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Vireylda Saharn


vree.png
Full Name: Vireylda Indel Saharn

Race: Esh'lahier
Location: Ziel Aerca
Age: Adult
Occupation: Lady of Moonstone/ Archmage Necromancer/ Scientist​


Appearance:

Standing only at the mere height of 5'4 with a lithe, slender form, Vireylda would appear to be generic an elf as ever.

To further suggest this, her features are a staple of the pale elves. Hair the color of snow is tinted with just the slightest pale blonde. She keeps it cut shoulder length to remain manageable and contained. Eyes like sparkling waves peer out underneath, set above a straight nose and thin lips. In stark contrast is the pallid tone to her skin, making her eyes the major point of color in her face. Tapered elfin ears end with a secondary tip, the trademark of the Esh'lahier, which brand her as one of them.


Personality:

Of all her appearance denotes her as a stereotypical pale elf, the personality is quite different.

Vireylda does not possess the aloof grace so natural in her kind, where one appears untouchable and pristine. She moves with purpose, not elegance. In fact, it is this trait that dominates the entirety of her being. Efficient, practical. These are the words to best describe the pale elf. Most of the time her temperament could be considered akin to a crisp wind on a winter morning. However, as an Esh'lahier she is cursed with their legendary shifts in mood. When something does cause her stoicism to shatter, and the logical bulwark falls, wild emotion can take her to the other extreme, be that the highs of joy, the numbness of sorrow, or anything in between.

A majority of the time, Vireylda's temperament is reserved. She is slow to trust, mostly due to her continued persecution as a practitioner of necromancy. She will be cordial, but on her guard. To some this slow defrosting might be seen as pompous, or uptight, but nothing could be further from the truth. In reality Vireylda detests those that think themselves better, that look down on the people from on high. She finds boasting distasteful, and a waste of energy when it could be better directed. It should also be noted that once Vireylda does decide on a course of action, it is difficult to sway her from it. For example one could find the pale elf fallen asleep in a book, simply because she refused to bow to the whims of sleep, until exhaustion forced her to succumb.

Vree has an inquisitive mind. She is always questioning, always wondering, pushing the boundaries and seeking the why. The mechanics of arcana and their study are a driving factor in her life. Knowledge in general, excites her. Even if it is simple as learning about a different type of animal, a new spell, a landmark unexpected. Magic takes the forefront most of the time, with her delving into new technicalities involving spells, or experimenting with this or that, whatever suits her needs at the time. When something does catch her eye she can become a tad manic, presenting a great deal of energy and enthusiasm in a short period of time. This excitement usually results in speaking at length in rapid fire sentences, even babbling.

That said, her interpersonal skills can be lacking. While Vree's intelligence is her most prized skill, the ability to utilize it in a social setting is still something she works on. She struggles to recognize social cues, and can at times seem blunt. Added to this, unless she feels comfortable, the elf is not the type to break the ice with a joke or a humorous observation. However, underneath the awkward exterior is someone that is steadfastly loyal, compassionate, and willing to defend those she calls friends.

In fact, one might find a different individual should they get to know her.

To her friends, Vireylda is more comfortable. She will attempt to joke, even if she knows it might fall flat. She makes no effort to hide her excitement - even when it might seem juvenile in it's intensity - over some new thing she learned. She can be feisty, throwing back and forth barbs and teasing remarks, and does not hesitate to state what she might feel is the correct action.

Or at least, according to her personal view of the world. Which is, shall we say, rather different. Morality means little to her, preferring to act on her own code of ethics. When making decisions she tries not to allow sentiment a place. Of course, with the mood swings of an Esh'lahier, she can at times be horribly hypocritical, driven by emotion more than logic.

She is prone to examine all angles of a situation before deciding upon a course of action, even those that others of a more moral standpoint might balk at. For those she deems unworthy (bandits, murderers, other dregs of society) that have little if any positive contribution, and have chosen deliberately to harm the general populace, the elf is a frigid storm of lethal precision. However, it should be noted that she doesn't take pleasure in death. Her enemies will die, but it will be done in the most efficient manner possible.

On the subject of Morality, Vireylda is a necromancer. Seen by the general populace as a vile, reprehensible, immoral Sphere of Arcana, Vireylda whole heartedly disagrees. The tool is not evil, it is the wielder that designates it as such. She is quick to flaunt the proponents of Necromancy, such that they might benefit the community if given a chance, and with proper implementation.
 
