Rusalka

Mirana Alvina's page

98 posts. Alias of ginganinja.


Full Name

Mirana Alvina

Classes/Levels

Female Human Druid (Progenitor, World Walker) 1 | HP:13/13 | AC: 13, 10, 13 | CMB: +2, CMD: 12 | F: +4, R: +0, W: +6 (all saves -2 vs Fey-Taken penalties) | Init: +0 | Perc: +8 | Sense Motive +9 |

Size

Medium

Age

20

Deity

The Green Mother

About Mirana Alvina

Crunch:

Mirana
Female human druid (progenitor, world walker) 1 (Pathfinder RPG Ultimate Combat 43, Planar Adventures 19)
N Medium humanoid (human)
Init +0; Senses Perception +8
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Defense
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AC 13, touch 10, flat-footed 13 (+3 armor)
hp 13 (1d8+5)
Fort +4, Ref +0, Will +6; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +2 (1d6+3)
Druid (Progenitor, World Walker) Spells Prepared (CL 1st; concentration +5)
1st—entangle (DC 15), shillelagh (DC 15)
0 (at will)—create water, detect magic, light
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Statistics
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Str 14, Dex 10, Con 14, Int 14, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Additional Traits, Cunning, Leadership, Toughness
Traits fast-talker, omen, outcast's intuition, world traveler
Skills Acrobatics -3 (-7 to jump), Bluff +5, Diplomacy +5, Intimidate +5, Knowledge (geography) +7, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +8, Sense Motive +9, Survival +6; Racial Modifiers +1 Knowledge (geography), +1 Knowledge (nature)
Languages Common, Druidic, First Speech, Sylvan
SQ comprehensive education, fey-taken, infused summoning, nature sense, primal bond, wild empathy +1
Other Gear wooden armor[APG], quarterstaff, sleeves of many garments[UE], backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 6 gp, 2 sp, 5 cp
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Special Abilities
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Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Infused Summoning (1 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Leadership (score 1) You attract loyal companions and devoted followers.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Nature Bond (5 foot radius, 7 rounds, 1/day) Full rd, at start next turn area grows plants which are diff terrain or give allies cover (choose 1).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Backstory:

Green meadows, babbling brooks, gnarled trees, the chirping of birds, the breath of wind flowing through her hair, these are thing things Mirana remembers most from her childhood. As a young girl, Mirana had never really wanted for anything – or at least, not that she could remember but any material gifts were often discarded in favour of spending time outdoors, roaming through the forests, or playing in the stream.

Mirana was extremely fortunate that, despite living in a spacious large white house, she and her family were slightly isolated from the outside world and would live rurally rather than in an urban sprawl. Mirana had always been slightly confused by this – it wasn’t like her father did anything that could be considered ‘work’ while outdoors – but hadn’t paid it much thought, grateful as she was to have a wonderful space to play around in.

Things changed for Mirana one bright sunny day when she was once again, playing within the forest. Mirana had taken a moment to rest, tired as she was from spinning between the shafts of sunlight that speared through the canopy above. It was there, while leading against a tree, that she noticed a small circular space, flickering with bright lights that slowly rotated around, changing colour every now and again. Other children might have been scared but to Mirana it had seemed oddly comforting. She stepped closer and the circular space danced backwards, before zooming forwards. Mirana remembered giggling and then reaching out and touching it and then…

Weirdness.

Unknown to Mirana at the time, she had been sucked into the First World. Initially, Mirana lost herself playing in a constantly changing environment, shifting and shaping to suit the whims of the Eldest, however, when she looked for the circular space again, to better return home, she discovered it had vanished. She was stuck.

Alone, with no way to get back, Mirana was distraught, curling up in a ball at the foot of an oak tree. There, she was found by a group of nymphs who did not seem surprised to find her there. They picked her up, and took the girl away to a more suitable place to rest.

When she awoke, Mirana demanded to go home, but her new guardians didn’t seem to understand or be interested. Instead, Mirana was kept very busy. She learnt about the First World and its denizens, she learnt about the Eldest, and the divine, she learnt about the trees, the flowers, the nature found in the First World and on the Material Plane. She learnt how to observe, how to detect a falsehood, and how to say one. Mirana didn’t quite know why she had to learn all of this, but she presumed that it was to keep her busy and mind on other things than returning home.

Time flows differently in the First World, but it began to flow all the same. Mirana grew older, and her studies grew more advanced. She learnt how to draw upon her natural surroundings to cast some basic magic. Her memories of her childhood began to fade and were replaced with new ones. Against her better judgment, she had began to enjoy being in this weird realm.

Unfortunately, just as suddenly as she had entered, Mirana woke up one morning to find herself back on the Material Plane. She had a full bag of supplies but she was in a new and unfamiliar location but she was definitely no longer in the First World.

Mirana was heartbroken at being abandoned yet again. It seemed that every time she found happiness or peace she was uprooted again. Worse still, she didn’t know where she was, where her parents were, or even where home was after so much time had passed. Furthermore, Mirana couldn’t even decide what she considered home anymore – she had spent half her life in two entirely different places and she struggled to know which location to chase down.

