Vhenarryn

Lisyil Itarildë's page

42 posts. Alias of rdknight.


Full Name

Lisyil Itarildë

Race

Female Half-Elf Witch 1 | HP: 8/8 | AC: 13 (T: 12, F: 11 | CMB: -1, CMD: 12 | F: +2, R: +2, W: +2 (+2 vs Enchantments) | Init: +2 | Perc: +5, SM: +2 | Speed 30'

Size

Medium

Age

23

Alignment

CG

Languages

Elven, Common, Sylvan, Gnome, Draconic, Celestial

Strength 8
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 10
Charisma 12

About Lisyil Itarildë

Lisyil Portrait

Statistics:
Half-Elf Witch (Mirror) 1
CG Medium Humanoid

Init +2; Senses Perception +5
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+2 dex +1 armor)
hp 8
Fort +2, Ref +2, Will +2 (+2 vs Enchantment Spells/Effects)
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OFFENSE
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Speed 30 ft.

Melee -1

Ranged +2
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STATISTICS
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Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD +12
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TRAITS
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Magical Knack (Magic):
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Ill Omen

Affable (Social):
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Resilient (Combat):
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Shadow-Scarred (Drawback):
You were touched by terrible horrors that live in the darkness just outside the human sphere, such as shadow-beasts or aberrations linked to the Dark Tapestry, and feel your life-force ebb away ever so slightly whenever you return to the shadows. Whenever you are in an area of dim light or darkness, you take a –1 penalty on saving throws.

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FEATS
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Extra Hex (Cackle):
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

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SKILLS (8 points; 2 class, 4 INT, 2 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +4 = INT 4+0+0
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Bluff +2 = CHA 1+0+0+1 (+1 Trait)
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Climb* -1 = STR -1+0+0
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Craft (Painting): +4 = INT 4+0+0
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Diplomacy +7 = CHA 1+1+3+2 (+2 Mirror Familiar) (+2 Gather Info Trait)
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Disable Device*† +2 = DEX 2+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +1 = CHA 1+0+0
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K (Arcana)† +8 = INT 4+1+3
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K (Dungeoneering)† +4 = INT 4+0+0
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K (Engineering)† +4 = INT 4+0+0
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K (Geography)† +4 = INT 4+0+0
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K (History)† +9 = INT 4+1+3+1 (+1 Background)
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K (Local)† +8 = INT 4+1+3
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K (Nature)† +4 = INT 4+0+0
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K (Nobility)† +4 = INT 4+0+0
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K (Planes)† +8 = INT 4+1+3
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K (Religion)† +4 = INT 4+0+0
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Linguistics† +4 = INT 4+0+0
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Perception +3 = WIS 0+1+0+2 (+2 Familiar/Alertness)
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Perform +1 = CHA 1+0+0
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Profession† +0 = WIS 0+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +2 = WIS 0+0+0+2 (+2 Familiar/Alertness)
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +8 = INT 4+1+3
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Stealth* +2 = DEX 2+0+0
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR +0+0+0
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Use Magic Device† +1 = CHA 1+0+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Familiar / Alertness)
+2 Sense Motive (Familiar / Alertness)
+2 Diplomacy (Mirror Familiar)
+2 Diplomacy to Gather Information (Affable Trait)

Languages Elven, Common, Sylvan, Gnome, Draconic, Celestial

Special Abilities:

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SPECIAL ABILITIES
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Half-Elf:

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Dual-Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Fey Thoughts:
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

WITCH (Mirror):

Patron (Deception):

2nd — ventriloquism, 4th — invisibility, 6th — blink, 8th — confusion, 10th — passwall, 12th — programmed image, 14th — invisibility (mass), 16th — scintillating pattern, 18th — time stop.

Hexes (DC 15; Charm DC 16):

*Cackle (Su):
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

*Misfortune (Su):
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Familiar

Patron Mirror (Su): At 1st level, a mirror witch creates a direct link to the power of her patron. She chooses a patron as normal, but instead of gaining a familiar that serves as the conduit to her patron, she uses a mirror (worth at least 10 gp) to speak to a fragment of her patron’s power. This fragment teaches her magic and acts as a counselor.

