Dillion
Dillion Airic
Physical Description
General Physical Condition
Six feet 1 inch tall, thin with an agile frame and bronze skin. Dark hair that falls about his shoulders and a well-groomed beard capped to a point with a hollow gold rod. Face and ears are heavily pierced with gold jewelry.
Body Features
Long Black hair tied into a pony tail with a wide gold band keeping it together.
Tanned skin.
Facial Features
Beard is a few inches long twisted into a point that is capped by a hollow gold rod.
Identifying Characteristics
Nose is pierced with a golden ring on the left nostril.
Two more gold ring piercings over his left eye.
Four gold rings along the top of his right ear, three gold rings on his left ear.
Physical quirks
Left hand is dominant.
Carries himself tall and straight-backed with his shoulders back.
Six feet one inch tall.
Apparel & Accessories
Mages robe, orange with white trim.
Specialized Equipment
Aurym Partis Seyr
Personality Characteristics
Motivation
Adventures to fill out his books of knowledge and study as much of the world as possible.
Personality Quirks
Dillion has been having visions...
Social
Contacts & Relations
Somewhat known among the Lord's Alliance for having sold a potion of youth through their contacts.
Social Aptitude
Gestures slightly with whatever happens to be in his hands at the time, usually his Staff or Orb.
Hobbies & Pets
Spends a large amount of time drawing just about anything or practicing his penmenship.
Speech
Talks slowly to people who he feels are not as intelligent as himself.
Relationships
Wealth & Financial state
A Small fortune (about 10,000 gold pieces), gained from selling a Potion of Youth, was lost in the Plains of the Dead after a Wight attack while heading down to Greenest.
Year of Birth
1475
22 Years old
Spouses
Siblings
Children
Current Residence
None
Gender
Male
Eyes
Steel-Grey, Piercing
Hair
Long, Pony Tail with Gold Band; Twisted beard coming to a point with golden band around the tip
Height
6'1"
Weight
195
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To Waterdeep; Week 3. -Two women, a boy, and a fool.
The merchants and I worked out a better deal for everyone. I am being paid 16 gold per tenday, up from 12 per tenday, and I now have control of a contingent of guards of mostly questionable morale and skill. Technically, I am taking less money from the silk merchant who now has no wares, but I am also being paid by the armorsmith. Lowered wage aside, I need to find a way to help the silk merchant a bit more. We've made small-talk about his wares before, but I need to know if he can craft his silk from the raw materials.
I can probably find a source of raw silk on the way up. If we can get some raw materials he may be able to at least make something to sell. Being friends with a silk merchant is a boon that is very much welcome. Ill get a chair and spinning wheel from the woodcrafters and clear an area in the cart if I have to. Nyerheart is holding it together for now, but I am not sure how long he can keep it together without a way to rally.
Tonight, we met a pair of suspicious ladies on the road. Two women, 3 carts. I was suspicious to begin with, but did not know what they were.
I noticed Benjamin speaking with one of them and was going to ask him about what she said, but the other accosted me first. She was too friendly. Wanted to know too much about me. After conferring with my compatriots, it reminded me of what I had read of a Doppelganger and the little one confirmed she didn't smell like anyone in the caravan.
Had they not vanished with someone from the caravan, I do not think I would have encouraged the others to do something. What I know of Doppelgangers is they aren't necessarily evil; they are not quite demons clawing their way to our plane from the depths of the 9 hells. Misunderstood, maybe. Treated with nothing but distrust and derision when they are found out, certainly. It begs the question: Were the ones talked about in fables always malicious or had to become that way due to circumstances and the need for survival?
Even we were suspicious of them and unsure of what to do. Eventually, we caught them with an unconscious drunkard and saved him. To their credit, they did not kill or tear him apart. In fact... We don't even know if they knocked him unconscious. Not for sure. I will have to speak with Larian about the other night when I can.
Godfrey immediately set his mind to having them killed. Godfrey made his opinion very well known and walked off, as he is commonly doing lately. There was some agreement with the group, but at the very least Deigon and I stayed that decision. There was some tension with Benjamin; who lingered. In the end, We left them unconscious by a tree with some bandages.
It's unfortunate. In all technicality, we could have used the help of a doppelganger to read the surface thoughts of the guards at the other carts, pinpointed the ones that needed watching and planned from there.
(The rest of the journal segues into strange lettering.)
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