Rudderless, Mirana roamed the forests, travelling from town to town, hoping to stumble across her childhood home by accident, or locate her parents. She would visit libraries, or small city halls, and would chase down rumours about disappearing girls. To survive, Mirana would help out local farmers with their crops, or to remove the threat of wild animals, in return for a few coins for her to scrape by. She was aided by this with her nature magic, Mirana discovered that she could still channel her First World branded magic to boost plant growth in a small area and so she roamed, always searching, investigating, and the rumours began to flow of the young nature warden chasing rumours, helping farmers and channelling the magic of the First World wherever she went.

Eventually, she was tracked down by a human woman called Caitir, who had followed these rumours for her own reasons. Caitir had her own goals, but she agreed to accompany Mirana on her quest. Mirana for her part, welcomed a new friend, someone that could provide a quiet ear and together the two women roamed the world, providing small aid to those who crossed their path while searching for a home and family for Mirana.

Mirana Description:

Mirana is a tall, slender female human with long raven black hair that falls below her shoulders. Mirana lets it hang unbound behind her neck, trimming it only when it falls onto her eyes, or catches on the branches or bushes that she sometimes wades through. Long hours in the sunlight has given her skin a tanned, almost bronzed look but it remains fair as ever. Her dark brown eyes are forever moving, but her face is frequently lit up in a friendly smile.
In dress, Mirana wears simple attire, usually brown and green in colour. Largely, Mirana adopts this to blend in, but also such colours are a more ‘travel friendly’. Mirana usually wears a simple shirt and has a thicker top she can wear if she feels the outdoors are particularly cold. Mirana favours pants, being practical attire when traveling through forests, but does own a flowing gown made of leaves given to her during her time in the First World. She owns a pair of carved brown wooden boots, again, from the First World but is equally comfortable roaming in her bare feet – there is something about it that reminds her of her childhood, running amok carefree. The druid doesn’t accessorise very often and doesn’t own jewellery or precious metals. Instead, Mirana has two carved wooden pendants. She doesn’t know the significance of them (besides looking pretty), but she received one on her first night in the First World, and another on her last. Mirana alternates between wearing and not wearing these items depending on her mood.

Mirana is also a little pedantic about her appearance. While she is practical in her choice of clothing and fashion, she still believes in always looking presentable, and looking your best – after all you never know who you could meet. Mirana therefore makes liberal use of her Create Water cantrip to wash and bath to ensure that she is clean and tidy even while travelling.

Mirana Personality:

Used to being on her own, Mirana is a self-reliant individual, who is primarily concerned with practical problems and solutions to any obstacles that she comes across. While Mirana enjoys being sociable, capable of being charming if the situation calls for it – she does not get many opportunities to do so while roaming the wilds. Solitude is not easy for Mirana though, and she frequently feels lonely (or did before she met Caitir). Mirana desperately wants close social connections, but her personal quest frequently drives her in the opposite direction.
When she does meet others in the wilds, or even when she makes a visit into a town or village, Mirana is always generous. Caitir would even go so far as to describe Mirana as perhaps a little naïve but Mirana does try to see the best in people, and in truth, she wants positive interactions rather than shutting down or avoiding them. Self-sufficient, Mirana doesn’t usually ask others for much, but she is persistent and determined when pursuing her own goals. Mirana also knows full well how to be seductive, deceitful or manipulative, traits that she often saw in the First World, but keeps these tools hidden unless she truly feels that there are limited alternatives. Caitir on the other hand (with her own personal history), actively encourages Mirana to use these tools, as her own experiences have taught her to use every advantage available to her.

While Caitir might consider Mirana a little naïve, she is forced to acknowledge that Mirana has an exceedingly sharp mind and is not particularly dumb or dim witted. Years of relying on herself has forced Mirana to be streetwise and resourceful. While Mirana sees the best in people, she does prepare for the worst and usually has a plan ready should one be required.

Mirana is not particularly religious, and while knowledgeable on the subject, does not pay it much heed. She pays lip service to some of the Eldest – particularly the Green Mother as a prominent eldest many of the nymphs and dryads would worship – but otherwise draws her divine magic from nature itself. Mirana does feel a particularly strong debt to many residents of the First World – despite being abducted (and still not knowing why) by and large she remained safe and well and therefore by honouring the Eldest and channelling the energies of the First World she feels she is paying homage to them somehow.

Home and Family are particularly tough subjects for Mirana. While she is happy roaming the world on her search, Mirana desperately wants a stable place to call home. After experiencing so much disruption, she believed that settling down in an area she could call home would give her some peace and relaxation. Unfortunately for Mirana, she doesn’t have a clear picture as to what Home and Family really look like for her. Her life has been split between her time in the First World, and her time on the Material Plane – Mirana cannot truly decide which place is really ‘home’ for her. Until she makes a conscious decision, it is likely Mirana will forever pursue the two different locations like a dog chasing cars, never catching either.

Likewise Family is in the same boat. Mirana wants to track down her childhood parents, but she doesn’t know where they are, if they still live, even if they still remember her. She is aware of the possibility that she could have a brother or a sister by now – that her parents could have moved on since in the years that have followed. Likewise Mirana was looked after by several of the Fey (although she doesn’t know why) – in some respects, they were also part of her ‘family’ during her time in the First World and yet she was sent out suddenly with no explanation. In a certain way, Mirana is stuck – her quest gives her direction and purpose, but she isn’t sure what the end result would actually be.