The mirror is essentially an immobile familiar. The mirror witch can activate it with a minute-long ritual that calls the patron fragment to manifest itself through the mirror. While this connection is open, she can prepare spells, add new spells to the mirror, and use the mirror’s special abilities. In place of the boost granted by an ordinary familiar, the mirror grants the mirror witch a +2 bonus on Diplomacy checks regardless of whether the mirror is nearby. The mirror can’t be used for abilities that require the presence of a familiar, such as the blight hex.

If the patron mirror is destroyed, the mirror witch can replace it 1 day later through a special ritual, attuning a new mirror to a different fragment of her patron. The mirror witch must purchase or procure a new, suitable mirror and spend 500 gp per witch level she has. The ritual takes 8 hours to complete, and when it is finished, the mirror witch establishes a connection with a new fragment of her patron and loses access to spells stored in the previous mirror, as normal for a lost witch’s familiar.

As the mirror witch progresses in level, the mirror’s defenses increase, and the connection between it and the mirror witch becomes stronger, allowing the patron to manifest more of its personality—see the Patron Mirror section below.

This ability replaces the witch’s familiar.

Patron Mirror
Instead of using the familiar abilities table on page 83 of the Pathfinder RPG Core Rulebook, use the table below to determine the strength of a mirror witch’s patron mirror.

Witch Class Level Hardness Hit Points Int Special
1st-2nd 5 2 12 Cryptic omens, seek guidence
3rd-4th 10 5 13 Greater omens
5th-6th 15 5 14 Specialized knowledge
7th-8th 20 5 15 Clairvoyance/clairaudience
9th-10th 20 5 16 —
11th-12th 25 10 17 Scrying
13th-14th 25 10 18 Mirror casting
15th-16th 25 10 19 —
17th-18th 30 10 20 —
19th-20th 30 15 21 —

Hardness: As the connection between the witch and her patron mirror becomes more powerful, so does the hardness of the mirror, making it more difficult to damage. This value is the hardness of the patron mirror.

Hit Points: The base hit points of a mirror witch’s patron mirror are based on what kind of mirror she chooses. A steel mirror has 4 hit points and a glass mirror has 1 hit point. The patron mirror gains the listed hit points in addition to the mirror’s normal hit points, and the hit points increase as the link between the witch and her patron mirror strengthens.

Intelligence: A patron is a powerful and unknowable entity, able to see great distances and offer sage council, but the power of the fragment it manifests through a patron mirror is proportional to the link the fragment has with the mirror witch. This column indicates the effective Intelligence score of the patron mirror as the witch progresses in level. The patron mirror is not a creature, and nothing can increase its Intelligence above the listed value.

Special: As a mirror witch increases in level, her patron mirror grants her additional powers as indicated on the table.

Cryptic Omens (Ex):
Each day, when a mirror witch consults with her patron mirror, the patron fragment can speak a few words of cryptic advice about the witch’s future. While the words are often obscure when the fragment utters them, they nearly always make sense to the witch at just the right moment aid her in dealing with the threats of the day. Once per day, after the witch receives this advice, she can gain one of the following benefits without taking an action: gain a +2 insight bonus on a saving throw she is about to attempt; gain a +2 insight bonus on a Bluff, Diplomacy, or Sense Motive check she is about to attempt; or instead of rolling initiative, treat her initiative as if she rolled a 12 on the die. She can’t use this last option if she can’t act during a surprise round. She doesn’t choose which benefit she gains while consulting the mirror; instead, she does so when she would be about to roll a saving throw, initiative check, or appropriate skill check.

Seek Guidance (Ex):
Whenever the mirror witch consults with her patron fragment, she can spend 10 minutes instead of the usual 1 minute and attempt a single Knowledge check. She gains a +2 insight bonus on any Knowledge check she attempts during such a consultation.

Greater Omens (Ex):
The number of times per day that the mirror witch can use cryptic omens increases by an amount equal to the Intelligence modifier of the patron mirror. Furthermore, after consulting with her patron for 1 minute, she can expend a use of cryptic omens to gain the effects of augury instead of one of the usual three benefits.

