
Also
see
Sisterhood of Magic Where
it all began.
2089
- The Year of the Mist
The Mages were immediately blamed for its existence, sparking a town wide hunt to bring the culprit's to justice. Nearly all of Providence's mages were rounded up by a mob of mad townsfolk and brutally tortured. When none of them managed to shift the fog the townsfolk began clutching at straws - convinced that the mist was in fact the curse of some angry God. Inevitably a mage called Krondak was killed in the hysteria, sealing Providence's future. People flocked to the Temples and prayed. They prayed for months until the months turned into years with no result. The mist only formed a barrier around the town - not over it so the people could see the sun, moon and stars - helping them to still believe in the Gods. As a large area of land still surrounded the town (approximately 5 miles in every direction of the wall), the townsfolk were able to grow and harvest crops - enough to feed themselves. Without a Lord or King to make decisions a council was formed to control resources, keep up morale and come up with ways of getting rid of the mist. Unbeknownst to the normal folk, three mages snuck their way onto this council and began taking charge. The mages refused to squander Providence's supplies and set up strict guidelines and laws, enforced by even stricter punishments as they knew that for the town to survive, it had to be tightly controlled. Monsters.
The mages rode out to meet the creature after hearing its hide was invulnerable to weapons and from a nearby hilltop threw down several deadly spells. When the creature eventually keeled over the mages were hailed as heroes. A month later something similar happened. This time during the night a strange winged creature was seen in the sky above the town. The next morning four people had been plucked from their beds and vanished without a trace. Again the mages stepped in, used their spells and brought the creature crashing down to its death. It didn't stop there though. Every month or so another creature or creatures would enter the area around Providence - The Council of Mages began calling the occurrences "attacks" - attacks that happened on a frequent basis. But try as they might they could not work out why? They tried flying out and
over the mist - after reaching a certain height their spells failed. Two
mages died this way.
They tried 1000 different plans and all of them failed until after thirty years of imprisonment the council decided the only way out of the mist was magic. This is when Providence underwent an important cultural change. The council passed new laws implementing a structured training program for new mages. Everyone in the town (out of a population of 2900 people) was tested for the potential to be a mage. If they were able to cast the simplest cantrip they were trained. Those unable to do anything were given training as research and ritual assistants. In short, everyone in Providence became involved in a magical revolution. Within 100 years to any casual observer, the entire population of Providence would have passed as mages of varying degrees. Imagine the farmer who toils all day in his fields but at weekends studies in class learning the fundamental theories of matter transfusion. This was the New Providence. Research.
Shanna's
decision.
From the day her mother vanished Shanna became obsessed with The Mist - another reason she and her father couldn't see eye to eye. Mindas was just one of 98% of the mages in Providence who had given up long ago on ever escaping the Mist and returning to the real world. Instead Mindas and his ilk had accepted the Mist as a way of life. Indeed for him and for many others it had now been there all his life (even with the extension of Providence's typical life span) - he hadn't known any else. When Shanna was 17 she had to face the fact that no matter how well she studied or practiced her magic, she would never reach the higher echelon's of Providence's mage class. Shanna found difficulty in even the most simple of catnips - refusing to accept her teacher's reason;- "Unresolved emotional conflicts interfering with the magical focus point." Basically Shanna's problem was in her attitude. As a wild element in a highly organized and lawful environment Shanna grew more and more frustrated with the town's archaic beliefs and stubborn refusal to allocate funds or research time into the most simple of experiments involving The Mist. "We have explored those avenues already. To try them again would be a waste of magical resources." - The High Council. The Council gave Shanna three chances to reform her ways and abide by the laws. After her third failure they decided to wipe her memories and give her new ones. Her father Mindas agreed but when the Council came to take Shanna away, they found her already gone. Like her mother before her Shanna chose The Mist over Providence Law and stepped into its white nothingness. Escape.
She awoke to hear someone else moving through the tower - a stranger with white hair and a peculiar (over-sized) lizard hand. The stranger introduced himself as Nathaniel and with his aid, Shanna was teleported from The Mist into the outside World - becoming the first ever Mage of Providence to escape the mist. A new
power.
After that Shanna had many adventures in and around the country of Esium. She made some good friends - especially Beth of the World Song, Adunathel, Tess Hardy and Colene, becoming part of a Sisterhood of Magic and establishing herself as a heroine in the Undead War of 2600. The
Return.
Hollis' incredible mental powers managed to contact the Keeper of these Mist Realms in an ancient Titan made city surrounded in you guessed it, white mist. On Ross' order Hollis took charge of the Realms, splitting her consciousness so that only a quarter of her mental strength remained trapped in the Keeper's chair. Suddenly in charge of the Realms Hollis discovered she could release anything already trapped but had to maintain a balance of power and trap something else in its place. Hollis
moved Shanna back to the Realm of Providence. Shanna's arrival caused a
furor!
