[Demigoddess Abilities] [Special Abilities] [Insanity] [Elemental Magic] [Magic Jewelry]
[O.C.C. Skills] [O.C.C. Related Skills] [Secondary Skills] [Inventory] [Drama/Luck/Ace] [Biography]
SARIA
Elf Water Warlock, Worshiper of Bennu
Demigoddess of the Elements and Duality
Description:
Saria is an Elven woman whose lithe form belies an unexpected strength developed from long hours spent swimming and dancing. She lacks the dexterous grace seemingly inherent to most Elves but she hides it well with skill and practice. Amongst Elves there is little about her which stands out, especially when compared to her boisterous sister Elycia. This has resulted in her being quiet and reserved around other Elves. Amongst other races, or when she’s around her element of Water, she is much more confident and comfortable. In those situations she clearly carries herself with the casual air of superiority common amongst Elves, and does not sit by idly when she believes her talents or opinions are called for.
Long strawberry-blonde hair frames her beautiful face. Many years of sailing have led Saria to dress practically as well as elegantly, preferring clothing which allows for freedom of movement and does not restrict or get in the way of anyone around her.
Picture from our own AZ_Rune Art!
Name: Saria True Name: Saria Fayeth Naeric
Note: Pronounced /se ˈrī ə/
Rank 20th Level
OCC: Water Warlock
Race: Elf
Land of Origin: Phi- Renvin
Citizenship: Phi
VITAL STATISTICS | ATTRIBUTES | SAVING THROWS | COMBAT BONUSES | |||||||
HT | 6’2″ | IQ | 19 | +5% | Save vs Magic | +3 | Strike | +6 | ||
WT | 145 lbs | ME | 20 | Save vs Psionics | +3 | Parry | +9 | |||
P.P.E. | 250 | MA | 22 | Trust 70% | Save vs coma | +8% | Dodge | +9 | ||
PS | 19 | Save vs poison/ disease | +2 | Roll | +4 | |||||
H.P. | 89 | PP | 16 | Save vs horror | +2 | Pull | +6 | |||
S.D.C. | 163 | PE | 19 | Save vs Possession | +1 | Initiative | +5 | |||
Exp | 1,008,400 | PB | 20 | Charm 50% | Save vs Insanity | +3 | Damage | +7 | ||
Sex | F | SPD | 29 | Disarm | +1 | |||||
Birthday | 3/20/12 (102 years old) |
Knockdown/ Stun | 18, 19, 20 (or from behind) |
Critical | 18, 19, 20 (3× damage) |
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HTH: | Expert | Attacks | 8 | |||||||
Alignment | Scrupulous | Death Blow | 20 | Perception | +5 |
Gold | ||
Western Empire W 0 |
Island of Bizantium ฿ 0 |
Eastern Territory Є 0 |
Timiro Kingdom ₮ 0 |
Wolfen Empire ₩ 0 |
Dragon Coins OK 1 |
Elven Kingdom Æ 20,000 |
Weapon Proficiencies | Level Acquired | Strike | Parry | Thrown/Rate | Range |
Staff | 1 | +7 | +7 | +3 | |
Sword | 1 | +8 | +7 | +3 | |
Paired: 2-Handed Staff | 7 | ||||
Paired: Sword & Staff | 18 | ||||
Weapons: | Damage | Notes |
Demon-Slaying Staff of Cold Vengance (Holy/ Lightbringer Weapon) | 4D6 | Glows blue-white. Has 60 P.P.E., recovers 10/ 3hrs. User can spend that or their own for a blast of Cold which does 2D6 damage per 10 P.P.E. spent (up to 100 P.P.E.). Range is 100ft/ level. +1 strike with blast every even level. In melee the same P.P.E. can be spent to unleash the Cold Blast on the target (a successful parry still takes 20% damage!). |
Aubade (Lightbringer Rune Sword) | 5D6+6 | +1 all saves Dark Red Metal |
Impetus (Enchanted Superior White Iron Staff) | 2D6+3 | +1 to strike, +3 to parry, double damage against Evil, Numbing Cold 3×/ day (When this power is activated, the next time the weapon hits, the victim must save versus magic or lose half of his attacks, reduce speed by half, and suffer -2 on all rolls to strike, parry, dodge, roll with punch, and initiative for 1D6 melees), and all White Iron properties. |
Holy Whip of Bennu’s Flame (Holy/ Lightbringer weapon) | 2D6+6 | Glows a flickering orange/ red like fire. At will user can turn it into a Fire Whip per the Warlock spell. Will do 4D6, +1D6/ every 2 levels. Fire Whip is 6ft, +1ft/ level long. Will do full damage vs those resistant to fire, and half damage to those immune (as per the Warlock spell Hell Fire). |
