Full Name | Zayiiri 'Iri' Winterlocke |
---|---|
Player | Sylverthorne |
Game (Context) | Refuge (Firefall) |
Race/Species | Elf (Alta Norë) |
Gender | Female |
Height | 5'2" |
Weight | 95lbs |
Age | DOB: 25 Ringarë 1118 (354) |
Apparent Age1) | Early to mid-thirties |
Hair | Silver |
Eyes | Blue |
Skin | Tanned (honey-cream) |
Class and Level | Wizard 12 |
---|---|
Kit | Savage Wizard |
Alignment | N/G |
Current | Base | Notes | |
---|---|---|---|
Hit Points | 88 | 88 | No current injuries. |
Spell Points | 79 | 79 | |
Experience (Mage) | 750,000 | 1,125,000 |
Score | Current | Base | Notes |
---|---|---|---|
Strength | 12 | 12 | Attack Adj.: +0; Damage Adj.: +0; Weight Allowance: 45 lbs; Max Press: 140 lbs; Open Doors: 7; Bend Bars/Lift Gates: 4% |
Dexterity | 16 | 16 | Missile Adj.: +1; Reaction Adj.: +1; Armour Class: -2 |
Constitution | 18 | 18 | Hit Point Adj.: +2(+4); System Shock: 99%; Resurrection Chance: 100%; Poison Save: +0 |
Intelligence | 18 | 18 | Bonus Languages/Proficiencies: 7; Max. Spell Level: 9th; Chance to Learn New Spell: 85% |
Wisdom | 14 | 14 | Magic Defence Adj.: +0 |
Charisma | 13 | 12 | Initial Reaction Adj.: +1; Loyalty Base: +0; Max. Number of Henchmen: +5 |
Perception | 13 | 13 | No adjustments. |
Comeliness | 15 | 15 | Charisma Modifier: +1 |
Current | Base | Notes | |
---|---|---|---|
THAC0 | 17 | 17 | Melee: 17; Missile: 16 |
Armour Class | 6 | 10 | Soft leather armour: -2; Dexterity adjustment: -2 |
Weapon | Init. | Attacks | THAC0 | Damage | Range | |||
---|---|---|---|---|---|---|---|---|
Melee | Missile | Short | Medium (-2) | Long (-5) | ||||
Staff +2 | 1 | 1 | 17 | N/A | 1d6+2 (+3) | N/A | ||
Bow +1 | 2 | 2 | N/A | 15 | 1d6+1 | 70 yds | 140 yds | 230 yds |
Dagger | 1 | 1 | 17 | 16 | S/M: 1d4; L: 1d3 | 10 yds | 20 yds | 30 yds |
Paralysation, Poison, & Death Magic | 11 |
---|---|
Petrifaction & Polymorph | 9 |
Rod, Staff, & Wand | 7 |
Breath Weapon | 11 |
Spell | 8 |
Proficiency | Level | Slots | Notes |
---|---|---|---|
Staff | Proficient | 1 | |
Bow | Proficient | 1 | |
Dagger | Proficient | 1 |
Proficiency | Score | Attribute | Slots | Notes |
---|---|---|---|---|
Swimming | 12 | Strength | 1 | |
Direction Sense | 14 | Perception + Wisdom, averaged +1 | 1 | |
Cooking | 17 | Intelligence + Dexterity, averaged +0 | 1 | |
Singing | 13 | Charisma +0 | 1 | |
Rope Use | 16 | Dexterity +0 | 1 | |
Weather Sense | 12 | Perception + Wisdom, averaged -1 | 0--Kit Bonus | |
Brewing | 18 | Intelligence +0 | 1 | |
Reading/Writing | 19 | Intelligence +1 | 1 | |
Spellcraft | 16 | Intelligence -2 | 1 | |
Herbalism | 16 | Intelligence -2 | 2 | |
Musical Instrument (Flute) | 15 | Dexterity -1 | 2 | |
Engineering | 15 | Intelligence -3 | 2 | |
Survival | 18 | Intelligence +0 | 0--Kit Bonus | Plains |
Dwarf Runes | 18 | Intelligence +0 | 1 | DSL--Only dwarves gain a +2 bonus |
Native | Elven (all regional variations); Common |
Studied | Cetan; Dwarven (written only) |
0th Level Spells | Cost | School | Components | Notes |
---|---|---|---|---|
Cantrips | 1/10th5) | Universal | V, S, M6) | |
1st Level Spells | Cost | School | Components | Notes |
Detect Magic | 1 | Universal | V, S, M | Material component: a coloured crystal or mineral prism; reusable |
Read Magic | 1 | Universal | V, S, M | Material component: a clear crystal or mineral prism; reusable |
Wizard's Mark | 1 | Universal | V, S, M | Material component: ink and freshly blended tempera in red, yellow and blue, gold leaf and crushed mica, all in quantities sufficient to draw the runes, and a pen or brush |
Shield | 1 | Evocation | V, S, M | Material component: caster's wand |
Magic Missile | 1 | Evocation | V, S, M | Material component: caster's wand |
Tenser's Floating Disk | 1 | Evocation | V, S, M | Material component: a drop of quicksilver and a bit of thistledown |
Alarm | 2 | Abjuration | V, S, M | Material component: a tiny silver bell and a 1 ft length of very fine silver wire; if the spell expires or is dismissed without the alarm sounding, the bell can be reused; if the alarm sounds, the bell is consumed. In all castings the wire is consumed |
Protection from Evil | 2 | Abjuration | V, S, M | Material component: enough powdered silver to trace a 3 ft circle around the spell target |
Burning Hands | 2 | Alteration | V, S, M | Material component: a 1" ball of pitch |
Comprehend Languages | 2 | Alteration | V, S, M | Material component: 1/2 t each of soot and salt |
Dancing Lights | 2 | Alteration | V, S, M | Material component: a glowworm, firefly, fungus, or other bioluminescent living organism |
Featherfall | 2 | Alteration | V, S, M, A | Spell must be prepared in advance. Material component: a feather from any avian or the image of a feather carved from a precious or semiprecious stone, or cast from precious metal (gold or mithral preferred); hard cameos are often crafted for this purpose; wood, shell, or glass may also be used. The enchanted talisman is worn by the caster; to activate the spell the caster speaks a single word of power. The natural feather is always consumed; other foci have varying chances of shattering based on material and quality; helmet shell carvings, semi-precious and precious stones, and precious metal objects are almost always reusable |