Spells:

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Spells
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0th (4 at will) DC 14

Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1st (2+1/day) DC 15

Cure Light Wounds
Ear Piercing Scream
Ears of the City
Ill Omen
Mage Armor
Shadow Trap
Sleep
Ventriloquism (Patron)

2nd (0/day) DC 16

3rd (0/day) DC 17


Gear/Possessions:

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GEAR/POSSESSIONS

Magic Items

Silver Hand Mirror (Familiar)

Consumables

Wand: Mage Armor (20 charges)
Alchemist's Kindness (2)
Calistria's Kindness (3 month supply)
Tinder Twigs (4)

Mundane

Dagger
Haramaki
Velvet Padded Pouch for Mirror
Grooming Kit
Belt Pouch x2
Notebook
Pen & Ink
Flint & Steel
Candles x10
Soap
Spell Component Pouch x2
Chalk (5)
Charcoal (5)
Map Case & Sheets of Paper (15 sheets)

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 5 GP 4 SP 8 CP

Background:

Lisyil’s parents Niranye and Orvin met because Niranye occasionally made the journey from her home in Lintatuine to Brost to trade. Mostly she came for metal tools, simple things like axe-heads, awls, bands for barrels, nails, and such. The Elmanesse tribe of wood elves in Wealdath were not miners, so iron was scarce, nor were they smiths of any great accomplishment. She also came for special items that were sometimes requested like jewelry. Niranye liked filling those orders because it meant visiting Orvin, who, as she related it to Lisyil later, was magnificent looking back in his prime. Since the round-trip journey could not be made in a day, it was easy enough for Niranye to transition from some other place in Brost to sleep to Orvin’s bed instead.

They were never really a couple, and remained on friendly terms after Lisyil was born, the passion faded, and they married other partners respectively. Lisyil knows her father and has visited him a number of times, usually accompanying her mother on her trip to Brost. Although Lisyel was the only half-elf in her community, nothing special was really made of her birth or later, her presence there. She wasn’t treated poorly by any of the elves around her, but there were some problems.

Lisyil was out of synch with the flow of life in the Lintatuine. First, she grew too fast; her position within the settlement’s population kept shifting. Lather, she was impatient, substituting endless strings of questions for observation and osmosis. In a placid, harmonious place, Lisyil was often the impetuous squeaky wheel. This led to as much amusement as consternation though until Lisyil found the mirror.

There is a place in the Wealdath where no elf will go, the ancient elven necropolis Myth Rhynn. It is a place of unknown age that is avoided. Once protected by a mythal, the protective ward has decayed so that any elf entering the place becomes physically ill. Though no elf can ever rise in undeath within Myth Rhynn’s boundaries, non-elf corpses do. It is said to be inhabited by such things. Although Myth Rynn wasn’t right next to Lintatuine it wasn’t extremely far either. Lisyil knew of it because she and her mother skirted around the necropolis on their journeys to Brost and back.

One day when she was thirteen, Lisyal was out with a couple of other kids in the forest. They came very close to Myth Rynn, and the stories about the place started to be exchanged among them. Her friends were unnerved and wanted to move on, but Lisyil claimed to be unafraid of the place. She told them she was not a true elf after all, so the place couldn’t harm her.

Why exactly Lisyil did this was hard for her to explain. Perhaps it was finally a time when she could claim to be more than the elves she lived with rather than different then, or maybe, subtly, a little less than. Of course she was dared all around to do it. She did not back down and trekked to the edge of the necropolis. Being so close to the site was enough to cause friends to back down. As they lost their nerve, they took the dares back and pleaded with Lisyil to stay out. She would have, but Lisyil caught site of a glimmer in the brush not too far in. It seemed like sunlight playing upon some shiny object on the ground.

Lisyil decided she wanted the object and went for it. She was accidently half-right about her immunity to the effects degraded mythal. She felt only slightly ill, but wasn’t debilitated like an elf would be. It became worse the longer she stayed within the mythal, but Lisyil made it to the object. It was a sizable silver hand-mirror, the kind a woman might keep in her bedroom to use as she applied cosmetics. It was clearly old and fancy, but in perfect condition aside from a little tarnish in some places. As she grasped the mirror to take it, she was also stricken by something. It was if the life was draining out of her. Lisyil weakened, and nearly blacked out. Keeping hold of the mirror, she crawled as best she could back in the direction she’s came. None of her friends dared to come help her, but she made it out. Lysyil could barely see, everything was dark, and her head was swimming toward unconsciousness. She was too weak to stand.

