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Willow Dark

Willow was born in Languard.


She was raised by her Mother.
Her Father was a thief, who early in her life was around
most of the time, but by the time she was six it became less
and less. This left her mother to raise her alone.
Her Mother was a serving wench at a small small pub near
the docks in the Shambles.
Daily life was dangerous, but fun for Willow. She learned
all kinds of neat things from her friends and the young men
and women ran through the dark alleys and basements.
Before long, Willow had learned a little of the skills needed
to survive on the streets, and the little bit of coin she was
able to bring in helped her Mother and her move from the
leaky shack they lived and into a semi-safe upper story
(attic) apartment.
It was during this time that she met Nathyn, a young mage
who was recently orphaned. They became good friends and
worked well as a team.
Eventually Willow came under the eye of the local guard
and she needed to leave town for a bit to let things cool off.
Willow's Mother told her before she left that her father (that
no good rotten scoundrel) stole a pendant from her when he
left. It was a Dark Family heirloom that had been in the
family for over four generations. She told you that it was a
good luck charm of sorts and would protect any Dark who
wore it. Her husband, your Father Jake Sapphire, was no
Dark.
Using her contacts in Languard she tracked down his last
known whereabouts. Supposedly he was killed in a bar fight a year ago in the Shambles. He had lived
less than a five minutes walk from you the whole time. Willow also found out that most likely his body
was taken and delivered to the Temple of the Iron God as a pauper. Doing some research you found
two adventurers who were heading to the Temple as apparently the monks there started disobeying the
rules and doctrines of their God and he finally punished them with a 24hr lightning attack on their
Temple, destroying the Temple and killing all of the monks.
You hired on with Jymm, a cleric of Sol and his partner Baub, a mage, who were traveling to the
Temple to see what they could find out. Along the way you found out that Jeff was searching for some
sort of Book that would teach him to Animate the Dead that the Monks were rumored to have in their
library.
Now that they are dead, you have no money and no job. But you have a feeling that your Mothers
pendant is somewhere in the Temple or catacombs of The Iron God.

You think that Nathyn Nou, an aspiring mage, is OK, if not a little flamboyant and naive.
You have several contacts in both the criminal and city watch world of Langford.
You have a magical silk rope (50') that obeys your commands (somewhat).
Your matching daggers were taken from the body of a dead foreign sailor you found floating in the
Svart River. One vibrates when a magical trap is near, the other when it is mechanical (within 5').
Willow Dark
Supplemental information

Molly's Bearded Lady: “Molly” Moluan Drahammer, a bearded dwarf matron runs this small three
story Tavern/boarding house. She is known for letting anyone and everyone use her rooms, but the
price is high for the accommodations. One gold coin to get in, one gold coin per drink and per meal,
rooms one gold coin per day. The rules are simple: No fighting, No stealing, and No talking about
who is there or what happens there. Anyone who breaks these rules is killed, simple and fast, usually
by one of the many assassins who work as staff, but sometimes by any customer who desires to get in
good with Molly. You also know that there are several hidden rooms in the cellar that cater to those
who wish to truly hide.

One time Willow came into some illicit coin, but in doing so she embarrassed a particular thief (Eric
Isaburi) who desired to make a name for himself by taking his money back. Nearly every normal
hiding spot that she knew of he had access to and she barely escaped several times. She decided that
she would use some of the gold to hide out at Molly's until she could figure something out. While there
he found her in the tavern, she used her innocent and youthful looks to goad and tease him. It was all
fun and games until he had, had enough and drew a dagger intending to stab her. Before his weapon
even reached its upper arch, he was hit twice by hand-crossbows from the bartender and one of the
serving girls, and a thrown dagger from a well dressed woman by the fire. The look on his face as he
fell was priceless. She even got a few free drinks that night from well wishers.

The Arches Bazaar: fronting along Cheap St, Puddle Lane and Dragmire Walk, this is a long
warehouse with a deep overhang that is supported by stone arches. Stalls under shaded arches sell
everything from fruit, to fish, narcotics to cheap drinks.
You know several of the sellers who give you pretty good discounts on items in return for leading
customers to them occasionally.
One in particular, “Ozam's Bitters” sells concoctions of dubious nature meant to heal and cure various
ailments. While he is a skilled herbalist and alchemist, his main skills are in poisons and antidotes.

Ruusu's Rathole: A dilapidated and run down building that seems to want to fall in upon it self with
even the slightest breeze, remarkably still stands over the years. The windows and doors are boarded
up and in the darkness beyond there is a musty, moldy storefront run by Aalto Ruusu, a deranged and
pale man who swears the place is radiant, clean and still open for business. Things that Ruusu offers
for sale are junk, rotten and worthless, but he will describe them as if they are pure gold and jewel.
Which in his mind they are.
You are pretty sure that Ruusu is a vampire as he never comes out during the day, he never seems to eat
and there are dead rats and bats in every corner of the shop further causing the horrendous smell.

Kingsfail: This broken and barren chapel ruin is where the gangs and individuals come to make deals.
It is supposedly a neutral ground where sides can talk in peace. There is nothing enforce this peace, not
like at Molly's though, so usually the only thing keeping the peace during talks are the hidden gang
members or open guards of those who come to negotiate. It is a favorite gathering spot for local youths
to watch the fights that sometimes break out.

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