Myriana's page

284 posts. Alias of Drogeney.


Def Abil:
channel resist +4, DR 10/magic&silver, DR 5/cold iron, resist cold/elec 10, fast healing 5, undead resistances, cat’s luck, +4 saves vs mind-affecting effects, evasion


Arcane Res 5/10 | MP 1/1 | Spells 1st 6/7day, 2nd 6/6day, 3rd 5/5day |

Acr +18. Bluff +28, Diplo +19, Disg +15, Fly +19, Know Arc/Loc/Nat/Plan/Relig) +19, Spellcraft +19, SM 22, Stea+23, UMD +20, Ling +19, Craft Cloth +19


female vampire fey catfolk | HP 114/114; THP 0| AC 26, FF 21, TAC 17 | F +10, R +12, W +7 | CMB +6, CMD 24 | Lowlight, Darkvision 60, Per +17

About Myriana


female catfolk (vampire fey-creature) arcanist 7
NE medium undead (augmented humanoid, catfolk, fey, vampire)
Init +12; Senses Low-light Vision, Darkvision 60ft; Perception +17

AC 26, touch 17, flat-footed 21 (+4 arm, +4 dex, +5 nat arm, +1 dodge, +2 def)
hp 114 (7d8+70+3)
Fort +10, Ref +12, Will +7
channel resist +4, DR 10/magic&silver, DR 5/cold iron, resist cold/elec 10, fast healing 5, undead resistances, cat’s luck, +4 saves vs mind-affecting effects, evasion, enduring armor, hard to kill

Speed 30 ft.; fly 45 ft (good)
Melee 2 claws +11 (1d4+8 /x2) energy drain
slam +11 (1d8+8 /x2) energy drain
Ranged varies +11 (varies /x2)
Special Attacks Arcane Reservoir 5/10; Myth Pow 1/1change shape (Su) (human version of herself), blood drain (su) 1d4 con dmg, heal/gain thp +5/round, children of the night (Su) 1/1 day, create spawn (Su), dominate (Su) (dc18), energy drain
Spell-like Abilities (CL 7; concentration +15):
3/day—dancing lights
1/day—faerie fire, entangle (dc20), glitterdust (dc21), Deep Slumber (dc22), Major Image (dc22)
Spells (CL 7; concentration +16):
3rd—5/day hold person, vampiric touch
2nd—6/day see invis, mirror image, scorching ray
1st—7/day mage armor, charm person, vanish, magic missile, grease
0—penumbra, detect magic, acid splash, ghost sound, mending, prestidigitation, arcane mark

Str 16, Dex 27, Con -, Int 28, Wis 14, Cha 26
Base Atk +3; CMB +6;CMD 24
Feats WP: simple ; AP: ; SP: ; weapon finesse (1st), spell focus (enchantment) (3rd), spell focus (illusion) (5th), craft wondrous item (7th)
Bonus Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, greater spell focus (enchantment) (para)
Mythic weapon finesse
Traits extremely fashionable, bastard
Acrobatics +18=+8+7+3
Bluff +28=+8+7+3+8r
Diplomacy +19=+8+7+3+1
Disguise +15=+8+7+0
Fly 18=+8+7+3
Know (arcana) +23=+9+7+3+4
Know (local) +19=+9+7+3
Know (nature) +19=+9+7+3
Know (planes) +19=+9+7+3
Know (relig) +19=+9+7+3
Perception +17=+2+7+0+8r+2
Spellcraft +19=+9+7+3
Sense Motive +22=+2+7+3+8r+2
Stealth +23=+8+7+0+8r
Use Magic Device +20=+8+7+3
Background Skills
Linguistics +19=+9+7+3
Craft (clothing) +19=+9+7+3
Languages catfolk, common, sylvan, aklo, abyssal, celestial, infernal, aura, aquan, ignan, terran, elven, draconic, undercommon
Combat Gear
Magic Gear
Headband of Int +2 (know: planes) (4000)
Ring of Protection +2 (9000)
lesser metamagic rod of reach spell (3000)
handy haversack (2000)
Wand of inflict light wounds 50/50 (750)
Copy of Spellbook 920
Misc Gear bedroll, a belt pouch, a flint and steel, ink, an inkpen, a mess kit, soap, a spell component pouch, trail rations (5 days)
Carrying Capacity
Light n
Med n
Hvy n
Carried: n
Special Abilities

Cat’s Claws Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Cat’s Luck Once per day when a catfolk attempts a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Sprinter Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Extremely FashionableYou really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (diplomacy) is a class skill for you.
Bastard You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Hedge Magician You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Arcane Reservoir (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Potent Magic (Su) Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Ice Missiles (Su) The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.