One boy stayed with Lisyil while the rest went for help. She was taken back to Lintatuine barely alive. She did manage to shove the mirror under her shirt so nobody would take it from her. Lisyil’s recovery was a very long, slow one. She never completely recovered. Where she had been active and physically robust, she remained weak and frail afterward. She feels best during the day, but after the sun is gone, she diminishes a bit.

Suspicion immediately fell on the mirror as the cause of her ailment. Lisyil denied any such connection. In her account of what happened, she said she felt something cold touch her after she had already grabbed the mirror; there had been something else there, and it was responsible. In any case, the mirror registered no magical aura or curse that could be detected. Since Lisyil refused to give up the mirror, she was allowed to keep it.

During her recovery, Lisyil had plenty of time to spend with her mirror and books as her companions. Although it was not actually the first time, it was during this time that Lisyil first became aware of her mirror making contact with her. Initially it was on the level of feelings; she felt calmer holding the mirror. If she was afraid she might not recover, the mirror made her feel reassured. With time the bond between Lisyil and the mirror grew stronger; as it did, the messages she received from it became more nuanced and specific. She began to catch glimpses of things that could be someday. She heard whispers of all the things the mirror could teach her. All the mirror asked in return was her attention and willingness to learn.

Lisyil gave the mirror what it asked for, and it did not disappoint. Within a just a few years Lisyil had gained much knowledge of different kinds, learned the fundamentals of arcane magic, and began to use it in rudimentary ways. Lisyil kept everything a secret for as long as she could, but there was no way the casting of spells could go unnoticed in such a small place. The Elmanesse tribe looked did not tend to practice arcane arts. It was not forbidden, but people did look askance at it. To get ahead of the situation Lisyil came forward to show her mother what she had learned to do, while keeping the mirror’s role out of it. She worried that if she admitted the mirror’s talents it would be taken from her. As it was, enough time had passed that nobody thought to connect mirror, which had already been examined anyway. Instead it was believed she was a sorcerer. Nothing came of the revelation, but it was another subtle mark of oddity in a place that was by its nature quite uniform.

Lisyil’s adulthood was another matter. There was some controversy over when she could be considered an adult. By one criteria, her physical body and mental capacities, it was clear she wasn’t a child anymore. But by another, her actual age, she was inarguably decades away from being an elf adult. Pragmatism carried the argument and Lisyil was tattooed in as an adult of the Elmanesse tribe. But there was increasing, though unspoken, acknowledgment that she did not fit in well and was subtly disruptive within the community.

A little over a year later, Lisyil decided to leave the Wealdath for a while, to see the outside world. Taking such a journey, even one that is years long, isn’t extremely unusual for a young adult, but when she left Lisyil wasn’t sure she would be returning except for visits. She stopped to stay with her father for a few days then set out traveling north.

Appearance and Personality:

Height: 5'6" | Weight: 120 lbs. | Hair: Brown | Eyes: Amber

Appearance

Personality

20 Questions::

1. What is your character’s name?
Lisyil Itarildë

2. How old is your character?
Lisyil is a young adult of 23 years.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Lisyil is unmistakably half-elven. Her ears are too elven to be human, and too human to be elven. Her hair is brown with a slightly warm hue, almost auburn. Her eyes are amber colored. Lisyil’s complexion is fairly light, and not as uniform as an elf’s in that she shows some rosiness in her cheeks and other areas like a human. She is on the tall side of average compared to a human woman, but she has a more slender frame than most human women.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Before even meeting her it wouldn’t be unusual for it to be noticed that Lisyil spends a fair amount of time looking into the silver hand-mirror she always has with her. It could create the perception that she’s quite vain. That’s only partially true. Lisyil does know that she’s attractive, but she is in communication with her mirror. It “talks” to her, and she talks to it, but not like she’s a crazy person, subtly. The mirror is her friend and confidant.

In conversation it’s immediately clear that Lisyil speaks common with and elven accent. She has no trouble communicating in common, but it is not her first language.

5. Where was your character born? Where were you raised? By who?
Lisyil was born in an elven settlement in the Wealdath Forest. She was raised primarily by the mother Niranye, a wood elf, and several other relatives. But, all the children including Lisyil were raised by the community as a whole to some extent.

