Telandia Edasseril

Lady Victoria de Courtenay's page

50 posts. Alias of Philo Pharynx.


Classes/Levels

AC 19, PD 16, MD 16, HP 24/30, Recoveries 5/8 (8 hp) Init: +3

About Lady Victoria de Courtenay

Character Name: Lady Victoria de Courtenay
Titles:
Warden of the Dire Marches
Defender of High Hold
Rider of Behemoths
Artificer Mage-Knight of the Opaline Order
Class: Swordmage | Level: 1
Kin: High Elf| One Unique Thing (OUT): She was born a high elf to human and half-elf parents.
Initiative: +3

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ATTRIBUTES & DEFENSES
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Stat Score | Mod | Check
STR: 12 | +1 | +2
CON: 17 | +3 | +4
DEX: 15 | +2 | +3
INT: 17 | +3 | +4
WIS: 14 | +2 | +3
CHA: 14 | +2 | +3

AC: 19
PD: 16
MD: 16
Hit Points (Max / Current): 30/30
Recoveries (Max / Current): 8/8
Recovery dice: 8 (1d8+3)

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ATTACKS & POWERS
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Basic Melee: +4 vs. AC | Dmg: 8 (1d8+3) | Miss: 1
Combat Powers/Attacks/Spells:
. . Dancing Blade Ranged; At-will
. . . . Attack: +4 vs. AC | DMG: 8 (1d8+3)
. . Sword Burst Melee; At-will
. . . . Attack: +4 vs. AC vs. each engaged enemy | DMG: 5 (1d8) | Miss: 1
. . Mark with Sigil Close; At-Will; Quick
. . . . Opponents marked by sigil take -2 to attacks not including me
. . . . Sigil of Shielding Close; At-Will; Interrupt: nearby marked enemy hits ally
. . . . . . Triggering attack deals half damage.
. . . . Sigil of Vengeance Close; At-Will; Interrupt: nearby marked enemy hits ally
. . . . . . Teleport to engage enemy; Attack: +4 vs. AC | DMG: 6 (1d10)
. . . . Explosive sigil Close; 2/arc; Interrupt: nearby marked enemy hits ally
. . . . . . dmg 11 (2d10) fire
. . Highborn teleport 1/Battle; Move
. . . . Teleport to nearby location
. . Clouded Step 1/Battle; Move
. . . . Teleport to nearby location; can engage enemy; Until end next ranged attacks with natural odd automatically miss

Noncombat powers
. . Tricks of the Traveler 3/Arc; Interrupt
. . . . Reroll skill check. 2 uses for +3 to the roll.

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BACKGROUNDS & ICON RELATIONSHIPS
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Backgrounds:
. . +4 . . Warden of the Dire Marches
. . +3 . . Noble of the House de Courtenay
. . +4 . . Weaver of Magic

Icon Relationships:
. . Emperor 1 Positive 1 pt
. . Elf Queen 1 Positive
. . Crusader 1 Conflicted

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TALENTS & FEATS
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Talents:
. . Flexible Style - Use item in off hand to enhance swordmage warding
. . . . Athame | Two-weapon fighting, hit on natural 2
. . . . Wand | Increase Swordmage warding by 1; +1 all defenses
. . . . Shield | no attack penalty
. . Magesmith - Enchant 2 items per quick rest
. . . . Non-magic item | counts as rune or gives basic effect for that item
. . . . Magic Item increase 1 tier, requires additional attunement
. .Sigil Mastery - Targets marked with sigil take -2 penalty to attacks not including her

Feats:
. .Magesmith - enchant 2 items per short rest

Items:
Light armor - Mithral Gown
1 handed weapon - arming sword
Basic wand
Athame dagger
1 adventure-tier healing potion

Description, background and history:

Description

Victoria

Victoria is a high elf, though many would say that she carries herself more like a human. She wears an elegant gown, but it is woven of spun mithral. Despite it's elegance, it is sturdy enough to resist a blade. At one hip rests an arming sword, at the other a wand and athame rest one over another. When traveling, she covers her shiny gown with a cloak patterned with leaves, each a different shade. With the hood up, she fades into the forest.

The Marchioness de Courtenay maintains the Dire Marches - the lands southwest of Horizon and south of Axis. This includes the Dire Wood and portions of the Giantwalk from the Kneedeep to the Koru Pass. It does not quite reach to the Abyss, but it does include the hellhole at the Dire Wood. Their charge is to keep threats from migrating toward Horizon or Axis.

As the Koru pass through the Giantwalk, there is a concavity where many of the behemoths scratch their sides. They have a trade town, High Hold, to handle commerce with those who ride and this is a popular place to board or disembark. They have siege engines in the mountains above when the riders are belligerent. A trebuchet won't harm a behemoth, but it's reaction tends to be unpleasant for those riding. These siege engines also discourage giants from passing through the gap from Cloudhome.

