Isabella

Korihor Blackwood's page

No posts. Alias of mittean.


About Korihor Blackwood

26 year-old female Cyran (displaced) Human from Mardain, Cyre (now Pylas Meridal, Valenar)
Blood of Khyber Sorcerer (cross-blooded aberrant/Outer draconic (Void), tattooed sorcerer) 1
NE Medium humanoid (human)

xp 0/3,000 Tier 1
Destiny Points 1 Hero Points 5
Init +2; 38 (40 Size, -2 Dex) Senses Perception +1
Favored class Sorcerer - Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Envy

"Someday your happiness will drown, sputtering, coughing. It will suffer. In agony. And I will still be left with the bitter hunger of my resentment. It will never die."
"We lived very different realities, very different childhoods, you and I."
"It's not worth it to me."

Goal (what) I want to belong to one of the Houses.
Motivation (why) I want to not be overlooked. I want to be seen.
Seed (originating thought) My sister gets everything.
Embodiment House renegade-Streetwise scoundrel

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them, magic is more than a boon or a field of study; it is life itself.
A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
You possess a deep bond to Khyber, the Dragon Below, which shapes your sorcerous powers. Your bond with the darkness increases your ability to conjure fiendish creatures and work spells of transmutation.
This dragon’s ebony scales and horns are flecked with a substance that glows an eerie green. The folds of its wings reflect a starry sky.
The tattooed sorcerer uses colorful and intricate tattoos to enhance her magical powers.

Korihor's portrait

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==DEFENSE==
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Defense +2, touch +2, flat-footed +0 (+2 Dex)
Hit Points 18/18 (1d6) Vigor 18/18 Wound Points 24/24 (Threshold 12)
DR 0/- damage 0 non-lethal damage 0
Clobbered 12 Massive damage 24 Stabilize 24%
Staggered from 0 to -1, dying from -2 to -24
MaxDex 0 ACP 0 ASF 0%

F/R/W +1/+2/+1
Defensive abilities
Weaknesses

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==OFFENSE==
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Speed 30 ft. (6 squares) (8 counts)
Melee
Ranged
Space 5 ft. Reach 5 ft.
Special attacks
Spell-Like Abilities (CL 1st; concentration +5) 3/day
Mage Hand
Sorcerer (crossblooded, tattooed sorcerer) spells (CL 1st; concentration +5)
1st level (4/day)
Burst of Adrenaline - You draw upon your body’s inner reserves of strength, leaving you winded.
burning hands, cause fear, charm person, chill touch, detect secret doors, feather fall, floating disk, inflict light wounds, jump, light, pass without trace, produce flame, shield.
bestow curse, contagion, darkvision*, death knell*, false life*, poison, rage, scare*, scorching ray*, sleet storm, suggestion, summon swarm*, Touch of idiocy*, vampiric touch.
cloudkill, cone of cold, confusion*, dominate person, enervation*, fear*, feeblemind, fire shield*, flame strike, insect plague, mass inflict light wounds, phantasmal killer*, slay living
Cantrips (at will)
Acid Splash
Oath of Anonymity
Read Magic (જાદુ વાંચો) - You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible.
Vacuous Vessel (DC 14)
Bloodline Aberrant, Draconic (Outer (Void))

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==ABILITIES==
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Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 19 (+4)
Bab +0, CMB +2, CMD +2

Feats
Agile Combatant - You’ve learned to use your quickness in place of brute force when performing combat maneuvers.

Dragonmarked Sorcerer - You possess greater magical versatility than most of those who share your dragonmark.
Ward of Khyber - Your aberrant dragonmark protects you against the powers of those with true dragonmarks.
Flaws
Traits
Drawbacks
Skills
Appraise +5
Bluff +8
Knowledge (arcana) +5
Knowledge (dungeoneering) +5
Linguistics +2
Spellcraft +5

Languages
• Common
• Elven
• Gnome

Carrying capacity // Encumbrance 5 lbs.
Equipment
Combat gear
Other Gear
• Clothes (worn, 5 lbs.)
Money
• Dragons (PP)
• Sovereigns(GP) 15
• Crowns (EP)
• Shillings (SP)
• Coppers (CP)