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Necromancy: Archmage
◆◆ | | ◆◆ | ◆◆◆ | ◆◆◆◆◆◆◆ | ◆◆◆◆ - 43

Shadowmancer: Journeyman
| ◆ | ◆ - 9

Vireylda can command the physical shadow essence on the Material Plane.
Shadow essence is only available when there are (you guessed it!) shadows.
Shadows can be disrupted with any type of light, especially sunlight.
It takes her longer to 'cast' Shadow spells than it does to cast Arcana at her current level.
She has figured out how to augment the duration of her Shadow Step (while active).
She has figured out that she can 'recharge' her Shadow Step enchantment faster using 1 MP instead of waiting 1 month IC.
She does not know any other spells or techniques at the moment.

Unarmed Combat: Basic


Healing: Initiate
◆◆ | - 3 xp

Staff Combat: Basic
◆◆ | - 2 xp

Sword: Veteran
| - 6xp

Grafting: Novice
◆◆ | - 2 xp

Dreamwalking: Basic
◆◆ | - 3 xp

Animal Handling: Basic - Tskal
|

Knowledge:

Katta Language:
Nar = no
Maaw = friend
Tskal = fang
Oshei = speak
Rhaa = climb
Praal = hunt/kill
Owa = run
Kaati = stealthy
Ka = scratch
Av = yes
Maaw’ti - family
Un - where?
Nhaa - to sit
Ah’cto - to stay
Arra = come


Anatomy
Meteorology
Dreamwalking

Lore: "Omak the Undying"
Lore: "The Otherworld"
Lore: "The White Raven"
Lore: "One Thousand and One"
Lore: "The White Witch"
Lore: "Grim Shift" (Master Spell)

  1. This spell surrounds the Necromancer in an Undead aura, causing small shivers to those surrounding him as if there was a cold breeze blowing. That’s only a side effect though. The caster Alters himself to become incorporeal as if he were an Undead spectre or ghost. The spell will cause the Necromancer to levitate off of the ground and enable him to survive any fall that would otherwise be dangerous without being harmed. Furthermore, the Necromancer doesn’t need breathe air, ingest any food or water, or obtain any sleep so long as the Aura is active. He can also no longer be damaged by regular weaponry and can only be hurt through magic or enchanted weapons.

Lore: "Death Pit" (Master Spell) - "Baby Oblivion"

Lore: Shadowmancy
Lore: Shadowlings
Lore: Shadow Leviathan
Lore: the Shadow Plane

Active Effects


[-] Shadow's Foe - Vireylda may occasionally be attacked by shadow creatures.
[-] Shadow Spirit - Vireylda can sense breaches in Reality connected to the Shadow Plane.
 
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Vireylda.jpg




Steel Tier Finances

Era XXVI

  • Increase in wealth (may be used toward a permanent Tier increase) - Prime Day
  • Additional small increase in wealth obtained by looting the corpses of the Nightland Mages and their thralls. - Of Ratta and Men
  • [-] Vireylda spent a moderate amount of gold to help the refugees travel from Xania to Moonstone. - You Give Us A Bad Name


