Wooot!!! :)  Now comes the fun!!<br/><br/><hr/><br/><div class="floatright">(https://i.imgur.com/sxxZLdZ.jpg)</div><span class="bbc_size" style="font-size: large;">Mirwen</span><br/><br/><strong>Level:</strong>1<strong>Xp:</strong>0<br/><strong>Look:</strong>Styled Hair, Stylish Robes, Willowy Body<br/>Mirwen is a willowy, busty elf with a hint of blue in her skin and long, silky silver-white hair that is kept clean and styled in a way that looks natural but means she took lots of time to style it, magic is good for maintaining her hair.  When she is in a city, she wears silk robes that flow around her body loosely, with circular designs along the edges. Usually of a white color, and always clean, again magic.  Her travelling clothes are made of finely made brown cotton and sturdy, leaf designs down the front and again always clean, more magic.  Her cloak is a finely made Wool with leaf designs spiraling down.  And her boots are fine crafted sturdy Leather, good for walking long distances and probably the only thing allowed to get dirty. She uses her quarterstaff as a walking stick and it is beautifully carved with leaf designs running down it.  She is always wearing a necklace with a Black Crystal that glows when she uses her magic.  It looks delicately made, but it is well crafted and the clasp is strong.<br/><br/><strong>Personality:</strong><br/>She has a small smile on her lips all the time, like she finds life amusing. Although, she is a fairly serious person.  She can find common ground with most people, but is reserved until she gets to know you well. Listening to everyone is important, by listening to them you show your caring.   She equates beauty with caring.  Caring for themselves, for others, for what they do.  If you care about something, you put the effort in to make it beautiful as well as functional.  When people care, the world is a much nicer place and people are free to do what makes them happy as long it doesn't infringe on others freedom.  By making sure everything she does is perfect according to her high standards, she is showing her caring.  Of course she discovers she can cast magic, but magic is hard to control, she will learn how to control her magic!  She is a lady in public, and a slut behind closed doors.<br/><br/><br/><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>Cloth: 0</td></tr><tr><td><strong>Hit points:</strong></td><td>16</td></tr><tr><td><strong>Damage:</strong></td><td>d4</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>8</td><td>[-1]</td><td><strong>Dex:</strong></td><td>9</td><td>[+0]</td><td><strong>Con:</strong></td><td>12</td><td>[+0]</td></tr><tr><td><strong>Int:</strong></td><td>13</td><td>[+1]</td><td><strong>Wis:</strong></td><td>15</td><td>[+1]</td><td><strong>Cha:</strong></td><td>16</td><td>[+2]</td></tr></tbody></table><hr/><strong>Alignment:</strong>Good: Use magic to directly aid another.<br/><br/><strong>Bonds:</strong><br/>Fill in the name of one of your companions in at least one:<br/>I suspect<strong>Radja </strong>fears what they do not understand.<br/>There is something building between<strong>Scarlet</strong>and I.<br/><strong>Nin</strong>will play an important role in the events to come. I have foreseen it!<br/><strong>Mazz</strong>unknowingly has important information for me.<br/>_______________ is woefully misinformed about the world; I will teach them all that I can.<br/>I lost control and hurt ____________; I must make amends before it happens again.<br/>I have shown _______________ the power of the arcane arts.<br/>Team:<br/><span class="bbc_size" style="font-size: 8pt;">(AribethAmkiir)</span>Scarlet the Immolator<br/><span class="bbc_size" style="font-size: 8pt;">(Brittlby)</span>Mazz the Ooze Druid<br/><span class="bbc_size" style="font-size: 8pt;">(Hexed)</span>Nin the Brute<br/><span class="bbc_size" style="font-size: 8pt;">(Kathyan)</span>Radja The Giant<br/><span class="bbc_size" style="font-size: 8pt;">(Keyotess)</span>Mirwen Wild Mage<br/><br/><strong>Race:</strong>Elf: Whenever a magical effect happens close by, you can feel it, and tell roughly which direction and how far it is from you.  Great senses, especially hearing.<br/><br/><span class="bbc_u"><strong>Equipment</strong></span>Load: 5/6 (7+Str)<strong>Coin:</strong>0<br/><ul class="bbc_list"><li>Dungeon rations <em>(5 uses weigh 1)</em></li><li>Indestructible arcane treasure through which you draw power: Necklace with a Black Crystal centerpiece</li><li>Bag of books <em>(4 uses, 2 weight)</em>  <em><span class="bbc_size" style="font-size: 8pt;">When your bag of books contains just the right book for the subject you’re spouting lore on, consult the book, mark off a use, and take +1 to your roll.  <br/>When you drink an entire healing potion, heal yourself of 10 damage or remove one debility, your choice.</span></em></li><li>Staff <em>(close, two-handed, 1 weight)</em></li><li> Three antitoxins and 3 healing potions</li><li>Castle Storming Supplies (weight 1, use 5)<em> which you can spend 1 for 1 to have rope, buckles, buckets, torches, the kind of thing a small town would be able to provide you that may be useful!