Given the nature of their charge, the family is known for their prowess at skills more often seen in travelling adventurers than nobility. They keep a steady presence in Axis and Horizon to ensure that the cities know that they are protected and to recruit adventurous types to join the wardens. Their relationship to other noble houses is strange. They are more practical and hands-on than many nobles, which some interpret as being a bit more common. But their experiences mark them as significant and dangerous. The family makes sure that the children are skilled enough to handle themselves in social combat as well as facing dire bears.

The accusations of being more common than most nobles is true in one way. They often marry for adventuring skills rather than noble blood. This requires paperwork from the Imperial Genealogists, but the family maintains close ties to the group. An important stage for any potential mates is meeting the family. They will be expected to prove themselves in a series of challenges to prove that they are worthy additions. The potential mates are not expected to win all of the challenges, but they are expected to at least give a good showing. Their reactions to a loss are also part of the challenge.

Economically, they supply exotic meats and fur from culling the monsters there, and trade through High Hold. They also provide guides and escorts for the nobles and wizard who have business in the region. While it's not required, there is a notably higher success rate when employing the House's Wardens.

Family Relations with the Icons.
The Emperor: Srtongly Positive. As a Noble house, they have strong ties to the Emperor. They protect the southern flank of Axis, and have always answered the Emperor's call to arms. Their relationship is shared loyalty and trust.

The Archmage: Positive. They also protect Horizon from the worst of the Dire Wood. When wizard need to come to the Dire Wood, the Wardens often provide the practical support that the more academic types lack. The Archmage sees the family more as a service provider, though one that has been quite useful over time.

The High Druid: Conflicted. The family managed the Dire Wood, which is repugnant to the Druidic. But they do so with respect. For example, they often try to redirect threats back into the Dire Wood instead of eliminating them. There is a grudging admission that whoever replaced them would likely be worse.

The Great Gold Wyrm: Slightly Positive. Their relationship is mostly about preventing demons and demon cultists from travelling between the Abyss or Red Wastes and the Hellhole in the Dire Wood.

Crusader: Calculated Neutrality. They allow the Crusader's forces access to the Hellhole in the Dire Wood because they help keep it contained and they keep the Diabolist mostly at bay. While the family doesn't always approve of their actions, they stay out of each other's way.

Family members
Eleanor. Marchioness de Courtenay (mother, paladin)
Richard, Consort (father, wizard, (half-elf))

Stephan de Courtenay, (Firstborn brother and heir, paladin)
Lisbeth, (wife, Lisbeth is a bit of an oddity as she is not a skilled adventurer, but rather noble-born)
Charlie, (Son, age 16, squire Paladin)
Edward, (Son, age 12, undecided)

Alicia (Deceased secondborn sister, half-elf)

Theresa de Courtenay, (Thirdborn sister, ranger)
Alfric, (husband, cleric, half-elf)
Susanna, (Daughter, age 8, half-elf)
William, (Son, age 6)

Wolfgang de Courtenay, (Fourthborn brother, wizard)

Alexander (Deceased Fifthborn brother, half-elf)

Franklin (Deceased Sixthborn brother)

Victoria de Courtenay (Seventhborn, swordmage, high elf)

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Victoria is the seventhborn daughter of the house, and one of four surviving children. Though born to a human and half-elf, she emerged with pure Elven bloodline. While there are tales of this happening at other times, it is something that happens once in a century. Shortly after the birth, the Elf Queen sent her gifts and congratulations, and an open offer for Victoria to visit the Queen's Wood and learn of her heritage. Some found this suspicious, but it is always wise to accept The Queen's generosity gracefully.

Naturally, she was trained from a young age the ways of the Wardens. She travelled with them into the woods, at first merely learning to avoid the worst, but eventually participating on hunts. She was also shown the mountains and assisted in the defense of High Hold. She has also learned the family funeral traditions. She has buried three siblings and many Wardens along the way.

Over the years, she made several visits to the Queen's wood, where she was taught elven ways. It was on one of these trips that she discovered her skill with blade magic and that she had the talent to weave magic into material forms. Still, she was always happy to return home. The queen sent a tutor back with her so that she could continue mastering the art. Her last trip to the Queen's wood was riding on a Behemoth.

As a noble, she was expected to hold a ball to announce her introduction to society. At her ball, the Elf Queen appeared to induct her as a Mage-Knight of the Opaline Order and bequeath her a gown of mithral before taking her leave. Though it was not planned, the night finished with the Emperor appearing for her last dance.

She is now expected to travel the world. To practice her arts and grow in skill and power before settling down to the family business. Unstated is the expectation that she find a husband along the way. Though as a youngest daughter, she has some flexibility. Two of her older siblings have heirs and spares, so there is less pressure for her to continue the bloodline. She also has the expectation of having an elven lifespan. Should she survive, she could spend a century as Warden, so she feels the need to savor her exploration.