Scar d’Inurath

Feuille de personnage: Scar, prêtre niveau 2 (PDF)
Feuille de sorts: Scar, niveaux 0-1 (PDF)
Feuille de sorts: Scar, niveaux 0-9 (XLS)
Règles pour le rachat de l’ajustement en niveau du litorien

Biographie: Scar vient d’arriver à Ptolus il y a deux semaines…
Il y a quelques années, alors qu’il n’avait que 16 ans, le ranger Redfix, un humain, l’a sauvé de la mort en le retrouvant quelques jours après un malheureux accident de chasse. Scar est immédiatement devenu son protecteur (dette de vie). Toutefois, il a manqué à son devoir lors d’une escarmouche avec un groupe de créatures mauvaises (ogres, mephits, goblins et un mystérieux serpent-homme). Avant que son maître ne meurt, il lui a promis de le venger. Déshonoré, il a dû quitter son clan de litoriens. Pour réussir à fonctionner et retrouver son honneur, il a fait ce que très peu de sa race font : il s’est tourné vers la religion. Il s’est dévoué à une déesse qui représentait bien ses motivations : Inurath la vengeresse. Il a suivi les traces des assassins de Redfix qui l’on mené vers Ptolus. Il prie depuis quelques jours déjà au temple d’Inurath dans le district des Temples où sa présence surprend les habitués! Il passe la majeure partie de ses journées à s’acclimater aux conditions urbaines et à recueillir de l’information. Il séjourne dans le secteur du Mane (Midtown), un endroit naturel occupé par des litoriens.

Contacts: Gourag, guerrier litorien – secteur du Mane

Notes: Scar a eu l’opportunité de discuter avec Rastor, vendeur reconnu dans le Delver’s Square (Rastor’s Weapons) et d’en apprendre un peu plus sur l’Undercity.

Au début de la partie:
Scar est toujours à s’habituer au monde urbain de Ptolus. Il n’a toujours pas trouvé d’indices sur les meurtriers de Redfix. Par contre, la nuit dernière, lors d’une méditation au temple d’Inurath, il croit avoir reçu un message de la déesse : « La route de la vengeance est semée de dangers que tu ne pourras surmonter seul ». Scar cherche donc à s’allier temporairement avec d’autres compagnons en quête d’aventures pour atteindre son but. Il espère trouver des indices pour retracer ces assassins en visitant des endroits comme les donjons sous Ptolus. Ce soir, il s’est rendu dans l’auberge-taverne du Ménestrel Fantôme qui est présentement bourrée de monde (dont plusieurs Delvers à ce qu’on dit). Un barde a capturé l’attention d’une bonne partie de la clientèle et chante dans une langue inconnue de Scar. L’imposant litorien décide de s’asseoir à la première place libre qu’il voit : à la table d’un nain en armure moyenne qui semble absorbé à lire un parchemin.

Le Mane
Once a simple but large park not far from Emerald Hill, the Mane is now the primary domain of the litorians of Ptolus. Humans gave the place its “punny” name, but it has stuck; the litorians who live there either don’t care or are oblivious to the fact that it was meant to be a joke. (Obviously, in Litorian, “mane” and “main” are not homonyms.) Standing in the Mane, which is filled with tents and small campsites complete with cookfires, does not feel like standing anywhere else in the city. You can almost forget you are in the middle of a large city. The folk of the Mane have no sense of land ownership, adopting the more communal aspect of the tribes of the south. Thus, anyone—even a nonlitorian, in theory—can come to the Mane, pick a spot, and call it home. The nearby folk, if treated nicely, might even give the newcomer a bedroll and some food. Nevertheless, most obvious outsiders, specifically nonlitorians with no
litorian to vouch for them, may find only a reception of cold, intimidating stares and clear distrust. Not everyone can find a welcome home here. The City Watch does not patrol the Mane—not out of fear of the place, but because there’s no need. The litorians take care of their own, keeping the peace and maintaining order. They would not think of turning over a thief to the guards. They would deal with him on their own, and probably quite harshly. Despite the fact that most people avoid it, the Mane may be one of the safest places in the city for someone looking to avoid trouble and willing to show the other inhabitants some respect.

