Avahzi Serafian

LoTae Zhao's page

39 posts. Alias of Pirate.


Full Name

LoTae Zhao

Race

Elf

Classes/Levels

Magus (Bladebound/Kensai) 2

Gender

Female

Size

5'7"

Age

132

Alignment

Chaotic Neutral

Deity

Desna & Calistria

Languages

Common, Draconic, Elven, Gnome, Sylvan

Strength 16
Dexterity 16
Constitution 8
Intelligence 16
Wisdom 12
Charisma 13

About LoTae Zhao

Description

This female elf - typical of all elves - has a simple beauty about her. Of course, her physical attractiveness says nothing about her personality, and - if stereotypes are to be believed - an air of superiority is likely to follow in her wake. What the younger races fail to comprehend is that this air is not actually ego, but simply a much broader view of things. Mortals are fickle - yet stereotypes become so for a reason - so detachment and aloofness keep them safe while they can observe ones true character over time; enough time for the fickle nature of a man to expire and expose his true self, then through his repeated actions over time prove his worthiness.

This particular elf is like a rose, petite and beautiful, but dangerous to the unwary. She stands at 5'7" in height, and cannot weigh much more than 100 lbs. Almost everything on her is of elven make: beautiful silk armor of green, purple, and silver; a wool skirt; well worn boots; a thick light green-brown cloak; and so on. On her back is a composite short bow and a two quivers of arrows. She also wears a scabbard for a thin blade with a gentle curve, but that weapon is almost always in her hands. The exotic blade is masterfully crafted. It is a weapon both beautiful and deadly, much like the one who wields it.

HP: 14/14

Initiative: +3
Speed: 30'

BAB: +1
CMB: +4

AC: 20
FF: 16
Touch: 15
CMD: 19

Fortitude: +2
Reflex: +3
Will: +4

Arcane Pool: 4/4
Hero Points: 3/3

Traits: Treerazor's Bane (Regional); Rich Parents (Social)

Carrying Capacity:

Light: up to 76 lbs
Medium: 77 - 153 lbs
Heavy: 154 - 230 lbs
Lift Off Ground: up to 460 lbs
Push Drag: up to 1150 lbs

(modified by Masterwork Backpack)
Light: up to 86 lbs
Medium: 87 – 173 lbs
Heavy: 174 – 260 lbs

Tactics:

Katana (one handed): +6, 1d8+3 (18+/x2)
Katana (two handed): +6, 1d8+4 (18+/x2)
Shortbow: +4, 1d6+3 (20/x3)

vs Eternal Grudge foes: +1 to hit, +2 to damage
Whetstone: +1 damage on first attack after 15 minutes of honing
Arcane Pool Enhancement: gives weapon a +1 enhancement bonus (Katana: +0 hit, +1 damage; Shortbow: +1 hit, +1 damage)
Spell Combat: -2 to hit, cast spell as offhand as if Two-Weapon-Fighting

Combat Expertise: -1 to hit, +1 dodge to AC & CMD
Fighting Defensively: -4 to hit, +2 dodge to AC & CMD
Total Defense: +4 dodge to AC, cannot attack

Saving Throws
vs Enchantments: +2

Racial Abilities:

+2 Dex, +2 Int, -2 Con
Medium Size
Normal Speed
Low-Light Vision: Elves can see twice as far as a Human
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Eternal Grudge (Kyonin): Elves receive a +1 bonus on attack rolls against demons, evil fey, and plants and animals corrupted by evil due to special training against these hated foes. This racial trait replaces the elven magic racial trait. (This modified version of Eternal Grudge is taken with GM approval)
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Class Abilities:

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Spells per day
Lv___0___1___2
1____2___1___-

2____3___2___-
3____3___3___-
4____3___3___1
5____3___4___2
6____4___4___3

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. When wearing light or no armor and not using a shield, a kensai adds 1 point of Intelligence bonus (if any) per kensai class level to her Dexterity bonus to modify Armor Class while wielding her chosen weapon. If a kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.

If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1.

