Sarita Senbi

Kahtia Yarza's page

170 posts. Alias of Harrigan.


Race

Female Human Magician/Wizard/Arcanist Level 8|S10 A11 I14 W14|Hlth: 29|Dmg: 0|Def: 10 (AA:12)|Mv: 10|Pwr: 4|Insanity: 0|Corruption: 0|Fort: 2|Status: A.Armor

About Kahtia Yarza

Name: Kahtia Yarza
Ancestry: Human (Woad)
Gender: Female
Age: 30 (current)
Level: 8
Lifestyle: Wealthy
Appearance: Slender but Shapely, Attractive, Dark Hair, Olive Skin, Dark Green Eyes. Wears dark green robes.
Personality: Honest, Stingy, Driven
Background: Lowly Woad girl who saved Tidwell from a terrible undead attack, then studied at the Tower Arcane.
Riches: 0gc, 18ss, 5cp

Strength: 10
Agility: 11
Intellect: 14
Will: 14

Perception: 14
Defense: 10
Health: 29
Healing Rate: 7

Size: 1
Speed: 10
Power: 4

Damage: See Statline
Insanity: 0
Corruption: 0

Spoken Languages: Common, Woad, High Archaic, Dark Speech
Written Languages: Common, Woad, High Archaic, Dark Speech

Professions: Martial (Mercenary), Wilderness (Hunter), Academic (Magic)

Human Ancestry Traits and Abilities:

LEVEL 0
*Additional Language (chose Woad)

LEVEL 4
*+5 Health
*Learned Spell: Entropic Power

Quirks and Marks of Darkness:

None

Paths and Path Abilities:

Novice Path: Magician
LEVEL 1
*Attributes: Increase two by 1 (Intellect & Will)
*Characteristics: Health +2, Power +1
*Languages and Professions: Able to read/write all languages she knows. Learned profession: Academic (Magic)
*Sense Magic (Magician Utility) spell.
*Cantrip (extra cantrip for discovered traditions)
*Learned Arcana tradition, Arcane Armor and Magic Dart spells.
*Learned Destruction tradition, Break and Ruin spells.
*Learned Enchantment tradition, Bewitch and Presence spells.
*Learned Protection tradition, Magic Lock and Secure Site spells.

LEVEL 2
*Characteristics: Health +2
*Learned Air tradition, Stir the Air, and Wind Blast spells.
*Learned Rune Magic tradition, Rune of Finding, and Translate Anything spells.
*Exchanged Magic Dart for Unerring Darts
*Exchanged Ruin for Rend
*Exchanged Presence for Command
*Exchanged Secure Site for Sanctuary
*Spell Recovery - You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent, you cannot use it again until after you complete a rest.

LEVEL 5 (EXPERT MAGICIAN)
*Characteristics: Health +2, Power +1
*Learned the spell Detonate
*Exchanged Wind Blast for Fling
*Counterspell - When a creature you can see attacks you with a spell, you can use a triggered action to counter it. The triggering creature makes the attack roll with 1 bane and you make the challenge roll to resist it with 1 boon.

LEVEL 8 (MASTER MAGICIAN)
*+2 Health
*Learn One Spell: Well of Magic (Arcana Utility 4)
*Spell Exchange: Replace Rune of Invisibility with Sigil Trap
*Improved Spell Recovery - When you use Spell Recovery, you regain two castings instead of one.
*Castings remain 5-2-2-1-1, adjusted to 6-3-2-1-1
*Grimoire III (IOU 5gp): Conjure Shelter (Conjuration 4), Reverse Spell (Arcana Utility 4), Rune of Thunder (Rune Utility 4)

Expert Path: Wizard
LEVEL 3
*Attributes: Increase two by 1 (Intellect & Will)
*Characteristics: Health +2, Power +1
*Objective: Become the Archmage of the Tower Arcane, and to prove that some magics are evil.
*Story Development: Kahtia is taken on as an adept at the Tower Arcane, and she studies there for nearly a decade.
*Learned language: High Archaic
*Learned Empowered Magic (Arcana 2)
*Exchanged Unerring Darts for Explosive Darts
*Exchanged Sanctuary for Vigor
*Exchanged Still the Air for Thunderclap
*Created a Grimoire containing three spells: Glyphic Prison (Rune 2), Force Field (Protection 1), and Shadow Monster (Shadow 2)

LEVEL 6
*Characteristics: Health +2
*Spell Expertise - Increase the number of castings of your rank 0 and rank 1 spells by one.
*Learned the Arcane Lightning (Air 3) spell.