Hold Portal | 2 | Alteration | V, S, M | Material component: a small, straight piece of iron |
Light | 2 | Alteration | V, S, M | Material component: a piece of bioluminescent fungus (e.g. foxfire) |
Shocking Grasp | 2 | Alteration | V, S, M | Material component: a length of silver wire long enough to loop around two of the caster's fingers |
Mending | 2 | Alteration | V, S, M | Material component: two small lodestones or two burrs |
Armour | 5 | Conjuration | V, S, M | Material component: a piece of finely cured leather that has been blessed by a priest |
Grease | 5 | Conjuration | V, S, M | Material component: a pat of butter, lard, or tallow |
2nd Level Spells | Cost | School | Components | Notes |
Detect Invisibility | 2 | Divination | V, S, M | Material component: generous sprinklings of talc and powdered silver |
Locate/Obscure Object | 2 | Divination | V, S, M | Material component, locate: a forked twig; obscure: a chameleon skin |
Web | 2 | Evocation | V, S, M | Material component: a spider web |
Ice Knife | 2 | Evocation | V, S, M | Material component: a drop of water from melted snow and a tiny silver dagger; dagger has limited reusability, but will eventually wear out and shatter7) |
Continual Light | 4 | Alteration | V, S, M | Material component: a piece of flint, a steel striker, and a droplet of clear glass |
Darkness | 4 | Alteration | V, S, M | Material component: brushings from a black cat with no white hair or a black owl feather and a lump of coal, tar, or pitch (no less than 1/2 oz) |
Fog Cloud | 4 | Alteration | V, S, M | Material component: 1/4 oz of dried split peas |
Knock | 4 | Alteration | V, S, M | Material component: caster's wand |
Levitate | 4 | Alteration | V, S, M | Material component: either a hummingbird's wing feather, a loop of leather from a flying fish, or a length of gold wire bent into a cup shape with a long shank on one end |
Rope Trick | 4 | Alteration | V, S, M | Material component: either a drop of Sovereign Glue or a 6d silver nail and a length of silk cording sufficient to tie a triple sliding hitch (also called a Prusik knot) |
Shatter | 4 | Alteration | V, S, M | Material component: a hollow glass ball or bulb shattered in the casting of the spell; if the component does not shatter (walls too thick, surface slammed against too soft, etc), the spell fails |
Strength | 4 | Alteration | V, S, M | Material component: several hairs or a feather from any beast with a natural strength greater than 18/00 |
Whispering Wind | 4 | Alteration | V, S, M | Material component: wind-dispersed seeds, such as dandelion, salsify, box elder, etc, with the "wings" intact |
Wizard Lock | 4 | Alteration | V, S, M | Material component: a small, straight piece of steel |
Blur | 4 | Illusion | V, S, M | Material component: caster's wand |
Invisibility | 4 | Illusion | V, S, M | Material component: an eyelash and a bit of gum arabic, the former encased in the latter |
Mirror Image | 4 | Illusion | V, S, M | Material component: a warped metal mirror; reusable |
Glitterdust | 10 | Conjuration | V, S, M | Material component: 1/4 oz of finely ground mica |
Melf's Acid Arrow | 10 | Conjuration | V, S, M | Material component: a dart and 1/4 oz of each, dried and ground, monkshood and rhubarb leaves |
Bind | 10 | Enchantment | V, S, M | Material component: caster's wand and the rope to be enchanted |
3rd Level Spells | Cost | School | Components | Notes |
Dispel Magic | 3 | Universal | V, S, M | Material component: a shattered crystal, intact but with fracture lines throughout; reusable |
Fireball | 3 | Evocation | V, S, M | Material component: a 1" ball of bat guano and sulphur |
Lightning Bolt | 3 | Evocation | V, S, M | Material component: a palm-sized piece of fur and an amber, crystal, or glass rod; the rod is reusable, but there is a 10% chance of breakage per use |
Melf's Minute Meteors | 3 | Evocation | V, S, M | Material component: beads of nitre, sulphur, and pine tar, blown through a tube of fine gold enruned with mithral; the tube is reusable |
Blink | 6 | Alteration | V, S, M | Material component: three paper cups and a dried pea or bean |
Explosive Runes | 6 | Alteration | V, S, M | Material component, "ink": white phosphorus dissolved in carbon disulfide; "pen": a torchwood stylus, used to trace the runes |
Fly | 6 | Alteration | V, S, M | Material component: the wing feather of any passerine bird capable of flight |
Gust of Wind | 6 | Alteration | V, S, M | Material component: a rice paper fan or a palm frond |