Serenade (Enchanted Superior Bull Whip) | 2D6+3 | Impervious to Fire, double damage against Evil, and “sings” (makes a sweet ringing) when it is drawn and used to strike. |
Armor | AR/ SDC | Notes |
Soft Leather of Iron | 16/ 250 | Impervious to Fire and Invisibility on Armor |
Special Attacks: | Damage | Notes |
Kick | 2D4 | |
Wheel Kick | 2D6 | Cannot be done before or after any other kick |
Crescent Kick | 2D4+2 | |
Body Throw/Flip | 1D6 | Knockdown |
Demigoddess Abilities | Description | Notes |
Fire & Cold Resistance | Only take half damage | |
Semi-Divine Regeneration | Heal 1D6×5 H.P. or S.D.C. every minute (four melees) | |
Demigoddess of Elements: Body of Water | Saria’s connection to the element of water allows her to transform her body into water without changing her outside appearance at all. While water, all physical attacks will pass harmlessly through her body. Energy (such as magical and psionic) attacks will do half damage. | She can only use this once per day, for up to 1 minute per level. Can be activated in response to an attack as a “parry”, but only straight dice rolls are compared. |
Demigoddess of Duality: Manifestation | Can summon Elycia as a transparent, ghostly spirit, tethered by silver cord to Saria’s body. Only Saria, psychics, children under 13, animals, and most supernatural creatures can see Elycia. She can hover and fly (670 mph), is intangible, see the invisible, impervious to physical harm (including cold, heat, and energy), but vulnerable to magic and psionics. Elycia can only communicate with Saria; others need to use telepathy or empathy. | If Elycia is within 90ft, Saria gains the benefits of Sixth Sense (+6 initiative, +2 parry, +3 dodge, cannot be surprised). She can only call her sister out three times per day, for up to 5 minute per level each time. If Elycia “dies” the ability ends and Elycia becomes the new dominant personality. |
Demigoddess of Mania: One, Two, Three, Not It! | Saria can voluntarily relinquish control to her sister, forcing Elycia to become the dominant personality. They still swap at Dawn. Whenever they swap the memories of what the other did are transferred also. | This can be done at will, but takes one attack/ action to accomplish. |
Special Powers/Skills | Description | Notes |
Assistance | Saria may mentally ask for help from Elycia, who will be able to provide assistance in the form of one skill or spell to be used immediately. | Only usable 1×/ day. |
Burning Life | Fire damage is converted to healing. Cannot go above max H.P./ S.D.C.. Fire is soothing. | Permanent due to Permanency Ward affixed/ sewn on body behind left ear. |
Nightvision | 60′ | |
Can hold Breath for 5 minutes | ||
Sense Body of Water | 98% (62% +2%/level) | Rivers, lakes, etcetera, within 100 miles. Also sense the moisture in air, allowing prediction of rain, fog, snow, etc, and when a storm will hit (within 6D6 minutes). |
Shallow/Deep and Purity of Water | 98% (30% +5%/ level) | Can sense shallowest, deepest, or safest place to cross river. Can tell if water is contaminated by taking a tiny sip. |
Sense Elementals | 98% (25% +5%/ level) | Automatic if within 120ft. Can deliberately sense out to 240ft with a +20% bonus. Will always recognize other Warlocks and intuitively know the elemental force(s) they are aligned with. Can also sense an invisible elemental (including Air Elementals, Spirits of Light, and Jinn) at a flat 75% chance. |
Summon Elemental | 98% (5%/ level) | Can attempt to summon a Lesser Water Elemental once/ day. Requires two hours of concentration and chanting, water present (for focal point of concentration), and the water element symbol scrawled on the floor in charcoal or in dirt/dust. +10% on a Ley Line, +20% at a Nexus. Halve the percentage to summon a Greater Elemental instead. |
Insanity | Notes | ||||
Multiple Personalities (?) | Saria shares her body with her deceased sister, Elycia. Both personalities are aware of each other but cannot communicate directly with each other. Each morning at dawn the two personalities swap. There are also several conditions which can force a change:
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Magic: Elemental Water | Spell Strength: 16 | |||||||
Spell Name | Level | P.P.E. | Range | Duration | Save | Description | ||
Create Fog | 1 | 5 | 100ft radius/ level | 5 min/ level | None | Create dense fog, radius is 100ft/ level. Cannot see clearly beyond 6ft. At 7-20ft everything is featureless, shadowy figures; blurry, grey shapes. Beyond 20ft is totally obscured. See Summon Fog pg 212 for penalties and details. | ||
Seasickness | 1 | 5 | 100ft | 1 min/ level | Standard | If save is failed: Reduce speed by 75%, -2 strike/ parry/ dodge, and -12% on all skills. 01-60% chance character will vomit and lose initiative, two attacks, and -4 to parry and dodge. Penalties are halved if away from the water. | ||
Water to Wine | 1 | 5 | Touch or 12ft | Instant/ Permanent | None | Change 30 gallons of fresh water into wine. Quality is fair/ average, +5% per level. | ||
Change Current | 2 | 8 | 1,000ft radius/ level | 5 min/ level | None | Reverse or redirect ocean current in the area. | ||
Calm Waters | 3 | 15 | 80ft radius/ level | 30 min/ level | None | Reduce the intensity of water turbulence, as well as size and speed of waves, by half. | ||
Water Pulse | 3 | 8 | 100ft | Instant | None | Blast of water does 1D6 damage. Knocks Human sized or smaller targets/ items back/ away 1D4×10 yards. Can be used for called shot/ disarm. | ||
Ice | 4 | 8 | 50ft/ level | 5 min/ level | N/A | Choose one of the following: 1) Wall. 15 S.D.C. and 10’×10’×1′ per level. Cannot be created in the air to fall. 2) Coating of Ice. 6′ radius/ level is coated in ice. People coated lose initiative and -1 to all combat actions. 1D6 frostbite damage if not properly clothed. Movement is reduced by 75% and if moving faster than a Spd of 4 there is 01-75% chance of falling. 3) Freeze Water. Freeze 2 gal/ level, can affect all water in a 6′ radius (seen or unseen). |
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Water Wisps | 4 | 30 | Immediate Area | 15 min/ level | None | Summon and command 1D4 water elemental essence fragments. Must be summoned in a body of water. No limit in how far they can travel from the Warlock. See pages 241-242 for details and stats. | ||
Snow Storm | 5 | 40 | 30ft dia/ level, 50ft/ level | 2 min/ level | None | Temp becomes 15° below freezing. 30mph winds. Snow and hail rain down. 1ft accumulation every 30 seconds (2 melees). Reduce spd by half. Vision limited to 20 feet. Does 10 damage every round due to cold, wind and hail combined. | ||
Hail | 4 | 20 | 10ft dia/ level, 50ft/ level | 2 melees/ level | None, take cover | Torrential Hail does 1D6/ level damage per melee round to all within the area. | ||
Little Ice Monster | 6 | 40 | Immediate area | 30 min/ level | None | Summon and command fragmented essence from a greater ice elemental. Can be sent to scout ahead, spy, hunt, defend, attack, carry items, etc. No limit in how far she can travel from the Warlock. See pages 242-243 for details and stats. | ||
Encase in Ice | 6 | 40 | 6ft/ level | Until it melts or breaks | None | Magically encase any object or portion of a person’s body in ice. Encasement has 10 S.D.C., A.R. 12, and does 4D6 to bare flesh. If head is encased victim is blinded, will fall unconscious in 2 minutes, and suffocate in 6 minutes. Warlock can will ice to disappear instantly. | ||
Part Waters | 6 | 50 | 500ft long by 10ft wide, per level | 5 minutes per level | None | Cut a swath into the water, parting it and drying the sea bed so it can be walked on. Spell is broken if Warlock loses concentration, falls unconscious, or is slain. When spell is broken 1%-70% chance of drowning all; everyone takes 1D6×10 damage, ×3 for seas, ×4 for oceans. | ||
Summon & Control Storm | 7 | 100 | Immediate area or 1 mile/ level | 30 min/ level | None | Create a destructive storm out of thin air. Torrential downpour of 4 inches/ hour causes flooding even in cities. Travel is slowed by half. See pages 214-215 details and trouble table. | ||
