Year of Wild Magic, 14 Present Reckoning, 20th of Eleasias
Evening; House of Good Spirits, Waterdeep


The Mere of Dead Men. Not exactly a pleasant destination.

I’ve signed on with the Guild, and been set up with several others. They seem a relatively competent group. Hopefully they won’t get slaughtered like Veran and the others.

Amershaine – a half-elf woods warrior. Not sure if he’s a ranger or not, but I have a feeling he’ll be a problem. My uncle got him to say he’d protect me. How damned annoying, and just like my uncle.

Azenon – a boy, with some magic about him. Not really sure how he’ll work out. Seems pleasant enough, but young.

Tinem – a gnome. Need I say more? Has some magic as well. Has a rat for a familiar. I’ve told Harly that he can’t eat it. I hope he listens to me…

Marise – female dwarf warrior. Has an air of surety about her. If it comes to a fight, she’ll be handy to have around.

Bedwin – another dwarf, male this time. A warrior too as far as I can tell. Cranky. He’s devout, judging from his gear, so maybe he has some priestly magic as well.

Mehet – a ? Got me. She’s a she, though, A very sensual she. A bard as well. Hope we don’t come across a field of catnip. Mehet will likely be worthless for a week afterward. Definitely something otherworldly about her. Maybe from the Plane of Cats

Alemnia – another mage. I’m hoping we’ll have some time to share spells. She seems a bit distant though.

Jakihm - Tymoran cleric. While I like the thought of having a priest along, those Tymorans I’ve met have been a bit unstable. This one seems to have a few loose screws too.

Uncle’s supposed to set us up with a guide tomorrow morning. Hopefully, the man won’t be a problem. Knowing my uncle though? I’ll try to get some time to talk with the guide and explain to him that I’m not going to put up with any foolishness.

Wish I knew what to prepare for tomorrow. I guess I’ll just have to wait and see. The spells I have in my head already should be good enough in general though. If the Mere thinks otherwise, I’ll find out soon enough.

Adventurer’s Guild, Waterdeep

Joining the guild. Initial fees (deferred) seventy five gold. Annual fee – Twenty gold Initial fee deferred until first writ of Merchant’s Guild is collected.

Can rest at guild for three nights within a two month span – free room and board.

Possible training available from the guild…

Azenon – Fire Genasi
Mehet – Tiefling? Possible worships Bast, Mulhorand.

©2003 Nathan Caroland, All rights reserved.