Gender: Female
Age: 24
Race: Human
Origin: Montare
Attire: Depending on the situation, most of the time simple, sturdy clothes and a green tunic with a woven belt, a brace with some alchemical symbols around her arm and often green head cloth holding, embroidered with different color, to hold her brown her back.
Demeanor: Easily (and often unexplainably) distracted, curios and listening, kind but often somewhat out of place, sharp-minded
Flaws: Lexaja is a medium. The kind that did not chose it and she certainly does not highly like it. It is hard to go by the whispers and talking. It is even harder talking to someone and later finding out they are a ghost. It makes a nice show whenever she tries to hush or get rid of someone and more often than not makes her seem as if she randomly talks to herself.
Furthermore, sometimes hindering her craft, Lexaja has a strong fear of fire, even more so whenever it is uncontrolled.
Skillsets
Lockpicking - 4
Stealth - 3
Climbing - 5
Resistance against poison - 2
Alchemy and accomp. magic* - 6
​Magic required for the alchemy is mostly based on a few potions (poisons) were it is needed: A spell to scare people, one to make them fall asleep, a healing skill. A little magic is always required in making and testing potions, but that can not be used outside her work.
Background:
Lexaja has had a turbulent life. For the earliest parts, up until she was 7 or 8, only her uncle told her that she was living in Montare, a mountain side city, with her father and her
insert nasty word here mother. Lexaja only has distant memories of both and can't say how they died - but she is very certain they did.
After that her uncle travelled with her for a while, using her small figure and climbing abilities. He learned her how to pick or break locks, enter peoples houses and bring back money. After a while they reached Vyfleur, a nice and partially wealthy city. Her uncle decided it was a good city for the both of them and they stayed. She still went out to earn money, nothing too big. Hell she was still a child. It was enough to feed her and get her uncle a life where he could go out drinking in the evening. At least while drunk he often talked about the Brothel and how she should try to make it there. It always scared her. Maybe because she had a pretty face. But her uncle would tend to lock her on the grave yard or near the waters were people drowned lately whenever she spoke up - so she learned to keep her mouth shut.
Things turned out better by luck. She entered a small, not too impressive house. She found a little workshop, full of flasks and strange appliances. And full of some things packaged in leather, filled in flasks or carefully put into clay cans. She had no idea what she stumbled into, but it seemed costly. And costly meant it could be sold! She started gathering things nearly at random, climbing on the workbench as she was way to small too reach the shelves on top. One vial fell and the next few hours for her were spend in a horrible place of pain, darkness and shifting between life and death - which is an experience she does not want to repeat.
The owner found her in the morning. He cleaned up around her very carefully after taking an antidote. When he lifted her to get rid of the body he was very surprised to find her alive. A few hours and treatment later she learned for the first time that she was resistant to most poison and therefor also to most stimulants. And that the owner needed an apprentice. She was suited. And anything was better than her uncle. She started to learn and even though her phobia put her into a tight spot she pulled through. She became very knowledgeable and skilled in creating poisons, learned how to create stimulants and all the small little gadgets like disappearing ink or simple gunpowder. During this name she also left her last name behind, cutting the last ties with her uncle.
Lately her apprenticeship ended. She has traveled to Gullian to make a living there, but getting into her craft is hard when you have problems to talk to people and no money. It does not necessarily help
Personal Effects:
- Traveller's alchemist kit - containing a few flasks, frames and bowls as well as base ingredients (e.g. alcohol, fats) to create very simple things
- A small leather bag, containing few vials (at the moment Fear poison, one strong and one weaker Paralysing poison, one bag of sleeping powder)
- A dagger
- Set of laboratory clothes, including e.g. leather hat, gloves and apron
- A small crossbow, well used
- Travelling coat and boots
- Lockpicking and climbing set, deep in her bag, wrapped in clothes
- Notebook, parchment and carbon pencils