Haste | 6 | Alteration | V, S, M | Material component: 1/2 oz shaved licorice root. Note: a Haste spell only ages the recipient one year if they fail a system shock roll |
Tongues | 6 | Alteration | V, S, M | Material component: a small clay statue of a ziggurat |
Waterbreathing | 6 | Alteration | V, S, M | Material component: a hollow reed |
Wind Wall | 6 | Alteration | V, S, M | Material component: a painted and gilded fan, either rigid or folding, of silk, leather, or fine paper; poor craftsmanship of the component can cause the spell to end prematurely or fail entirely |
Summon Monster I | 15 | Conjuration | V, S, M | Material component: a red silk bag exactly 5" x 21/2", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons. |
4th Level Spells | Cost | School | Components | Notes |
Ice Storm | 4 | Evocation | V, S, M | Material component: at least 1/2 oz sal ammoniac or muriate of potash and water |
Shout | 4 | Evocation | V, S, M | Material component: 1/2 oz each of honey and lemon juice, mixed together and sipped from a miniature 1 oz capacity horn megaphone; horn reusable |
Wall of Ice | 4 | Evocation | V, S, M | Material component: a small piece of clear quartz or similar rock crystal |
Fire Shield | 4 | Evocation | V, S, M | Material component, warm shield: 1/2 oz of phosphorus; chill shield: 1/2 oz of bicarbonate of soda |
Remove/Bestow Curse | 8 | Abjuration | V, S, M | Material component: caster's wand |
Dimension Door | 8 | Alteration | V, S, M | Material component: caster's wand |
Leomund's Secure Shelter | 8 | Alteration | V, S, M | Material component: a block of stone approximately 1" x 1" x 1" (can be larger; does not have to be perfectly square or exact), 1/2 oz crushed lime, 1/2 oz builders' sand, 1/2 oz water, and several splinters of wood. The mage must be able to cast Alarm and Unseen Servant spells if these benefits are to be included; if so the components for those spells (string, a tiny silver bell, and a 1 ft length of very fine silver wire) must be included in the casting also |
Evard's Black Tentacles | 20 | Conjuration | V, S, M | Material component: a piece of tentacle from the giant squid (Architeuthis dux) or colossal squid (Mesonychoteuthis hamiltoni); must be fresh (not rotted, not dried) |
Summon Monster II | 20 | Conjuration | V, S, M | Material component: an orange silk bag exactly 51/2" x 2¾", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons. |
5th Level Spells | Cost | School | Components | Notes |
Bigby's Interposing Hand | 5 | Evocation | V, S, M | Material component: a soft glove (cloth or leather) |
Cone of Cold | 5 | Evocation | V, S, M | Material component: a small glass cone |
Wall of Force | 5 | Evocation | V, S, M | Material component: a shard of adamantine |
Wall of Iron | 5 | Evocation | V, S, M | Material component: a palm-sized piece of sheet iron |
Wall of Stone | 5 | Evocation | V, S, M | Material component: a small block of granite (2" x 2" x 1" or equivalent cubic) |
Sending | 5 | Evocation | V, S, M | Material component: two small, metal cylinders, each with one open end, connected by a short piece of fine copper wire |
Fabricate | 10 | Alteration | V, S, M | Spell changes |
Stone Shape | 10 | Alteration | V, S, M | Material component: soft clay that must be worked into the desired shape of the stone object and then touched to the stone when the spell is uttered; the greater the accuracy of the model, the better the chance the spell will achieve its desired purpose. Item requires a craft/NWP roll; penalties for non-proficiency apply |
Telekinesis | 10 | Alteration | V, S, M | Material component: caster's wand |
Teleport | 10 | Alteration | V, S, M | Material component: caster's wand |
Summon Elemental | 25 | Conjuration | V, S, M | Spell changes |
Summon Monster III | 25 | Conjuration | V, S, M | Material component: a yellow silk bag exactly 6" x 3", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons. |
Mordenkainan's Faithful Hound | 25 | Conjuration | V, S, M | Material component: a silver whistle; a fresh, meaty bone; and a length (no less than 1 ft) of leather lacing |
6th Level Spells | Cost | School | Components | Notes |
Legend Lore | 6 | Divination | V, S, M | Material component: incense, fine parchment, and some item of value to the caster--a sacrifice |
True Seeing | 6 | Divination | V, S, M | Material component: eye ointment |
Bigby's Forceful Hand | 6 | Evocation | V, S, M | Material component: a soft glove (cloth or leather) |
Contingency | 6 | Evocation | V, S, M | Material component: a small, colourful, paper or silk and bamboo umbrella, and an amulet made from a luckstone, carved with the image of the caster, it must be worn at all times for the contingency spell to go into effect; amulet is reusable |
Otiluke's Freezing Sphere | 6 | Evocation | V, S, M | Material component: a facetted piece of lead crystal, rock crystal, or diamond of at least two carats; the lead crystal will shatter during casting, rock crystal, 50% chance, diamond, 5% chance |