</em></li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Basic Moves</div><div class="spoiler_body"><strong>Hack and Slash</strong><br/>When you attack an enemy in melee, roll+Str.  On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.  On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.<br/><br/><strong>Volley</strong><br/>When you take aim and shoot at an enemy at range, roll+Dex.  On a 10+, you have a clear shot—deal your damage.  On a 7–9, choose one (whichever you choose you deal your damage):<br/>You have to move to get the shot placing you in danger as described by the GM<br/>You have to take what you can get: -1d6 damage<br/>You have to take several shots, reducing your ammo by one<br/><br/>Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon over melee is that the attacker is less likely to be attacked back. Of course they do have to worry about ammunition and getting a clear shot though.<br/><br/>On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger.<br/><br/><strong>Defy Danger</strong><br/>When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it<br/>by powering through, +Str<br/>by getting out of the way or acting fast, +Dex<br/>by enduring, +Con<br/>with quick thinking, +Int<br/>through mental fortitude, +Wis<br/>using charm and social grace, +Cha<br/>On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.<br/><br/>You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.<br/><br/><strong>Defend</strong><br/>When you stand in defense of a person, item, or location under attack, roll+Con.  On a 10+, hold 3.  On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:<br/>Redirect an attack from the thing you defend to yourself<br/>Halve the attack’s effect or damage<br/>Open up the attacker to an ally giving that ally +1 forward against the attacker<br/>Deal damage to the attacker equal to your level<br/><br/><strong>Spout Lore</strong><br/>When you consult your accumulated knowledge about something, roll+Int.  On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.  On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.<br/>You spout lore any time you want to search your memory for knowledge or facts about something. You take a moment to ponder the things you know about the Orcish Tribes or the Tower of Ul’dammar and then reveal that knowledge.<br/>The knowledge you get is like consulting a bestiary, travel guide, or library. You get facts about the subject matter. On a 10+ the GM will show you how those facts can be immediately useful, on a 7–9 they’re just facts.<br/><br/><strong>Discern Realities</strong><br/>When you closely study a situation or person, roll+Wis.  On a 10+, ask the GM 3 questions from the list below.  On a 7–9, ask 1.<br/><br/>Either way, take +1 forward when acting on the answers.<br/>What happened here recently?<br/>What is about to happen?<br/>What should I be on the lookout for?<br/>What here is useful or valuable to me?<br/>Who’s really in control here?<br/>What here is not what it appears to be?<br/>To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.<br/><br/><strong>Parley</strong><br/>When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is something they need or want.  On a 10+, they do what you ask if you first promise what they ask of you.  On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now.<br/>Parley covers a lot of ground including old standbys like intimidation and diplomacy. You know you’re using parley when you’re trying to get someone to do something for you by holding a promise or threat over them. Your leverage can be nasty or nice, the tone doesn’t matter.<br/><br/><strong>Aid or Interfere</strong><br/>When you help or hinder someone you have a bond with, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.<br/><br/>Any time you feel like two players should be rolling against each other, the defender should be interfering with the attacker. This doesn’t always mean sabotaging them. It can mean anything from arguing against a parley to just being a shifty person who’s hard to discern. It’s about getting in the way of another players’ success.<br/><br/>Always ask the person aiding or interfering how they are doing it. As long as they can answer that, they trigger the move. Sometimes, as the GM, you’ll have to ask if interference is happening. Your players might not always notice they’re interfering with each other.<br/><br/>Aid is a little more obvious. If a player can explain how they’re helping with a move and it makes sense, let them roll to aid.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Special Moves</div><div class="spoiler_body"><strong>Last Breath</strong><br/>When you’re dying you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the GM will describe it). Then roll (just roll, +nothing—yeah, Death doesn’t care how tough or cool you are).  On a 10+, you’ve cheated Death—you’re in a bad spot but you’re still alive.  On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.  On 6-, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.