Galenna Icethrone

Mazranna's page

17 posts. Alias of Seirou.


Race

Human

Classes/Levels

Oracle 1

Gender

Female

Size

5'0'' 85 lbs

Age

18

Special Abilities

Eager Performer, Canter

Alignment

Neutral

Deity

Norgorber, Pharasma, Urgathoa

Location

Wherever her vision quest takes her

Languages

Common, Osiriani, Varisian

Occupation

Fortune Teller

Strength 10
Dexterity 13
Constitution 10
Intelligence 14
Wisdom 12
Charisma 18

About Mazranna

Appearance:

Spoiler:
Tiny, frail, wraith-like. These are generally the first things that come to mind when meeting Marzanna. The wasting curse has taken the beauty she possessed as a child and turned into a haunting shadow. Wispy platinum blonde hair falls to her waist and is only tamed by the bone headpiece she wears at all times and the bone charms and ravens feathers that dangle from it down her back. Those same bone charms are found in all her jewelery. From the scarab carved bracelet to her corvid skull earrings. Thanks to the veil she wears only her husky-blue eyes are visible of her face and is part of the pains she takes to keep from showing how far her curse has progressed.

Jewelry:
Necklace-A collection of bone charms and pieces of feather in a haphazard mix connected by string.
Headpiece-Dominated by a crow skull it has interlinked bones of indeterminate origin that link back into the whispy hair. Long strings dangle from it through the blonde and contain bone charms and raven feathers. Two come off the side to frame her face.
Earrings-Juvenile jay skulls held to her ears by string and hooks.
Bracelet-A complex carving of a protective scarab on a bleached bone piece and interlinked bones around her thin wrist.
Gloves-overlaying her real hands are human bones that mimic what is under the skin.


Personality:
Spoiler:
Marzanna is a sweet, upbeat young woman who is quite at peace with the world and her place in it. It has been noted that she is easily distracted by her own thoughts and became withdrawn into her own mind appearing distant or vague. During these times she generally occupies her hands by making fetish dolls which she will then give to people or leave in places she has visited. Due to her viewing death as a common and acceptable thing she has no problem taking her charms from the dead. This can come across as disrespect for the deceased but is to her a proper way to utilize death.

Background:
Spoiler:
There are a people who always wander. Accepted no where and as such accepting those like themselves. They are the seekers, the carriers of lore, the hated, the mysterious, the gypsy. Their numbers are impossible to count because they stay no where long enough for anyone to remember them. And occasionally when they move on they take more than others would know including the abandoned. That was why a pale haired child who had been left to die in the rainy night never was missed. Named Marzanna for the Winter Witch that she resembled she was raised with love and mischief with the other children in the group.

Her 'mother' had offered her the knowledge of the city that she came from, the people whose blood runs through her veins and yet even as a child they meant nothing to her. The wild forests were her home, the dancing figures her family, what else could she need?

Her adventures were many and compounded by the fact that she never did them alone. Neither her nor her brother will ever admit the true story as to how the goat ended up in the well, shaved, and that may be just as well. Life was for living amid those who know to respect it for the short time that humans have it and she threw herself into it gleefully. Only slowly as the years went by and her body began failing her more and more. No matter how much she ate she simply never grew, and food was in short supply as it was. Had she not been abandoned how likely that she simply would have wasted away with no one to know the reason. But a spirit woman knows what to recognize in an apprentice and by the time she had begun to despair at her own body she was taught the truth.

It wasn't that she was special, that wasn't something that the gypsy's understood, it was that she had a talent that would be turned to help those who had loved and nurtured her. As was her duty and her pleasure she stepped into the role that destiny had built for her. Her's was to become the next Spirit Woman for her people. But that was not a position easily taken and she had to prove that her will was as strong as her soul. In a complex ritual she was giving the blessings of her people, the deck to guide her, and her memory was sealed and preserved until she returned. For the time she was gone she walked away from the gypsy. In essence she was a ghost to them and depending on if she returned or not she would remain that way. Dead and remembered only as their tradition called. As a ghost she wanders the land, seeking knowledge of herself and the spirits that guide as well as the people that remain locked in one place in life. Its her greatest adventure to date and while hard it has been quite entertaining.


Stats:
Spoiler:

Hp:12
Ac: 10 + 5 + 1 = 16
Init: 5
Fort: 0, Ref: 1, Will 3

Weapons:
Sickle (1d6 x2)
Light crossbow (1d8 x2)

Feats:
Toughness
Improved Initiative

Traits:
Eager Performer (+1 trait bones on perform skill checks), Canter (+5 to bluff checks or sense motive when intercepting secret messages)

Skills:
Intimidate +8 (1 rank), Knowledge (history) + 6 (1 rank), Knowledge (religion) + 6 (1 rank), Profession (fortune telling) +5 (1 rank), Sense motive +5 (1 rank), Spellcraft +6 (1 rank), Stealth +5 (1 rank)

Abilities:
Bone Mystery, Wasting(-4 to Ch based skill checks except for Intimidate. +4 to checks against disease), Armour of Bones(+4 AC 1hr/level)

Spells:
0lvl: Detect Magic, Read Magic, Light, Guidance
1 lvl: Inflict Light Wounds, Doom

Items:
Sickle, Light crossbow, bolts, Scale Mail, Waterskin, Adventurer's Pack, 1 Harrow Deck, 2 changes of cloths, Lantern, oil, flint and tinder, rope

Valuables: 13 gold pieces