, is the gatherer of information. Mnemosyne, a mouse with fur that shines like gold, assists with her memory, as to say that Bryseis is absent-minded is putting it very kindly. Zora, a feisty and mischievous mouse with shockingly red fur, protects her books and heads actions in a fight. Bryseis has an unquenchable thirst for knowledge, and hopes someday of becoming a professor of wizardry herself, though her advisor seems to believe that the best education comes not from stuffy wizard towers, but from putting yourself out on the front lines of magical discovery.

Physical Description

Body Features

Purple-red skin, black hair, silver eyes, horns, long tail.

Physical quirks

Swishes or twitches her tail when frustrated or annoyed (much like a mouse...hmmm...).

Special abilities

Spellcasting

Apparel & Accessories

Blackstaff Academy robes, Cloak of Protection clasped with the symbol of Azuth and a gem socket for a ruby (her arcane focus), sturdy but comfortable boots, a pair of spectacles.

Specialized Equipment

Cloak of Protection, dagger+1, normal dagger, Periapt of Health, Ring of Spell Storing, explorer's pack, satchel (for her spellbook, writing implements, spell components, and Zora), Enduring Spellbook (spellbook made specially by the academy's master binders, bound in rich cured leather with gilt edges and the seal of Blackstaff Academy embroidered on the cover)

Mental characteristics

Personal history

As much as she hates to admit it, Bryseis can trace her family bloodline directly back to a member of the original Toril Thirteen through her mother, Lilith Asmodaiya, and as a result, to Asmodeus himself. Her family relocated to Baldur's Gate when she was a young child, after her mother had received a letter from a wealthy Baldurian Tiefling desiring to found a school exclusively for the Tiefling community of Baldur’s Gate, and was seeking those who were expert in their fields as teachers. Her sorcerer father, a disarmingly sweet Tiefling man named Venture, had formerly been an adventurer, so while not wealthy, her family had enough savings to finance the relocation. So she, her parents, and her older brother Damakos (her younger sister Rieta had not been born yet), packed up all their belongings and left. Along the way, Bryseis cultivated her love of magic, reading every book she could get her hands. Her parents and brother, already on his way to becoming an accomplished sorcerer in his own right, did what they could to foster and cultivate this love of magic, but it became evidently clear that she did not have the natural aptitude to become a sorcerer. Her mother taught her the lore of Asmodeus, Tiefling history, and her family history, hoping that she would follow in her footsteps as a warlock of Asmodeus. But the idea that she would have to be beholden to another beings terms, even those of her own direct ancestor, turned the stomach of the independent young girl. Reaching Baldur’s Gate, her family was able to settle in the Lower City. Years passed, Rieta was born, the Tiefling School grew (she and her siblings attended as well) under the cultivation of her mother and the other teachers, and Bryseis remained unsatisfied. She loved magic and wanted to learn and do more. She learned of wizardry from one of the city’s librarians, a human who befriended her out of fascination with her seemingly endless questions and desire to read. Wizardry and the reading and recitation of cantrips opened her to the world of magic that she so desired, but strained her relationship with her mother, who strongly felt that wizardry was no way for a proud Tiefling. After completing the necessary years of basic education at the School in Baldur’s Gate, she drafted a letter to Blackstaff Academy, near Waterdeep, requesting entry and a chance to study as a wizard. She received a long letter in response, the only portion of which she can remember are the few lines that would change her life. “In all our years, Blackstaff Academy has never admitted a Tiefling student.” The letter continued, “But in all our years, a Tiefling has never applied. We will require a meeting, perhaps a demonstration of talents, but suffice to say, we are highly interested in your attendance.” Her mother was dismayed, but could not stop her. So she helped Bryseis prepare for the meeting and travel to the academy. She was admitted, becoming an ambassador for her race. Her intelligence and thirst for knowledge propelled her through her founding years. She excelled as a student, and even though her memory problems made her a bit of a laughing stock amongst the other students, nobody could deny that she was a capable wizard and researcher. These days, after joining the school of Loremastery and attaining the title of Researcher, Bryseis spends most of her time in her office or the Academy’s library, conducting research and writing papers and books. Occasionally her work takes her out into the field, finding a magical artifact or determining the location of powerful magical concentration. Even more rarely, she teaches or assists a class. Her memory for things she has little care for continues to grow worse. Save for Rieta, who went to Waterdeep to meet with her and fell into the adventuring life, she has not seen her family for some time, but she understands where things stand. Her mother still teaches fiendology, defense against fiends, tiefling history, and magical control classes for young warlocks and sorcerers at her school, and remains one of the most highly regarded teachers in the whole city of Baldur’s Gate. People of all races seek her out for help or tutoring, regardless of the fact that she is a Tiefling, where the subject of the fiendish is concerned. Their relationship is still strained, as is her relationship with Rieta. Her brother Damakos set out years ago in search of the magical relics of the Fortress of the Half-Demon in faraway Narfell. Before receiving a letter from him recently, it had been unknown whether he was alive or dead. Her father…is another story. He came back from his final adventure…changed. He’s still a sweet and lovely man, but he is not himself. He and Bryseis have a good relationship, but every letter she receives from him belies more and more of his spirit and coherence dying.