Weapon(s):
  • (1) Staff Of Arcana (Interitus En Viridus) : Acquired Here
    • She could see it rearranging itself in front of her very eyes, until it managed to reach its final form. The surface of the wood was cracked, and from the cracks came an eerie green light, similar to that which she had seen the crystals giving off underwater. Weaving in and out of the wood, along the length of the staff, were dull green vines as well, and at the very tip of the staff sprouted a flower, the very same as the one that her sister had given her. The wood itself, however, had taken on a more petrified look, providing a dead juxtaposition to the liveliness of the flower.
  • (1) Small iron dagger
  • (1) Oak Quarterstaff
  • (1) Steel Arming Sword - Imbued with Entropy Blade effect.
    - Nine charges of Journeyman Necromancy Spells, activated by command phrase. "Us-veles".
    • Stygian Steel - Vireylda's steel arming sword is now made of a unique shadow-based metal. It is highly effective against shadow creatures and magic. It is less effective against mundane weapons and armor. It can break and shatter if misused. But it can be recharged by Vireylda in a moderated thread or by using 1 MP.
Clothes/Armor:
  • (1) Hooded black cloak
  • (1) Set of Light Leather Armor, boots and gloves.
  • (1) Leather buckler shield
  • Vireylda woke to find herself staring at a beautiful brigandine jacket - tasteful blue-stained and black leather on the outside and light, strong steel plates on the inside. It was perfectly tailored for her elvish frame, giving her a great range of motion while providing more protection. Matching gauntlets, pauldrons, and greaves were thoughtfully provided, all wrapped up with green and red ribbons.
Major Items:
  • Gold Lined, Ruby Pendant (Family Heirloom)
  • (1) Documentation (declares affiliation and protection by House Kitrye'veresei)
  • (1) Stone Of Shadow Step - Holds a single charge that takes one month to recharge after use and uses the activation phrase 'barra unboi.' Allows user to 'walk' between areas of darkness/shadow. Gained Here.
  • (1) Necklace of Empowerment (low level enchantment. Requires activation. This can be used once a week and lasts for half an hour.) Traded to an Imp in return for assistance.
  • 8 MP +1, +1 +1 +1
  • Mother's Research Journal - A collection of notes and research by Andrelia Saharn, Vireylda's mother.
  • Colette, Champion of Ainlar has been trapped in a Soulgem. Her free will is retained and is 100% a prisoner.
  • Agar Grithmarog's Staff of Arcana.
NOTE: Vree has since had the stone of Shadow Step set into a fairly simple necklace.
  • (2) Necromantically infused ring created by Vireylda. Holds three Necromancy spells. Activated by the command phrase.
Minor Items:
  • (1) Shard of Inert Moonrock
  • (1) Satyr Demon Skull
  • L4 Bloodstone (Now sapped of energy after being used to bring sentience to Nevras)
  • Turtian Immortality Notes
  • Bramble Glue (very sticky) - large jar
  • (1) Imperial Visa
  • Ruinous Raiment - silver-white fabric that is infused with entropy. Necromancy reagent. Highly unstable. -
  • Accursed Ivory - silver-white wooden fragments that is infused with entropy. Necromancy reagent. Highly unstable. -
  • Small Container of Rain Water - Details here
  • Werewolf Pendant - (Enameled, of small value if sold to a jeweler). It seems to have a strange connection to the Crown Inn (to be determined by future moderators).
  • Shadow Heart fragment - high level Necromancy reagent (one use)
  • Shadow Wraith fragment - mid level Necromancy reagent (one use)
  • An unidentified medal of some kind - it looks important!
    An engraved shield with an unidentified fancy-looking crest!
    "Snake Eyes" dice - there doesn't seem to be anything obviously special about them.
    A broken icy coaster. It's a little cold to be practically used, but it's obviously magical.
    Three ruby bracelets of unknown imbuement.
    Two emerald bracelets of unknown imbuement.
    One sapphire bracelet of unknown imbuement.
    Two simple band silver rings of unknown imbuement.
    A scroll containing a treatise with a general description of all the spheres and their capabilities.
    A book on the dangers of mysticism, arguing it to be far more perilous than necromancy
    A book containing information on the divine connections that magic used to have
    A ruined book that seems to be a biography on some important member of the Church
    A ruined book that seems to have to do with sorcery and teleportation
Basic Blue Linen Shirt
Level 2
Obtained here
They were special things, taking on colors and hues as the owners decided, but the letters on the fronts all had minds of their own, it seemed. The sayings changed based on circumstance and happenstance to no apparent rhyme or reason. Yet no matter what they formed themselves into saying, it was always snarky, and usually ended with something to the tune of, No Darians Allowed.

Any PC that picked up a t-shirt gets to keep it. The color of the shirt is for you to determine. The saying on the t-shirt, though, will change based on whatever your PC is currently doing. It is always sarcastic and usually mocking. The actual wording will be up to moderator discretion in any future thread you use it in.

NOTE: Unless otherwise stated Vireylda is regularly wearing and armed with the following;

  • Brigandine armor
  • Arming Sword
  • Necklace of Shadow Step
  • Ring x2 (Necromancy imbued)
Companion(s):
  • Horus: Barn owl.
  • Tskal: Great Panther Kitten (Protective of Vree!)
  • Nevras (Undead Zilant) - This will require constant maintenance, but can potentially be stabilized and restored to an 'in life' intelligence as 'sentient Undead' equivalent. - As of this thread Vireylda's Zilant has stabilized. He now holds sentience equivalent to a dog.
  • Death Knights - 4 humanoid Undead. (lvl2/Veteran in their core weapon and lvl1/Basic in unarmed.
  • Mr. Owl & Mrs. Owl - Vireylda now has two shadowstrays that live at Clawknight Tower. Thankfully, Mr. Owl's soulmate makes a full recovery after a lengthy period, although claustrophobic PTSD lingers.
 