Tenser's Transformation | 6 | Evocation | V, S, M | Material component: a potion of heroism |
Chain Lightning | 6 | Evocation | V, S, M | Material component: a palm-sized piece of fur, an amber, crystal, or glass rod, and one silver pin for each arc desired, up to the caster's level; the rod is reusable, but there is a 10% base chance, plus 5% per arc, of breakage per use |
Anti-magic Shell | 12 | Abjuration | V, S, M | Material component: a crystal ball; reusable, but there is a 15% chance of breakage per use |
Control Weather | 12 | Alteration | V, S, M | Material component: burning incense and bits of earth and wood mixed in water |
Disintegrate | 12 | Alteration | V, S, M | Spell changes |
Summon Monster IV | 30 | Conjuration | V, S, M | Material component: a green silk bag exactly 61/2" x 31/4", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons. |
Guards and Wards | 30 | Special | V, S, M | Area of effect: the caster's home, inhabited for no less than one year. Material components: burning incense; sulphur; oil; phosphorous; spider webs; knotted string; bent silver pins; honeycomb; soot; salt; and the caster's wand; Permanency can be cast on this spell |
Item | Quantity | Type | Description & Notes |
---|---|---|---|
Everyday Clothing8) | |||
Chainses | 6 | Underclothing | Of fine white linen, cotton, and/or hempen, some embellished with tucks, embroidery, or ribbon; instep length with long, comfortably loose, straight sleeves (sleeves can easily be rolled up when desired) |
Cotehardies | 4 | Summer Wear | Simple gowns of coloured linen, hempen, and/or cotton, bodice semi-fitted, skirt full; front closures either buttoned or laced; knee length with short (elbow length), slightly belled sleeves (styled to keep cool in summer heat) |
Cotehardies | 2 | Winter Wear | Simple gowns of soft, lightweight woollen, bodice semi-fitted, skirt full; front closures either buttoned or laced; ankle length with long (wrist length) sleeves |
Aprons | 6 | General Wear | Sturdy linen or hempen, white or natural (unbleached), worn most of the time to protect the dresses underneath |
Veils | 6 | General Wear | Soft lengths of linen, hempen, and/or cotton, coloured and/or white; worn to protect the hair and face from sun, wind, and dirt |
Hosen | 6 pr | Underclothing | Bias-cut linen or knitted woollen short (below the knee) hosen with garters |
Shoes | 1 pr | General Wear | High-quality, sturdy, brain-tanned leather, latchet style |
Boots | 1 pr | General Wear | High-quality, sturdy, brain-tanned leather, ankle high |
Formal Clothing9) | |||
Chainses | 2 | Underclothing | Of fine white silk, embellished with lace, ruffles, embroidery and ribbon; long, comfortably loose, straight sleeves |
Cotehardies | 2 | Dress Wear | Gowns of brocaded or embroidered heavy silk, bodice semi-fitted, skirt very full; frogged front closures; long (knuckle length) sleeves |
Hosen | 2 pr | Dress Wear | Of knitted silk |
Shoes | 1 pr | Dress Wear | Of embroidered kidskin, very soft, light and fine |
Tribal Leathers | |||
Armour | |||
Soft Leather | 1 | Armour | Well-worn, thickly padded, flexible leather buff coat, almost knee length; AC -2; Wt. 6 lbs |
Outerwear | |||
Cloak | 1 | Spring and Autumn Wear | Short, hooded, woollen cloak, lined with linen |
Cloak | 1 | Winter Wear | Long, hooded, woollen cloak, lined with fur |
Veils | 2 | Winter Wear | Soft lengths of knitted or woven lightweight woollen; worn for warmth |
Utility Items | |||
Tinderbox | 1 | General | Simple, waterproof copper box, with space for candle stubs, a lens, and char cloth as well as wood shavings and flint and steel |
Waterskin | 1 | General | |
Mess Kit | 1 | General | Wooden plate, bowl, mug, and spoon; bone picker |
Dagger | 1 | Tool | General purpose steel utility and eating knife complete with sheath |
Sewing Kit | 1 | General | Leather etui, silver needles, thread, paper of pins, emery cloth |
Toiletries Kit | 1 | Grooming | Simple wooden basin packed with comb, brush, toothbrushes, toothpowder, henna kit, and an assortment of additional cosmetic and healing items: salve, powder, etc |
Toilet Soap | 20 lbs | Grooming | Zayiiri's favourite sandalwood soap; a sufficient quantity to last for a full year |
Laundry Soap | 40 lbs | Grooming | Utilitarian household soap; a sufficient quantity to last for a full year |
Henna | 2 lbs | Grooming | Supplies sufficient to last for a full year |
Towels | 6 | Grooming | Absorbent undyed hempen cloths, each ~ 24" x 30" |
Sanitary Protection | ~ | Grooming | Supplies sufficient to last for a full year |
Magic | |||
Heward's Handy Haversack | 1 | Magic | A well-made and well-used backpack crafted of finely tanned leather; brass hardware and buckles; used to carry spell components. Two apparently quart sized side pouches will contain material equal to as much as two cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to eight cubic feet or 80 pounds of material. When the wearer reaches into the pack for a specific item, that item will always be on top. Haversack and whatever it contains gain a +2 bonus to all saving throws; wt: 3 lbs empty; 10 lbs filled to capacity |
