@Device(PostScript)
@Make(Report)
@Style(Spacing 1.5, Leftmargin 0.75 inch, Rightmargin 0.75 inch,
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@comment(Set these values appropriately for each character profile)

@string(name="Naptuhim Nahor ")
@string(realname="Nahor Bluemist")
@string(playername="Player Name")
@string(id="197284")

@include (/mit/abstract/Characters/Sheets/cover.mss)



@MajorHeading(@value(realname))

They call you Naptuhim Nahor, and have for as long as you can
remember.  And you learned early on that it didn't help to correct
them, to explain that your @i(real) name was Bluemist, your father's
name.  That just got you ridiculed as a Nisaku, a halfbreed.  And
Naptuhim Adam, the man your mother married, was adamant that his son
have a "real" name.  So Naptuhim you became.  You got used to it, of
course, and you wouldn't change it now, but it's still always struck
you as rather ironic.  Particularly when you decided to join the
Wizard's Conclave, and your "father" cheered you on with the
presumably well-intentioned sentiment that it would make a "real
Citizen" out of you.

For a while, actually, you did feel some of that pride.  You became
affiliated with the House of the Shield because you enjoy helping
people and protecting those in need - you were never a hero, but you
did your part, and did it well, and yes, you were proud of it.  But it
didn't last.  It couldn't, not when you woke up every now and then to
the sounds of young toughs out in the streets, uttering scornful cries
of "Nisaku!" or "Halfblood!" and the occassional cries, not scornful
at all, of the victims they encountered.  Not when the Guard of the
Realm itself did nothing to protect the Clansmen who came to visit, or
the children they bore.  Blind you could be, but not that blind.

What stirred you to action, however, was the Internal Security Act the
Peers passed shortly after this most recent war on the Clans was
declared.  All your fellow citizens are quick to condemn the Clans for
their "treachorous" attack, but quite forgetful of the fact that the
Realm intruded on their territory first, with an unauthorized mining
expedition to the Clearstone Mountain.  To a people who pride
themselves on the individuality of their lands, such an act would
surely be an act of war, an equally treachorous attack.  And the ISA,
which allowed the Guard to arrest non-Citizens upon "suspicion of
engaging in criminal activiy," gave them a free opportunity to harrass
your unlucky fellow halfbreeds.

After that, you could remain silent no longer.  Because your heritage
is not immediately visible, you had escaped this harassment and had
made it to a trusted post in the Conclave.  You were called upon to
research spells to defend the Realm from Clan attack, which you did
happily - the less blood shed, the better off both nations are - but
you also realized that the House of the Spear was moving to devise
spells to destroy the Clans, to defeat them.  You were torn, but you
had to do @i(something)!

It was Heather Goldenfield, the Clanlands Senator, who gave you the
means to do that.  You met her during one of the early attempts at
peace summits, attempts that never seemed to work out, and the two of
you chatted for a long time.  You ended up telling her about your
heritage and your problem, and the two of you finally discovered a way
to solve it.  

Thus you became a traitor to the Realm.  At least, that's how any
court would see it.  After all, not only have you been snooping around
the House of the Spear gathering military secrets, you've also been
handing that information to one of the Clansman's Clasp!  And the
explanation that she promised never to use that information to
actively harm the Realm, only to protect the Clans, wouldn't do you
any good in a court of law, even if it @i(is) true -- and the fact
that she's kept that promise wouldn't help, either.  You have been
interfering in the Realm's war effort, and you don't regret it one bit
-- it's helped save countless lives, and you don't much care whether
those were Easterners or Westerners.  

It was these sentiments that ended you up affiliated with the Fist of
the Clans.  The Fist is a group of Clansmen who wish to see the war
ended with honor for the Clans; they are related to a Clan fighting
force that developed quite a reputation many years ago.  While you
don't share quite so strongly their desire too save Clan face, the
Fist is the only Eastern organization you've run across that seems to
want peace.  Thus, you've worked with them on occassion, when they've
needed your help or you've needed theirs.  For example, Dirk
Brightwind (your contact in the Fist) recently came to you with a
request for a talisman of transport.  For you, it was trivial to get
one, as the Conclave uses them all the time to send large packages
over long distances, although you could see where Dirk would have a
hard time doing it -- magic is, after all, illegal in the Clans.