Dimensional Slide (Su) The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Quick Study The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Mythic Archamge:

Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythinc Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Wild Arcana (Su) As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Enduring Armor (Su) You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Vampire Template:

CR: Same as the base creature + 2.

AL: Any evil.

Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size (see Natural Attacks). Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted.

Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following.

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Ability Scores Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Feats Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

Undead Traits
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

Fey Creature Template:

CR: 9 HD or less, as base creature +1; 10 HD or more, as base creature +2.
Alignment: Any non-lawful.
Type: The creature’s type changes to fey. Do not recalculate HD, BAB, or saves.
Senses: A fey creature gains low-light vision.
Armor Class: Reduce the creature’s natural armor, if any, by 1 (minimum of 0).
Defensive Abilities: A fey creature gains a +4 bonus on saves against mind-affecting effects, resist cold and electricity 10, and DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more).
Speed: Unless the base creature flies better, the fey creature flies at 1-1/2 times the base creature’s land speed (good maneuverability), rounded down to the nearest multiple of 5 feet. If the creature already has flight with a maneuverability of good, it increases to perfect.
Special Abilities: A fey creature gains one of the following abilities for every 4 HD or fraction thereof.
Camouflage (Ex) A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.
Change Shape (Su) A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
Energy Resistance (Ex) A fey creature gains resistance 10 to one energy type, or increases an existing resistance by 10. Resistance increased beyond 30 becomes immunity instead. This ability can be selected more than once.
Evasion (Ex) A fey creature gains evasion, as the rogue ability of the same name.
Long Step (Su) A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
Spell Resistance (Ex) A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.
Trackless Step (Ex) A fey creature does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires.
Vanish (Su) As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
Woodland Stride (Ex) A fey creature can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. This ability can be selected more than once, for a different terrain each time.
Spell-Like Abilities: A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).

1–2 Dancing lights 3/day, faerie fire
3–4 Entangle, glitterdust
5–6 Deep slumber
7–8 Major image
9–10 Confusion
11–12 Feeblemind
13–14 Mislead
15–16 Project image
17–18 Irresistible dance
19–20 Scintillating pattern

Abilities: A fey creature gains a +4 bonus to Dexterity and a +2 bonus to Intelligence and Charisma. A fey creature receives a –2 penalty to Strength. Fey creatures derived from creatures without an Intelligence score gain an Intelligence of 3.
Skills: A fey creature with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. It gains Acrobatics, Bluff, Fly, and Stealth as class skills.
Languages: Fey creatures speak Sylvan as well as any languages spoken by the base creature.

Cantrips-(34) resistance, acid splash, drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, bleed, disrupt undead, touch of fatigue, jolt, mage hand, mending, message, open/close, root, arcane mark, prestidigitation
1st-(12) mage armor, magic missile, grease, charm person, alarm, enlarge person, vanish, feather fall, burning hands, magic weapon, crafter’s fortune, expeditious retreat
2nd-(8) see invisibility, unnatural lust, scorching ray, mirror image, invisibility
3rd-(12) communal resist energy, hold person, major image, vampiric touch


Myriana's personality tends to be very much on the bubbly, cute, and flirty side when she isn't dealing with a serious topic. When it comes to a more formal gathering, she is far more reserved and focuses on the task at hand as best she can. She never carries weapons, relying on her natural claws and spells when in combat.


Katsuro Suzuka's Story
Katsuri Suzuka was born in 2120 to poor parents, Kazuto and Kisara, in the slums around Neo Kyoto and she never once saw the sun or plants, only smog filled sky, barren brown ground, and rains of acid. It was a sad life, denied even education, and she only had the headgear and virtual reality to teach her anything.