<br/><br/><strong>Encumbrance</strong><br/>When you make a move while carrying weight you may be encumbered. If your weight carried is:<br/><br/>Equal to or less than your load, you suffer no penalty<br/>Less than or equal to your load+2, you take -1 ongoing until you lighten your burden<br/>Greater than your load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail<br/><br/><strong>Make Camp</strong><br/>When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.<br/><br/><strong>Take Watch</strong><br/>When you’re on watch and something approaches the camp roll+Wis.  On a 10+, you’re able to wake the camp and prepare a response, everyone in the camp takes +1 forward.  On a 7–9, you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else.  On a miss, whatever lurks outside the campfire’s light has the drop on you.<br/><br/><strong>Undertake a Perilous Journey</strong><br/>When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do rolls+Wis.  On a 10+:<br/>the quartermaster reduces the number of rations required by one<br/>the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)<br/>the scout will spot any trouble quick enough to let you get the drop on it<br/>On a 7–9, each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.<br/><br/><strong>End of Session</strong><br/>When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.<br/><br/>Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:<br/><br/>Did we learn something new and important about the world?<br/>Did we overcome a notable monster or enemy?<br/>Did we loot a memorable treasure?<br/>For each “yes” answer everyone marks XP.<br/><br/><strong>Level Up</strong><br/>When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.<br/><br/>Subtract your current level+7 from your XP.<br/>Increase your level by 1.<br/>Choose a new advanced move from your class.<br/>If you are the wizard, you also get to add a new spell to your spellbook.<br/>Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.<br/><br/><strong>Carouse</strong><br/>When you return triumphant and throw a big party, spend 100 coins and roll +1 for every extra 100 coins spent.  On a 10+, choose 3.  On a 7–9, choose 1.  On a miss, you still choose one, but things get really out of hand (the GM will say how).<br/><br/>You befriend a useful NPC.<br/>You hear rumors of an opportunity.<br/>You gain useful information.<br/>You are not entangled, ensorcelled, or tricked.<br/><br/><strong>Supply</strong><br/>When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price. If it’s something special, beyond what’s usually available here, or non-mundane, roll+Cha.  On a 10+, you find what you’re looking for at a fair price.  On a 7–9, you’ll have to pay more or settle for something that’s not exactly what you wanted, but close. The GM will tell you what your options are.<br/><br/><strong>Recover</strong><br/>When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.<br/><br/><strong>Recruit</strong><br/>When you put out word that you’re looking to hire help, roll:<br/><br/>+1 if you make it known that your pay is generous<br/>+1 if you make it known what you’re setting out to do<br/>+1 if you make it known that they’ll get a share of whatever you find<br/>+1 if you have a useful reputation around these parts<br/>On a 10+, you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along.  On a 7–9, you’ll have to settle for someone close to what you want or turn them away.  On a miss someone influential and ill-suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to recruit.<br/><br/><strong>Outstanding Warrants</strong><br/>When you return to a civilized place in which you’ve caused trouble before, roll+Cha.  On a 10+, word has spread of your deeds and everyone recognizes you. On a 7–9, as above, and the GM chooses a complication:<br/><br/>The local constabulary has a warrant out for your arrest.<br/>Someone has put a price on your head.<br/>Someone important to you has been put in a bad spot as a result of your actions.<br/><br/><strong>Bolster</strong><br/>When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Moves for Wild Mage</div><div class="spoiler_body">Using Mage as basis for Wild Mage, with some changes:  Playbook for Mage (https://thetrove.net/Books/Powered%20by%20the%20Apocalypse/Dungeon%20World/Playbooks/Mage.pdf)<br/><strong>Arcane Learning</strong><br/>You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about something magical or otherwise arcane, on a 10+ the GM will also tell you a little-known secret about the subject.<br/><br/><strong>Cast a Spell (CHA)</strong><br/>When you weave a spell to help solve a problem, describe it and roll +CHA. <br/>Spells cast this way can never deal damage directly. On a 10+, the spell certainly helps, but choose one.<br/>On a 7-9, the spell takes effect, you choose one and your spell has unforeseen side effects, and might draw unwanted attention.<br/>• Your spell won't last long - you'll need to hurry to take advantage of it.<br/>• Your spell affects either much more or much less than you wanted it to.