Half-Elf Cleric, Knowledge path, Oghma
Age: 31 Gender: F Hight: 5’4 Weight: 110 Eyes: Hazel Hair: Hazelnut Skin: Suntanned Handedness: Ambidextrous
Hit dice: 1d8
Saves: Wis and Cha
Weapons: Long sword & crossbow (longsword=Oghma’s preferred)
Armor: Scale mail, shield
Languages: Common, Elvish, Sylvan, Dwarvish, Abyssal, Undercommon
Trained skills: Arcana, History, Investigation, Medicine, Nature, Religion
Prof bonus*2 for Nature and Arcana
Spell save DC=8+prof bonus+Wis mod
Spell attack mod=prof bonus+Wis mod
Alignment: True Neutral
Traits: Darkvision, advtg v charm, magic cannot induce sleep
Other equipment includes: Vestments, tinderbox, incense, holy symbol, alms box, blanket, candles, parchment, ink, and ink pens
Cantrips= Mending, Light, & Guidance
Lvl 1 spells=Command & Cure wounds
Joanne is the offspring of an elf woman and human farmer. The man, married at the time of the coupling, was unaware of any consequences until the elf woman turned up at his doorstep around two years later and handed Joanne off to him. The elf woman named the child after his wife in the hope that doing so would help in the infant’s integration into the man’s family.
Although the husband and wife never quite patched things up and both turned to heavy drinking especially during the long winter months, Joanne from an early age had an unquenchable curiosity about the world around her and would study everything and try to invent little things here and there. After a failed watermill invention at 7 to help drive the butter churn without arm numbing work flooded the house and her step mother chased her out of the house with a cast iron pot screaming at her to leave and never return, she fled and wandered a day in the hills before making up her mind to go to the House of Oghma in the nearby village for succor.
To her joy, the monks and clergy at the House did not ridicule her or shush her incessant inquiries about the world around her although they did encourage her to return to her family and fix her mistake, fixing her watermill design and giving her pointers on various ways to get water out of a dirt-floored house (straw and temporary trenches for example). Her family was not thrilled with her return but she stayed with them as Oghma’s scholars had suggested. During the winter, however, her questions and experiments continued to meet with anger, derision, and impatience and she became frustrated with the whole situation. One night, overhearing her step-mother tell her father that the week Joanne had been gone had been the most peace the family had enjoyed for the last 8 years, her two brothers agreeing and complaining of her annoying tendency to never shut up or sit still, and her father agreeing, she grabbed her designs sketched on old pieces of bark with charcoal, put on her shoes and left.
The monks and clergy at first tried to send her back but she argued with them that her decision meant that she could learn and gain knowledge much faster than back at the family farm. Finally, they relented and began teaching her. She learned quickly. First came reading and writing in Common, then Elvish, then Sylvan, before branching out to Dwarvish, Abyssal, and Undercommon. Not only did she read, she also went out and experienced. She traveled around to different villages and towns to find books, relics, and converse with masters of different fields. To help protect herself she studied the longsword, the preferred weapon of Oghma, and traveled with either hired help or adventurers. Thanks to her efforts the library at the House of Oghma at Hunter’s End grew from a handful of books and scrolls to dozens.
Although she found, wrote about, and studied many fascinating subjects, she held a desire to do more. To know more. There is a frontier, beyond which could lay untold new species, artifacts of power, the answer to where humans like her father came from. Oghma was gracious to her, endowing her with the ability to learn well and good constitution with which to go out and learn more. What better way to serve both her god and her faith community than by venturing out into unknown territory and taking whatever knowledge could be gained back to the settled lands?
The House was reluctant. She was a cleric and a valuable resource, to lose her to a reckless venture into the unknown would be a waste. Other acolytes ventured forth from cities located on the frontier but met with little or no success. Most never returned and, after a couple of years, were presumed dead. For six years she worked to be given permission to go into the frontier, sending letters to the various houses and debating with some of the higher members of the order.
Finally she succeeded in convincing them. She would send regular correspondence to the House (or as regular as she could), and would return in no more than a year. When she returns she must have proof of her claims of vast, untapped knowledge in the frontier or the scholars will continue to be content to send foolhardy acolytes to explore the mostly uncharted wastes.
A dwarven mercenary just recovered from his wounds offered to join her in return for a cut of the profits and the two set off together for the frontier city.