Divining Tools | 1 set | Magic | Thin shell bowl for water-gazing; set of bones (as used by Iri's original mentor); small porcelain cup and tea-leaf-reading set, for reading tea leaves; carried in haversack |
Jar of Preserving | 1 | Magic | Cylindrical glass container that maintains any animal or vegetable matter placed inside in suspended animation, preventing aging, death, wilt, rot, or any deterioration or loss of potency. Measures roughly 13" dia x 13" ht, is able to hold up to 1 cu ft of material, and is equipped with a glass lid that locks into place (bale wire closure); carried in haversack; currently contains 3 pcs of giant squid tentacle |
Spell Components, Available | ~ | Magic | Misc. spell casting and ritual equipment and supplies, including oils, candles, herbs, feathers, stones, powders, metals, incense, mead, and other reagents replaced as needed; carried in haversack |
Spell Components, Stored | ~ | Magic | Replacement components carefully packed away in a sturdy wooden crate |
Spellbooks | 2 | Magic | One is clearly an apprentice's spellbook, brown leather cover, very plain; the other is a little fancier, blue leather cover, tooled to resemble fish-scale; carried in haversack |
Wand | 1 | Magic | Zayiiri's magical focus; carved from rowan wood, set with lapis and sea glass; worn in sleeve sheath |
Weapons | |||
Dagger | 1 | Weapon/Ritual Tool | Forged from mithral, decorative but well-honed and finely balanced; Zayiiri uses this more as a ceremonial blade than a real weapon, but she keeps it handy nevertheless; it was a gift from a friend, and is treasured as such; worn in a belt sheath |
Shortbow +1 | 1 | Weapon | Diorne Winternight crafted this exquisite weapon (exceptional quality +1 Masterwork) for his eldest daughter out of rare pengtoa from the Misty Isles (a finer bow wood than even yew), light yellow and gleaming, inlaid with mithral, and mother of pearl (the nacre also from the Misty Isles); recurved for greater power; a recognisable sort of weapon, worthy of being named or enchanted |
Staff +2 | 1 | Weapon | Frost Brand, +3 vs. fire-using/dwelling creatures: Staff always provides a +2 bonus. The +3 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a ring of fire resistance; has a 50% chance of extinguishing any fire into which it is thrust, extending to a 10-foot radius including a wall of fire but excluding a fireball, meteor swarm, or flame strike; has a 25% chance of being damaged in the process; a critical failure renders the staff unrepairable; made of white oak, carved to suggest ice floes and waves, inlaid with rowan and quartz crystal; the inlay echoes the design of Zayiiri's wand, which technically would make them a set; a gift from her grandfather |
Treasure | |||
Mithril Bracelet | 1 | Jewellery | Woven wire crafted to look like stones caught in a net of seafoam; worn on right arm |
Mithril Bracelet and Ring Set | 1 | Jewellery | Bracelet set with green sea glass, ring with lightning glass; connected with a fine chain; worn on left hand and wrist |
Mithril ear cuff | 1 | Jewellery | Shaped like a mythical sea-dragon with chips of malachite for eyes; worn on right ear |
Glass Flute | 1 | Keepsake | Clear, green-tinted glass, ornamented with kelp and shimmery fish, with a single woollen tassel near the mouthpiece ornamented with sea-glass beads; this instrument belonged to Iruinne, Zayiiri's mother, and has great sentimental value; kept in a battered case made of basswood covered with leather, and further cushioned by a thick batt lining; carried in haversack |
Primary Motivators | Education | Sense of Humour | Dry |
---|---|---|---|
Emotional Disposition | Curious | Sexuality | |
Moodiness | Even Tempered | Orientation | Hetero (open) |
Core Traits | Libido | Healthy | |
Outlook | Optimistic (realist) | Expressiveness | Modest |
Integrity | Conscientious | Expressive Style | Seductive |
Impulsiveness | Controlled | Openness | |
Boldness | Cautious | Promiscuousness | High, Non-committal |
Flexibility | Flexible | Religion & Spirituality | |
Affinity | Warm | Adherence | Casual |
Comportment | Agreeable (Aloof façade) | Tolerance | Inclusive |
Interactivity | Reserved | Expression | Occasional |
Disclosure | Secretive | Conversion | Never |
Conformity | Conventional | Attitude | Humble |
Topics of Conversation | Books, brewing, cooking, music. | ||
Quirks, Habits, & Oddities | Hums (when she's working), flinches when touched. | ||
Hobbies & Enjoyments | Cooking, music, astrology | ||
See http://rpg.ashami.com/ for reference |
Zayiiri Winterlocke
Where, is most relevant, I think. I was born in a village in Alta Norue.