Gender Identity

Female

Education

Growing up, Bryseis was educated at the Baldur's Gate School for Tieflings, a school established by several prominent tieflings in and around Baldur's Gate, including her mother, as a safe place for tieflings to earn a proper education. After completing her education there, she applied and was accepted to Blackstaff Academy in Waterdeep, where she received her primary wizardry education. Upon completion of primary wizardry, she was requested by Professor Wenbald to stay and continue her education in wizardry as a research wizard under his advisory.

Accomplishments & Achievements

Researcher Bryseis considers being the first tiefling accepted to Blackstaff Academy to be one of her greatest achievements. Her first achievement in wizardry was to successfully complete the Find Familiar ritual and receive her familiar, which surprisingly took the form of three mice. During her time at the Academy, Bryseis has published several treatises on magical artifacts and the nature of magic spells. However, recently, she has managed to accomplish many significant achievements by taking a more hands-on approach adventuring in the field. Along with the help of Skorg, Lyra, Sly, and Fiego, she was able to recover the ring of a summoning portal that would have been used by the Cult of the Dragon to open a doorway to hell and finding Tiamat. She and Xion worked together with a few others to help rescue his sister Elloris and her own sister Rieta from the (at the time) undead mage Miralancer in a temple to Juiblex. She has been named by Blackstaff Academy as the official envoy to Chult, in order to foster a relationship between the wizards of the academy and the wizards of Port Nyanzaru. With the help of Lyra, Sly, Rivaan, and Karash, she recovered the key to one of Waterdeep's defenses that had been created by Ahghairon from a building on the back of the tarrasque that's asleep...somewhere.

Failures & Embarrassments

While she has been known to slip and fall into the odd river or two, and has soiled a few sets of Blackstaff Academy's robes beyond repair due to adventures in the sewers, her biggest embarrassment was probably back during her time in primary wizardry, when thoroughly drunk on what her friend Gryngarrion (an alchemy and potions specialist) calls "Orc Stink Drink" - a powerfully alcoholic concoction that also boosts one's strength - she completely wrecked the dorm commons.

Mental Trauma

To say that Bryseis is absent-minded is putting it VERY lightly. She has trouble recalling day-to-day information, and forgets or gets distracted from things very easily. If it is not relevant to her research, it gets deleted from her memory.

Intellectual Characteristics

Studious, inquisitive, bookish, logical (but not always practical).

Morality & Philosophy

Chaotic Good - Bryseis sees herself as an ambassador for tieflingdom, and works very hard to show that tieflings are not inherently suspicious, untrustworthy, or evil. But she follows her conscience, wherever that may lead and however that may result. Bryseis also prides herself on her work ethic and her dedication to the research method of determining how magic works.