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Necromancy

Initiate


Acid Sphere
Duration: Instant
Targets: Single – Other
Range: Medium Proximity
Type: Entropic Orb
Description:
The Necromancer conjures a thick globule of the substance hurling at an enemy that will eat away and disintegrate what it comes in contact with. This works especially well on organic matter and can do significant damage to iron and steel. Stone and glass are more resistant.

Impotence
Duration: Temporary
Targets: Single – Other
Range: Close Proximity
Type: Leeching
Description:
The Necromancer can surround a victim in a twisting nexus of cripling forces to siphon its strength, energy and stamina while the caster is simultaneously slightly empowered. The target’s body will become limp, generally requiring the greatest efforts to even lift a finger. The empowerment effect is always lesser than the damaging.

Raise Zombie
Duration: Temporary
Targets: Area of Effect
Range: Close Proximity
Type: Summon Undead
Description:
Using a nearby corpse as a shell, the Necromancer may infuse a once-dead body with Entropic energy and animate it, bringing it back to temporary mindless life capable of understanding a single command given by the caster.
Further Reading: Summoned Creatures

Venom
Duration: Instant
Targets: Single – Other
Range: Close Proximity
Type: Decay
The Necromancer infuses the body of a target with a potent poison capable of crippling it physically. Its damage increases over time if not reversed by any means.

Journeyman


Fright
Duration: Temporary
Targets: Single – Other
Range: Close Proximity
Type: Decay
Description:
A feeling of immediate terror and utter horror in the victim's mind is enhanced by the Necromancer. If the spell is strong enough or the target weak enough, the target shall feel an irresistible urge to flee.

Stench of Decay
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Type: Decay
Description:
The Necromancer conjures up a cloud of the overwhelming scent of rot that can incapacitate a group of people or creatures with terrible nausea.

Dismiss Undead
Duration: Instant
Targets: Single – Undead
Range: Close or Medium Proximity
Type: Summon Undead
Description:
The Necromancer has the power to dismiss any Undead creature summoned by a spell of equal or lower rank by breaking the link between the spirit and its shell.

Leech
Duration: Temporary
Targets: Single – Other
Range: Close or Moderate Proximity
Type: Leech
Description:
The Necromancer can turn his life drain capacity into a formidable curse, creating a link with his enemy's life source and slowly draining it over a moderate period of time or until the target moves out of range.

Summon Horde
Required: Staff of Arcana or Unknown Reagent
Duration: Temporary
Targets: Area of Effect
Range: Close Proximity
Type: Summon Undead
Description:
With enough corpses or skeletons present, the Necromancer can unleash a huge amount of entropic energy to animate multiple mindless Undead with a single cast.
Further Reading: Summoned Creatures

Adept


Defoliate
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Type: Decay
Description:
Speeding up the rate of rot and decay, the Necromancer can incite a burst of deadly energy into the core of plants, Flora, and plant-like creatures, damaging them considerably.

Plague
Required: Amplify or Unknown Reagent
Duration: Temporary
Targets: Area of Effect
Range: Close Proximity
Type: Decay
Description:
The Necromancer can release a deadly plague that into an area that will infect every living creature passing through it. They will become sick very easily and heal much more slowly. Their bodies’ defenses become weaker and take more physical damage than normal. After the spell dissipates the affected area returns back to normal, but anyone contaminated will be sick until cured and may even spread the plague to others. This can be healed by conventional means.

Summon Fiend
Duration: Temporary
Targets: Single – Other
Range: Close or Moderate Proximity
Type: Summon Fiend
Description:
The Necromancer is able to summon a sentient being of Chaos with minor abilities to the Material Plane for a temporary duration of time. The degree of physical manifestation is dependent on the level of the caster. Only one Fiend per caster may be active at any time.
Note: This spell requires the mage to be an Adept, at minimum. Fiends are sentient and notorious capricious with their strength proportional to the mage who summoned them. They must always be subdued to a degree appropriate to their level before they will obey the caster’s commands.
Further Reading: Summoned Creatures

Vampiric Embrace
Duration: Temporary
Targets: Single – Other
Range: Close Proximity
Type: Leech
Description:
The Necromancer can place a temporary curse upon another person that ties their life energies together. Any damage done to the caster is instead passed on to the unfortunate target, leaving the caster intact.