Master Path: Arcanist
LEVEL 7
*Attributes: Agility +1, Intellect +1, Will +1
*Characteristics: Health +2 (to 27, Healing Rate still 6, Power +1 (to 4)
*Added language: Black Tongue (Dark Speech)
*Learned Harness Magic (Arcana 4)
*Exchange Rune of Finding (Rune 0) for Rune of Invisibility (Rune 0)
*Learned Arcana Mastery: You can use an action to expend the casting of any Arcana spell you know to cast a different spell of the same rank or lower that you have learned without expending a casting of that spell, even if you have no castings remaining.

*Spent 5gc to create Grimoire II: Battle: Wall of Swords (4); Conjuration: Conjure Steeds (2); Life: Cure (1)


Equipment:

Medal: The Hero of Tidwell (1ss)
A Pet Mouse -- Teepa
Crystalline Cat Skull

A clay tablet with magical writing on it. This incantation will create a field of force around you for one minute. The field has Health 10. For the duration, when you would take damage, the field takes the damage instead. If the field’s damage total equals its Health, the effect ends immediately.

A golden coin which, when you get a failure on a challenge roll required by a spell, you can use a triggered action to turn the failure into a success. The object has one use.

A curved dagger with hellish inscriptions on it. You can use an action to make an Intellect or Will attack roll against the Will of one creature that can see you within short range. You can choose to gain 1–3 Corruption to make the roll with that many boons. On a success, the target becomes charmed for 1 minute. If you get a success with an attack roll of 20 or higher and beat the target number by at least 5, the target becomes compelled instead.

Dagger 1d3 Off Hand, Finesse, Thrown, Short Range
Knife 1d3 Off Hand, Finesse
Small Sickle (Knife) 1d3 Off Hand, Finesse
Staff 1d6+1 Two Hands, Finesse

Adventurer's Pack
Healing Potion (x9)
Writing Kit
Magestone (Implement of Magic)
Wizard's Toolkit
10 Candles
Hourglass

Incantations, all stuffed into her pack.

Incantation (1): AUGMENTED ATTACK (BATTLE ATTACK 0)
As part of casting this spell, you make an attack with a
weapon. You make the attack roll with 1 boon and can use
Intellect instead of the attack’s normal attribute.

Incantation (2): CELERITY (BATTLE UTILITY 0)
You move up to twice your Speed. This movement does not trigger free attacks.
Triggered You can use a triggered action on your turn to cast this spell. If you do so, you instead

Incantation (1): BURNING BEAM (CELESTIAL ATTACK 0)
Target One creature or object within medium range
A fiery beam leaps from your hand. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage.
Attack Roll 20+ The target also becomes blinded for 1 round.

Incantation (4): LIGHT (CELESTIAL UTILITY 0)
Target One object you can reach
Duration 1 hour
You touch the target, and light shines from it in a 5-yard radius for the duration.

Incantation (2): EAVESDROP (DIVINATION UTILITY 0)
Duration Concentration, up to 1 minute
Choose a point in space you can see within long range. For the duration, you hear as if you were at the chosen point.

Incantation (1): CONTROL FLAME (FIRE UTILITY 0)
Target One Size 1 or smaller flammable object within short range
The target catches fire or you extinguish the flame if it’s already burning.

Incantation (2): BLACK TONGUE (FORBIDDEN UTILITY 0)
Duration 1 minute
For the duration, you make Intellect and Will attack rolls with 1 boon against demons, devils, spirits, and undead.

Incantation (2): CLAMOR (ILLUSION UTILITY 0)
Target One point in space within medium range
Duration 1 minute
The target point emits sound you choose for the duration.
This can be noises or speech in a language you know, and its volume can range from as quiet as a whisper to as loud as thunder. For the duration, you can change the sound as you wish to mimic effects such as the clash of blades, a conversation, or the approach or retreat of footsteps.

Incantation (2): DISGUISE (ILLUSION UTILITY 0)
Target One creature you can reach
Duration 1 hour
You touch the target and confer an illusory disguise that lasts for the duration. You decide what the disguise looks like.
You can increase or decrease the target’s apparent height or weight by up to 25 percent. You can change the appearance of the target’s clothing and equipment, though the effect does not mask any sounds it normally makes.

