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Biography

Thayme
Finder
Chaotic Good

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As they say in the Cloudsong, "Go where the wind takes you." Generally, that implies that you don't know where the wind will take you. But not for Thayme. With a natural talent for recognizing patterns, and a just bit of study, Thayme has developed a pretty good idea for where the wind will take you. And not just winds; the bogsneak has noticed similar patterns in other areas, and thus can deduce just about where anything will turn up.

Thus, she began calling herself a finder. Whatever you've lost or are looking for, she can help you locate it. Thayme's found many things, from lost hats to missing hatchlings to buried treasure to the way home to escaped pets to solutions of math problems to family heirlooms to true love - Well, not true love. Nobody can expect a perfect record.

Admittedly, this is sometimes a pretty simple task. Quite a few things can be found by paying a visit to the nearest ridgeback. Pretty much anything you can think of has a reasonable chance of being there. Why it's there is another question, but Thayme's a finder, not a philosopher. She can find you a philosopher in a jiffy if you need one though! For a special half-price deal too. She's been meaning to visit that philosopher friend of hers for a while.

Thayme travels a lot, as the winds can blow things very far away. So far, the only time she's had to call off an expedition is when the lost object turned out to have fallen into the Wyrmwound. Her client understood. The ones who don't understand tend to be those who didn't quite realize the ramifications of their search. If, as a result of her finding, you decide to find some horrifying truths that shatter the foundations of your life, well that's your problem. Really, you should be paying Thayme some extra treasure for helping you find two things.

Nobody ever does that.

While she likes to claim her pet snake helps her find things, it can barely even find the food she feeds it, let alone a missing treasure. Its name is Jxkhwv, as naming it such was the condition for losing a game to Zqfmgb the two played as part of their friendly rivalry. It's not the worst name, but Thayme would have preferred something more related to her home flight.

She's picked up a couple of scars through her work. As it turns out, there's dragons out there who don't want some things to be found. While Thayme doesn't know how to fight, she does know how to flee like a bat out of Blacksand Annex, with what she's found kept safe underwing. Technically, she only promises to find, and not to retrieve. But if she doesn't retrieve, it might get lost again, and then she'd have to find it again, and you don't want to let the winds take you into a metaphorical twister.

Her bags contain mostly cartography equipment, for mapping out the paths of both wind and lost objects. But there's some rather more esoteric objects as well. A couple of potions, unwisely procured from Sorrel instead of Belanoir. They'll probably make Thayme invisible, but that might just be because she'll have dissolved into mist. Or they could just be acid. This is likely why they've survived so long undrank, and Thayme is more likely to throw them in an emergency than consume them at this point. There's a couple of magic power cells, which are circumstantially useful, and pretty rocks she once found, which are less so. There's also a tuning fork, which Thayme claims is the most important of her tools. Nobody's quite sure how it helps, but whenever she's finding something Thayme often flicks it with a claw and listens intently.




Sometimes, Zqfmgb asks Thayme to help him on his investigations. Thayme is happy to help out, and doesn't even ask for too much of his fee in exchange. Together, they can solve mysteries with incredible speed, or they would if they weren't constantly double-checking each other's work, both convinced that the other has a habit of missing the most obvious of clues. Still, with teamwork they solve problems that neither could handle alone, so their alliance has held strong.

Mostly, Thayme just wishes that after they'd solved the crime that Zqfmgb wouldn't drag her along for the whole apprehending the criminal part. She's no help in a fight, and all things considered would rather be safe at home when the spells start flying, not comically hiding behind a small tree, praying to the eleven that nothing hits her.

The snake enjoys the battles. All those bright, pretty colours, and the big purple guy is just so cool! It'd join in if it could, but Thayme is a big meanie and shoves it in her bag whenever it tries.
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Image Credit: Pandamoniaz
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Image Credit: Kivovis
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Exalting Thayme to the service of the Arcanist will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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