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About Shol’a’saulShol’a’saul
Conditions: STR 11 0
Looks:
90 years old, appears 18 years old. 5'11" tall, 110 lbs. Silvery hair, with black and purple highlights, midnight black eyes. Slender figure. Skin has a purplish cast to it with an underlying silvery tinge, almost resembling a drow. She has the potential to be stunningly beautiful, if she cared about such things. Painfully shy and quiet. Her eyes are usually unfocused, looking off to one side of whoever she talks to, almost out of phase.
(12 total)
Elf:
Witch (Hedge Witch):
Worn/Carried:
Scholar’s Outfit. Sickle 6 gp 2 lbs Bullets, sling (10) 1 sp 5 lbs 3 vials of antitoxin, Healer’s kit (x3) 50 gp 3 lb. 5 vials of holy water Antiplague (2 vials) Bloodblock (4 doses) 25 gp Smelling salts (4 doses) 25 gp Soothe syrup, 2 vials Leeching kit 5 gp 5 lbs. Darkwood case (worth 50 gp), contains Brass Spirit Planchette and 4 Haunt Siphons. Set of noblewoman’s silver hair clips (worth 35 gp) (15 charges). 58 gp. 9 sp Background:
Shol’a’saul was born in one of the outlying communities near the outpost Greengold. Tragedy struck early in her life when her parents, who were minor nobles, were visiting near the Mierani Forest on vacation from Korvosa. They were caught and ambushed by a band of marauders. She was just an infant at the time, and when the bandits had finished with the deed, they found the elvish child, petrified with fear. The leader came up with a good idea, he thought to ransom the infant child back to the Elvish ambassador in Korvosa, and make a quick profit. Unknown to everyone, her parents, and the bandits alike, the elvish ambassadors had not chosen this particular stretch of forest on a lark. They had been drawn there by haunting dreams, and nightmares, which compelled them to visit there. None knows what happened there, but when the bandits caught up with them, they did not put up any struggle, or attempt to flee, or bargain for their lives. The bandits had no trouble killing the parents. So they took the bawling infant child back to their secret lair. Not long afterwards, strange things started happening to the bandit members. Minor accidents, etc. this continued while they waited for word from the ambassador on the ransom demand. Also, several of the bandits were stricken with cold like symptoms. Some of them privately wondered if the strange child was connected with the events, but none dared to challenge the leader. Finally their persistence paid off, they had received word the ransom would be paid in full. They expected treachery in the form of a rescue, so they planned for the eventuality or so they thought. The rendezvous was set, and the exchange was planned to take place. But something happened, and the exchange never took place, those bandits who were sent to guard the child from the rescue were all found dead choked on their own vomit. The child was recovered by the elvish rescue team and seeing her new appearance, granted her a new name Shol’a’saul, or ‘Cursed One’. She was taken back to Korvosa and turned over to the Elvish enclave in the South Shore, there to be raised until she attained her coming of age. As she grew up, her moniker of the Cursed One proved prophetic, as before her fair elvish features started changing. Many elves staying in the South Shores ostrasized her, fearing she was actually a drow, or being corrupted by dark magic. Certainly her body started changing to resemble one. There was talk of either exiling her, or more permanent solutions, but no one dared to act on them. This continued for her childhood, and then she was going to be sent back to Greengold but then just before she was sent off to become a ward, the halfway house where she lived received a visit from a group of old crones, calling themselves the Covey. One of the old crones, lived in Korvosa as a healer, and herbalist, serving those poor folks who could not afford the more exhorbitant prices charged by the priests. She had a fell reputation though and none were pleased to see her, unless they were desperate. “This one has already been chosen, therefore she comes with us.” No one dared challenge her or the Covey on this. Once again, she was yanked away from those she had been around and given over to the Covey, where her new destiny awaits her. The recent troubles with the death of King Eodred by the hands of Queen Ilosa hit her especially hard. She, along with the other members of her covey, worked tirelessly to help the citizens during those troubled times, but it did come with some painful costs she was forced to bear. She rarely smiles anymore, and now seems almost walking in a trance. Some have speculated she has a minor form of dementia, but no one has tried helping her. Until she met a fascinating human, charming and friendly. He took an interest in her, and a distant part of her realized it was a romantic one, but that part of her seemed to be locked away inside her. Still he did manage to reach her in a crucial way. So she sgreed to see him again. Soon she looked forward to seeing the human Galrian and it continued for a while, until he left to experience the world. She really does not know what this means, but she still keeps his note, and trasures it. She hopes to see him soon. Note: Shol´a´Saul´... * I am sorry, but I have urge to leave... I don´t know why but... I feel a distant call and my mind is being blocked here in this town. There is so much more to see and to feel and when I am still young, I wish to experience it... Why only leaving a note then but not coming and taking you with me? I can´t explain and I can´t really do it... I can´t justify my act but please, I beg, don´t hate me for this. One day I will come back. You are my dearest... friend. We had fun and shared moments, although I was the one talking most of the time but I didn´t mind that. The things I knew about you... are more than anyone could wish... Be happy, don´t fall to sorrow or despair. Even in darkest moment, we all have memories, which lightens up even the darkest night and keeps hope up. Yours truly,
Once he had left, her descent into madmess slowly progressed again, fueled by lonliness, and this time it would not be so easily stopped. After a street performer named Asasha was badly burned during a performance with another dancer Zariah, she attempted to use her healing powers on the badly wounded and scarred girl. To no avail, while the wound was closed up, the ugly scars on her neck remained, unable to be removed. The Covey could not (or would not) explain it to her or Ashasha, they eventually informed her she was marked like this permanently for a reason. She sees the scars of failure now whenever Asasha enters her thoughts, and wonders...why? She wishes she could ask Galrian about this, if only he would come back to see her again... Now, she finds herself on the way to see a long lost companion and friend Professor Lorrimar and make good on a promise made...
Notes:
Haunt Siphon Aura faint necromancy; CL 3rd Slot none; Price 400 gp; Weight 1 lb. Description: These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash. Construction Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp Spirit Planchette
Spirit Planchettes
XP:
750 |
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