Master


Soul Sting
Duration: Temporary
Targets: Single – Self
Range: Self
Type: Summon Undead
Description:
The Necromancer is able to steal the very soul from another sentient being and transfer it to a corpse. This new Undead is tied to serve the Necromancer and retains all the powers of thought, rationale, and personality from its original form, though its first body is now dead and lost. Only one Undead of this type per caster may be active at any time.
Further Reading: Summoned Creatures

Grim Shift
Required: Staff of Arcana
Duration: Temporary
Targets: Single – Self
Range: Self
Type: Leeching
Description:
By sucking vitality out of themselves, the Necromancer is able to temporarily become an Undead wraith that maintains all powers of mind, personality, and spellcasting but no physical abiities. The wraith form may be physically damaged, but any damage done to the wraith form does not transfer over to the caster’s physical body. If the wraith form is mortally damaged, the caster immediately shifts back to their original body.


Custom Spells

Grim Shift - Master

This spell surrounds the Necromancer in an Undead aura, causing small shivers to those surrounding him as if there was a cold breeze blowing. That’s only a side effect though. The caster Alters himself to become incorporeal as if he were an Undead spectre or ghost. The spell will cause the Necromancer to levitate off of the ground and enable him to survive any fall that would otherwise be dangerous without being harmed. Furthermore, the Necromancer doesn’t need breathe air, ingest any food or water, or obtain any sleep so long as the Aura is active. He can also no longer be damaged by regular weaponry and can only be hurt through magic or enchanted weapons.

Death Pit:

WIP

Acid Rain

Fine tuning the control required for Acid Orb, Vireylda splits the orbs into hundreds of tiny droplets, and then releases them onto her foes in a storm of corrosive agony. Adept

Cripple - Imparted by Éclair

An Area of Effect 'Drain Life' designed to K.O. everyone in a nearby vicinity. Alteration to fashion the field of Death Essence with an Evocation to make the extraction of Life swift and brutal. Abjuration is used as the final component to ensure that all the Life Drained goes back to the casting Mage. - Kaelon. Adept.

Entropy Bomb - Imparted by Éclair

BOOM. Big Boom. Indefinite, Master.


Entropy Shield - Imparted by Éclair

A Barrier/Ward designed to inflict anything that comes in contact with it with spontaneous Entropy; dissolving it into absolute nothingness rather than allowing further passage through its borders. Indefinite. Adept.


Shadowmancy

Vireylda can command the physical shadow essence on the Material Plane.
Shadow essence is only available when there are (you guessed it!) shadows.
Shadows can be disrupted with any type of light, especially sunlight.
It takes her longer to 'cast' Shadow spells than it does to cast Arcana at her current level.
She has figured out how to augment the duration of her Shadow Step (while active).
She has figured out that she can 'recharge' her Shadow Step enchantment faster using 1 MP instead of waiting 1 month IC.

Virelyda has gained the 'Shadow Walk' ability. This allows her to leap from one shadow to another even if they are not connected. For now, it remains a short-range ability, and the farther Vireylda attempts to travel with it, the worse her condition will be after the 'hop.'






 
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Fluid Time Log
Ah, Another Entity Of Value
An Interesting Development
Trust Exercises
Practice Doesn't Make Perfect, But It's A Start
Welcome To The Family
Keeping The Peace
Peace Talks
The First Step Of A Journey
An Early Brightening Trek
You're Going To Feel A Little Pressure
Doing The Electric Slide
A Fine Feathered Friend
Second Date, Second Base?
Hi Ho, Hi Ho, It's Off To Work I Go
The Many Properties Of Acid
If You Have Eyes To See
I've Been Here All Night
Judge Of Brutal Heat
In Which We Talk To Trees

Not A Drop To Drink
Mountebank
Perchance To Dream
Diggin' Up Bones
It All Started With A Nap
Sticks And Stones Will Break My Bones
That Ratio, A Perfect Score
Shadows In A Dark Room
Two Shadow Elves Go Into A Forest


On the Subject Of Necromancy
Inspecting The Colligeum Constructions
Exploring Har'ololth
You Don't Know What You've Got Till It's Gone
What Remains
A Dark Pact
For Your Consideration
The Door Was Open
Forgotten
Tinkering
New Territories
The Marketplace Welcomes You
Remember Who You Are
The Ribs Of The Disaster