Tidal Wave | 8 | 80 | 200ft/ level | One melee/ level | None | Towering wall of water 10 feet tall/ level and 200 feet long/ level. One wave can be created and strike per round. 5% chance/ level to capsize a ship per level. Can only go 30 feet/ level on shore. Does 4D6×10 to everything in the tidal wave’s path. | ||
Creature of the Waves | 8 | 80 | Self | 1 melee/ level | None | Transformed into a shiny, silver colored, semi-opague featureless figure in a humanoid form. Swim 120 mph, completely invisible in water, has 200 S.D.C., ½dmg from normal weapons, normal damage from magic and magical weapons, fire & heat does double damage. Squeeze through key holes and cracks in 1 melee action. +2 initiative, +1 strike, +1 parry, +2 dodge, -2 strike and parry with any weapons. | ||
Create Water | 4 | 10 | 60ft | Instant | None | 20 gallons/ level. Can be created in mid-air if desired (roll to strike). Does 4D6/ 20gal versus Vampires if created to hit them. | ||
Whirlpool | 5 | 40 | 120ft radius, 500ft range | 1 min/ level | N/A | Creates a whirlpool, draws objects to center 10 feet per melee. Swimmers have 1%-30% chance of drowning. Center of whirlpool is a 20ft radius and does 1D4×10 per melee to small objects, 2D6×10 per melee for large ships. Everything is submerged at dead center, 1%-90% chance of all hands drowning. See page 242 for chances to escape. | ||
Ice Slide | 5 | 15 | Self or other by touch | 5 min/ level | None | Create slide/ bridge of ice like Ice Man (X-Men). Move at Spd×3 while doing so. Cannot be made on or under someone directly. Max height is 10ft. See Library of Bletherad page 73 for more details. | ||
Frostfire | 7 | 30 | 10ft | Same as a normal fire | None | Turns a normal fire into one composed of ice-cold magical energy. Still spreads like normal fire. Instead of burning, things freeze until they blister or shatter into icy dust. Does 4D6 per melee round. Can float/ burn on water but only lasts 1d4 minutes/ level there. Using water to try and extinguish it will double size and damage every minute. Extinguish by smothering or Extinguish or Vacuum. Can be contained with magic fire but normal fire has no effect. See Library of Bletherad page 74 for details. | ||
Resist Fire | 2 | 6 | Self | 5 min/ level | None | Take half damage from fire, including magic fire and heat. | ||
Resist Cold | 3 | 6 | Self | 10 min/ level | None | Impervious to normal cold up to 10° below zero. Half damage from magic cold. | ||
Swim Like the Dolphin | 4 | 15 | Self or two others by touch | 20 min/ level | None | Perfect 98% swimming ability. Swim speed is 50 mph, can leap out of water 15ft into the air, hold breath for 6 minutes, survive up to 1 mile depths, +5 to dodge underwater. | ||
Breathe Underwater | 2 | 6 | Self or two others by touch | 20 min/ level | None | Grants ability to breathe underwater. Max depth is 300 feet unless combined with other spells. | ||
Impervious to Ocean Depths | 3 | 15 | Self or two others by touch | 10 min/ level | Standard if resisted | Makes the character imprevious to the deadly pressures of the ocean’s depths. Without this spell, max depth tolerance is only 250 feet. | ||
Speak Underwater | 4 | 10 | Self or two others by touch | 10 min/ level | Standard if resisted | Can speak underwater just fine. Words can be heard up to 100ft +10ft/ level away. | ||
Aegis of Ice | 2 | 8 | Touch | 5 min/ level | Standard if resisted | Wraps recipient in protective embrace of Water. Glows with blue aura that provides A.R. 18 and 75 S.D.C. +5 S.D.C./ level. Takes double damage from heat/fire. If aura S.D.C. is depleted it vanishes in a flash and no excess damage from that attack carries over. | ||
Ice Blast | 5 | 10 | 90 | Instant | Dodge | Conjures a cone-shaped blast of cold. At max range the cone base is 5ft. Damage is 1D6 per level (double damage to those vulnerable to cold). Always hits; targets need to roll an 18 or higher to dodge. | ||
Encase Object in Ice | 3 | 10 | 10ft | Permanent until melted. | None | Encase non-living item in ice. Must be no larger than a sword or no more than 6 inches in circumfrance. The Ice encasement is solid. A.R. is 12 and S.D.C. is 100. | ||