Trade
in Magic
Acting quickly before anyone could make a move or mobilize an army, the Council of Providence declared independence and allegiance to none. Despite very reasonable offers (above and below board) from all the neighboring countries Providence declined - only lending magical aid to Esium in return for their release. As a way of surviving, after a couple of months the Council began hiring mages (their only tradable resource) for a fixed fee, establishing Providence as the only Magical Town where people could hire magical services. Late 2601. Shanna takes up a position on the Council whilst still remaining part of the Sisterhood. Stats below are for Shanna 2600. |
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| Spells
Produce Flame 1st Melt 2nd Flame run 3rd Fire Bolt 5th Protection vs norm fire 5th Fire Rain 7th Fire Ball 8th Delayed fire bolt 5th Fire swarm 9th Quell fire 4th Fire Shield 6th Phase Fire 9th Heal minor 1st
Dispel magic 6th
Force, minor 3rd
Other
Stuff
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Magical
Items
Pendant
of Fire (90 pp power store)
Mirror of Change (creates physical illusions so that Shanna can appear as someone else) Jade
pin of Paralysis (prick and save vs 5th)
Ring
of Unseen Servant (1/day for 2 hours)
Feather
(adds +1 COM)
Wolf Dagger (contains spirit of a wolf that howls on an impale. +15% +3/+3) Tucha's Spell book (contains Fire Lore spells up to 14th level, Dark Contacts up to 8th and Fell Rituals up to 12th) Marvek's Golden Spell Staff (x1.5 pp multiplier and 50 pp store). Can be used by any mage. Shadow Stroke (Shortsword that delivers a second magical "shadow strike" on every swing. +10% +2/+2 Ring of Spell storing (40pp) The Brimstone Staff (A fire artifact that enhances all fire spells. x1.25 damage, range and radius. Does 1/day Immolation, 1/10 days Cone of Fire (7d6+4), 1/2 days Wall of Fire 2300 cubic feet, Protection vs Fire (half damage). Phoenix
Statue (Allows Shanna to transform into a
Phoenix where Hit points = total amount of fire put into Phoenix's creation
in damage points.
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Colene
L'Ria Magira was born and raised in the City of Evost Derry, Esium
- Poru in 2578. From an early age she discovered she was sensitive to spirits
and psychic impressions left in rooms or on objects. At first she viewed
this sixth sense as a curse but as she grew older and more mentally unstable
she began turning to her gifts for solace and revenge.
In 2597, suffering from acute paranoia and mild schizophrenia, Colene was forced to flee Poru for the safety of Esium after spending three years as a prostitute. Wanted for stealing and owing several debts to wealthy Poruans she tried hiding in Esium's underbelly but soon ran into trouble again. It was in Esium city that she "befriended" Beth, Shanna, Aduna and Tess of the Sisterhood of Magic, finding sanctuary in their house and a new purpose in life. Abilities
Colene's
Poruan Spirits
Colene's
colorful language
However when put to the test, Colene always came through for her friends. |
For friends and allies see - Lord Ross of Merlendy, Jase Brose, Yainar and Marion
Dorran cut his teeth adventuring in Esia around the Downs of Dunbar. There he met Jansen Sorr and Ross of Mengale after losing many of his first companions in several disastrous missions. After two years on the road he decided the adventuring life wasn't for him and moved to Gost Yaroch after getting an offer from the Temple of Koen there to make weapons. In Gost Yaroch he met Henna Grum, daughter of the infamous Ilio Grum (a Daasin merchant known for his superb bartering skills). He married Henna late in 2598, having a daughter by her in 2599 called Kassandra and a son in 2600 called Malcolm. Hobbies - Fishing. He became known as the Singing Smith because of his passion for singing whilst drunk. To this day he still possesses a powerful singing voice, entertaining the people of Daas with his Esian war songs. Dodge 60 SR, Broad sword 68 SR, Shield 45 SR. |
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Arcana
Despite being steeped in magic lore and bountiful nodes gushing essence into everything, Arcana lacked one important ingredient to defeat the Tarot Gods - violence. Long before the giants arrived, for two thousand years Arcana knew peace and prosperity. Its people had long since given up settling disputes and arguments with violence. Instead they existed within a complex but well balanced judicial system that over time had literally grown into a template for society. Without the need to go to war, all magical theory and practice became based around everyday problems. There were no Battle Mages, no Spell wielding paladins or fearsome Warlocks to turn back the Ice. Only scholars and spectacular conjurers. Rescue
from Pandemonium