Iruinne and Diorne Winternight. Iruinne woven fiber and knew plant-dyes. Diorne is a master bowyer - his work is still well-sought after.
One. Zayain, my younger sibling. I will never know her as an adult, but as a child, she was sweet - and bossy. Animals liked her. Everyone liked her.
Caltagaer, a village - not a small one - in Lhornezel Falas. It's quiet. My neighbors are quiet - well, when Audi isn't having his still explode. Although I have to admit, that only happens once a decade or so…
*inkblot* I am a wizard - an invoker. I studied to become Gorindë, but in order to realize that, I would have to return, not a thing that will happen. What I am doing now is not precisely a challenge to my abilities, but it provides ample time within which to accomplish that which I need to.
I don't even know how to answer that right now…
… No. I am told that, for an elf, I am quite tough.
Right handed.
I usually settle for a cocked eyebrow, which does not translate well into text.
Lint? Several pebbles, a pouch of bile - toad, I believe. Six dove's feathers- did you want a full list, or will 'miscellaneous spell components' suffice? Oh, and I have some of Audi's sweet-sap candy as well.
Several. I don't like to be touched. I am told I have an unholy fondness for peppermint, and fire makes me nervous terrifies me.
Idyllic. Happy, even.
Does one ever truly stop learning? Though I no longer take formal classes, I believe I am still having 'schooling'.
More or less. It was a means to an end - or do you mean 'did I enjoy those I shared the experience with'? Because that is a quite different question.
School. Life. Some from the classroom, some from being shown by my parents. Some from being thrown in.
I cannot recall any serious fights while I was growing up. We were family - and we were happy. *Smeared blotch of ink*
I don't remember.
I'm told I used to be pretty mischievous. If you get me in the right mood, I suppose you could say I still am.
Mm.. I think… oh, that /has/ been long ago. Firath. His name was Firath, and he was learning to be a hunter. Not a nice boy, really, and a few years older than I was then. But he did know about kissing; it was quite pleasant. And he was a crack shot.
Nosy, much? Not that I have met anyone I felt that comfortable with - Litheni's attempts aside.
That is a long list.
Walked away from someone who needed me. One might give the excuse that I, too, was in pain, but… ? What is the most evil thing you have ever done?
No.
Anytime there was wild fire.
well, there was that time with the tent and the wash line.
The fire taking my mother and sister. So much grief and pain from that one random thing… not even for me, but for my father, who never seemed to completely recover from it.
Learning to swim.
I am … neither, and both. A realistic optimist?
Fire, unleashed and *shudder*
I don't .. ah, well. I don't talk about that much.
I don't /do/ politics; other than what is necessary to keep shit from rolling downhill onto my head.
An' ye harm none… I'll meet someone eventually.
In defense of those entrusted to my care, in defense of my own life - but neither carelessly nor in cold blood. Taking a life is … very final.
Take freedom and choice from another by force.
I.. do.. not .. not believe in such things? But I do not live my life waiting for them, either.
If you have lived well, those you leave behind you remember your deeds with respect, your memory with fondness, and your lessons with intent to pass them on. One can ask little more.
I do not talk about my problems to strangers, if that is what you mean. Very few people can show the truth of themselves to others, and I am not one of those.
Not that I can think of immediately
Strangers I keep at length. Friends are allowed closer. Family, closer still.
Ah. I have friends. Moirae and I remain in touch, despite considerable distance. She is many things I am not - gregarious, open. She is generous and one of the few truly, honestly caring people I have ever met. Audi puts up with my idocyncrasies and encourages me in my experiments - even though we /did/ almost blow up his still. He and his partner are very interesting people, although Gerain and I do not get along as well.
I do not. I have not met anyone who met my short list of requirements.
I do not think so. I have been infatuated - I think they are calling it 'having a crush', these days - but it never went beyond that.
As I said, a short list. Competent, capable of keeping up with me and challenging me when I need it. Why does this have a 'looks' meter on it? What does appearance have to do with anything?!
What remains of it? Ath'air and I exchange letters often, and he occasionally visits, if he happens to be passing through. The cousins show up regularly to insure I remain well informed.
I have not.. I suppose, one day, I might. If I met the right person. Such a partner would have to be just that - a partner. I have not yet met that person.
That is a short list… *ink blots*
That question used to be easy - when I had comrades in arms, I trusted them, as they trusted me. Now.. not so much, and many of my old comrades in arms are dead or long-retired.
Ath'air, I suspect. My friends would miss me, as I would miss them.
I do not really have the time or energy to nurse such grudges.
Avoiding things does not solve problems, so I am more likely to either deal with it, or get someone else to, if 'it' is beyond my skill or expertise.
I am an advisor, not a leader.
If I must. Large groups tend to default to foolishness and follow the loudest voice. Such is not my preference.