Bonus Feats: At 5th level a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Favored Class: Magus
Lv1: +1 HP
Lv2: +1 HP
Lv3: -
Lv4: -
Lv5: -
Lv6: -

Skills:

Acrobatics: +4 (1 Ranks + 3 Dex - 0 Armor Check Penalty)

Bluff: +1 (0 Ranks + 1 cha)

Climb: +3 (0 Ranks + 0 Class + 3 Str - 0 Armor Check Penalty)

Craft: Alchemy: +5 (1 Ranks + 3 Class + 3 Int - 2 Lack of an Alchemists Lab)

Craft: Bows: +9 (1 Ranks + 3 Class + 3 Int + 2 Circumstance)

Craft: Weapons: +9 (1 Ranks + 3 Class + 3 Int + 2 Circumstance)

Craft: Any: +5 (0 Ranks + 0 Class + 3 Int + 2 Circumstance)

Diplomacy: +1 (0 Ranks + 1 Cha)

Escape Artist: +3 (0 Ranks + 3 Dex - 0 Armor Check Penalty)

Heal: +1 (0 Ranks + 1 Wis)

Intimidate: +1 (0 Ranks + 0 Class + 1 Cha)

Knowledge: Arcana: +7 (1 Ranks + 3 Class + 3 Int)

Knowledge: Dungeoneering: +7 (1 Ranks + 3 Class + 3 Int)

Knowledge: Planes: +7 (1 Ranks + 3 Class + 3 Int)

Perception: +3 (0 Ranks + 1 Wis + 2 Race)

Perform: Any: +1 (0 Ranks + 1 Cha)

Profession: Geisha: +5 (1 Ranks + 3 Class + 1 Wis)

Ride: +3 (0 Ranks + 0 Class + 3 Dex - 0 Armor Check Penalty)

Sense Motive: +1 (0 Ranks + 1 Wis)

Spellcraft: +7 (1 Ranks + 3 Class + 3 Int)

Stealth: +3 (0 Ranks + 3 Dex - 0 Armor Check Penalty)

Survival: +1 (0 Ranks + 1 Wis)

Swim: +3 (0 Ranks + 0 Class + 3 Str - 0 Armor Check Penalty)

Use Magic Device: +5 (1 Ranks + 3 Class + 1 Cha)

Feats:

Lv1: Combat Expertise
Kensai Bonus Lv1: Weapon Focus: Katana
Lv3: -
Lv5: -
Magus Bonus Lv5: -

Equipment:

Equipped/Worn

Traveler's Outfit - 5 lbs, free

Silken Ceremonial Armor. +1 AC, +10 max Dex, -0 ACP, -0% ASF - 4 lbs, 30 gp

Waterskin - 4 lbs, 1 gp

Masterwork Backpack - 4 lbs, 50 gp

Belt Pouch - 0.5 lbs, 1 gp

Spell Components Pouch - 2 lbs, 5 gp

Quiver with Regular Arrows (20) - 0.15 lbs each, 5 cp each

Quiver with Thistle Arrows (10) - 0.15 lbs each, 1 gp each

Composite Shortbow (strength rating +3). Piercing, 1d6 (x3), 70' Range - 2 lbs, 300 gp

Kilij: Masterwork Katana and Heirloom of the Zhao family. Slashing, 1d8 (18+/x2), Deadly. - 6 lbs, 350 gp

In Backpack

Cold Weather Clothing - 7 lbs, 8 gp

Trail Rations - 14 days - 1 lbs/day, 5 sp/day

Masterwork Artisan Tools - 5 lbs, 55 gp

Spellbook, 21/100 used - 3 lbs, free

Whetstone - 1 lbs, 2 cp

In Belt Pouch

50gp Gems: 1
10gp Gems: 2
Gold: 9
Silver: 9
Copper: 10

(Coins weigh 0.02 lbs each)

Total Weight Carried
55.66 lbs

Spells:

Known
Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark.
1st level: Chill Touch, Color Spray, Feather Fall, Frostbite, Mount, Shield, True Strike, Vanish
2nd level: -

Prepared
Cantrips: Arcane Mark, Prestidigitation, Spark
1st level: Frostbite, Shield

Background/History:

History of the Elves

For countless generations, the elves lived and prospered in ancient Golarion. That is, until human-kind emerged. At first the elves paid human-kind little head, for they expected them, like all other things, to be only a minor and temporary nuisance. They were wrong. Although the humans were short lived, they were ruthless, relentless, and could breed faster then the elves could ever hope.

Eventually the elves were forced to fight back and actively defend their lands, but they were too late. The humans were far too numerous, and could replenish their numbers far faster than the elves could cope with... even with their elven magic and skill of arms, the elves now faced annihilation.

