Merritt Sharpe

Sister of the Order of the True Sword

Description:

Class: Cleric

  • Human: Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.
  • Lawful: Endanger yourself following the precepts of your church or god.

Looks: Sharp eyes, strange hair, practical white habit, thin body

Deity: Sigmera, the Swordmaiden

  • Righteous Might and Merciful Forbearing
  • Precept: Sacrificial Rites— Petition: Offering

Stats:

  • STR 16 (+2)
  • DEX 9 (0)
  • CON 13 (+1)
  • INT 12 (0)
  • WIS 15 (+1)
  • CHA 8 (-1)

Damage: d6

HP: 17/19
Weird: currently blinking in and out of existence

Gear: Well-worn shield (+1 armor), the True Sword, rations (10x), adventuring gear (3x), holy symbol

Starting Moves

  • Divine Guidance: When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
  • Commune: When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you lose any spells already granted to you, are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level, and prepare all of your rotes, which never count against your limit.
  • Cast a Spell: When you unleash a spell granted to you by your deity, roll+WIS. On a 10+, the spell is
    successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7–9, the spell is cast, but choose one: you draw unwelcome attention or put yourself in a spot (the GM will tell you how); your casting distances you from your deity—take -1 ongoing to cast a spell until the next
    time you commune; or after you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you. Maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
  • Turn Undead: When you hold your holy symbol aloft and call on your deity for protection, roll+Wis. On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within
    reach of you. On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal.

Spells— Rotes

  • Light: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
  • Sanctify: Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.
  • Guidance: The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

Spells— First Level

  • Currently prepared: Magic Missile, Magic Weapon

Bonds

  • Temple: He knows where to find the temple I seek, and is in possession of the statuette of the Swordmaiden.
  • Martin: He insulted my deity.
Bio:

I am Merritt, one Sister in the ranks of the Swordmaiden.
I was not always called so.

In days long past in Whithollow, east of Titan’s Pass, there was a man with a beard black as coal and eyes blue as cornflowers. He courted a woman, fair and laughing, and come spring they were wed beneath the trees. Come winter, she grew heavy and bore a daughter— at the cost of her own life. She held to this plane long enough only to name the girl: Alba, for the hair on her head was white as the driven snow. The man with the coal-black beard could not bear to raise the girl alone; a few summers past then, he left her at the gates of the Maiden’s Keep.

The Maiden collects Her own from all walks of life, and arms us as equals.

I served, I attended, I sang and prayed and chanted. When I grew strong enough, I learned the Rites. The Sisters taught me first to defend, hard lessons in humility and practicality— you’ll do no good if you fall before the battle has begun; it does not matter how many times you fall so long as you rise but once more; the sword can defend as well as the shield, but even the blade you wield can cut you. Many other lessons followed, and when I took up the sword I took a new name and swore myself to Her service. I was blessed to serve in Whithollow for a time, as well as to journey to the Temple at Titan’s Pass. Though my time there was not so long, it was there that I earned the blade I carry. It is a True Sword I bear, and it is only by Her grace that I may wield it.

There have always been stories of a Sigmeritan temple to the South, long lost but extant still. I have been given the honor of seeking it out, for if Her grounds are left to languish, ours too shall fall. With any luck, I will find some help along the way; if the Maiden in Her Might could lead the Thousand to victory, surely I can find this temple and restore it to its former glory.

Merritt Sharpe

Beyond Fort Fallcrest RSHipskind kestrelfeather