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About Wylhia the WispQuick Resources:
Current Day: 31st of Erastus
Current Time: 09:00:00 Hit Points 15/17
Durations Counter
Daily Consumables or Prepared Spells
A gnome clad in a dramatically oversized quilted blue cloak and wearing an ominous skull helmet advances, using her rose bramble staff to accommodate a severe limp. Her eyes are a pale green, her shoulder-length hair the hue of a bright sunset. When she speaks, her voice is surprisingly deep, slow and measured and as soft as hanging lichen. This is Wylhia the Wisp, a child of the First World and a student of magic. As frail and sluggish as she might appear, the gnome contains a keen wit and a great amount of insight—though ever-stained with an aching sadness and worry. When she takes her helmet off, anyone who knows much anything of gnomes can easily see the signs in her tightened smile, her pale irises and hair. Wylhia is drawing near to the Bleaching, and she has no idea how to stop it. Personality and Appearance:
Personality
Wisp has a gentle, ponderous manner to her, almost like that of an old wise woman. She is thoughtful, if occasionally a little overly-introspective, and she likes to consider a matter very carefully before speaking. She's friendly and easy to get along with, with a wide grin and a barber's wit. Of course, she can be a little unnerving at times, prone to staring without expression or asking unsettling questions. Wisp has a lot of the First World in her. And sometimes she's just... mean. Wisp will sometimes make startlingly cruel jokes out of the blue. If she sees a friend struggling with a crush, she might make a hurtful but disturbingly well-aimed comment that plays on the friend's exact insecurities. If she can tell a friend feels guilty about a mistake they made, she might make a jab specifically about that mistake and the negative consequences of it. Wisp tosses jokes and insults like clods of dirt: meant affectionately, but meant to sting, too. It's how she was raised, but it's no excuse. At her best, Wisp does sometimes express remorse over the nasty remarks, especially if the target doesn't "play along" the way she's used to (returning insults in kind or pretending to laugh along). But it's not just slip-ups—Wisp never makes these jokes towards people who have power over her, after all, or who she knows will seek to punish her. The real problem is that on some level, Wisp doesn't seem to believe that the way she was raised to behave is, well, wrong. She needs to be persuaded of that before she'll really start breaking the habit. Appearance
Wisp is in her mid-twenties, by human measurements, and quite tall for a gnome at 3'2". She weighs 25 pounds, or 38 lbs with all her gear save her quarterstaff. Statblock:
WYLHIA THE WISP
NE female gnome druid (feyspeaker) 2 Init +1; Senses low-light vision; Perception +9 ----- DEFENSE -----
----- OFFENSE -----
----- SPELLCASTING -----
----- STATISTICS -----
----- EQUIPMENT -----
----- SPECIAL -----
Fey Magic As a feyspeaker, Wisp uses her Charisma score for druid spellcasting. At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher. Nature Bond: Druidic Herbalism (Su) Wisp can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create thick, sludgy poultices that function like potions and oils. This acts like the Brew Potion feat, but only for spells on the druid spell list. Creating a potion takes 2 hours if its base price is 250 gp or less, or 1 day for each 1,000 gp in its base price. Wisp can create 2 potions every day without spending resources. 1st level Skill Breakdown: 8 + 1 FCB +2 background
Future Progression Notes:
Backstory:
Wylhia has always been especially close to the First World. As a child raised in the River Kingdoms, her parents unaccounted for and the bandits that "found" her woefully unprepared to raise a young gnome, her best friends were the corn snakes and ground squirrels that riddled the area. She endlessly pestered the bandits for stories of the Endless, sought to befriend fey that had no idea what to make of her. She always dreamed of going to the First World one day, and was hit very hard when someone finally told her the stories of gnomes being exiles from that realm.