Incantation (4): MINOR HEALING (LIFE UTILITY 0)
Target One creature you can reach
You touch the target, which heals damage equal to half its healing rate.

Incantation (2): HIDE FROM UNDEAD (NECROMANCY UTILITY 0)
Duration 1 minute; see the effect
You become hidden from undead creatures for the duration.
The effect ends immediately if you make an attack.

Incantation (1): GLIDE (AIR UTILITY 1)
Target One creature within long range
Duration 1 minute
Triggered You use a triggered action to cast this spell when you see the target fall. For the duration, the target takes no damage from landing after a fall. If it continues to fall after the effect ends, it takes damage based on where it continues falling from.

Incantation (0): SHAPE EARTH AND STONE (EARTH UTILITY 0)
Target One Size 1 or smaller object made from earth or stone you can reach
Duration Permanent
You can mold the target as if it were made from soft clay, after which it returns to its normal hardness.

Incantation (1): STONE BLADES (EARTH ATTACK 1)
Area A cone, 3 yards long, originating from a point you can reach
You fling shards of stone that deal 2d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, taking half the damage on a success. On a
failure, the creature suffers a bleeding wound and takes 1d6 damage at the end of each round until it heals any damage or until it or another creature uses an action to stanch the bleeding.

Incantation (1): ECSTASY (ENCHANTMENT ATTACK 1)
Target One living creature with functional sexual organs within short range
Feelings of intense physical pleasure wash over the target. Make an Intellect attack roll against the target’s Will.
On a success, the target becomes dazed for 1 round and slowed for 1 round after.
Attack Roll 20+
The target also falls prone.

Incantation (2): FETCH (TELEPORTATION UTILITY 0)
Target One object you could hold in one hand that is within medium range
The target teleports to your hand, or lands at your feet if your hands are full.

Incantation (1): SWAP (TELEPORTATION UTILITY 1)
Target One creature within long range
You and the target teleport to exchange positions. An unwilling target can make a Will challenge roll, negating the effect on a success.
Triggered You can use a triggered action on your turn to cast this spell. If you do, the target must be within short range.

Incantation (2): MASK (TRANSFORMATION UTILITY 0)
Duration 1 hour; see the effect
You alter your body’s appearance so that you look like someone else for the duration or until you become unconscious. You can increase or decrease your height by up to 12 inches, increase or decrease your weight by up to 25 percent, and make any other cosmetic changes you like.
None of your attributes, characteristics, and other abilities change, and you cannot take on a different ancestry.

Spellcasting:

Traditions and Spells

Magician Spells
Spell (3/6): SENSE MAGIC (MAGICIAN UTILITY 0)
*Area A sphere with a 5-yard radius centered on a point within your space
*You know if there are any ongoing magical effects in the area and from what points they originate.

Tradition: Air
Tradition Special: Once you have discovered this tradition, the air always moves around you. It stirs your hair, rustles your clothing, and whispers in your ears. Some find the constant motion maddening. You might take comfort from the ever-present companionship of your favored element. Each time you cast an Air spell, the air moving around you picks up speed—just enough to cause flames to flicker and to disturb lightweight objects.

Level 0:
Spell: None

Level 1:
Spell: None

Level 2:
Spell (0/2): THUNDERCLAP (AIR ATTACK 2)
*Area - A sphere with a 10-yard radius centered on a point within medium range
*A wave of thunderous noise spreads out from the center of the area, dealing 1d6 + 1 damage to everything in it. Each creature in the area must make a Strength challenge roll, taking half the damage on a success. On a failure, the creature also becomes deafened for 1 minute.

Level 3:
Spell (1/1): FLING (AIR ATTACK 3)
*Area - A cylinder, 4 yards tall with a radius of 4 yards, centered on a point within long range
*A powerful blast of wind erupts from the origin point. Each creature in the area must make a Strength challenge roll; Size 1 or smaller creatures make the roll with 1 bane. On a failure, it falls prone and is moved 5d6 yards away from the origin point. If it encounters a solid surface before moving the full distance, it and the surface it strikes each take 1d6 damage plus 1d6 extra damage per 5 yards remaining in this movement (round down).

Tradition: Arcana
Tradition Special: -

Level 0:
Spell (5/6): ARCANE ARMOR (ARCANA UTILITY 0)
*Requirement You must not be wearing armor.
*Duration 4 hours
*An invisible field of force springs into existence around you, granting a +2 bonus to your Defense for the duration. As well, for the duration, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though you still take damage from cold and fire.