Because her parents worked all the time Suzuka was left to largely raise herself and between VR and a desire to find a better life for herself Suzuka tried to get into better physical shape since she saw the only way she could rise up was to take the advice of one of her then favorite games and try to find a man, or woman, who's kimono she could ride upon. By the time she turned sixteen she was considered very beautiful by those who new her and it was around then that her life changed as her parents, both having begun to look bad from the stress of so much effort to provide for themselves and their daughter. both passed away within days of each other.

The conglomerate Suzuka's parents worked for, of course, cut her off from everything and so she was left alone with no means to support herself. Fortunately for Suzuka word of her appearance had gotten hire up the conglomerate and she attracted the eye of one of the middle managers. She found herself taken in by the man, Suzou Konda, and in short order became his mistress. It lead to a cushy life for Suzuka who was left with plenty of time to herself and she became engrossed in the game Ygdrassil between keeping in shape and entertaining Konda.

Suzuka created a heteromorph character, a pretty catgirl, and during an early level there was a special event with a nymph that happened and she earned the ability to turn her catgirl into a fey catgirl. Given the bonuses such a thing would give her, not to mention it would make her character even more attractive, Suzuka took the chance andit worked out well allowing to play up her character's manipulative and magical skills.

Late in her second year with Myriana was another event, this one something she knew might happen but wasn't looking forward to. She had been in a guild, Silken Kiss, that specialized in espionage type work and would hire their services out to others She had been hired to infiltrate a certain guild and obtain information and was thinking she had done a smooth job of it. Instead her contact betrayed her and they took Myriana captive.

In an effort to get Myriana to tell what she knew about the people who hired her and, when she wouldn't answer them, they decided to take a drastic step and, without her permission, allowed a vampire to change her into one of his spawn. This initially devastated Suzuka as she really liked how Myriana was before but after some thought decided this could be a fun RP opportunity. Secretly she allied with the guild and turned on her former one, infiltrating them and lowering their defenses. This allowed her new guild to take over quickly and conquering the Silken Kiss and adding many of their spies to their own ranks and resulting in the death of her "Master" in a way he could not be revived leaving her a free vampire fey catgirl..

Not long after that the end of the game was announced and the servers were going to be shut down. Suzuka decided to stick with the guild until the end to continue the RP of what had befallen her character Myriana.

Myriana's StoryMyriana was born in a human town in Ygdrassil roughly eighteen years ago to a human noble, Count Valerian, and his catfolk concubine, Mrovv. A bastard child she was considered an embarassment by most of the humans in the family except for her parents. Despite his family's dislike of her Valerian was smitten with his gorgeous catgirl daughter and gave her the best he could afford. This led to Myriana being a bit snobbish at first and used to the finer things in life.

Not long after her sixteenth birthday a war broke out and her father fell in the battle to protect his hometown. This left Myriana and her mother at teh mercy of his family. Her mother was murdered by her jealous relatives and they tried to frame it on Myriana. Fleeing her home Myriana managed to make into the wilderness where she realized that she had no clue what to do. This is when the character of Myriana became a PC.

Myriana was discovered by memebers of a spy organization called Silken Kiss who were traveling to another area and took her in to train as an agent. When her aptitude for magic was discovered they helped her find a mentor, an old, lecher of an arcanist named Skeeve, who was forever trying to flirt with and seduce her. Despite the annoyance that caused it did lead Myriana to understand she was both gorgeous and smart as she quickly learned all he could teach her.

Eventually Myriana became a formal member of Silken Kiss and sold her talents for gathering information to those with the money to afford her services. In the midst of one mission she ended up running into a nymph who decided to grace her with a chance to become like her. Myriana quickly jumped ont he chance knowing that such a change would give her a great deal of beneift in her work.

Myriana continued to make even better money with her new fey heritage until she was eventually hired to infiltrate a clan know for having an impentrable headquarters. Penetrate Myriana did, until she was captured and penetrated instead by a vampire within the guild. They turned her into a vampire and she was force to betray Silken Kiss leading to the downfall of the organization and many of their members also being turned by her Master.

The new members of this dark guild were supervised and not entirely trusted but eventually Myriana earned at least a modicum of trust. Just when she was starting to feel like she fit in something strange happened. The entire guild hall seemed to be suddenly somewhere else with them inside of it and Myriana was tasked with helping to explore this strange new world where fantasy had become reality for them.


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