District des temples
In many ways, the Temple District is the most exotic of all the districts of Ptolus. The strange music and chants of rites to unknown gods waft through the incense-laden air. Couriers bearing holy writs brush past self-flagellating monks and street preachers hoping to bring salvation to the unconverted. Almost on a daily basis, one religion or another hosts a procession, parade, festival, or other public spectacle. As its name suggests, the Temple District comprises mostly temples. On the famous Street of a Million Gods that runs through the district, virtually every building is a church of some kind. And other streets hold plenty of temples as well—in fact, some of the largest and most prominent ones, such as St. Valien’s Cathedral and the Priory of Introspection, are situated elsewhere in the district. While ambling through the streets here, one can’t help wondering what the definition of a temple actually is. Although most people would characterize it as a building dedicated to the worship of a god, some temples do not fit that description. These places, usually monasteries, focus instead on an ideal, belief, or concept. For example, the aforementioned Priory of Introspection is dedicated to the nature and value of the female psyche. But of course, not every single building in the Temple District is a temple. Some are locations like the Hall of Heroes, where statues of famous adventurers are displayed together. Some are religious support facilities, like priestly dormitories or small markets for temple personnel. There are homes, both for priests or other temple workers and for regular citizens—especially the more religious-minded of them. There are also religious shops that sell holy symbols, holy water, sacred oil, incense, prayer beads, and so on. Tombstone carvers and makers of crystal vessels set up shop in the district as well. Finally, one will find the sorts of buildings any district requires: a Watchhouse, Firehouse, and the like.

Delver’s Square
Comprising the square itself and the area surrounding it in about a five- or six-block radius, Delver’s Square lies near the center of Midtown, on Center Street between Tavern Row and Lower God Row. It serves as a central focus for adventurers who come to the city. Originally called Runihan Square, the place was named after the heroic fighter Abesh Runihan, who slew the evil ghost-lich Kagrisos as it was about to loose a terrible plague upon the city. A fourteen-foot statue of Runihan stands in the center of the square before a round fountain. Aside from hosting a number of businesses, most of which cater to adventurers, Delver’s Square also contains the main entrance to the Undercity Market: a wide staircase right behind the statue. Businesses in the actual Delver’s Square (not the entire neighborhood) include The Bull and Bear Armory, Danbury’s, Ebbert’s Outfitters, The Ghostly Minstrel, Myraeth’s Oddities, Potter’s Hostel, and Rastor’s Weapons. The Delver’s Square neighborhood includes the nearby infamous Tavern Row, a street of many bars, inns, and restaurants.

Rastor’s Weapons Delver’s Square (H6)
Rastor is a massive litorian with beads tied into his mane. He is well known in the district for his impeccable honor and incredible dignity, as well as his great skill with weapons. Having worked with them for years, Rastor can look at any armament, heft it, swing it a few times, and tell its exact enhancement bonus without need of an identify spell. He can even sense whether there’s something else going on with a weapon. He often gives customers his assessment of a weapon for no charge. If he cannot identify a weapon, he recommends the customer to Myraeth’s Oddities across the square for an identify spell. Since he buys arms of all kinds, Rastor has a number of masterwork weapons and almost always has some magic weapons for sale. While used, they are always in good condition (if they are not, he often offers a discount). Rastor does not make weapons, he only buys and sells used ones.

The Undercity is almost like its own district—and if the Delver’s Guild gets its way, it will be one day (see sidebar, next page). For now, that idea seems a bit far-fetched, but the flourishing Undercity Market proves that at least some folks are willing to adapt to a subterranean lifestyle. In many ways, Ptolusites look on the areas beneath the city as a wilderness. The Undercity comprises those portions of the wilderness that people have claimed and settled. As opposed to other areas beneath Ptolus, the Undercity seems relatively clean. The key word, however, is “relatively.” Areas beneath the ground are still areas beneath the ground, and that means they are damp, grimy, cold, and dark. Most places down here are lit by torches in sconces or hanging lanterns. Everburning torches are common, too. Staircases in certain public squares lead down to the Undercity, and some large buildings also have known access points. As time passes, more and more businesses and residents are moving to the Undercity to escape the high rents and crowded conditions of the surface. Many of these businesses cater to races such as dwarves and gnomes, who enjoy spending time underground. The gnomes of Fairbriar are also clearing out a residential area called Deepbriar beneath their Midtown neighborhood. The city has not established a subterranean Watchhouse, though, so policing these areas is up to the residents.

Undercity Market
The Delver’s Guild established the Undercity Market only a few years ago. The master delvers saw it as a launching point for expeditions into the Dungeon. They found a likely underground chamber, cleared and cleaned the place, and sealed off unwanted passages. The Undercity Market consists of the Great Hall—a vast chamber used in a similar fashion to the open areas of the North Market—and a number of side chambers that serve as more permanent shops and similar locations. The Undercity Market is interesting because the goods sold here are aimed almost exclusively at delvers and adventurers. Torches, rope, mining picks, weapons, alchemical items, and so on are the order of the day for shoppers. The entrance to the Undercity Market is a wide staircase leading down from Delver’s Square in Midtown. Despite the lack of sunlight, Undercity Market shops stay open approximately the same hours as surface stores and marketplaces (from sunup to sundown). The following are some of the more permanent locations visitors will find in the Undercity Market.

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