Personality Characteristics

Motivation

Aspires to become a professor of wizardry at Blackstaff Academy, to discover, research, and publish treatises on magical artifacts and newly discovered or recovered spells, and maybe, someday in the future, if she's capable, creating new spells.

Likes & Dislikes

Likes to make unusual friends (some include a Chultan Dragonborn, a Calishite Tabaxi, a Minotaur, etc.). Dislikes acknowledging her family name, history, and ties to the evil god Asmodeus - she only uses her last name if absolutely necessary.

Virtues & Personality perks

Intelligent, kind, friendly, approachable, a good teacher.

Vices & Personality flaws

Easily distracted and prone to tangents.

Personality Quirks

Drools when she sleeps.

Social

Contacts & Relations

The Watchful order of Magists and Protectors, Wakanga O'tamu of Port Nyanzaru, Grandfather Zatembe (temple of Savras in Port Nyanzaru)

Family Ties

Her mother is Lilith Asmodaiya - warlock of Asmodeus, fiendologist, teacher. Her father is Venture (sometimes called Venture Asmodaiya) - sorcerer and former adventurer. He is afflicted with some sort of memory wasting condition, unknown if it is magical or physical. Her older brother is Damakos Asmodaiya - sorcerer and adventurer. He has recently been heard from, but hasn't been seen in close to ten years. Her younger sister is Rieta Asmodaiya - warlock of Asmodeus. Her family lives in Baldur's Gate, but Rieta has been living with her at the academy ever since she was kidnapped.

Religious Views

Worships Azuth as her primary deity, but also prays to Oghma and Mystra, as they are the gods of knowledge and magic, respectively.

Social Aptitude

Friendly and affable, but socially awkward.

Hobbies & Pets

Hobbies include sketching and reading. She's also a tea aficionado and collects teas and tea blends from regions all across Faerun. She has a little pet rock named Edward that was given to her by a little Svirfneblin girl named Zanna. He eats one pebble a day (yes, you read that right).

Speech

Tends to swear or deliver insults in infernal rather than common.

Relationships

Bryseis

Sister (Important)

Towards Rieta

-1
1

Honest


Rieta

Sister (Important)

Towards Bryseis

-1
0

Dishonest


Nicknames & Petnames

Rieta calls Bryseis "Bry," and Bryseis will sometimes call Rieta "Ree."

Relationship Reasoning

Their relationship is strained due to both of them disapproving of the other's life choices, but deep down, they love each other and would do anything to save the other's life if it came down to it.

Bryseis

Daughter (Trivial)

Towards Ms. Lilith Asmodaiya

1
0

Honest


Ms. Lilith Asmodaiya

Mother (Important)

Towards Bryseis

1
-1

Honest


Wealth & Financial state

Adventuring has allowed Bryseis to come into quite a bit of money, but she is very unused to the availability of wealth, and almost everything is provided for her by lodging on the grounds of Blackstaff Academy. As such, she typically spends her money on things relating to her particular interests - the necessary implements to inscribe spells into her spellbook, other components for spells, and books. She has also invested a sum of money in the re-building of her friend Tommen Ger's Calishite restaurant.

Researcher wizard from Blackstaff Academy.

View Character Profile
Year of Birth
1468 24 Years old
Spouses
Siblings
Rieta (Sister)
Children
Current Residence
Blackstaff Academy
Gender
Female
Eyes
Silver
Hair
Long, black, usually in a braid
Height
5' 0"
Weight
105 lbs
Known Languages
Common, Infernal, Elvish, Primordial, Draconic

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Report for the Blackstaff on the events of the 30th of Marpenoth by Researcher Bryseis Asmodaiya
21st of Uktar, 1491