Sleeping Beauty Had It Easy
Omak The Devoured
Weird Science
I Can Explain
Shades Of Grey
And In The Midst Of All This, We Press On
How Do I Politics?
Meeting With Vireylda
Reaping And Tillaging
Recipe Means Take

Humble Beginnings
Listen To The Sound Of My Voice, And Drown Out All The Pain
Diamonds Are Forever
It Comes With The Territory
Third Time's The Charm
The Devil Is In The Details
I've Got My Eye On The Prize
Open Your Eyes And See What I See

Ashes To Ashes
The Road To Making New Friends
Hey Mr. Sandman, Bring Me A Dream
Friends Or Family? Time to learn the difference.
The Best Defense, Is A Better Offense
You Write Your Name Upon The Wall To Let Me Know You Were Here
I Need A Palate Cleanser While I Walk These Streets Of Gold
I Told You That Story, To Tell You This One


The Summer Sun Turns To Hail
To The Heart Of The Matter



Spring


The Knight Is Young - Vireylda investigates fairytales in Moonstone. Also, Necromancy Mastery!
Go Go Gadget...eer? - Gadgeteers, zombies, deathtraps.
You've Got To Be Kitten Me! - Investigating the remnants of the Clawknights. Bonds with a Great Panther Kitten!
Now You're Sounding As Crazy As The Cat! - Clawknights found! Problem, bandit fortress. Time for some spring cleaning!
How To Train Your Panther - Vireylda tries to train her Great Panther kitten. It goes about as well as you'd expect.
The Lion Sleeps Tonight - Checking out the ruins of Kyathis.
We're All The Heroes Of Our Own Story - Meeting with the Warlord in the North.
Dancing Bears, Painted Wings - Masquerade Ball!

Summer

Prime Day - Totally normal day, surely nobody would explode the Palace. Also, tax evasion!
As The Palace Burns - Investigating the aftermath of the attacks on Prime.
Quaestio - Vireylda is questioned by the Ancient Aelyrian, Octavia.
The Day The Magic Died - As the dust settles, Vireylda investigates the ruined Academy Of Magic.
Of Ratta and Men - Portshire is under attack, oh noes!
This Won't Hurt A Bit - Post Portshire, Vireylda uses her skills as a healer to triage the injured.
Flowers In The Ashes - Vireylda helps Gye'ron bury his dead.
You Give Us A Bad Name - Vree hunts down Omak.
Do Not Fear The Dark - Vireylda attempts to learn more about Shadowmancy
A Simple Bandit Problem - Bandits are a problem. Vree tries to help solve it.
Ask How It Was, There In The Northern Desert - Vireylda meets Valanthia.
Gasoline - Meeting Éclair.
The First Time I Saw You, You Necro-Farted - Vireylda has a proper conversation with Jade, finally!
Whisky For My Women, Beer For My Horses - Girls night out!
Speak Your Truth - Vree meets Nimrah.
Werewolves Among Us - Halloween Event! Awoooo~
If Your Writer Has Needlessly Hurt You In Anyway, Please Call 1-800 PCRVLT, Toll Vree - Vireylda meets Ministra.
Between A Rock and a Hard Place - Time to figure out what this Strange Red Gem is.
Why Did You Punch My Balls? - Vree has a conversation with Iori.
Nobody's Hero - Gods, Death, and Promises.
Toward A Brighter Future - Meeting with Sliucha about Northern Moonstone.
Putting Things In Order - Moving forward with the North, and investigating the settlement of Tael
And I Would Walk 500 Miles - Continuing her tour of the North's settlements, Vireylda looks into the town of Da'reth.
Something's Going On, Just Look Around - On the next stop of her tour through the North, Vireylda handles the plague ridden town of Sevill.
Blindsided - The final stop of her tour, Vireylda finds the town of Omprevarn destroyed. She investigates to find not all as it appears
Council, Assemble! - With the tour complete and Council formed, Vireylda invites Lord Vincenzo to Clawknight Tower to discuss a peace treaty.
I've Got Friends In Low Places - Vireylda meets Jack Mountebank.


