Golan the Bartender
Race: Human
Gender: Female
Age: 23
Height: 5’5”
Weight: Optional
Strength: Average
Physical Description:
Apparel: (for bartending) Long brown dress with black apron
(for adventuring) A brown waistcoat with a gray shirt underneath. Black riding pants with boots that climb nearly knee-high.
Backstory: TB
The Story Of Golan: Nothing yet
Affiliations and Contacts: Gary Rydel
Minor 1 Casawek Oathouse. Half a days ride outside of Repas lies the Casawek Oathouse, purveyor of Golan's preferred barley, hops, wheat, and other grains used in the making of her famous beer. Golan does business with the owner often, and in a bind, she can call on him to provide her with up to 50G worth of something, be it shelter, non-weapon supplies, food, or whatever else a farm might reasonably have. Golan will have to pay him back before she can call on him like that again, of course.
Minor 2 Adventurer Contacts: Kieran Rydel (RIP), former proprietor of the Cracked Flagon, was quite active in the adventuring community before he retired to start a bar. The first few years were rough, but Kieran could rely on his old mercenary buddies showing up to fill the coffers and empty the kegs. Now, the Cracked Flagon has become something of a destination for mercenaries (locally, anyway) many of whom were introduced to adventuring in this place. It helps that Golan goes out of her way to find and post the latest bounty information on the "Help Wanted" board behind the bar, and hanging old wanted posters on the walls like decorations, with words like CAUGHT or RESOLVED stamped on them. If you want help from the sort who might frequent this sort of establishment, Golan will gladly hang your missive behind the bar too. Please write in large print.
Skills and Abilities
Fire Branded
No one walks away from the flame unmarked, but where others leave with scars you carry something greater. All things burn, you can either help that process along or flee in terror.
Your natural talent has the following benefits:
lvl 0. You have a sixth sense for determining the effects various levels of heat and flame will have on a material. For example, you simply “know” how long to cook a roast.
Lvl 1. With focus, you can alter the way heat is moves through an object (up to 8 cubic feet), possibly reducing or focusing heat into a single point. A passive version of this effect is active on your hands, allowing them to safely touch very hot materials.
Lvl 2. You can infuse non-magical flames with magic, using the heat to add a magical properties to whatever you cook with it. Those that eat your preparation in a warm and fresh state gain the benefits of your chosen Infusion. This effect lasts until their next infused meal or one day. You also gain access to the Vigor infusion, causing your created substances to warm the consumer allow them to call upon a short burst of invigorating energy three times.
Lvl 3. You can create a ghostly, rainbow flame between your hands that wraps around and heats an area (up to 8 cubic feet) over time with temperatures ranging from 0 to 500 degrees Fahrenheit for as long as you maintain concentration (takes up a spell per post). The fires do not burn, nor does the heat effect anything else. Basically a magic oven. The fires are mostly insubstantial, but very light objects can be magically held in place and moved around by the flames (stirred, etc). The flames heat up at a rate of 100 degrees per post, if time is a concern.
Lvl 4. You gain access to the Pyre infusion, which allows you to cast a single fire spell into your cooking. The created substances grant the consumer the ability to cast the infused fire spell twice as though they knew it. If they really do know it, they can instead cast it twice without using a spell per post.
Forged Road
There are some people in this world, more than you'd think, that are physically called to their professions. Whether born with an innate set of talents or forged in a crucible of their own making, these people are uniquely gifted in their fields.
Your natural talent has the following benefits:
Nothing of note yet
Spells
Fire
LEVEL 1
Char - Release a small burst of red hot cinders from your hand.
LEVEL 2
Fireball - Summon into your hand a semi-solid ball of flame that can be thrown. On impact it explodes with the force of an average punch.
LEVEL 3
Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal over time.
LEVEL 4
Endure - Passive. Your body can tolerate extreme heat far longer than other creatures, and you can safely breath carbon monoxide and other toxic gasses for short periods of time (a few minutes).
Other Possessions: None yet
Pets: None yet
Gold: 100 gold
Minor 3-5 Golan has started with too few Minors, and in an agreement with MK she will find a treasure hoard later with three approved minors worth of adventuring loot.
Race: Human
Gender: Female
Age: 23
Height: 5’5”
Weight: Optional
Strength: Average
Physical Description:
Apparel: (for bartending) Long brown dress with black apron
(for adventuring) A brown waistcoat with a gray shirt underneath. Black riding pants with boots that climb nearly knee-high.
Backstory: TB
The Story Of Golan: Nothing yet
Affiliations and Contacts: Gary Rydel
Minor 1 Casawek Oathouse. Half a days ride outside of Repas lies the Casawek Oathouse, purveyor of Golan's preferred barley, hops, wheat, and other grains used in the making of her famous beer. Golan does business with the owner often, and in a bind, she can call on him to provide her with up to 50G worth of something, be it shelter, non-weapon supplies, food, or whatever else a farm might reasonably have. Golan will have to pay him back before she can call on him like that again, of course.