The bandits did their best, considering they were deeply amoral people who had almost definitely murdered Wylhia's family prior to "rescuing" her, to raise Wylhia well. They taught her the perils of the forests, though the foxes and rabbits were sometimes better teachers, and did their best to encourage her interests in druidic and arcane traditions. They probably hoped she would grow up to be a member of the crew, in that very well-meaning but ill-directed impulse of guardians trying to guide their children down the same path once walked by the parents. It was not to be. Wylhia's strange friends and family had protected her for a long time from the dangers of the world, but a gnome takes forty years to grow up, and most of the crew were human or half-orc. Wylhia's guardians aged like mayflies before her eyes. Some retired, but it's not easy to retire from banditry. Many found their rest in other, quicker ways. New bandits joined the crew, and by the time Wylhia reached puberty, only three of her original guardians remained: Most notably, their half-elf leader and a Forlorn elf who was used to watching his human friends wither away. Wylhia seemed to take it all in stride, aside from making much more frequent prayers to Pharasma, but started wandering further and further in her explorations, as if increasingly less comfortable with her changing family. One day, Wylhia was a little incautious while flirting with a nixie and fell headfirst into the rapids of a fast-flowing river. The gnome youth could not swim with her bad leg, and she screamed for help. Just as she saw the bandits racing towards the river banks, she hit her head on a rock and went unconscious. When Wylhia awoke, she was lying in a tent, bundled up tight in the much-too-big-for-her quilted cloak the Forlorn elf had always worn. She was camped near the same river, but far, far downriver, in a place she didn't recognize. The elf had saved her, but, he told her, they had gone down too many forks to easily find their way back. He left her there, shivering in his coat, to go and see if he could find help. Wylhia stayed at the campsite for seven nights. He did not return. A sense of dread began to overtake her the longer she waited. She started to get irrational, paranoid, her sleep filling thick with nightmares about whatever had happened to the elf. Eventually, she packed up what supplies remained and began the journey north—in the opposite direction. Since then, Wylhia has become a familiar presence in the Stolen Lands, working with bandit crews and legitimate travelers alike as a guide and ambassador to the local fey. She doesn't want to go back. She's afraid of what she'll find, and besides, the bandit crew has no doubt moved on. She supposes she should too. She has bigger problems. Wylhia began noticing her hair and eyes going paler four years ago. It has only worsened. Nothing she has attempted seems to work, and though the gnome doesn't like to talk about it, she's getting scared. The Bleaching is never supposed to come this early for a gnome, and she doesn't know what she's doing wrong. Perhaps her deeper ties to the First World have come at a cost. Wylhia is terrified of death. She is terrified of losing people and she is terrified of losing her own life. Her prayers to Pharasma—and sometimes darker deities—only grow more desperate as time goes on. Dread hangs over her as heavy as her cloak, and irrational fear wars with grief for her lost family. Fear has been winning for a long time. She fears the mercurial fey, who might leave her to die as easily as gift her with a flower crown. She fears the Bleaching, that sickness that will tear her mind from her body in time. She fears the nameless evils that lurk in the shadows of the oldest trees and darkest marshes. And on some level, she even fears those she calls friends, for she knows how violence and cruelty can hide behind smiling faces—one of the many lessons her bandit family did not mean to teach her. When NPCing Wisp:
Conveniently, Wisp has quiet spells during which she has trouble saying much. Wisp will aid on any skills that can be used untrained, but rolls Trained-Only skill checks (such as Knowledge: Nature) herself.
In Combat
Low-Stakes Combat Actions:
High-Stakes Combat Actions (someone's gone down, it's the end of the adventuring day, the enemy seems scary):
Retreating:
Skill Usage
Wisp can speak with burrowing animals at-will, and uses this to gather information if her Knowledge skills fall short. She uses Diplomacy instead of Wild Empathy/Mischief whenever possible, activating her speak with animals ability if need be. She will aid on Bluff and Intimidate checks when needed, but she won't tell direct lies. Wisp's Family:
The Pitax Creek Orphaners were a vicious band that ranged along the Pitax Creek for most of Wisp's childhood—though they did move regularly. Members were distinguished by the water strider tattoos on the backs of their hands. Wisp always wears gloves to hide hers.