Level 1:
Spells: None

Level 2:
Spell (2/2): EMPOWERED MAGIC (ARCANA UTILITY 2)
*Duration 1 minute
*For the duration, when you cast an attack spell, you make any required attack roll with 1 boon, and challenge rolls made to resist the spell’s effect are made with 1 bane.

Spell (2/2): EXPLOSIVE DARTS (ARCANA ATTACK 2)
*Target Up to three creatures or objects within long range
*Three magical darts fly from your fingertip, divided as you choose among the targets. Each dart automatically hits provided there is an unobstructed path between you and the target. Each dart deals 1 damage to its target, then explodes in a 1-yard radius from a point within the target’s space. Everything in the area takes 1d6 + 1 damage, or half the damage with a success on an Agility challenge roll.

Level 3:
Spell (1/1): ARCANE LIGHTNING (ARCANA ATTACK 3)
*Area - A cone, 5 yards long, originating from a point you can reach
*Lightning deals 5d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, taking half the damage on a success.

Level 4:
Spell (1/1) HARNESS MAGIC (ARCANA UTILITY 4)
*Duration See the effect
*Roll 1d6 + 3 to determine how many points of magical energy you harness. You retain these points until you complete a rest or you spend them. While you have points remaining, you cannot again cast harness magic. You can cast a spell you have learned by spending a number of points of magical energy equal to the rank of the spell (minimum 1) without expending a casting from that spell.

Spell (1/1) WELL OF MAGIC ARCANA UTILITY 4
Area A circle with a 5-yard radius centered on a point on the
ground that you can reach
Duration 1 minute
A field of intensified magic spreads through the area and remains for the duration. When a creature in the area casts an attack spell, it makes the attack roll with 2 boons and imposes 2 banes on challenge rolls made to resist the spell. In addition, whenever a creature on the ground in the area casts any spell, the creature can roll a d6. On a 6, it casts the spell without expending a casting.

Spell (Grimoire III) REVERSE SPELL ARCANA UTILITY 4
Triggered When a creature targets you with an attack spell, you can use a triggered action to cast this spell. You change the target from yourself to the creature that triggered this casting. Sacrifice You can use an action and expend a casting of this spell to cast the destroy magic spell (Shadow, page 118).

Tradition: Battle
Tradition Special: If you know any spells from the Battle tradition, you are at risk of battle madness. Whenever you go mad, you suffer
battle madness instead of rolling on the Madness table. While gripped by battle madness, you must take a fast turn each round and use an action to attack the creature nearest to you, making a charge if necessary. You regard all creatures as foes, determining your target randomly if more than one is available. At the end of each round, roll a d6. On a roll of 5 or higher, the battle madness ends.

Level 0:
Spells: None

Level 1:
Spells: None

Level 2:
Spells: None

Level 3:
Spells: None

Level 4:
Spell (Grimoire II): WALL OF SWORDS (BATTLE ATTACK 4)
Area A line, 20 yards long, 5 yards high, and 2 yards wide originating from a point within long range
Duration 1 hour
A wall of slashing swords forms in the area and remains for the duration. It totally covers everything behind it. When the wall appears, everything in the area takes 5d6 damage. A creature takes half the damage with a success on an Agility challenge roll. Creatures can move through the area, treating it as difficult terrain. When a creature enters the area from outside, or if it is inside the area at the end of the round, it must get a success on an Agility challenge roll or take 3d6 damage.

Tradition: Conjuration
Tradition Special: -

Level 0:
Spells: None

Level 1:
Spells: None

Level 2:
Spell (Grimoire II): CONJURE STEEDS (CONJURATION UTILITY 2)
Target A cube, 10 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 2 hours
A group of 1d6 steeds (as horse) appear in the area. They can have any appearance you choose. The conjured steeds are friendly to you and become compelled by any creature that rides them. Sacrifice You can expend a casting of this spell to cast conjure small monster.