Most of the time, I do not. It is not important.
Erh. I find cooking surprisingly relaxing. Brewing requires patience. Or, as Audi puts it, 99% boredom to 1% panic. I am not sure where the panic comes in.
I have always been partial to green. Perhaps because I saw so little of it growing up.
I like fish. There's a kind of cheese that is especially nice with a glass of heather and a thinly-sliced apple. Oh… Mirial's honey-spice cookies. Or a slice of very fresh berry pie, with beaten cream… *drool spot*
Shorter list to name everything I don't like to read - ah, alas, that column is empty.
Music is excellent, always. Theatre is only interesting if Harad and Aradi are involved - he writes the best scripts, and she the best music. As well, between them they do the best scenery.
Drink, once in a while. No to the rest - can you imagine the damage a wizard under the influence could do? Yes? Good. Me too.
Depends. If they are playing in the square, I often go to listen. Sometimes I even let them talk me into playing with them. If not, I have a book, a mug of tea and a comfortable chair. Or I go swimming. Nothing like the water at night, with a full moon glowing down ….
Funny things
My entire first year at Collegium. Ask Moirae. Some of that was too mortifying for me to remember it.
Piece of paper, a pen and a mug of tea. Failing that, a book. Failing that. .. star-gazing.
Bake bread. If I can't do that … well, I'm pretty good at braiding targets.
Ah… well. I am not bad at improvising on the fly, if I need to.
I need six more pages for that.
I am willing to walk through fire to protect or rescue a comrade. Just.. not barefoot.
What, you want me to pick one?! I flinch at physical contact, I have trust issues coming out my ears, and I have a finely tuned trouble-magnet that I cannot find the off-switch for. One of my greatest strengths is /concealing all of that/ and appearing to be more or less normal!
I would /really/ like to be able to accept a hug without bracing myself. Or just generally touch people without thinking they are going to go up in flames.
I suspect 'introverted' is the correct answer, but I do not /feel/ like an introvert.
Organised, although anyone who has seen my desk would not agree.
Did we not handle this already? Very well. I am very good at magic, a decent swimmer, and I can, when pressed, pick things up quickly. I am /not/ good at dealing with abrasive people, I do not 'give up' well or gracefully, and I am given to believe that I sulk when reprimanded. I also despise okra and fried snake. We done here?
Overall, yes.
Make a difference, make things better overall. Why else would I go and risk life and limb, getting wet and cold and dirty, being hungry, thirsty, overheated … ?
Leave a legacy my hypothetical children can be proud of.
Five..? Are you serious? That may be a length of time for a human, but it is hardly a breath for me. Fifteen years seems more appropriate. And I still cannot really answer the question. Had you asked me fifteen years ago if I saw myself doing this, I would have said 'no', because I was happy then to be settled and domestic.
Quickly. Preferably.. not alone.
Go get very drunk, go swimming and get laid. A lot. … actually, that isn't a bad idea, if it works. Excuse me. I have a crazy idea to try.
The Savage Wizard is the spell caster of a remote tribe, culturally and technologically insulated from the rest of the world. These tribes have been known to maintain functional, and often unchanging, civilizations for thousands of years; their traditions, dress, and customs are inscrutable and frequently incomprehensible to most outsiders. Some consider them unsophisticated; others see them as the exact opposite.
Although there are a variety of Savage tribes around the world, differing in many particulars, they all are sharply attuned to the natural world, sharing a deep respect for animal and plant life and a carefully inculcated understanding of the mysteries of nature.
To be a Savage Wizard, a character must have a minimum Strength score of 11 and a minimum Constitution score of 13.
To abandon this kit, a character must renounce his membership with his tribe and become a citizen of a different culture. Since tribal roots run deep, a dramatic change such as this should be slow in coming; a Savage Wizard must have advanced at least five levels since leaving his tribe and experiencing adventures in the outside world before cutting ties with his tribe.
Because their Constitutions tend to be exceptionally high, Savage Wizards excel in the schools of conjuration/summoning and invocation/evocation.
The Savage Wizard typically is a respected teacher or tribal counsellor, a position of great power in his or her tribe. The elven tribes of Alta Nórë typically call them Gorindë (feminine) or Gorindo (masculine). The Gorindë who gave Iri her first lessons in magic was the tribe's healer and midwife as well as a trusted advisor; she was very old and very wise.
It is said that a Savage Wizard's power can sometimes work against him, particularly if his tribe is exceptionally superstitious or if an ambitious tribesman schemes to usurp the wizard's leadership role. If the tribe becomes convinced that the wizard is consorting with demons or otherwise stirring up dark forces better left alone, they may expel the wizard from the tribe with the threat of execution if he returns. However, this is the stuff of folktales; it has never happened in Iri's lifetime. More often a Parindë (female student/apprentice) or Parindo (male student/apprentice) is sent out to learn about the outside world, bringing the knowledge back to the tribe to prevent stagnation and undesirable stratification.
The Savage Wizard's Secondary Skill should be based on the primary occupation of his tribe; that is, if his tribe is mostly fishermen, his Secondary Skill should be Fishing. Other likely skills include Forester, Groom, Hunter, and Trapper/Furrier. Iri's tribe teaches the crucial skills needed to survive in the dangerous plains of Alta Nórë.