Their salvation came from the Sovyrian Stone, an artifact as old as the elves themselves, which linked Golarion to Sovyrian. It is not known if Sovyrian is another dimension, planet, distant continent, or another plane of existence entirely, nor is it known if Sovyrian is in fact the origin of the elven race. Regardless, the Elves of Golarion gathered in Iadara, the Elven capitol in the forest of Kyonin, set up powerful illusions to protect this last bastion of elven power in Golarion, and left for Sovyrian. This was about 10 000 years ago.

Not all of the elves fled Golarion however. There were some who remained behind. Most of them stayed within Iadara, to protect the Sovyrian Stone and keep the illusions protecting their home safe. A few became hermits, while others lived in distant forests, becoming savage and wild, while others still rejected the upper world and fled underground (becoming the infamous Drow) or delved into the depths of the sea. In each location, the elves were isolationists, and avoided contact as much as possible with other races (the only exception being the Drow, who eagerly warred with the underground races, particularly Dwarves, for dominance of this new realm). Those who travel the world in an attempt to integrate with the shorter lived races slowly adopt a much more somber demeanor than normal, for in their eyes, as they are constantly surrounded by their death. These elves are known as the Forlorn.

During this time, the humans matured, and began to settle in the land instead of simply ravage it. They became civilized, and open to alliances instead of pure dominance of the land.

Then, about 3 000 years ago a new threat came upon the elves. The demon Treerazor, Lord of the Blasted Tarn, former servant of the demon Cyth-V'sug (and banished from the Abyss by it) came to Golarion. Treerazor infested the Fireani Forest, and quickly grew to enjoy the corruption he was able to inflict upon this land. He twisted and perverted the life of the forest to his own vile whims, and grew in strength because of it.

Treerazors power grew, and soon he was able to discover Iadara behind it's protective illusion, and he felt the power of the Sovyrian Stone. He set about to pervert the stone, and redirect it's power towards the Abyss, either as a way to bring untold legions into Golarion, regain favor with his old master, or as a means to exact revenge upon his former master and take control of it's demonic forces. Regardless, Treerazor's machination would be fatal to the elven race. Feeling the corruption starting to influence the Stone, the elves in Sovyrian returned to Golarion to counter this new threat.

When they returned, they found that Golarion had become even more beautiful then when they had left, and that the humans had become civilized and possibly even tolerable if given time. The connection between the elves with the earth, the forests, and the fey were renewed, and the elves elected to return en mass, repel the corrupting forces of Treerazor, and reclaim their ancestral homes.

The elves were, however, not as numerous as they once were, so not all of their ancient homes could be resettled. Those that were overgrown by nature or settled by barbarous and evil creatures were retaken, but those elven dwellings that were now occupied by creatures that relied upon them to survive, who were civil, friendly, and in tune with nature were permitted to remain. Some places see the elves living peacefully with their new inhabitants (like Omesta, an elegant elven city on the forest floor that is neighbored above by a gnomish city made of zip lines and treetop homes). In truth, the elves simply no longer had the numbers or power to reclaim all that they once held, and they were no longer the dominant race of the world, so they (for now) are accepting this fact and waiting to see how this new world unfolds.

The primary issue preventing the elves from simply reclaiming their former glory is, however, Treerazor. For 3 000 years the elves have raged war with this demon and his twisted legions (made up of fey, intelligent plants, and animals perverted to evil by his vile influence). This war still rages, but it has grown into a cold war, with Treerazor isolated in the southern swamps of the Fireani, unable to advance beyond the swamps borders, but also unable to be routed. The elves, over the last 3 000 years, drove him this far, but are now unable to penetrate into the heart of Treerazors realm. Hidden here, Treerazor plans and builds his forces in secret, gathering strength to once again wreck havoc upon the world... but for now, he is unable to do much more than plot in his swamp lair.

The Zhao Family

Melisande was born some 3 500 years ago to Solarius and Danyerial Arborea, two elves who remained in Golarion to defend and upkeep Iadara while their brethren fled to Sovyrian. Solarius was an elven craftsman who specialized in silver, while Danyerial was an artist, musician, and herbalist. Solarius often traded with the dwarves, for although both elves and dwarves were isolationists and content to ignore each other in their vastly different environs, they each saw strength in the other where they themselves were weak. Where the elves were dexterous, intelligent, arcane, and proficient with woodwork and silverwork, the dwarves were strong in both constitution and muscle, martially powerful, and unequaled in stonework and metallurgy.