Unconsciously sensing her plight - even though he was a World away, Kaine Orgath of Urth and his companion Faith O'Beau arrived at the City of Jeopardy (just on the Shore of Extinction) and saves Celeste's life. As Kaine was fighting the Ice Giants as well, Celeste entrusted Kaine with her greatest gift - the Blade of Judgment. Carried by Celeste from Arcana to safety, the Blade burned with a blue flame in Kaine's hand, identifying itself to Chaos as the Sword of Law. Celeste's
abilities
During her battle against the Giants on Urth, Celeste demonstrated the ability to heal, teleport short distances and conjure immense (seemingly real) creatures (16th level). She also commanded the air and weather at 18th level calling up frightening storms. Celeste could create a three dimensional illusion of almost anything and almost any size (up to 500' by 500') - then she could weave solidity into it and make it seem "real". |
The Black Witch of Arun K'Dina and her sister K'Deva were born and raised in the land of Dark Moon in the Far north. Married at the age of 13 K'Dina spent several years completely in love, doting upon her childhood sweetheart Dalen. But at the age of 21, after a relatively normal life as a housewife she caught her husband cheating with her sister. Never recovering from that betrayal, she found herself gripped by a growing madness that caused her to poison her husband so that he died retching, poison her sister so that she became blind and infirmed before finally poisoning herself. Embracing
Destiny.
Thus did
K'Dina begin her new life, to study under the Warlock and become one of
his Witches.
So K'Dina and her sister suffered one another's presence but only in so far as Arun was aware. At every opportunity they plotted each other's downfall using friends and allies to perform the tasks and act out the nefarious plans (as Arun was aware of anything they directly did). Years
passed and Arun's power grew as the number of his Witches grew. He stretched
forth his power and seeded his witches in far off lands to do his bidding.
One day K'Deva approached him and asked to travel to a distant land. When
Arun asked why, K'Deva said "I have had visions
with my third and one true eye. They have revealed many things to me."
Arun asked her to share them and she did. When he had heard them all he
nodded and said "Very well you may go, but
not alone. I will send your sister with you as your powers are at their
strongest when you are together. There is a little bit inside both of you
that you have refused to give to me. It is the hate you have for one another.
Use it wisely."
K'Dina and K'Deva arrived in the 7 States of Esium in the year 2563. Initially far away from Arun's direct influence it wasn't long before the two sisters were at each other's throats, resulting in K'Deva's death in 2581. Into
hiding.
But it
wasn't long before a cloud passed over K'Dina's mood; to her horror
she heard rumors of a spirit called Deva, existing in western Daas and
aiding the Priesthood of the Moon.
During K'Dina's pointless sojourn in her Glass House, Arun had sent another of his witches into Esium to finish what the two sisters had begun. This witch, an old hag called Molgwin had also begun stirring up a lot of trouble and acting above and beyond her Lord's wishes until in the end, during 2600, Arun was forced to directly intervene wih events in Esium. 2601
- The End of Days.
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SKILLS
Early History
DESCRIPTION
Kryss in
the Lands of Midnight
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Background.
Syrene was once a beautiful enchanting woman who could capture the heart of any man with a mere smile or word. But
back in 2587 she broke her pact with the Witch King by trying to sire a
child with Keos, the Living Spirit of War. At the time all Keos wanted
was a son, the son of a Witch with an affinity to the Midnight
Sun. It was always Keos' plan to raise that
son as a Warrior Warlock and use him to overthrow the Witch King himself.
But during the child's birth, the Witch Sidhe (having
spied on the affairs of her sister for some time)
sent her Witch Guard to surround them in their forest cabin. Overwhelmed
by superior numbers, Keos' body was "slain", forcing his spirit to seek
out a new host. Then Sidhe emerged from hiding and confronted the weakened
Syrene. Knowing that Syrene's voice could influence the mind, Sidhe had
put wax in the ears of her guards befforehand. This way they were able
to drag Syrene, naked and out into the snow.
Eventually
Syrene began causing more trouble than the Lord of Ice Gard could handle.
He begged Sidhe to take Syrene away as the fights breaking out among his
men were too frequent and dangerous to quell; it seemed as if every foolish
warrior in the Citadel now wanted to rescue the former Witch.
Description.
Her
voice acts as a continuous "charm"
spell of 7th level to all males.
She wears a strip of simple cloth around where her eyes once were - as they were completely removed and used by Sidhe to cast Syrene's Curse spell. Inquisitive and highly intelligent, Syrene longs to return to the Witch King and make amends for her betrayal.
Abilities
/ skills / powers
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