6. Who are your parents? Are they alive? What do they do for a living?
Both Lisyil’s mother Niranye and her father Orvin are still alive. Orvin lives in Brost, a caravan town close to the northern edge of the Wealdath. Niranye is a carpenter and woodworker. Orvin is a jewelry maker and silversmith.

7. Do you have any other family or friends?
Family moreso than friends. Friends were always tricky. Aside from her mother, and a little later step-father and younger half-brother, Lisyil has various other relatives living in the elven settlement, I maternal grandmother, a couple of aunts and uncles and cousins. On her father’s side she has a stepmother and a younger half-brother and half-sister. (These could be worked out in detail if needed, but they all live in an area well outside the region we’re playing in so I won’t go ito it at this time.)

Living among elves Lisyil tended to blast through multiple cohorts of friendship groups as she matured so much faster. This made durable friendships difficult to maintain. She is friendly with quite a few of the younger elves in her home settlement, but they wouldn’t count as deep friends or confidants. It's fair to say her mirror is her closest friend.

8. What is your character’s marital status? Kids?
Unmarried, no children.

9. What is your character’s alignment?
Chaotic Good

10. What is your character’s moral code?
Lisyil has spent most of her life in a small, isolated community. Her morals tend to reflect this. Rather than high ideals, she is more concerned with how she affects the world immediately around her. She respects elders, believes in pitching in, and in being kind to those around her. While she might not have fit in very well Lintatuine, it is her mental model for how the world should work (with maybe a few slight modifications). She is a communitarian without a community.

11. Does your character have goals?
Lisyil’s proximate goal is to explore the world outside the Wealdath, and find out what it’s like, to expand her horizons. In the longer term she is looking for a place where she fits in. The through-line is Lisyil’s curiosity about what her mirror can teach her about magic, and her ambition to take it as far as it can go.

12. Is your character religious?
Yes, she venerates the Seldarine,as everyone else around her did. Lisyil isn’t particularly fervent though. The deities of the Seldarine should be given the respect they are due. It is part of the everyday weave of life. She doesn't constantly test her thoughts and actions against the greater perfection of deities.

13. What are your character’s personal beliefs?
Lisyil believes in personal freedom and self-discovery. She also believes in doing what makes one’s community a better place. There are inherent tensions here.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
The most obvious odd thing about Lisyil is her habit of spending time alone with her mirror. She can come off as too eager to be friends with others, like sharing or asking about personal information to soon, or overly familiar ways. She will gossip if given the opportunity.

15. Why does your character adventure? Why did your character accept the job?
Doing adventurous things seems like a good way to meet people and bond with them. It sounds exciting. She would like to help out since Sehanine Moonbow is an aspect of Selûne, which makes Selûnites fellow travelers in a sense.

16. How does your character view his/her role as an adventurer?
This isn’t something Lisyil really thinks about in terms of identity or occupation. Leaving Lintatuine to see more of the world is an adventure itself. Sometimes things are more new and intense, sometimes it’s relaxing or even boring.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Lisyil was tattooed in as an adult wood elf when she came of approximately to right stage of maturity. She has elven tattoos on her face, elbows, hands, knees, and feet.

18. How does your character get along with others?
Lisyil is a gentle person who tends to go her own way. She actively wants to make friends, but she can also be a little awkward. Wood elves tend to speak when needed and leave those things that are expected to be commonly understood unspoken, so she hasn’t really mastered small talk. Lisyil can be stubborn if her mind is set on something. If there’s something she insists on doing but thinks other won’t approve of, she has resorted to secrecy in the past, for example hiding her arcane training for so long when she was a teen. She can also argue stridently if she firmly believes she is right about something.

19. Is there anything that your character hates?
Lisyil tends to hate those things that run counter to her core morals. She hates greed or power over others, especially when they lead to actions that harm the vulnerable. She hates cruelty. On a more personal level she hates seafood aside from basic fish.

20. Is there anything that your character fears?
While she doesn’t exactly fear darkness, she doesn’t like how she feels weakened by it. In her deepest, darkest, most paranoid moments she can acknowledge to herself that she isn’t sure the story she tells herself and others about her mirror’s benign nature and good intentions is realy true, and will admit to herself she really knows much less about it than it does about her. She quashes such thoughts immediately.