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==SPECIAL ABILITIES==
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Agile Combatant - Use DEX instead of STR for CMB.
Arcane Familiar Nearby - You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Arcana: Aberrant (Ex) - Increase the duration of [polymorph] spells by 50% (min 1 rd).
Bloodline Arcana: Draconic (Outer - Void Dragon) (Ex) - Whenever you cast a spell with the Cold energy descriptor, if a creature is damaged by the spell, that creature cannot take a 5-foot step for 1 round. This effect occurs only when you’re using spells that require an attack roll (such as chill touch or scorching ray) or spells that allow a save (such as Fireball or Lightning Bolt). A successful save against the damage or effects of the spell also negates this additional effect.
Bloodline Powers[/b] - Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
• [b]Bloodline Tattoos (Ex)
- Bloodline spells are cast at +1 caster level.
Cyran Tattoo (Transmutation) - Spells from chosen school gain +1 caster level.
Empathic Link with Familiar (Su) - You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) - A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Finesse Weapon Attack Attribute - Finesse weapons use Dexterity on attack rolls.
Hero Points - Hero Points can be spent at any time to grant Advantage or Disadvantage.
Share Spells with Familiar - Can cast spells with a target of "You" on the familiar with a range of touch.
Ward of Khyber - You gain spell resistance against the spell-like abilities of true dragonmarks. The strength of your spell resistance is determined by the power of your aberrant dragonmark.

I think I know a guy...

Age
Height Weight lbs.
Plating Eyes
Occupation Writer
Homeland

Next level
Inspiration
Berserk button
Belief
Goal
Secret
Tropes

Unconscious belief
Ingrained defense
Childhood contributing environment
Approach to connection
Approach to feeling safe
Relation to others
Common characteristics
Continuum
Decision making
Avoids
Relation with perfection
Mislabeled as
Next level Psion Shaper/Mindmage/Cerebremancer Egoist Fleshbinder

Description

Korihor’s honey-colored eyes are soft and warm, carrying an easy openness that invites trust before she’s earned it. Against the bronze of her skin, that warmth feels natural, effortless, as if she belongs wherever she chooses to stand. Her dark brown dreadlocks fall to her shoulders in loose, unstructured lines, shifting with her movement and giving her a presence that feels lived-in rather than composed. She carries herself with a noble, almost challenging posture—not rigid, but unyielding—as though she refuses to be made small in any space she occupies.

At a glance, there is nothing unusual about her. She looks like someone who fits.

Only in private does the truth reveal itself. Along the underside of her left arm, down the curve of her ribs, and across the left side of her chest runs a pattern that can be mistaken for old damage—thin, uneven lines like lightning scars or poorly healed burns. At rest, it is dismissible. Up close, it is not.

When she draws on psionic power, the mark flushes a deep, irritated red. When she channels arcane magic, it darkens, the lines sinking into shadow as though something beneath the skin is surfacing. When both are used together, the mark becomes unmistakable—sharpening into something that is no longer explainable as damage, but undeniably a mark. An aberrant one.

Personality

Korihor is driven by a constant need to be seen—to matter in a way that cannot be ignored or dismissed. She reads people instinctively, tracking attention, value, and social weight in every interaction. Where others might overlook these dynamics, she feels them immediately and measures herself against them whether she intends to or not.

She is socially fluid and expressive, capable of warmth, humor, and charm, but that warmth is not unconditional. Beneath it sits a sharp edge of comparison and resentment, surfacing in small, pointed observations rather than open hostility. She does not think of it as envy. She thinks of it as noticing what others pretend not to see.

Korihor does not think in systems or abstractions. She thinks in people—who belongs, who is valued, who is overlooked. Her judgments are immediate and emotional, and while she is capable of planning, her speech is far less filtered. She says what she sees, often before considering how it will land.

At her core, she believes the world distributes value unevenly—and that she has been placed on the wrong side of that divide. Her aberrant mark is not just a danger. It is confirmation.

Background

Korihor was born in Cyre, in the southeastern region that now lies within Valenar, but her experience of it was very different from Ceilidh’s. Where Ceilidh was shaped by structure and expectation, Korihor grew closer to the margins—closer to the places where belonging was uncertain and had to be earned, or taken.

She understood early what it meant to be overlooked.

She watched as Ceilidh manifested a true dragonmark—something that meant identity, legitimacy, and place—and then chose to walk away from it. What Ceilidh discarded, Korihor desired. What Ceilidh questioned, Korihor valued.

When her own mark appeared, it did not resemble anything she had hoped for. It looked like damage. By the time she understood what it truly was, it had already defined her future. Aberrant marks are feared, associated with instability and destruction, and those who bear them are often cast out or worse. Whatever path she might have had into legitimacy ended the moment it manifested.

To Korihor, Cyre is not an abstract loss. It is something that was taken from her—a version of the world in which she might have belonged. Valenar is not home. It is a replacement that does not include her. The people who walk those lands do so with identity and purpose, while she exists there without either.

The Day of Mourning is something she feels rather than analyzes. It is absence. Theft. The removal of something that cannot be restored. The Mournland is not something she seeks to understand. It is something she avoids—because the questions it raises have answers she does not want to hear.

She has learned to live within this reality by adapting. By presenting what people want to see. By hiding what they would reject.

Goals

Korihor’s primary goal is to belong—to be recognized as someone who has a place, who matters, who is not overlooked or dismissed. The Dragonmarked Houses represent that ideal, and the fact that she can never truly be part of them defines more of her than she would willingly admit.