Melisande trained herself as an artists and forester, inspired by her mother. When she was about 500 years old, Treerazor became an enemy of the elves. Solarius had recently acquired a shipment of silver and iron ore from the Dwarves, and although he was not proficient in crafting cold-iron weapons like the dwarves, he did craft a mighty weapon to use against this new threat out of the iron he had just received. He named the blade "Kilij", after the elven word for "Slashing Death". Unfortunately, the evil hoard of Treerazor killed Solarius and Danyerial before they could use the blade against them. Melisande took her fathers sword, and joined the then small elven militia to oppose Treerazor. For nearly 2 000 years, Melisande wielded Kilij in honor of her slain parents, and cut down countless demons, evil fey, and other vile corruptions of nature employed by Treerazor.

Among the leaders of the elven militia was Tae Lo, an oracle, seer and mystic, who used his visions to help guide the swift arrows, blades, and spells of the elven forces. Tae Lo was only a hundred or so years older than Melisande, and the two were childhood friends as well. After hundreds of years of innocent acquaintance, followed by even more hundreds of years fighting the forces of Treerazor together, the two developed a bond of love, and eventually joined in holy union.

2 000 years into the war with Treerzor, Tae Lo and Melisande decided to retire from the battle, allowing other elves to continue the onslaught, and to aid the elves in a different way. They decided to aid in creating a new generation of elves by having a family. Elves do not conceive easily, and each new child is a rare occurrence worthy of nation-wide celebration, so Melisande and Tae Lo decided to put all of their focus into this new task.

They were not disappointed. The powers that be seemed to smile upon their union and attempts, and they were eventually blessed with a family of daughters.

Elves normally have four names. First, they have a personal name, given to them by the community upon birth, and much divination often goes into choosing this name. Then they have a family name, which is often created by the two elves who join together to create the new family. Third, they have an intimate name which is only known to the closest of family. Finally, they have their everyday name, which is chosen by the elf themselves. Most elves refer to themselves and each other with their everyday name.

Melisande and Tae Lo's chose the word Zhao for their family name, meaning "Transition into Strength". Their eldest daughter was named Verdurel, for the strong will and power she was divined to possess, and her intimate name is Brisulera. Her everyday name, chosen for herself, is Venalra. She loves the natural world and embraces it as a ranger.

It took a few hundred years before they conceived another child, and beyond all hopes and dreams this birth was a truly rare event, especially among elves: Twins. These twin sisters were named Proreclia and Paltheya, for the nimbleness they were divined to possess in both body and mind. Their intimate names are Chassisa and Capricia, while their everyday names are Alacrisa and Acrimosa, respectively. They constantly quarrel playfully with each other, and are proficient pranksters each. They are both Arcane Tricksters, though Alacrisa favors martial, mechanical, and naturally sneaky tricks, while Acrimosa favors manipulating the arcane arts to achieve her mischief.

Not long later (about one hundred years), to the wonderment of all the elves, the Zhao family increased in number once again. This daughter was named Sepkava, for her divinations showed much violence in her life. Her intimate name is Katili, but the name she chose for herself was LoTae, after her father (whose name means "From Thyself"), whom she admired and respected, even though she was aware that she was not like him at all (hence the reversal of the syllables). She was fascinated by her parent's sword (Kilij) the moment she first saw it. When she was strong enough to lift it, she found herself naturally talented in its use. She also took great pleasure in executing precise blows, and finding the best way to utilize its full cutting power. She accepted advice and training from any who would give it, as well as from her entire family. Most importantly, she trained with her mother, whose knowledge of combat - refined by 2 000 years fighting against the forces of Treerazor - made her training invaluable.

And there was still one more to be born into this family. The youngest sister, born only 50 years after LoTae, was named Sirinala, for she was divined to be both curious and kind. Her intimate name is Chelimzis, but her everyday name is Sha'uri (meaning "to discuss"), for she quickly perceived how her life sparked conversations and wonderment among the elves. She is still very young by elven standards, and has not done much beyond the safety of Iadara and the regular activities of all elven children.

(Sha'uri is about 80-ish years old, LoTae is 131 years old, Alacrisa and Acrimosa are both about 250 years old, while Venalra is about 600 years old. Melisande and Tae Lo are both well into their 3rd millennia).