River of Ice | 9 | 50 | 120ft | 1 min/ level | Dodge | Creates a slush river with large chunks of ice. Damage is 1D4×10 due to numbing cold. 20ft long × 8ft wide × 5ft deep/ level. If cast underfoot everyone who weighs less than 3 tons is washed away. Victims in the river are -25% to Swim skills and -75% to swim speed. | ||
Negate Magic | 8 | 30 | 60ft | Instant | Special | The magic being negated makes a saving throw versus Saria’s spell strength. If it succeeds the magic stays. If it fails the save the magic is cancelled. | ||
Earth to Mud | 5 | 20 | 20ft/ level | Instant and Permanent | None | Transform 100 lbs/ level of earth into mud. No effect on clay, stone, elementals, or golems. | ||
Extinguish Fire | 2 | 4 | 80ft | 1min/ level | None | Instantly extinguish a 20ft radius of fire. Can extinguish up to 40 feet per melee round. | ||
Circle of Rain | 3 | 20 | 100ft | 5min/ level | None | Create a heavy downpour (with thunder & clouds) over a 60ft diameter area. Anyone within the area becomes soaking wet, chilled, hearing/ vision impaired (reduced to 30ft), and speed reduced by one-third. Can be cast indoors. Vampires and Fire Elementals take 4D6 damage per melee. | ||
Wall of Ice | 4 | 20 | 60ft | 4min/ level | None | Create a wall of ice with 100 S.D.C. +50 S.D.C./ level. Covers an area 8ft × 8ft × 4ft, per level. Does 1D6×10 damage if dropped on anyone. Requires P.S. of 60+ to lift off. | ||
Banishment | 10 | 65 | 100ft | 2 weeks/ level | Standard | Force one lesser supernatural being per level to leave the immediate area (600ft radius). Creature(s) cannot return for duration. Each creature saves separately. | ||
Healing Waters | 7 | 55 | 3ft radius/ level | 2 min/ level | None | Instantly change 3ft radius/ level of water into a warm bath which soothes all aches, pains, and burns, and heals 1D6 H.P./S.D.C. per minute. | ||
Ice Storm | 11 | 200 | 1 mile | 2 melees/ level | None | Freezing rain/ hail over a 100ft/ level area. Deals 1D6/ level per melee to all in radius. Everything within the radius is encased in ice as per “Encase in Ice” spell. 25% chance to be encased after 1 melee, 50% chance after 2 melees, 75% chance after 3 melees, and 100% chance after 4 melees. Ice melts normally or can be instantly willed away by the caster. | ||
Cold Wall | 3 | 15 | 90ft | 10 melees/ level | None | Creates wall of deadly cold 15ft long, 10ft high, 5ft deep/level. Does 4D6 damage to those who touch it or for every 5 feet of depth (those vulnerable to cold take 1D4×10). Objects within area will begin to freeze. | ||
Air Swim | 6 | 15 | Self or Touch | 10 min/ level | None | Can swim through air as if it’s water – same speed and agility as when swimming. Maximum height is 10ft/ level. | ||
MAGIC JEWELRY | EFFECT |
Eternal Torch Ring | AR 14 |
Ring of Reserve | Can draw 4D4x10 P.P.E, 2x per day. |
Amulet of Divine Insight | Usable 3×/ day, only once per enemy. Learn something about an enemy in sight; 77% chance that knowledge may be useful. |
Ring of Fleet Feet | Usable 3×/ day. Double P.P., Spd., & Attacks per melee. -2 initiative, can be surprised, -20% delivate skills. |
Ring of Truesight | See through magical & psionic illusions, drug-induced hallucinations (half penalties), see in the dark, see the invisible. Always on out to line of sight. |
Blue Wizard Stone Bracelet | Usable 1×/ 24 hours. 20 P.P.E. and 2 H.P. summons 1D4+4 glowing blue stone orbs to hover around user. See item page for details. |
OCC Skills | Base % | Bonus | Start | Current | Total % |
Language: Elven | 98% | 1 | 20 | 98% | |
Language: Wolfen | 40+5 | 10 | 1 | 20 | 98% |
Language: Eastern | 40+5 | 10 | 1 | 20 | 98% |
Literacy: Elven | 30+5 | 10 | 1 | 20 | 98% |
Lore: Demon/Monster | 25+5 | 10 | 1 | 20 | 98% |
Lore: Faerie | 25+5 | 5 | 1 | 20 | 98% |
Wilderness Survival | 30+5 | 10 | 1 | 20 | 98% |
WP Sword | 1 | 20 | |||
WP Staff | 1 | 20 | |||
HtH: Expert | 1 | 20 | |||
Language: Elemental | 98% | 1 | 20 | 98% | |
Swimming | 65+5 | 1 | 20 | 98% |