Dirk seems to have eyes everywhere, though he has no knowledge of
Realm society.  He mentioned in passing the last time you talked to
him that he had seen a mage in the merchant's district, purchasing the
entire stock of a local armorer all at once.  This struck you as very
odd.  First of all, mages rarely, if ever, wear armor (it tends to
interfere with the freedom of motion you need to cast spells; besides,
who has the time to learn how to use the stuff?); secondly, a purchase
that major (even a small shop's stock would cost thousands of Stars!)
simply couldn't be one man's -- or even a small group's -- action.  

Under normal circumstances, you wouldn't give it much thought.  But
you're pretty sure that the House of the Spear has been up to
something major lately, and this just might tie in with it.

The first thing that gave you the idea something unusual was going on
was was the explosion in Milcah's lab.  You snuck in to investigate
later and found the whole place charred and practically glowing with
mana.  You found a number of unusual runes scribed into the ground,
and some very strange apparati.  Taking care not to disturb anything,
you copied down the runes and took off.

Then there was Jeremiah' project.  You had noticed he was secreting
any number of unusual items away from the Conclave storeroom for quite
a while, but never got an opportunity to investigate.  However, when
he vanished mysteriously a few days before you arrived on the Castle,
you made time ... and the only thing you found in his lab that seemed
interesting was a scrap of paper in clipped ritual notation.  You
couldn't make any sense out of it, but it didn't seem like a spell in
and of itself.  Unfortunately, you didn't get much chance to
investigate further, since you were interupted by the arrival of
another man.  Luckily, you got away before he noticed you.

And of course, there's Segwina's death.  How that fits into the scheme
of things, you don't know ... on the one hand, it is sure to create
some havoc within the House.  On the other hand, Segwina was a
reasonably moderate individual, and could have done far more damage
than she did.  Her successor isn't likely to be much better,
particularly if (as seems to be the case) he will have to be chosen
from among those currently on the Castle.  Something has got to be
done.

Maskilla Ishmael was the other Representative to the Council of Magi,
from your own House of the Shield.  You don't know much about him, but
he seems a decent enough fellow.  The only other member of your House
on the Castle isn't strictly a member; Kalerege was granted honorary
membeship by Arriz many years ago.  He doesn't have a link to the Orb,
but in terms of voting and policy he is considered a Conclave member.
It was for this reason you managed to gather up the courage to seek an
audience with him when it became apparent that both the Conclave and
COERCE needed somewhere to hold their meetings that was neither Realm
nor Clan.

You were surprised and shocked when you found yourself suddenly
whisked off to the Castle, even more shocked when Kalerege agreed to
open the Castle to those organizations.  His price was unusual; all he
wanted was some help performing a ritual he was trying to develop,
something involving a large star sapphire gem.  Imagine, a Great
Wizard asking @i(you) for help!  Further, he agreed to use all the
talents at his disposal to protect life on the Castle during the peace
talks.

Well, he's a Great Wizard, he can usually make his own rules.  In any
case, you're on the Castle now yourself and can do your best to make
sure no blood is spilled, that the war is ended, and to figure out
what in the world is going on in the House of the Spear.  It
definitely seems important.  Heather is here, as is much of the Fist,
so you are not short of allies, and the strength of morality has
always been yours.  The Way of the Shield shall prevail.

Good luck.

@newpage

@Heading(Items and Abilities)

You begin the game with the following items:

@begin(itemize)

An envelope with several lines of strange notation, lifted from
Jeremiah's lab.

A piece of paper with the runes you copied from Milcah's lab.

A ring of protection, +2.

An amulet of fire resistance.

A potion of healing.

A short staff.

A lockpick
@end(itemize)


You have the following abilities:

@begin(itemize)

Weapon Skill, Defense - Short Staff 2.  

Pick Locks 

Magic Knowledge, Level 1.

Mage

Search

@end(itemize)