The Zhao family believes in actively participating in the world around them, which is already a bit of a contrast to most elves that seem to prefer to wait events out. Having long roots in battle with demonic and fey forces, the Zhao's also learned to value deception and guile, thus Tae Lo took great pains to teach his wife, and then their children languages not usually spoken by such enemies. Thus, all the Zhao's speak elven with friends, common with their human allies, and Draconic when within earshot of potential foes.

Current Events

The current ruler of Kyonin and wearer of the Viridian Crown is Queen Telandia Edasseril. Her age is unknown, but she is both wise and powerful. Many relate her demeanor to that of a falcon or hawk, but just as many find her compassionate, kind, and motherly to all elves. It was her who initiated to founding of Greengold, a human run town within the forest borders of Kyonin, as an attempt to bring these two vastly different people (and all civilized races) together in mutual understanding and respect.

Although the elves are virtually immortal, and thus most view all matters with a detachment appropriate for their longevity, Queen Telandia Edasseril realizes that the other races that now dominate the world do not, and cannot take matters with such aloofness. And so, while most elves feel that they should sit back, wait and watch; their queen moves forward. To this end, she has started sending envoys to the neighboring human communities, both to learn more of the other races by living among them, but to also find the forlorn and reunite them with elven esteem. To let them know that they are still welcomed by all elves everywhere; and that they have a welcoming home should they choose to return.

To this end, the Queen has chosen the Zhao family to travel to Brevoy in the north. Traditional and arrogant, Melisande and Tae Lo refused escort, and traversed the Stolen Lands by foot parallel the Sellen River instead of sailing on it. This was a terrible mistake, for even with the skills of the entire family ready to fend of bandits and the wild beasts of these lands, they were still overconfident and unprepared for the well orchestrated ambush that came halfway through their journey in the dark of the night.

The battle was chaotic and fierce. The Zhao's were mid-reverie when it started, so they were both lacking equipment and without their magic recharged. A lucky shot knocked LoTae unconscious almost immediately. When she awoke, she was alone, though a fair distance from where the battle had taken place. It seems that by luck alone she was overlooked by the attackers, whoever (or whatever) they were. The only thing that remained after the ambush was a large mess of blood on the ground from multiple bodies, the clothes on LoTae's back, a small pouch of coin that she had with her, and Kilij. No bodies were left behind, and no sign of where they may have gone to were left either. Whether her family was captured, killed, or victorious and in pursuit (yet abandoned her) is unknown to LoTae. However, she knows that she is too young and inexperienced to try and solve this mystery by herself. So, alone and in despair, LoTae continues her journey north into the human lands of Brevoy. There she hoped to find a human settlement to integrate into (thus fulfilling her duty to her queen), and seek out her vengeance upon the bandits who separated her from her family.

LoTae's Beliefs
(Alignment and Religion)

LoTae is a free spirit. Although she respects some aspects of law, hierarchy, and family, she does not hold much value in their often overly rigid application. More often than naught, rigid structure oppresses instead of liberates. The hard lessons she learned on the road only strengthens her notion of the fallacy of structure: one cannot prepare for everything, and if one tries, they can be taken off guard and overwhelmed. Best to take things as they come, be adaptable, and enjoy the surprises life can bring.

She also feels the need to look out for herself. Perhaps a little bit selfish and sometimes cruel to those who have not earned her respect, she does not go out of her way to be malicious. She knows the value of friends and helping others; but friendship is not something to take lightly, and not everyone needs helping. Sometimes one has to learn how to help themselves. However, when one has earned her respect, and proven themselves as a friend, that bond of trust and friendship can become even stronger than the bonds of family. It just takes a long while to get to that point (and so far, no one has achieved that level of friendship with LoTae Zhao).

LoTae believes first and foremost in the power of elves, herself, and the mortal races. However, she does still offer worship to the elven gods. Primary among her faith are Desna and Calistria. The freedom of the road, the freedom of the self, exploring the wonders and joys of existence, yet able to exact focused vengeance upon those who have wronged her. Such are what Desna and Calistria represent, and such is what LoTae believes in.

Family Picture Gallery

Tae Lo Zhao

Melisande Zhao

Venalra Zhao

Acrimosa Zhao

Alacrisa Zhao

Sha'uri Zhao 1

Sha'uri Zhao 2

LoTae Zhao 1

LoTae Zhao 2