In this report I will detail as best as I can, what I experienced during the events of the 30th of Marpenoth – Liar’s Night – when the dragon Nas’Turik attacked Waterdeep. After you dispatched us to Mystra’s Arms to investigate the escape of wizard Pentarost, Watchman Daardendrian, with the help of Watchman Naktun’s keen sense of smell, was able to quickly determine that wizard Pentarost had been dug out of his cell by kobolds. Radiant Olana interviewed the staff and determined that nothing had been different about wizard Pentarost leading up to his escape, certainly not anything that would indicate a desire or a plan to escape. Delola and I searched the wizard’s cell. The only possessions we could find were a pair of books about halflings, one being about the adventures of Jenny Windmane, the intrepid adventurer. We were about to leave when Watchman Naktun caught the scent of kobolds down the street, which gave us a direction to head in. Not long after, we came upon wizard Pentarost, who was wearing a mask of the Mad Mage Wizard Blackcloak, and was surrounded by kobolds wearing cloaks and masks. We gave chase down the busy street and managed to do away with the kobolds as we arrived in front of the Tower of Luck. At that moment, Nas’Turik and his army of winged kobolds descended from what we thought was a storm cloud and attacked the city. I must make note that I have never seen blue kobolds before, winged or not. If it weren’t for having seen metallic kobolds first hand I would think that kobolds of any other scale-color than red were an impossibility. In the fray, we were unable to bring in wizard Pentarost to you for questioning because he was carried off by a winged kobold, but it wasn’t trying to kill him, it was transporting him somewhere. If it hadn’t been for the quick thinking of Hunter Karash to put a Hunter’s Mark on him, he would have been lost. Hunter Karash tracked wizard Pentarost through the city and led us to an entrance to the Warrens. At this point, I must make a complaint about Watchman Daardendrian’s conduct. It was most unbecoming of a member of Waterdeep’s Watch. As is understandable, the Halflings guarding the entrance to the Warrens saw us approaching and would not allow us entry. Watchman Daardendrian tried to enter the Warrens by force, and was ready to attack the guards to gain entry. As an honorable member of the Watch, he would know that he would not be able to enter the Warrens without permission from the Warrens’ guards, or a Magister’s writ of entry, and that to attack the guards is a violation of duty. I understand the stress of the moment and what was at stake, and don’t think that he should be reprimanded too severely, but I would be remiss if I didn’t complain. We might not have ever been able to enter the Warrens if it wasn’t for Delola’s ability to convince Jenny Windmane herself that we meant no harm and needed to enter the Warrens to find a person that could intend great harm to the city. Jenny and Karash led us to a big open cavern next to where there was a tavern and a few other homes before Karash lost the ability to track his quarry. Delola interviewed each of the people who came out to investigate what was going on while we searched the caverns for clues. Eventually, Delola learned from the owner of the tavern called The Whale Tail that there was something weird happening in the broom closet, and that all his brooms were disappearing after he’d put them in there. We went to the broom closet and discovered a secret entrance magically disguised as a false wall. We passed through the illusory wall and immediately found all of the tavernkeeper’s brooms, which we put back into the closet before continuing on. The passage led to a cavern, of which one side was a huge, blue, smooth wall made of wood, but the wooden panels were joined such that one could barely tell that it was wood. I did notice that there was a lock on a doorway in the wall that matched a key that I had found in one of Ahghairon’s demiplanes. We found wizard Pentarost at the end of the cave standing over a magical apparatus that was hooked up to a man, who looked to be a sailor, and draining his life force into a device that looked exactly like the key. Radiant Olana noticed that there was what appeared to be a crown of sorts attached to wizard Pentarost’s head and surmised that he might have been being controlled. She used a magic item to cast a greater restoration spell on him and the crown broke, rendering Pentarost unconscious but alive. I got to work examining the apparatus and