A common tactic the Orphaners used would be having someone pretend to be injured or in need of help, usually Moggins (posing as a child) or the charismatic Meerlk, to lure well-meaning travelers into brutal ambushes. The group had anywhere between 20 and 50 members at its peaks, roughly nine of whom were of the "original band" and thus closest to Wisp. Of the nine, four (humans, a half-orc, an elderly hobgoblin) died while she was a child, including the woman who taught her Druidic. Two retired, and three were still alive and active when she "left". Meerlk: A CE female half-orc bard with a vicious temper and a fondness for fear effects, Meerlk had a soft spot for Wisp, and was very protective of her—though she also taught Wisp some of the worst lessons Wisp has internalized, like the sense that overt friendliness is a sign that someone's getting ready to attack. Meerlk never got along with the Captain. She retired thirty years ago, and invited Wisp to come with her, but most of Wisp's family was still alive at this time, so Wisp stayed and lost touch with Meerlk. Meerlk always called people "dear", a habit Wisp has picked up. Wisp has also picked up the habit of calling people "sweetie" when she's getting angry enough to attack. Kavahd: A CN half-orc barbarian and one of the few non-evil members of the crew, Kavahd was a reportedly an exile, though he never told Wisp what his crime had been (I'm thinking he was either Ulfen or from a relevant region—maybe one in common with a PC if we want to connect backstories). He followed the Green Faith, and liked telling Wisp stories of both his faith and his people, and Wisp still carries a buckler with his symbol on it (one that could be recognized by those who exiled him). He got in a lot of arguments with the Captain, often urging the crew to accept surrenders or leave the poor be. He retired sometime before Wisp's departure, though he left unexpectedly and didn't say goodbye to anyone except the Captain. Moggins: A LE halfling cutthroat who liked to give Wisp presents, including her beloved kit of knitting and sewing needles. A lot of his gifts came from people he murdered for the Captain. Moggins was easy-going and likable, but Wisp and Moggins were never terribly close. He was still alive when she left. Lanelu: A NE Forlorn elf ranger from the Mwangi Expanse who advocated for giving Wisp to a local village, Lanelu was a distant figure for much of Wisp's childhood, a detached archer with a casual comfort for killing. He was one of the crew's founding members, along with Taron and Moggins. Because he was always cold, Lanelu wore a heavy blue quilted cloak—supposedly a gift from a dear friend. Wisp wears it now. He and Wisp developed a closer bond as they watched the other bandits age and die. Taron, "The Captain": A half-elf melee warrior with a knack for dirty tricks and cruel ambushes, the founder of the crew was always nice to Wisp, and liked to call her "the little rag doll". He spoke often of "doing right" by her, and encouraged her druidic explorations. He was very keen that she should grow up to take part in the bandit raids. Taron was a little more vicious than Kavahd was comfortable with, and Meerlk called him "the adder" and less kind nicknames. For Wisp's part, Taron taught her a lot about staying alive in a cruel world, and she looked up to him a lot. Misc RP Notes:
Phraseology to Mind
tiswhatis Brother Odd-Eyes "agh", "'tis", "an'" General malapropisms Fiddlefiends! Cut that tree and it bleeds fire! Urgathoa's rot! The Witchmarket
Wisp doesn't like to talk about when she stopped going—especially not why. She doesn't actually fully remember. The Witchmarket stopped coming by, maybe. Or maybe her mentor made her stop going. She was young, and the memories are blurred, but a lingering sense of unease hangs over her about it. Lucky Coincidences
Lying
Name Origin
Skull Helmet
Religion
Wisp prays to gods (notably Pharasma, Urgathoa and Lamashtu), but regards them as more like saints—not themselves worthy of devotion, but powerful figures to respect. The Eldest are mighty beings that demand acknowledgement and offerings. As for the other gods, Wisp sees Erastil as bit of an upstart, a being stubbornly clinging to traditions and morals not even older than the oldest conifers and acting as if they're ancient wisdom. At least Gozreh doesn't tell people what to do. She thinks Gozreh is completely pointless, by the way. Wisp is diplomatic towards other faiths, but she's actually a much more staunch believer than she lets on. She firmly believes that if any religion should dominate the land, it's the Green Faith. Languages
Hooks, Goals and Character Arc Ideas:
The Bleaching