Autumn

You Said We'd Be There Three Dunes Ago! - Valanthia and Vireylda investigate Arakmat.
I'm In Love With The Shape Of You - Vree and Sliucha make sweet, sweet pottery together.
You're Never Fully Dressed Without A Smile - Vireylda seeks an audience with Éclair in Temperance.
Knowledge Is Power - Vireylda travels to the city of Vortex in search of more information about Blood Wraiths.
Not Your Everyday Circumstance - En route to the Sherian, Vireylda stops by Port Alyxandria and runs into Arch Druid Aydyn Blair and her children.
The Night Is Always Darkest Before The Dawn - Amplifying to Archmage, Vireylda enters the Sherian to fulfill a promise.
Of Scrolls and Dragons - Vree returns home from the Sherian victorious, and looks into the spoils taken from Narim.

Winter

A Most Happy Happenstance - Vireylda receives her supposedly dead mother's old research journal, with a handwritten note stating For Her.

Winter

Are You There God? It's Me, Vree - Vireylda inquires to Jalat's Herald about possible employment.
You Can Check That One Off The List - The North is united. Time to speak to Sliucha about moving forward.
So Much To Do, So Little Time! - Vireylda checks up on her allies.
If Dreams Are Like Movies, Then Memories Are Films About Ghosts - Vireylda receives a letter from Valanthia.

Spring

What Was Lost May Again Be Found - In an attempt to find Valanthia in the wake of her disappearance, Vireylda travels to Chelseanna to speak with Val's brother Milo.
Pain Could Not Give It The Meaning It Lacked - Vireylda visits Valanthia in Nexus Prime.

Era XXVIII
 
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Lady Vireylda Saharn - Administrator of Northern Moonstone

By order of Sliucha Sindosa, Regent of the High Prince Of Moonstone, Vireylda is tasked with revitalizing territory in Northern Moonstone. Currently it includes Kyathis, Clawknight Tower, the Black Forest, and borders the Arakmat Desert.


General notes: +1 renown in the North - Word has spread that the town of Sevill was saved from a horrid plague that nearly wiped it out. She will be recognized in surrounding areas and provided discounts with merchants due to this and her previous accomplishments.




It Comes With The Territory - Vree's introduction to Northern Moonstone. Introduced to the town of Galandar, run by the mayor Markus. Helps create a new tributary for said township with undead workers. (Thread lost when old site went offline) Galandar allies gained.

The Road To Making New Friends - Vireylda meets Eirien and Dorian, an Adept and Master necromancer, respectively. They are currently engaged in building a road with undead. Vireylda takes Clawknight Tower for her own after negotiating with the katta guarding it, and promising to free their comrade from madness. (Thread lost when old site went offline) - Eirien and Dorian gained as allies

Hey Mr. Sandman, Bring Me A Dream - Using her abilities as a Dreamwalker, Vireylda dons the guise of Strixia and frees Za'nir from the clutches of a Natchzke kitten, the cause of his madness. Afterward, he officially pledges allegiance to Vireylda's cause, along with a mercenary group of katta he'd previously employed. Clawknight Tower is now officially Vireylda's base of operations. (Thread lost when old site went offline) - Za'nir and katta mercenaries gained as allies.

Go Go Gadget..eer? - Vireylda hears a rumor of a gadgeteer in the North, seeks them out, and negotiates the building of better defenses for the community. - Vireylda has acquired the services of a gadgeteer NPC. They will begin producing basic traps to aid with the defenses of Vireylda's territories, contingent upon Vireylda acquiring the raw materials they need.

You've Got To Be Kitten Me! - Hearing from her katta allies the Clawknights might still exist, Vireylda travels to the Black Forest to find them. She does, negotiates an alliance, and also bonds with a Great Panther Kitten. Oh, and is attacked by bandits too.

Now You're Sounding As Crazy As The Cat! - Vireylda raids the fortress of aforementioned bandits, with the help of Clawknight Leader Praii and his allies. She kills their leader and encounters "The Blessed One" A white katta druid named Niir. Afterward, she gives the newly liberated fortress to the Clawknights to officially seal their alliance. Clawknight allies gained.

The Lion Sleeps Tonight - Heading to the ruins of Kyathis, Vireylda runs into Niir again, who begrudgingly agrees to work with Vree assuming she provides supplies for the reconstruction effort, and helps with the looming threat of the Warlord in the North. - Kyathis allies gained.