was able to determine that it could be shut down, but one incorrect move would cause the device to detonate with enough magical energy to level much of the city of Waterdeep. I knew I was going to need to give it my all, and prayed to Azuth to guide my hands in this task as he has guided me in all my wizardry. To provide a proper sacrifice for such an important prayer, I tore a page from my spellbook and burned it, through tears, sacrificing the knowledge of that spell in that act. As soon as the page turned to ash, there was a flash of blue light and I felt a hand lift my chin. I look up to see the face of Azuth - Azuth himself - standing before me. He told me not to cry, and with a wave of his hand the device powered down. Then, just as he appeared, he disappeared in a flash of blue light. As Radiant Olana got to work healing the sailor, I received a paper bird with a message that said “Use the key, and save the city. – M.” I took the key out of my satchel, went over to the door in the blue wall, and inserted the key into the lock. The door opened, and we entered into what looked like a ship, but a ship far more advanced than any sailing ship I had ever seen. The only thing that comes close is a vessel that the Giff use to traverse the stars. As we approached the “bridge” of the ship, the crew woke up and explained to us that we were aboard what they called a Spelljammer, and that since we had brought them the key, they could go home. They explained that they were simulacra of the original crew, who were in stasis in an escape pod, and that they had crash landed here on Toril during the Illithid Wars. While they didn’t know how long they had been here, they estimated that they had been there for a period that, to me, adds up to at least 1,000 years. They told us that they were eager to return home, but would grant us a favor in return for bringing back the key, and I asked them if they would be able to use the ship to attack the dragon, Nas’Turik, that was attacking the city. They agreed, and I placed the key in the console. The controls turned on and the crew piloted the Spelljammer through the earth and came out through the harbor, lifting up into the air and hovering over Mt. Waterdeep. At this moment, the Spelljammer began to charge its weapon, I believe it was called the Rune of Drakkar, which I was told acts like a magic missile. At this moment, Nas’Turik landed square on top of the mountain and stared down the Spelljammer. I began to get an uneasy feeling, like that this was what the dragon wanted, but it was too late to stop the events that followed. The Spelljammer launched the blast, and just as the blast was about to hit Nas’Turik, he winked out of existence, and the blast then turned and headed straight for Ahghairon’s Tower, slamming squarely into it and causing the dragon ward to go down. Then the tower flung a blast back at the Spelljammer, hitting it square on and killing all of the simulacra. The Spelljammer then began to fall toward the ground. I told all my compatriots to get to the escape pods and put the control apparatus on my head. I was able to turn the Spelljammer away from the city and out over the ocean. From there, I ran to the escape pods, which could only fit four and two had already jettisoned. Hunter Karash was able to grab my hand and pull me into the last escape pod, close the door, and jettison the pod, which landed on the street in front of the castle. As Hunter Karash and I exited the pod I looked around and for the first time, really took in the horror of the day. There were so many dead in the streets, gryphons were falling from the sky, and a dragon had landed on the roof of the palace. It was that we ran into Sir Fiego, Sir Skorg, and Lyra, who were going to the castle to meet with Warden Elminster, which brought me back from the brink of breaking down in grief. They asked us if we would join them in their meeting with the Warden, and Sir Skorg informed me that there was an imminent attack from a massive orc army. We made our way into the castle and to the war room to meet with the Warden. Warden Elminster told us that the orcs had opened up a portal north of Waterdeep, and not only was that how such a massive army of orcs had amassed in so quick a time, but that when Nas’Turik disappeared, he had traveled to another plane, and intended to come back through the portal to complete his destruction of the city now that the dragon ward was gone. We took some time to rest and formulate a plan. We speculated that the orcs were being led by Sir Skorg’s