OCC Related Skills | Base % | Bonus | Start | Current | Total % |
Astronomy/ Navigation | 30+5 | 10 | 1 | 20 | 98% |
Math Basic | 45+5 | 10 | 1 | 20 | 98% |
Math Advanced | 45+5 | 10 | 1 | 20 | 98% |
Seamanship | 22+4 | 10 | 1 | 20 | 98% |
Astrology | 15+3 | 10 | 1 | 20 | 87% |
Research | 35+5 | 10 | 1 | 20 | 98% |
Botany | 25+5 | 10 | 3 | 20 | 98% |
Writing (Professional) | 20+5 | 10 | 6 | 20 | 98% |
Literacy: Eastern | 30+5 | 10 | 9 | 20 | 98% |
Public Speaking | 30+5 | 0 | 12 | 20 | 70% |
Holistic Medicine | 30/ 20+5 | 0 | 15 | 20 | 55/50% |
Paired Weapons – Sword & Staff | 18 | 20 | |||
Secondary Skills | Base % | Start | Current | Total % |
Sailing | 35/20+5 | 1 | 20 | 98%/ 98% |
Dance (Professional) | 30+5 | 1 | 20 | 98% |
Sewing | 30+5 | 1 | 20 | 98% |
Prowl | 25+5 | 2 | 20 | 98% |
Gemology | 25+5 | 2 | 20 | 98% |
Lore: Sea | 25+5 | 5 | 20 | 98% |
Lore: Ley Lines | 30+5 | 5 | 20 | 98% |
History Humans, Dwarves, Elves, Wolfen, Danzi, Changeling |
35+5 | 7 | 20 | 98% |
History Dragons, Titans, Kobolds, Gnomes, Rahu-Men, Goblin |
35+5 | 7 | 20 | 98% |
Outdoorsmanship | 10 | 20 | ||
Running | 10 | 20 | ||
Writing – Professional | 13 | 20 | ||
Dance – Professional | 13 | 20 | ||
Biology | 30+5 | 17 | 20 | 50% |
Sing (professional) | 30+5 | 17 | 20 | 60% |
Sing (professional) | 20 | 20 | ||
Wardrobe & Grooming | 50+4 | 20 | 20 | 55% |
Inventory | |||
Name | Count | Location | Description |
Small Sacks | 3 | Backpack | |
Candles | 4 | Backpack | |
Charcoal sticks | 4 | Backpack | |
Elemental Symbol Fire | 1 | Backpack | Easily accessable |
Elemental Symbol Water | 1 | Backpack | Easily accessable |
Firewick | 1 | Backpack | 20 uses. See p.259 Main |
Enchanted Backpack | 1 | Worn | 30 lbs |
Summer Clothes (Saria’s) | 1 | Worn | An elegent blend of form and function. |
Summer Clothes (Elycia’s) | 1 | Backpack | Sturdy, functional, rugged. |
Winter Clothes (Saria’s) | 1 | Backpack | An elegent blend of form and function. |
Winter Clothes (Elycia’s) | 1 | Backpack | Sturdy, functional, rugged. |
A purple robe this color: | 1 | Backpack | Sturdy and expensive. A blend of blue and red (a shade of purple). |
Bed Roll | 1 | Pack | |
Large Sack | 1 | Backpack | |
Water Skin | 1 | Backpack | |
Flint/Tinder Box | 1 | Backpack | Easily accessable |
Bennu Symbol | 1 | Worn | |
Small Mirror | 1 | Backpack | |
Fire Blossom | 4 | Backpack | Easily accessible. See Elycia‘s spell for details. |
FrostFire Blossom | 4 | Backpack | Fire Blossoms enchanted with Frost Fire. Easily accessible. See Elycia‘s spells for details. |
Journal | 1 | Backpack | Easily accessible. The communication journal of Saria and Elycia. |
Quill of Endless Ink | 1 | Backpack | Easily accessable. A magic quill which needs no ink and never runs out. |
Extra Journal | 1 | Backpack | Blank |
Almanac of Light & Dark | 1 | Backpack | Astronomical charts for Saria’s Astrology skill. |
Travel Rations | 14 | Backpack | Basic food rations for a number of days equal to quantity. |
Needle of Sewing | 1 | Backpack | 60% sewing skill with needle. |
Container of Much Water | 1 | Backpack | 6 gallons fresh drinking water per 24 hours. |
Small Magical Preservation Jar | 1 | Backpack | Easily accessible but breakable. Items places inside do not age. Contains two handfuls of “Scarlet Pepper” – Hell Fire and Frostfire variety. |
Drama Cards, Luck Points, Ace in the Hole | |
Ace in the Hole | |
Luck Points |
BIOGRAPHY
Elycia woke up in an unfamiliar bed. She felt tired and disoriented. “How did I get here?” She wondered. She sat up but winced as the motion suddenly made her head hurt, like having a bad hangover. Carefully she looked around. It took her a moment to recognize where she was. “This is Saria’s room. What…?” She asked aloud to the empty room. There was no sign of her sister. Slowly she rose out of the bed to stand up. She took only two steps before she tripped and fell flat on the floor. “Ow fuck fuck fuck,” she swore as she lay there, letting the throbbing in her head subside. “Saria’s the clumsy one, not me. I must be really fucked up.”