We're All The Heroes Of Our Own Story - Seeing the looming threat, and his ever-growing influence, Vireylda travels to meet with the Warlord. Words are exchanged, and assumptions are made. Vireylda finds out that Lord Vincenzo believes himself the savior of the north, and intends to continue his conquest. Vireylda learns from a source within his camp that Vincenzo is racist. Non-humans (elves mostly) are given less rations, lower quality living areas. Further, due to issues with raiding in the past, Katta are not welcome. - First contact with Vincenzo.

How To Train Your Panther -Vree tries to bond more with the Great Panther Kitten - Bonded deepened, will now listen to commands. Named Tskal (Fang)

Toward A Brighter Future - With the information she's gained, Vireylda meets with Sliucha to review it. They come up with a plan forward: create a council, revitalize the land, find resources to start a flow of money in the region. Further, test run a program where necromancy can be used in public, for the benefit of the community- Clawknight Tower given resources to renovate two floors, Allies granted supplies requested. Vireylda Saharn deemed a Lady Of Moonstone. Sliucha's company of druids, spellbreakers and the like will organize at Clawknight Tower, so they can begin revitalization efforts.
Putting Things In Order - Vireylda investigates viable options moving forward - The town of Tael will be sent resources to help them get back on their feet. They have accepted a temporary alliance with Vree and the goblins who will mine iron in exchange for a place to live. In addition, Vireylda's tower has gained approval for watchtowers to be built into the outer walls. The first and second floor have been outfitted per her preference to be a waiting area (first floor) and an office/meeting area (second floor) for her personal use. - Kijjan promoted to Second in Command of Clawknight Tower. Clawknight Commander Praii agrees to serve as their representative.

And I Would Walk 500 Miles - Continuing her tour of the North's settlements, Vireylda looks into the town of Da'reth, known as a lawless place where chaos rules. - The town of Da'Reth's factions have met with and spoken to Vree. Two of them have agreed to work with her: The Lion's den, a force of mercenaries and warriors. Also The Raven's Nest, an organization of assassins. The final faction is a group of disillusioned Paladins known as The Lost. Vireylda has negotiated a cease-fire with them. They will neither assist nor impede - Alliances with the Lion's Den and the Raven's Nest have been procured with the Lost currently in a ceasefire agreement, on the contingency Vireylda delivers on the supplies and upgrades to lodging requested.

Something's Going On, Just Look Around - On the next stop of her tour through the North, Vireylda handles the plague ridden town of Sevill. - With the help of Kyathis' leader Niir, Vireylda is able to procure a special flower known as the Trickster's Rose. Once acquired she meets Aranea, head cleric of the Nightingales, a sect of ex- Church of Faith healers. She currently speaks for Sevill as no other leader exists within the ravaged town. Aranea assures Vree Sevill will be saved, though the plague itself is contained, not cured. Aranea also agrees to serve as Sevill's representative on the Northern Council. - Due to their shared trials, and Vireylda's previous actions, Niir is no longer hostile toward Vree or her allies. She agrees to serve as Kyathis representative.

Blindsided - The final stop of her tour, Vireylda finds the town of Omprevarn destroyed. It's citizen's slaughtered. A group of four changling's are found to be the culprit. After some investigation, their tales of torture at the town's fear filled citizens is unearthed. However, further probing finds the leader of the changling's guilty of manipulating the others to kill the rest of the town. - Omprevarn destroyed. Markus joins the council. Pyrokinetic Druug joins Vireylda as a companion. The other two changlings remain with Galandar to assist with rebuilding.

Council, Assemble! - A united north. The war is over, and secrets are revealed.

You Can Check That One Off The List - Vireylda reunites with Sliucha, and the two decide the further steps required for the North.

Phase Three
So Much To Do, So Little Time! - Vireylda checks up on her allies, and sees what she can do to help.

  • Tael - Tael situation resolved! Mining operations have resumed, the goblin population has grown, and an official agreement is slowly integrating them into the town of Tael. The situation in Tael has been further stabilized by the SETA provincial infrastructure, which has proven itself capable of reliably delivering food into the area.
  • Kyathis - Kyathis has taken active steps to make their fishing industry the main export. To that end, they need people with maritime experience to helm those efforts. Vireylda has agreed to send word of this, and a general call to action for Kyathis.





The Northern Council
Clawknight Commander Praii
Niir, the Blessed One
Aranea, High Cleric of the Nightingales
Marcus, Mayor of Galandar

Flint, Leader of Tael

 
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