Level 3:
Spells: None

Level 4:
Spell (Grimoire III) CONJURE SHELTER CONJURATION UTILITY 4
Area A cube of space, 20 yards on a side, originating from a point within long range and resting on a solid or liquid surface Duration 12 hours; see the effect You must concentrate for 1 minute, during which time you visualize a building or island. At the end of this time, the building or island you visualized appears in the area and
remains for the duration.
If you conjure a building, you make all decisions about what it looks like, such as entrances, windows, and the number of rooms. It includes beds for up to ten people, chairs, tables, enough food and drink to sustain up to ten people, and a hearth complete with a burning fire. If you conjure an island, you provide accommodations for up to ten people as if you had created a building, but in the
form of bungalows or huts.
Sacrifice - You can expend a casting of this spell to cast conjure large monster.

Tradition: Destruction
Tradition Special: Wielders of Destruction magic wrest its power through sheer force of will, causing creatures and objects to explode but harming themselves in the process. The cost of this mastery is revealed in the many bruises and injuries afflicting their bodies.

Level 0:
Spell (6/6): BREAK (DESTRUCTION ATTACK 0)
*Target One Size 1/2 or smaller object within short range
*Take 1 damage. The target takes damage equal to its Health.

Level 1:
Spell (3/3): REND (DESTRUCTION ATTACK 1) "Shaaza Toch!"
*Target One creature you can see within short range
*Take 2 damage. Make a Will attack roll against the target’s Agility. On a success, the target takes 3d6 + 1 damage.
*Attack Roll 20+ The target takes 2d6 extra damage.

Level 2:
Spell (0/2): ENTROPIC POWER (DESTRUCTION UTILITY 2) "Tasza! ______"
*Duration 1 minute
*Take 3 damage. For the duration, your attack spells deal 1d6 extra damage.
*Triggered When you cast an attack spell that deals damage, you can use a triggered action to cast this spell. The attack spell deals 2d6 extra damage and this effect ends.

Level 3:
Spell (1/1): DETONATE (DESTRUCTION ATTACK 3)
*Target One Size 1 or smaller object that was never a creature that you can see within medium range
*Take 4 damage. The target takes damage equal to its Health and then explodes in a 4-yard radius from a point within its space, dealing 6d6 damage to everything in the area from the flying debris. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.

Tradition: Enchantment
Tradition Special: -

Level 0:
Spell (6/6): BEWITCH (ENCHANTMENT ATTACK 0)
*Target One creature that can see you within long range
*Make an Intellect attack roll against the target’s Intellect. On a success, the target is moved up to its Speed.
Attack Roll 20+ You also regain the casting of this spell.

Level 1:
Spell (3/3): COMMAND (ENCHANTMENT ATTACK 1)
*Target One creature within short range that can hear you
*Make an Intellect attack roll against the target’s Will. If the target is charmed, you make the attack roll with 1 boon. On a success, the target becomes compelled for 1 round.
*Attack Roll 20+ You also regain the casting of this spell.

Tradition: Life
Tradition Special: -

Level 0:
Spell (Grimoire II): CURE (LIFE UTILITY 1)
*Target One creature you can reach
*You touch the target, granting one of the following benefits:
*Remove one of the following afflictions from the target: diseased, fatigued, impaired, or poisoned.
*Remove 1 Insanity from the target.
*Remove any penalty to the target’s Health.
*The target heals damage equal to half its healing rate.

Tradition: Protection
Tradition Special: Protection magic secures, defends, and counteracts. Its spells appeal to the cautious—and the paranoid—since it keeps them and their belongings safe. As you learn spells from the tradition, you become increasingly suspicious of others, including your companions.

Level 0:
Spell (6/6): MAGIC LOCK (PROTECTION UTILITY 0)
*Target One object within short range that can be opened or closed such as a door, chest, or window
*Duration 1 minute
*The target closes and locks. For the duration, it cannot be opened by nonmagical means by a creature other than you, although it can be destroyed.

Level 1:
Spell (Grimoire I): FORCE FIELD (PROTECTION UTILITY 1)
*Duration 1 minute; see the effect
*An invisible field of force surrounds you and moves with you. The field has Health 10. For the duration, when you would take damage, the field takes the damage instead. If the field’s damage total equals its Health, the effect ends immediately.

Level 2:
Spell (0/2): VIGOR (PROTECTION UTILITY 2)
*Target One creature you can reach
*Duration 1 hour
*You touch the target, granting it a +10 bonus to Health for the duration.

Tradition: Rune
Tradition Special: -

Level 0:
Spell: None

Spell (6/6): TRANSLATE ANYTHING (RUNE UTILITY 0)
*Duration 1 minute
*For the duration, you can read any writing you see.

