<div class="floatright">(https://elliquiy.com/elluiki/images/e/eb/Mila.jpg)</div><strong>Name</strong>: Mila (Cleric-1)<br/>Str 8 (-1) Dex 9 (+0) Con 15 (+1) Int 12 (+0) Wis 16 (+2) Cha 13 (+1)<br/>HP 21/21, Load 9, Damage d6<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gear etc.</div><div class="spoiler_body"> <br/>* Leather Armour (1 armour, 1 weight)<br/>* Holy symbol (0 weight) a heavy polished silver crescent, worn on a thin chain necklace<br/>* Staff (close, two-handed, 1 weight)<br/>* Bandages (3 uses, slow, 0 weight, heal 4 damage)<br/>* Adventuring gear (5 uses, 1 weight) <br/>* Dungeon rations (5 uses, 1 weight)<br/><br/>XP 0/8<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rotes</div><div class="spoiler_body">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.<br/>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.<br/>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.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1st Level Spells</div><div class="spoiler_body">CURE LIGHT WOUNDS.At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.<br/>SANCTUARY. As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mage spell</div><div class="spoiler_body">From heritage. Will come later.</div></div><hr/><br/>During the trek, Mila kept to Anlaf's side, conversing here and there with the gruff dwarf. He answered in complaints and negatives as usual. It was obviously a well-rehearsed dynamic, allowing one side to remain grumpy while still satisfying the conversational needs of the other.<br/><br/>Once in the valley, she took a few moments to take in the new environs. The disorganized nature of the makeshift dwellings also catches her eye. "There's no structure to these people. That's good for us. Hmm. It's not probable that we could convince them to give themselves up and face justice?" Who knew that a gentle, smiling priestess of Marfa could wield such sarcasm?<br/><br/>Anlaf's prompt to stay back and tend to the wounded got him a nod and smile. "Of course, I'll stay out of trouble and get out my sewing kit. The one with multicoloured threads. Then again if I stay foo dar back, who's going to drag you out of the melee?" She winked.<br/><br/>Mila leaned on the staff, listening to the ballad Donwik threaded together. She recognized bits and pieces of it, but never heard it told quite this way.