As she pulled herself up she caught sight of herself in a full-length mirror on the other side of the room. Except it wasn’t her reflection in the mirror. It was her sister’s, Saria. “What?” She said aloud, and the mirror’s reflection mouthed the word in sync. Elycia stood up and watched the reflection mimic exactly what she was doing. She looked away and at her own body, realizing now that the mirror wasn’t playing some sort of trick. This was her sister’s body, and she was in it! She looked back at the unfamiliar reflection questioningly, and silently mouthed “What-the-fuck?”
The Priests and Priestesses of Bennu couldn’t help. They prayed and tried to see the evidence of Bennu’s works but their prayers were unanswered and there was nothing they could see which indicated a divine miracle. Still, they tried to comfort her. “This is Bennu’s will,” they told her.
“How could this possibly be something Bennu would fucking do to someone?” Elycia demanded.
“Bennu the Phoenix is the Goddess of Rebirth. If you are right then She has blessed you with renewed life. Why in this manner is not for us mortals to know. It is either that, or…” They trailed off, unsure how to say to the Fire Warlock’s face that she may be crazy. “Have you tried talking to a Psychic Healer, or a Mind Mage? Maybe they can offer an… alternate answer.”
“No. I’m not crazy,” Elycia asserted back at them. “I remember that I was dying. I still have my link to the Element of Fire. My sister’s desperate prayer had to have been answered. I’ll be damned if I let a shit-sucking psychic mess around in a head that’s already too full.” She took a breath and then added, “I’m not crazy.”
“Then you need to accept that this is simply Bennu’s will.”
“Fuck,” Elycia simply stated in response.
Finally out on the sea again, Saria let the calmness of sailing on the open water relax her. Now that they were fully underway there was less to do and she could just enjoy the open sea. She had convinced the captain of the Rebellious Harry to bring her aboard. Having a Water Warlock on this trip wasn’t really necessary but she convinced him it couldn’t hurt. Saria was eager to at least do a little sailing – she loved being on the water. Her sister didn’t care for it thought. Elycia always got nervous and anxious when out to sea so Saria had promised her that she would only take them on a short voyage.
This was so weird, having to share time with her sister in her body. But it meant her sister was alive again, at least in a way, and she was thankful to Bennu for that. It had taken a while for the two of them to get used to this, and they were still adjusting. Saria would wake up sometimes with wicked hangovers, or her whole body sore from whatever her sister had done the day before, or even worse that she deliberately didn’t think about right now (but blushed anyway as the memory partially surfaced). But it was getting better.
“Hey, watch out!” One of the crew yelled at Saria, bringing her out of her daydream. She looked up just as the boom of the mainsail swung over to her and smacked her in the head. It knocked her out cold. When she came to she was underwater and sinking. The water was dark, which was weird because it was just daytime. She was in her element though, and quickly enough she gained her bearings and swam back to the surface. As she approached the surface she could start to see a bright, flickering light source and hear muffled shouts and yelling.
She broke the surface of the water and gasped for air, throwing her head and long hair back as she did so. Saria looked around and saw a scene of chaos straight from her nightmares. All around her was ship debris, and more than a few other sailors in the water – some moving, some still. The ship itself was completely engulfed in flames and sinking. Much of the crew were in lifeboats, yelling over the noise of the conflagration as they tried to recover crewmembers from the water. A large creature of some kind was just at the edge of her vision, swimming away from the ship and lifeboats as if it were injured or afraid. It was too far away for her to tell what it might be.
She swam over to the nearest lifeboat, confused. The first mate was pulling a sailor out of the water when she came into his view. She waved at him but he scowled back at her. As she swam closer she told him, “Pull me up. I can help.”