Minor 2 Adventurer Contacts: Kieran Rydel (RIP), former proprietor of the Cracked Flagon, was quite active in the adventuring community before he retired to start a bar. The first few years were rough, but Kieran could rely on his old mercenary buddies showing up to fill the coffers and empty the kegs. Now, the Cracked Flagon has become something of a destination for mercenaries (locally, anyway) many of whom were introduced to adventuring in this place. It helps that Golan goes out of her way to find and post the latest bounty information on the "Help Wanted" board behind the bar, and hanging old wanted posters on the walls like decorations, with words like CAUGHT or RESOLVED stamped on them. If you want help from the sort who might frequent this sort of establishment, Golan will gladly hang your missive behind the bar too. Please write in large print.
Skills and Abilities
Fire Branded
No one walks away from the flame unmarked, but where others leave with scars you carry something greater. All things burn, you can either help that process along or flee in terror.
Your natural talent has the following benefits:
- You gain the following Leveled Skill: Infusion Sage. Your level in this skill is equal to the highest level Fire spell you know.
- Once per post you can cast a 2nd level or lower fire spell without it counting towards your spells per post. You cannot use this to cast more than two spells in a post, even if you have other abilities that let you cast extra spells (e.g. If you have both Fire Branded and Earth Bound you can't cast a spell, a bonus fire spell, and a bonus earth spell in the same post because 3 > 2).
- Any of your fire spells that act with some level of effective strength (average, strong, etc), are one level stronger.
- It takes far less effort than normal for you to learn fire magic - you need only spend 30g per spell level to learn new fire spells.
- You can learn the highest level spells (8+) of the fire art.
lvl 0. You have a sixth sense for determining the effects various levels of heat and flame will have on a material. For example, you simply “know” how long to cook a roast.
Lvl 1. With focus, you can alter the way heat is moves through an object (up to 8 cubic feet), possibly reducing or focusing heat into a single point. A passive version of this effect is active on your hands, allowing them to safely touch very hot materials.
Lvl 2. You can infuse non-magical flames with magic, using the heat to add a magical properties to whatever you cook with it. Those that eat your preparation in a warm and fresh state gain the benefits of your chosen Infusion. This effect lasts until their next infused meal or one day. You also gain access to the Vigor infusion, causing your created substances to warm the consumer allow them to call upon a short burst of invigorating energy three times.
Lvl 3. You can create a ghostly, rainbow flame between your hands that wraps around and heats an area (up to 8 cubic feet) over time with temperatures ranging from 0 to 500 degrees Fahrenheit for as long as you maintain concentration (takes up a spell per post). The fires do not burn, nor does the heat effect anything else. Basically a magic oven. The fires are mostly insubstantial, but very light objects can be magically held in place and moved around by the flames (stirred, etc). The flames heat up at a rate of 100 degrees per post, if time is a concern.
Lvl 4. You gain access to the Pyre infusion, which allows you to cast a single fire spell into your cooking. The created substances grant the consumer the ability to cast the infused fire spell twice as though they knew it. If they really do know it, they can instead cast it twice without using a spell per post.
Forged Road
There are some people in this world, more than you'd think, that are physically called to their professions. Whether born with an innate set of talents or forged in a crucible of their own making, these people are uniquely gifted in their fields.
Your natural talent has the following benefits:
- Choose a profession (Entrepreneur). You gain two additional minors (or one more potent item/ability/whatever) that must be related to this choice.
- Minor 1 - Trained Eye: Golan has seen enough fake coins to know to be on the lookout. She can spot inaccuracies in fakes, illusions, or other methods of pulling wool over her eyes more quickly and easily than normal as long as she is paying attention and her senses are sharp.
- Minor 2 - Bouncer: Golan gains two additional effective strength levels when she is physically moving an enemy away from a person place or thing Golan wants to protect. (Intent matters. If Golan is firing a Longbow at an enemy, she does not gain this bonus because Longbows primarily wound the target. However, if she is placing the enemy in a trebuchet with intent to fire them over the castle walls, she does gain the bonus)
- Anytime you spend gold to learn a specialist skill or warrior technique, if that skill is related to your profession of choice (staff note: we'll accept "technically related, sorta"), you need only spend 75% the regular gold cost of learning that skill. What exactly this represents varies - perhaps you didn't need to spend as much gold paying trainers, wasted less training materials, etc.
- You can spend 500(375 after discount) gold to develop a custom, staff-approved skill or ability that is related to your profession. This gold cost might represent time spent training instead of making money, materials, etc. This can be done any number of times.
Nothing of note yet
Spells
Fire
LEVEL 1
Char - Release a small burst of red hot cinders from your hand.
LEVEL 2
Fireball - Summon into your hand a semi-solid ball of flame that can be thrown. On impact it explodes with the force of an average punch.
LEVEL 3
Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal over time.
LEVEL 4
Endure - Passive. Your body can tolerate extreme heat far longer than other creatures, and you can safely breath carbon monoxide and other toxic gasses for short periods of time (a few minutes).
Other Possessions: None yet
Pets: None yet
Gold: 100 gold
Minor 3-5 Golan has started with too few Minors, and in an agreement with MK she will find a treasure hoard later with three approved minors worth of adventuring loot.