Level 1:
Spell: None

Level 2:
Spell (Grimoire I): GLYPHIC PRISON (RUNE ATTACK 2)
*Target One creature you can see within medium range
*Duration 1 minute
*A ring of blazing glyphs surrounds the target and remains in place for the duration. If the target leaves that space and passes through the runes, it must make a Strength challenge
roll with 1 bane. It takes 6d6 damage on a failure, or half the damage on a success.

Level 3:
Spell: None

Level 4:
Spell (1/1) SIGIL TRAP RUNE UTILITY 3
Target A circle with a 4-yard radius centered on a point on
the ground within medium range
Duration 1 minute
A rune appears at the origin point and remains for the duration. When a creature moves into the area from outside it, and at the end of each round for the duration, crackling lightning spreads out from the rune, dealing 2d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll. It becomes immobilized for 1 round on a failure, or just takes half the damage on a success.

Spell (Grimoire III) RUNE OF THUNDER RUNE UTILITY 4
Target One weapon you can reach; it can be worn or carried by a creature other than you Duration 1 hour
A twisting, glowing rune that makes a rumbling noise appears on the weapon and remains for the duration. When a creature gets a success on an attack roll made using the weapon, thunder booms from it. Each creature within 1 yard of the weapon other than the weapon’s wielder must get a success on a Strength challenge roll or take 2d6 + 3 damage from the thunder and become deafened for 1 minute.

Tradition: Shadow
Tradition Special: Exploring Shadow’s secrets gradually drains color and vitality from you. Your clothing fades more quickly, your hair loses its luster, and your complexion becomes almost chalky. You find light uncomfortable and must shield your eyes from the stinging brightness, usually by donning a hooded cloak. Although you become uncomfortable in lit areas, the tradition does not cause light to harm you. (Note that Kahtia doesn't know this tradition yet...)

Level 0:
Spell: None

Level 1:
Spell: None

Level 2:
Spell (Grimoire I): SHADOW MONSTER (SHADOW UTILITY 2)
*Area A cube, 1 yard on a side, originating from a point within medium range
*Duration 1 minute
*Threads of darkness gather in the area to form a compelled medium monster with the flier trait. The shadow monster can have any appearance you choose. If it becomes incapacitated, the effect ends.

Questionnaire:

1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

Kahtia is an introvert, but often finds herself at the center of things despite this. Above all else, she is driven -- to learn, to understand, to shape the world. She can be physically intimate but emotionally distant; she has few close friends, but knows a great many people well enough to influence them.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

Kahtia treasures her studies, her spells, the arcane things she's learned over the years. Her mind, her comprehension of these things -- she would be lost without them. She could easily live without acclaim, fame, and renown.

3) What do you fear? What do you hate?

Kahtia fears captivity, slavery, the inability to have free will and learning.

4) What do you desire? What do you love?

Magic, and the wielding of it.

5) You have (at least) one secret. What is it?

Kahtia is unafraid to murder those she feels deserve such an end. Over the years she has secretly put over a dozen men and a handful of women in early graves. There are places she doesn't like to travel as a result.

6) Have you done something Notable? What was it?

Saved the village of Tidwell. Killed the corrupt mage Eeyriada Fane at Vanguard.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

Kahtia does not press to lead, but nor does she easily follow. She charts her own path, and believes in both the power of form and structure, and the potential of the unknown, of chaos and a life unbridled.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

Kahtia always makes good on her promises. She is sometimes honest to a fault, but she is no fool, and often has a motive for being as honest as she is.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

Evil absolutely exists: Kahtia has seen it incarnate many times. That said, she dislikes the intolerance, hubris, and hypocrisy of the Cult of the New God and various other 'good' religions. She sees herself as an agent of balance and decency, of logic and emotion, of discovery and understanding.

My Story:

As a young Woad child traveling nomadically across the Northern Reach with her clan, Kahtia Yarza was never a quiet, sweet, or well-behaved girl. No, the raven-haired, usually barefoot tomboy was always up to something, was always questioning the wisdom of the elders, was always pushing every boundary she came into contact with. It was no real surprise to her parents when she ran off rather than be married to the man she was promised to... after all, he was thirty years her elder and she would have made wife number five.