The tribe's weapon of choice. This will vary between tribes and must make sense based on culture, geography, and ecology. Iri's tribe uses mostly spears, including javelins/throwing spears; shortbows; daggers/knives; and lassos.
Regardless of whether the Savage Wizard eventually becomes familiar with new weapons, he is likely to prefer his tribal weapon throughout his adventuring career.
Bonus, all settings: Survival or Endurance (GM choice) and Direction Sense or Weather Sense (player choice)
Recommended: Animal Handling, Animal Lore, Animal Training, Bowyer/Fletcher, Direction Sense, Distance Sense, Endurance, Fire-Building, Fishing, Foraging, Fungi Recognition, Healing, Herbalism, Hunting, Jumping, Local History, Mountaineering, Religion, Riding, Rope Use, Running, Set Snares, Swimming, Tightrope Walking, Tracking, Tumbling, Weather Sense
Prohibited: when first created a Savage Wizard cannot take Administration, Bookbinding, Bureaucracy, Diplomacy, Etiquette, Heraldry…or any NWP designed for use in an urban setting. Moreover, not all listed NWPs are appropriate to or available in all settings. For example, in the case of someone from Iri's tribe, Fishing, Mountaineering, and Swimming are not available; Riding is limited to the quessui norindath ("feathered runners", the flightless riding birds of the savannah). If an NWP is natural to the setting and recommended, it does not cost double slots for any class when the character is created.
The only weapons the Savage Wizard can purchase initially are his tribal weapons (see Weapon Proficiency). He can purchase only equipment that would normally be available to his tribe. The DM has the final word as to what equipment is available to any particular Savage Wizard.
The Savage Wizard receives the following special abilities:
1. The Savage Wizard can manufacture a protective talisman once per week. The talisman is a small pouch of herbs hung on a leather cord which is worn around the subject's neck. The talisman gives protection from evil to the wearer, identical to the effects of the 1st-level wizard spell. The talisman offers continual protection for a full day, after which time the herbs lose potency. Dispel Magic or a similar spell permanently cancels the magic of that particular talisman. The Savage Wizard requires no less than one hour to manufacture a talisman.
2. Once per week, the Savage Wizard is able to forecast the general fortunes of some major undertaking by interpreting an omen from observing the natural conditions around him. To be receptive to an omen, the wizard must do nothing but concentrate for one uninterrupted turn; if his concentration is broken, he cannot attempt to interpret an omen for another week. After the turn of concentration, he studies his surroundings for an omen--a rippling pond, a gathering of clouds, a swarm of insects, or the veins in a leaf are all possible sources of omens. He must be in a natural setting for this ability to function.
A wizard usually consults an omen before starting a journey, engaging in a major battle, or embarking on some other significant task. If the DM has knowledge about the proposed action, the omen will reveal the appropriate information; for instance, if the party is considering exploring an abandoned building, but the DM knows it contains a spectre, the result would be an ill omen. In situations where the DM has no information on which to base his judgement, roll 1d10 and consult the following table:
Savage Wizard Omen Results | |
---|---|
d10 Roll | Result |
1-2 | Ill Omen: The party should not undertake the task this day. If they ignore the omen, all party members will suffer a -1 penalty on "to hit" and saving throw rolls for the rest of the day, their chance for encounters will be doubled, and a -3 reaction modifier will be applied to all encounters |
3-4 | Great Danger Exists: If the party proceeds, their chance for encounters is doubled for the rest of the day and a –3 reaction modifier applies to all encounters. Opponents have a +1 applied to their chance to hit |
5-7 | Neutral Omen: The information is vague. No special modifiers apply |
8-9 | Favourable Omen: The party members' movement rate is increased by 50% for the rest of the day, and opponents have a -1 applied to their chance to hit |
10 | Auspicious Omen: All effects of a Favourable Omen apply; additionally, all party members gain a +1 on all saving throws made for the rest of the day |
The Savage Wizard's strange appearance and manners make strangers wary of him. Therefore, he suffers a -2 reaction adjustment from all NPCs not from his own tribe (PCs can react as they wish, but they should quickly become accustomed to the Savage and accept him as an equal. )
The Savage Wizard begins play at 1st lvl with only the equipage suitable for a member of his tribe--nothing that might be available in more urban or industrial areas, nothing made from materials not locally available without an extremely good reason incorporated into the character's history.
No restrictions.
With this power, a psionicist gains a sense of history. He perceives the residue of powerful emotions that have been experienced in a given area. These impressions offer him a picture of the location's past. Battles and betrayals, marriages and murders, childbirth and great pain--only events which created strong emotional or psychic energy leave their impression on an area. Everyday occurrences leave no residue for the psionicist to detect.
To determine how far into the past a psionicist can delve, divide the result of his power check by two and round up. This is the number of strong events which he can sense. Only one event can be noted per round, however, beginning with the most recent and proceeding backward through time. The character's understanding of these events is vague and shadowy, as if he were viewing a dream. The dominant emotion involved--anger, hate, fear, love, etc--comes through very clearly.