Instead he glared at her angrily. “Haven’t you already done enough?” He demanded. One of the other crew hesitantly pulled her into the boat, then moved away from her once she was on board. “Just sit there and shut up while we clean up your mess,” he angrily told her. She opened her mouth to protest and to ask what happened but a quick glare from him made her close it again.
“What did Elycia do?” She wondered.
“It’s been weeks! I fucking said I’m sorry!” Elycia yelled at the journal as she threw it across the room. She had just woken up and like any morning now, or anytime she comes to, the first thing she did was read Saria’s latest entry. Saria did the same. It was how they were able to communicate. Saria’s latest update told her that apparently no ship Captain would hire her anymore, or even let her on their boats. Word of what Elycia had done to the Rebellious Harry had spread everywhere it seemed. Saria was pretty upset. “What whiney bitches,” Elycia said. “You burn down one fucking boat and everyone gets all pissy.”
She took a calming breath and sighed. That whole situation had gone south fast. “Shit. I wasn’t even supposed to be there,” she pleaded to no-one again. Saria had every right to be upset – Elycia had fucked this up royally. And they both had to deal with the consequences. This was their life now. Like it or not, they needed to try and get along.
Fiery boat image credit:
DisneyTheory.com
She grasped the pale steel staff with resolve and skill. One slow breath in. One slow breath out. Then she began the dance. But this dance was combat; her partners today the practice mannequins. The staff moved fluidly in her hands. The pale steel literally bent with the momentum of the strikes as if it were a freshly cut sapling. Her moves were rythmic, hypnotic. She circled the practice room gracefully and one by one the practice mannequins fell to her blows. After a few moments the mannequins re-assembled themselves; their ancient magic rebuilding them time and again.
A voice from the doorway let her know she was not alone. “Dare I ask who you are today?” The gruff, inebriated voice slurred at her. She did not stop her motion. She twirled and brought the staff around to snap the head off of one of the mannequins. The head flew through the air towards the brusque Elf leaning casually in the door frame. The head fell short of reaching him. It bounced twice before stopping in mid-bounce, then flew back onto the mannequin. She had already moved on to the next one.
“Does that answer your question, ‘father’?” She replied in a dry, annoyed tone. This mannequin received a vicious crescent kick to the midsection before being smashed by the staff.
“It’s just strange to see you here in the practice room, ‘Ria.” He swirled the dark liquid in the glass he held, staring at it almost entranced. “You usually spend your days here in the library or the study.”
“I’m in the practice room and you’re out of the wine cellar. Looks like we’re both mixing it up today.” Another whack at a mannequin, this strike breaking the arm. Her form was off though; her timing had slipped out of the rythm. The man in the doorway sipped at his drink. He noticed.
“Perhaps you should come here more often,” he said to her matter-of-factually. Her next strike missed the mannequin entirely. Meeting no resistance threw her off-balance and she spun around at the mercy of her own momentum. She managed to stay standing and keep the staff in her hand but there was no hiding her error here. She stopped and turned to face him directly.
“Why did you come out here?” She asked with contained exasperation.
“I heard noise coming from this room. I know you don’t usually use it so I came to investigate. Imagine my surprise to find my only daughter finally practicing her forms again, after all this time.”
“I am not your only daughter,” she said with barely a hint of anger. “And she really wishes you would acknowledge her. She misses you.” ‘Ria tried not to sound jealous as she said that. Her father had always been distant to her, but had doted on her younger sister Elly.
He became visibly angry, however. “Elly is dead, ‘Ria, and you’re sick. Your claims otherwise are destroying whatever happiness this family could still have.”
‘Ria sighed. Not this argument again. He was definitely drunk already. She wouldn’t waste her time arguing with him while he was like this. Even sober, she wouldn’t waste time on the argument anymore. He just refused to believe in the strange miracle no matter how they tried to prove it. With determination she walked to the south door to leave. She would take the long way to the bath.
He stepped into the room as she reached the door. He began yelling at her as she walked through. “The whole world is changing, ‘Ria! You’re clinging onto the past with your imaginary nonsense while a brand new future awaits us all!” She slammed the door and kept walking away.
He stood alone in the practice room. The last damaged mannequin re-assembled itself behind him. He opened his mouth to shout more at her but decided against it. All his talking to her was useless. He went to take another drink but the glass was somehow empty. He angrily turned to throw it at a mannequin but it sailed wide, shattering against the far wall instead. He clenched his fists with drunken purpose. If she wouldn’t listen, then he would have to act. That was all there was to it.
Note: These events take place before the log Scenes from Renvin.