Kahtia's uncle, a mercenary named Dorsus who had himself rejected the old Woad ways years prior, took the fourteen year old girl in and gave her shelter and safety. The living was hard and lean with that band, and Kahtia paid her way -- she tended to the camp, cooking, cleaning, hunting, foraging. She leaned from Old Arda, a wise woman who tagged along with the sellswords for some reason that would never be revealed to the young Woadin. From her, Kahtia learned to set wounds, to make healing salves and poultices, to identify the helpful qualities of plants and rendered animals.

For four years Kahtia traveled with the Shining Freeblades, growing as a valued member of the company and as a woman. A dark-haired, olive-skinned beauty, she grew skilled at fending off unwanted advances, and with her own deadly blade. Still, coin was always in short supply, and no one questioned her uncle's decision to take on a dangerous job in the Crusader States, close to the deadly, windswept sands of t he Desolation. Tidwell, a small farming town that existed only to supply the soldiers of Martyr's Point, was about to come under attack. One of the incursions into the Desolation had gone badly wrong for the Crusaders, and as they retreated back to the walls of their fortifications, ravenous graveborn streamed out of the desert, out of the black tombs the Paladins and Priests of the New God had foolishly cracked open. As a black, foul host bore down on Tidwell, her leaders hired every mercenary they could find to defend the town.

It was a massacre. Kahtia's faith, never beating strong in her breast to begin with, died that day, along with dozens of townsfolk, her uncle and many of his soldiers. The Seer watched silently, giving no warning, no counsel. Father Death stayed no bony, cold and wretched hands. The Queen of Summer's glorious gaze saved no one, not a soul. The Maiden in the Moon held her tongue and danced, alone and aloof. And the World Mother? She stood and watched as her children screamed and bled and died. Even the New God and his Inquisitors and iron-clad Crusaders were powerless -- the dead came clawing and gnashing, devouring everything in their path.

Devouring everything... until Kahtia saved what was left of the town, and her father's brother's mercenary company. Arthenias Akim gave her the means. He was a wizard of some standing, a local man who had also sworn to protect his neighbors and fellows -- but as the terrible wight leading the undead host came into sight, the old man lost his nerve. He never even unrolled the scroll he'd found in his adventurous youth, a mighty incantation, a spell of pure destructive force that could smite the creature where it stood in the center of the town square. Such magic could exact a terrible toll on the caster, and rather than risk that toll, Akim ran. Before he fled, though, Kahtia took from him the scroll, along with his dignity. He is known now as Tidwell's Coward Wizard, as much as the Yarza girl is called its savior.

Kahtia read that scroll, she bore the brunt of its cost, bleeding and screaming in agony as the leader of the black horde detonated, blasted to pieces by ancient magic and the will of a girl who believed only in herself...

***
Level 2 Downtime Story
You did something that made you unwelcome to a certain group of people, such as a religious community, a guild, or the city guard. These people are unfriendly to you. What happened?

The Crusaders at Vanguard blame Kahtia in part for everything that happened that night, not understanding the dark magics that were afoot, or her role in stopping them.

Level 2-6 Story
"You have achieved a rank among the Wizards of the Tower Arcane, a fabulous institute of magic that hovers above the Empire’s capital city. As a member of this powerful organization, you dress yourself in clothes made of only one color that you choose (except white, which is reserved solely for the Archmage)."
Please tell a story about how that happened, as well as level your character up to 3. Please state which level 3 abilities and spells you grab.
Downtime: You worked. Choose a number of years that this goes on for. You may blend this in to your L2->L3 story, stretching out your wizard training for years if you like.
You have also gained a new Interesting Thing: A skull made from a crystal. Please blend this into your story. It is your choice as to its size and what creature it is from.

After leaving Vanguard, Kahtia eventually made her way to Caecras, the capital of the Empire, and the Tower Arcane. It took some doing, but she was eventually taken on as a novice magician and ended up studying there for nearly ten years. She became a wizard in that time, respected for her dedication and skill with the magical arts.

She met many people at the Tower over the years, and made many friends and enemies. A peer of hers, Withir Buckling became obsessed with the stories of her exploits at Vanguard, and of the Book of Night, which Kahtia kept under lock and key after taking it from Eeyriada. Withir Buckling found ancient texts that told of artifacts of great power in the Desolation, locked away in mysterious black tombs. He believed that the Book of Night would allow him to control the vile hoards that infested that dark desert, and so he stole the tome and made for the Crusader States, and the Desolation beyond. Fearing both for his safety and sanity, and for what evils he might accidentally loose upon the land, Kahtia has gone after him.