She seeks to understand how to use what she has without exposing herself. Her magic is not something she rejects—it is something she must manage carefully, balancing usefulness against risk.

Beneath everything, she is driven by comparison. She measures herself against Ceilidh constantly—what her sister had, what she gave up, and what Korihor was denied. It is not something she would ever say aloud, but it shapes her decisions all the same.

Relationship with Ceilidh

Korihor’s relationship with Ceilidh is defined by tension that never fully resolves.

She does not hate her sister. In many ways, Ceilidh is the only person who truly understands where they came from. But that understanding is fractured by difference. Ceilidh had something real—a place, a mark, a future—and chose to walk away from it. Korihor, who wanted that same certainty, was given something that ensured she would never have it.

To Korihor, this is not just ironic. It is unfair.

She sees Ceilidh as someone who does not understand the value of what she rejected, someone who can afford to question belonging because she once had it guaranteed. At the same time, she cannot dismiss her. Ceilidh’s control, discipline, and refusal to be shaped by expectation are things Korihor both resents and, in quieter moments, respects.

Their relationship is not open conflict. It is friction—constant, underlying, and unresolved.

KORIHOR — Dialogue Rules
Core Speech Style
Fluid, natural, conversational
Uses contractions and casual phrasing
Comfortable speaking at length
Primary Framing
Interprets everything through:
people
attention
fairness
belonging
Focuses on:
who matters
who is ignored
Default Tone
Engaged, perceptive, slightly sharp
Sounds like she is reading people while talking to them
Emotional Expression
Expresses emotions directly
Does not filter:
frustration
resentment
amusement
Judgment Pattern
Evaluates based on:
social positioning
perceived fairness
recognition

Examples:

“Funny how that works out for you.”
“You didn’t even notice, did you?”
Envy Expression (Core Trait)
Never says “I’m jealous”
Uses:
comparison
implication
subtle digs

Examples:

“Must be nice.”
“Some people don’t have to try as hard.”
Conversational Behavior
Interrupts emotionally
Finishes people’s thoughts
Redirects toward people, not problems
Social Strength
Reads reactions quickly
Identifies insecurities
Adjusts tone to influence
Charm Layer
Can shift instantly to:
warm
engaging
relatable

Used when:

she wants something
she wants to be liked
Under Stress
Becomes:
cutting
sarcastic
confrontational
Pushes emotional pressure onto others
What She Avoids
No structured breakdowns
No technical explanations
No detached analysis
Aberrant Thinking Undertone
Occasionally:
jumps between ideas
connects things unexpectedly
Feels intuitive, not chaotic
Signature Structure

Observation (person) → Emotional framing → Subtle jab

Example:

“You didn’t even look at her. You just walked past like she didn’t matter.”
Anchor Rule

She speaks like every conversation is about who matters—and who doesn’t.

SIBLING INTERACTION — Dialogue Rules
Core Dynamic

Ceilidh argues about outcomes.
Korihor argues about people.

Conflict Pattern
1. Frame Mismatch
Ceilidh → cause / consequence
Korihor → fairness / recognition

They talk past each other naturally.

2. Escalation Loop
Korihor:
makes it about people
Ceilidh:
reframes to system
Korihor:
takes that as dismissal
Ceilidh:
sees emotional argument as irrelevant

→ tension rises

Typical Exchange Structure

Korihor:

“You didn’t even think about what that does to people.”

Ceilidh:

“I did. That’s why I made the decision.”

Korihor:

“That’s not the same thing.”

Ceilidh:

“It’s the only thing that matters.”
Tone Differences in Conflict
Ceilidh:
sharper
colder
more absolute
Korihor:
more emotional
more personal
more pointed
Shared Behavior (Important)
Neither:
fully disengages
walks away easily

They stay in the argument longer than they should

Moments of Alignment

Rare but strong:

When:
both recognize something is wrong
They agree quickly, then:
diverge immediately on why
Subtext Rule

Every conversation carries:

Korihor subtext:

“You don’t understand what it’s like to be overlooked.”

Ceilidh subtext:

“You don’t understand what actually causes problems.”

Unspoken Tension
Korihor:
wanted what Ceilidh had
Ceilidh:
walked away from it

This is never stated directly—but always present

Anchor Rule

They understand each other completely—and reject each other’s conclusions.

Build in future:

Alacritous cogitation
Retributive spell
Wildblood mage psionic feat
Egoist Fleshbinder Psion/ mind mage
Reserve feats
Least Aberrant Dragonmark - You may use Charm Person as a spell-like ability a number of times per day equal to 1 + your Cha modifier (6) (caster level equals your character level) (1st)- if you have multiple spells they share a single pool of uses.

Man vs. reality