Wisp's premature Bleaching is one of her greatest challenges—her condition will likely continue to worsen throughout the campaign. At some point, she will be forced to open up to other characters about it, as a growth moment for her. As for what's causing it? There are a few possibilities. 1. Wisp's own emotional repression and crippling terror are making her numb to the kinds of joy and discovery that gnomes need to avoid Bleaching. 2. Wisp's close connection to the First World comes at a cost: She might be a more powerful druid for it, but she's also that much more vulnerable to the drab mundanity of the Material Plane. This is the most high-stakes explanation—it means that there genuinely might be nothing Wisp can do, short of a miracle. 3. There's something specifically wrong with Wisp or the area she's living in that is causing her to "age" faster but cannot be immediately explained. As for the solution... who's to say? I think there's a "bittersweet" ending for Wisp where she's forced to choose between staying on the Material Plane and accepting a premature death versus going to the First World to escape the Bleaching forever and being separated from her family. Without an arcane caster, we won't have easy access to Plane Shift, so it'll be a more meaningful farewell if that's what ends up happening. Happier endings might be possible, though. A lot depends on her arc. Confronting Her Past
Maybe some of her family (those that remain) care enough about her to make compromises, truces, alliances, or even to change course or to betray their leader. It's possible that some don't. Captain Taron, in particular, will likely prove an enemy—whether he ever truly cared about Wisp at all, in fact, would be an important question to answer. I don't think I know the answer, and Wisp definitely doesn't. She genuinely loves the people who raised her, and some or even all of them likely feel the same way about her, and that... might not be enough. No matter what, they're her weak point. Having to admit that they're all kind of bad people will devastate her. Being betrayed by any of them would destroy her. But it certainly makes for fine drama, doesn't it? Relationships
As for romantic relationships, Wisp hasn't really had time to consider romantic partnerings, but she's by no means aromantic. She's taken companionship once or twice over the last ten years, but never anything serious. She actually doesn't really know a lot about romantic love, and what she does know is tinged with the way the bandits treated each other, married or no. But yes, in general, all kinds of relationships are up for exploration with this character. If she were to form a crush, it would probably fit perfectly well into her character arc. Overall Character Arc
If Wisp is going to have a happy ending, she's going to need to grow a little, Bleaching or no. She'll need to open up, to learn to love and trust again, and probably to actually start examining her childhood more critically and admitting that the bandits made a lot of mistakes with her. She'll probably most to True Neutral or Neutral Good in the process. Familiar
High-Level Wisp?
On the other hand, Wisp's explorations into the magics of the First World will intensify, and may become dangerous, especially as her sense of urgency regarding the Bleaching only grows by the day. Her base of operations will overflow with verdant magics, and as a theurge, I may want her to design a custom "magnificent mansion"-type spell with more of a druidic forest theme. By 17th level, I could see her taking on a superstitious title like "The Mystic Demiurge". Basically, as her power grows, so too will the danger. Wisp isn't the kind of person to stop halfway. Without friends to pull her back from the brink, she'll probably become the only thing worse than an archmage: an archmage with political capital. Other PCs:
Signy Birkirsdottir
"Agh, Signy's a... a very wild girl. Very wild. Stubborn as a sturgeon an' bold as a badger, an' with not the good sense of either. She knows how to be vicious, an' she's plenty o' wit, plenty of sparkle to her eye, but with nothin' to temper that flame but a drunk god an' far too much sense o' this be right an' this be wrong. I try to tell her: Cut that tree an' it bleeds fire. She means well. Not the best upbringing, maybe." Signy gets on Wisp's nerves, little as Wisp likes to admit it. Signy is everything Wisp isn't - brave, blunt, boisterous, noble, reckless, and full of righteous certainty. The jaded little gnome would like to style herself something of a guide or guardian, but she's not good at her job. Brental Fenson
Meneas the Cowl
Lina
Lorna Medvyed
Wylhia the Wisp
Rejected PCs:
[smaller]Trakas Aeramirdal
"Never trust a thinking sword, dear. They only ever got one thing on their minds." Natalia Aslanov
Thomas Leafbearer
Lina
Margus Blackfeather
Kul'Theraka
Lethyr
Serena Beaumont
Raevis
Morof Tarci
Gardolf the Green
Orandek Slagboulder
Karina Zayatevya
"A sweet young girl. She, um... reminds me a little of myself twenty years ago. I'd better keep her safe as best I can—brains of a bauble in a bottle. Maybe I can show her the way of things around here. Do right by her."
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