cousin Magog, who was known to be working with Nas’Turik’s forces, so Sir Skorg, his driver Grymskull, and Sir Fiego would distract the orcs with a leadership challenge while Lyra and I snuck into the tent to disable the portal. When we were ready, Warden Elminster took us down to a room deep inside the castle that had a mural with beautiful creeping vines in relief on one of the walls. The Warden explained that this mural was actually a gate that led to a unicorn run, and that the gateway could only be activated by a druid. Lyra examined the mural and planted a seed, praying to Rillifane, and a flower grew. This flower matched a spot where there was a missing flower on the vine, and when she placed the flower, a portal opened up in the center of the vines. The Warden told us that this path would take us to an old tree to the north and we stepped through the portal. We came out of the portal into the Feywild. It was so verdant and so green and so beautiful. Lyra was able to find the path that the unicorn had taken and we followed it, narrowly avoiding Baba Yaga, or at least it was a hag who looked like the Baba Yaga of legend in her walking hut. We exited the Feywild through another portal in a large, old tree, and just like that, we were in the woods north of the orc encampment. We found the tent and Sir Skorg and Sir Fiego enacted their plan. Once the sound of challenge drums began, Lyra silenced her and my steps, and I cast invisibility on us, and we held a length of rope between us to keep ourselves together. We snuck into the tent and hid behind a bunch of crates. Inside the tent were six creatures wearing robes, they looked almost like giant worms, with huge maws, no eyes, and arms, but no legs. They were nothing like I had ever seen before. They were standing surrounding a portal and summoning orcs through it. It was a portal that led to and or from one of the layers of the Abyss, but I couldn’t tell which one. I was able to use my black mouse Astrophel to deliver a counterspell and one of the creatures went down, disrupting the summoning. The orcs began looking around the room but didn’t find us before Magog entered the tent and ran through the portal. The creatures followed, and as the last creature was about to pull the gate ring into the closing portal, I was able to counterspell one more time and the ring cracked. I hope that that would render the ring useless as a gate, but at least that will hold back the dragon and strand the orcs in the Abyss for a while. If I could draw some conclusions from my experiences of this day’s events, they would be the following. Nas’Turik must have known that the Spelljammer was there under Waterdeep and how its weapons worked. This means that he is at least one thousand years old, if not several thousand years old. He might have even been there when the Spelljammer crashed. He must have known that the origin of the dragon ward was Ahghairon’s Tower. He would have had to have known that the only way that he could travel to another plane while keeping the Rune of Drakkar’s blast focused on something to hit, he would have had to leave a part of his body behind in this plane. He would have known that if he wanted to be on another plane and have the Rune of Drakkar’s blast hit Ahghairon’s Tower, he would have to get a piece of his body inside the tower. When myself and the party I was with met the storm giant Thorsten Tyrdug, he told us that Nas’Turik had given up one of his eyes. But to whom? And how did the eye get inside Ahghairon’s Tower? Also, it was clear that the orcs were working with Nas’Turik, and if the orcs were getting to Waterdeep by traveling through the Abyss, that means that demons are working with Nas’Turk. Why are all of these typically evil and purely self-interested parties working together? What do they all get out of this? Also what does Nas’Turik get out of this? He wants the skull of Tarse, but why? One can presume that he wants it to bring back Tarse as a lich to learn how to bring Tiamat back to Toril, but is that really his motive? All in all, I can’t help but feel responsible for the loss of the dragon ward. If it wasn’t for my suggestion to the crew of the Spelljammer to use their weapon on Nas’Turik, it never would have caused the dragon ward to go down. The city is now in peril because of those actions. As such, I would like to dedicate all of my research going forward to restoring the dragon ward, so long as you and my advisor Professor Wenbald allow. I promise on my honor that I will work until a solution is found.