<br/>• Your spell has unforeseen side effects, and might draw unwanted attention.<br/>• The casting saps your energy. You take -1 ongoing to CHA until you have a few minutes<br/>to clear your head.<br/>On a miss, something's gone horribly wrong. Your spell may well have worked, but you will regret casting it.<br/><br/><strong>Counterspell (CHA)</strong><br/>When you counter a magical spell as it is cast, roll +CHA. On a 10+, choose 2.<br/>On a 7-9, choose 1:<br/>• The spell deals no damage.<br/>• The spell's effects are superficial and temporary.<br/>• You take +1 forward against the caster.<br/>• Use Black Magic against the caster immediately, even if you don't have the move. You don't need to specify a Range tag.<br/><br/><strong>Spell Focus</strong><br/>Your magical studies are centered on a particular kind of magic, an aspect of the metaphysical world from which you take inspiration. When you first learn magic, select a Focus from the list, and record it below. There is more information on Spell Foci on the attached page.<br/>When you weave a spell that is Aligned to your Focus, your modifier to the roll can't be less than +1. When you weave a spell that is neither Aligned nor Opposed to your Focus, take -1 to the roll. You can never weave a spell if it is Opposed to your focus.<br/><br/><strong>Focus:</strong>  The Horizon  <br/><strong> Look:</strong>  Immaculate Grooming<br/><strong>Aligned:</strong> Reveal the Way Forward, Purification, Grant Freedom or Movement<br/><strong>Opposed:</strong>  Elemental Magics, Forcing or Restricting Movement<br/><br/><strong>Focus</strong><br/>Your Focus is the name of the brand of magic you have consigned yourself to. It is a thematic bind that ties your powers into a cohesive whole. Your Focus must always begin with the word "The," this is important for magic.<br/><br/><strong>Aligned Elements</strong><br/>The Aligned elements of a focus are those that define your Mage's specialty. Each Focus has 3 Aligned options, which form an outline for what kind of spells you excel at. Whenever you Cast a Spell, if the spell you describe falls within one or more of your Aligned options, then the minimum bonus your roll can have is +1. This also applies to the Black Magic and Counterspell moves, when applicable.  The Mage can still cast spells that fall outside of these Aligned elements. If they do, however, they take -1 to the roll. The Mage's powers are wide and varied, but they only have practice with their Aligned elements.<br/><br/><strong>Look</strong><br/>Your magical bond of power has altered you in strange and unforeseen ways. Each Focus has a set of Look options associated with it, which are a bit more unusual than most. Select one Look from the list.<br/><br/><strong>Opposed Elements</strong><br/>The Opposed elements of a focus are those that define your Mage's limits. Each Focus has 2 Opposed options - one of which that prohibits you from using magic towards a certain ends, and another that prohibits you from using magic with certain methods. For example, The Dragon's Opposed elements are "Healing or Repairing" and "Using Subtlety." The former stops the Dragon Mage from ever using magic to heal or repair anything, and the second prevents the Dragon Mage from using magic in a subtle or hidden manner. The Mage can NEVER cast a spell (including Black Magic and Counterspell) if it would fall under these Opposed elements.<br/><br/><br/><em>Black Magic (CHA) </em>Don't have yet, but Counter Spell lets me use it <br/>When you weave a spell to inflict pain, choose two tags and roll +CHA. If you do not pick any Range tags, the Range defaults to Hand. On a hit, deal 1d8 damage. On a 7-9, also choose 1:<br/>• You draw unwanted attention or put someone in a spot.<br/>• The GM removes a non-range tag of their choice, and you deal -1 damage.<br/>• The casting saps your energy. You take -1 ongoing to CHA until you have a few minutes to clear your head.<br/>Tags: Reach, Near, Debilitating (-1 damage), <del>Elemental (choose 1)</del>, Forceful, Piercing 1, Subtle, Two Targets (-1 damage)<br/><br/><div align="center"><span class="bbc_size" style="font-size: 14pt;"><strong>Spell Foci</strong></span></div><table class="bbc_table"><tbody><tr><td><strong>Focus: The Abyss</strong><br/>Look: Missing Eyes, Replaced Limb, or Touch of Rot<br/>Aligned: Conjure Horrors, Corrupt the Innocent, Transfigure Living Flesh<br/>Opposed: Purification or Enhancement, Using Spells that Aren't Horrifying<br/><br/><strong>Focus: The Clock</strong><br/>Look: Hourglass pupils, Impossibly Old, or Ticking Heartbeat<br/>Aligned: Adjust the Flow of Time, Stop Aging and Movement, Erode to Dust<br/>Opposed: Manipulate Emotions, Moving Anything Around<br/><br/><strong>Focus: The Dragon</strong><br/>Look: Aura of Warmth, Dragon Tail, or Scaled Body<br/>Aligned: Form of the Dragon, Burn with Fire or Passion, Reckless Destruction<br/>Opposed: Healing or Repairing, Using Subtlety<br/><br/><strong>Focus: The Forest</strong><br/>Look: Green Skin, Leafy Hair, or Tree-Sap Blood<br/>Aligned: Rampant Growth, Unmake the