<strong>Sheet:</strong>To be edited as we go along (https://www.myth-weavers.com/sheet.html#id=1373878)<br/><br/><strong>Name:</strong>Amaeria Trawynn<br/><strong>Class:</strong>Fighter<br/><br/><strong>Scores:</strong>STR- 11; DEX- 15; CON- 11; INT- 13; WIS- 10; CHA- 13<br/><br/>I used a RNG to create a 15-point buy set of scores. These scores may seem unusual for a Fighter, with low strength and high Intelligence, but are meant to reflect that Amaeria finds herself too curious and rebellious to be satisfied as a humble hired sword. Her high dexterity hints at the weapons she prefers to use, while her low wisdom comes from her lack of experience in the world and the fact her peaceful civilian family had little to pass onto her, knowing nothing of fighting themselves.<br/><br/><strong>Background:</strong>Amaeria spent seven years training to become a skilled fighter, yet lasted less than seven weeks in the Company of the Scarab's Claw before deciding the life of an enlisted mercenary was not for her. The young woman is too impulsive to be tied down to regular orders, and too inquisitive to be satisfied that troop-marching through muddy fields to fight in the dull squabbles of feuding minor lordlings is all the excitement her sword-hand could ever hope to bring her. Amaeria's family came to the city when she was a child, after an orc attack burned them out of their forest hovel. She missed the wild animals and natural beauty of the deep woods, and found the city to be noisy, dirty, and smelly. When she was old enough she ran away, her family eventually tracking her down in a woodland encampment having been taken in by a party of (thankfully) friendly travelling halflings. Although she was cajoled into returning, she has always retained a strong affinity for the wildlands.<br/><br/>Despite a sharp mind and an interest in languages, it was clear that Amaeria was no scholar, and so her family reluctantly permitted her to begin training in her evenings after study behind the blacksmith's forge above which they lived. More formal training followed when she was apprenticed to the crew of a merchant schooner: though the voyages were never more distant than the nearest trading coast and the dangers amounting to nothing more than straggling pirates who could be seen off with a mere rattle of a saber, she gained valuable experience and decided the way of the warrior was for her. Once old enough to leave, this time with a (tearful) blessing rather than the threat of a search party, she travelled to the nearest mercenary company and signed up. But her short time in the militia bored her to tears of her own, and after leaving she decided she would be more suited to the vagabond lifestyle of a travelling sword-for-hire, heading to the nearest inn to find work. An inn with a blue mouse painted above its door.