Welcome back, lost lamb
20th of Kythorn, 1491

Bryseis bade her friends goodbye and returned to Blackstaff Tower. She greeted the guards at the door and they let her inside. "A young tiefling lady has been asking around for you," one of the guards told her. "Oh? A potential student?" Bryseis replied. "No Researcher Bryseis, she's..." "Well if she wants to apply to the academy, she'll have to write a request of attendance like everyone else," and with that, Bryseis headed up the stairs to her office. The guards just looked at each other and shrugged. Tieflings made them uneasy, and it seemed like there were more of them in Waterdeep these days than ever. Bryseis reached her office door and was about to open it when she looked down the hall and saw that the door to the office two doors down was open. She smiled and walked over. Researcher Gryngarrion, herbalist and alchemist, was just about to titrate one distillate into another. "Okak'll Gaj Dar Okak...um...do that," she called in from the door. Gryngarrion bellowed with laughter. "Bryseis!" he exclaimed. "Glad to see you made it back in one piece! Though where did you learn your Orc from?! You speak like a child!" Zora, Astrophel, and Mnemosyne ran over to Gryngarrion and deftly climbed up to his shoulders. He laughed and stroked each of the little mice behind the ears with large fingers. "One of my adventuring party was a half-orc like you," she replied. "Sir Skorg of...oh I can't remember. He spent all of 5 minutes trying to teach me that one phrase. What are you working on?" "Something new. I'm combining a few rare extracts with some ingredients that have been gifted from Calimshan. Should turn out interesting. How was your adventure?" "Exhilarating, if harrowing. But we discovered an artifact so I have to meet with Professor Wenbald in the morning and start writing a paper. I hope you have a good night. Come, my tinies!" Her mice ran back to her." "Good night, and good luck. Oh! Party tomorrow night. Are you in?" Bryseis laughed. "We'll see." "I'll never forget the wreck you made of the dorm commons." "Ugh, don't remind me. And keep your Orc Stink Drink away from me!" Gryngarrion laughed uproariously. Bryseis unlocked the door to her office, walked in, and almost jumped out of her skin when she saw Professor Wenbald sitting in her chair at her desk. "Researcher Bryseis," he began. "Glad to see you're finally back." "Professor...sir," she gulped. "You're here. In my office. The door was locked. How did you get in here?" "Do I really have to explain that one to you again? Now, tell me about your adventure." Bryseis told him all about the tomb and the dwarven mine, about the battles they fought and the things that they found, showing him her journal. "A hellgate you say?!" he pondered. "Just the outer ring," she replied. "And where is it now?" "It's being warded over by druids. They're part of some order. I forget what it's called." "Good." Professor Wenbald paused heavily. "So, how did you like your first real taste of adventuring on your own?" Bryseis thought for a bit. "I quite enjoyed it, and I'd like to go back there again. We didn't finish exploring, and there was something about a dwarven statue, and an owl...something magic." "Good, I'm glad. Because from now on I expect you to go out adventuring in the world and get out of this stuffy office more often." "But Professor! I have a paper to write!" "Leave the paper-writing to me. Don't worry, you'll still get full co-authorship like always. There's a world of wonders out there, and I want you to discover them." "Well, when you put it that way...yes sir!" Professor Wenbald smiled, and stood up and walked around the desk up to Bryseis. "Well, since you will be out in perilous conditions more often now, I suppose you will need one of these." He produced a large spellbook and held it out to Bryseis. It was beautifully bound in rich cured leather and had gilt edges. Its cover had the seal of Blackstaff Academy embroidered on it. Bryseis recognized it immediately as an enduring spellbook, made specially by the academy's master binders. "It's beautiful, sir, but my good old spellbook's still got plenty of use left." "I heard you fell into a river." "Who told you that?! Wait," she paused, then looked around. "Where's Astrophel?" The black mouse peeked out from under Professor Wenbald's collar. Bryseis sighed with embarrassment. "Take the spellbook. It's a gift. You're a worthy researcher, and your spells will need protection." "I don't know what to say. Thank you sir. Thank you!" She took the spellbook in her hands. Professor Wenbald smiled, clasped his hands behind him, and walked out of the office. That night, as Researcher Bryseis fell asleep in her chair copying spells into the new spellbook, she began to dream. She dreamed of a great library. She walked among rows of books looking for something, yet nothing she picked up was what she was looking for. Just as she was about to pull what she thought might be a Tome of Clear Thought off the shelf. A hand came to rest on her shoulder. "I have what you are looking for, my child," oozed a voice from behind her. She dared not look behind her; she knew whose voice it was immediately. She looked down at her hands and flames sprang forth from them. Suddenly, flames rose up from the ground and wreathed around her like ribbons floating in the air. The voice chuckled menacingly, yet proudly. Bryseis woke with a start. She looked around the room. Same old office, same old desk, same old chair. She shuddered in disgust at the thought of her dream. There was a spot of drool on her new spellbook. She wiped it away. "Hm, no mark. I could get used to a droolproof book," she said to herself. She looked at her hands. Everything was the same, and yet, she did feel a bit...different.

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