Artificial, Commune with Nature<br/>Opposed: Assist or Create Anything Artificial, Desecrating the Natural Order</td><td><strong>*Focus: The Horizon</strong><br/>Look: Immaculate Grooming, Never Touches the Ground, or No Blood<br/>Aligned: Reveal the Way Forward, Purification, Grant Freedom or Movement<br/>Opposed: Elemental Magics, Forcing or Restricting Movement<br/><br/><strong>Focus: The Mask</strong><br/>Look: Eternal Smile, Poker Face, or Silver Palms<br/>Aligned: Mislead Others, Avoid Notice, Cunning or Elaborate Plans<br/>Opposed: Break the Facade, Using Brute Force<br/><br/><strong>Focus: The Stars</strong><br/>Look: Galactic Hair, Speckled Skin, or Star-shaped Pupils<br/>Aligned: Foretell Destiny, Call Across Space, Peel Back the Veil<br/>Opposed: Earth and Stone, Hiding the Truth<br/><br/><strong>Focus: The Storm</strong><br/>Look: Aura of Wind, Purple Skin, or Touch of Static<br/>Aligned: Fog and Lightning, Control Wind and Rain, Move like the Wind<br/>Opposed: Stasis and Calm, Creating Anything Solid or Permanent</td><td><strong>Focus: The Tower</strong><br/>Look: Eyes of Mercury, Metal Arms, or Quicksilver Blood<br/>Aligned: Shield From Harm, Give Strength to the Weak, Iron and Steel<br/>Opposed: Fleeing or Escaping, Using Magic for Your Own Gain<br/><br/><strong>Focus: The Twilight</strong><br/>Look: Inky Black Eyes, Missing Shadow, or Monochrome Body<br/>Aligned: Dance with Shadows, Incite Terror and Panic, Shroud the Truth<br/>Opposed: Fire and Light, Being Loud or Obvious<br/><br/><strong>Focus: The Winter</strong><br/>Look: Aura of Cold, Blue Skin, or Touch of Frost<br/>Aligned: Chill them to the Bone, Induce Stasis, Reveal Grim Portents<br/>Opposed: Create or Empower Life, Showing Generosity</td></tr></tbody></table></div></div><hr/><strong>Background:</strong><br/>Mirwen is from Aegas Thon Tawar (Mountain Range Pine Forest ) and is of the RhawIruieth Sindarin(untamed lovely/desires elves), most people call them the Amazon elves because there are only women.  The RhawIruieth Sindarin are long lived, insular and protective of their forest.  They don't have normal family units and children are cherished and raised by all the adults.  The RhawIruieth Sindarin goal in life is to care for their forest.  As long as you are respectful of their home, they are peaceful.  Spending their time studying nature and magic, the two great forces in the world.<br/><br/>North of them is a clan of Futa's who they are at constant conflict with, the Futa's like raiding them for wives/breeding mates.  To the west is a huge mountain range which a clan of Giants inhabit.  On the other side of the mountain range is a place that breeds monsters and the Giants keep them from crossing and invading the Futa and Amazons.  The Amazon Elves and Futa both give the Giants support in the unending fight.<br/><br/>Mirwen displayed from a young age, a talent for magic, but no matter how much she trained, it kept leaving her control.   She would be casting a wind spell and suddenly the light wind would turn into a small tornado.  Or clothing all around her would far apart, food would go bad, a tree would suddenly fall over, etc.  Mirwen was the first people to make friends with Scarlet when she was brought into the Amazon city.  Scarlet was rescued from a Futa raid and had self-control issues with her fire powers.  Eventually the matrons roomed the two together to limit the possible sources of damage to the Amazon's town.  Working together they helped each other gain more control of their powers, although things still went wrong occasionally.<br/><br/>The two young elves did everything together and balanced each other out.  Mirwen had the calming influence while Scarlet had the adventurous influence, Mirwen soothed Scarlet's rough edges, while Scarlet encouraged Mirwen to push herself to improve faster.  they grew into best friends and likely more, or so the matrons hoped.  But they were now of age, unfortunately they hadn't completely mastered their magic, they would have to go out and gain actual experience outside of the protecting influence of the matrons to go that final step to gain completely mastery over their magic.<br/><br/>The task the Matrons gave the two young women, to find the ancient book about the origins of the Futa, understanding the Futa's origin might help them find a way to bring peace between the two peoples.  At the same time, they were tasked with recovering an ancient artifact called the Dome of Protection, which they could use to protect the borders of Aegas Thon Tawar.   The matrons figured a couple of decades would be enough time for Mirwen and Scarlet to discover if the book and Dome still existed and recover them if possible.   Tto help them get started, the matrons hired a Giant to protect them while they were gaining experience of the outside world, a Radja Ridgeguard volunteered for the duty, the young giant woman wanting to leave her village and explore the outside world.   They joined the Devler's Company as a way to pay for their travels and gain access to the Devler's records.