Name: Tal'Vara
Nickname/Alias: Race: Demon
Gender: Female
Age: One-Hundred-Seventy-Six
Age Appearance: Twenty-Three
Birthplace: Beneath the Earth
Elemental Affinity: Death
Alignment/Affiliation: Neutral Evil; Her only loyalty is to Herself.
Rank/Occupation: Thief, Mugger, Graverobber
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Weapons/Items:- The Widow Maker
- Tombraider's Shroud
- A Really Strange Rock
- Skeleton Key
Generic Items:- Water Skin
- Large Coin Pouch
- Rucksack
- Shovel
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Name of Weapon or Item: The Widow Maker
Description: A simple, curved dagger that doesn't seem all that impressive. However, it has quite the potent enchantment on it. While most blades would meet resistance when cutting through flesh and bone, The Widow Maker knows not what this resistance is, cutting through the flesh of mortals like a hot knife through butter. However, this does not apply to anything other than flesh and bone.
Appearance: Name of Weapon or Item: Skeleton Key
Description: A simple little key to a complex lock that leads to the base of the Thieves Guild beneath the city of Gestalt.
Appearance: Name of Weapon or Item: Tombraider's Cloak
Description: A seemingly simple piece of cloth, of a sickly green color with ragged edges, clearly aged. The exact effects are not clear on first contact, however, if one were to see the wearer without the cloak on, they would notice a striking difference. The cloak makes the wearer seem darker than they normally are, as if wrapped in shadows, growing more and more potent the darker the area the wearer is in. On a dark night, one would likely not notice the wearer until they were right on top of them.
Appearance: A simple, ragged cloak, the color a sickly green, that covers her shoulders and hides her arms - if she didn't have horns, it would be hard to tell she wasn't human with it hiding her body.
Name of Weapon or Item: A Really Strange Rock
Description: A stone that was discovered in a tomb raiding expedition south of the Abandoned Reliquary. The exact effects of the stone are unknown, but it is clearly of a magical nature, if not of a magical origin. Tal'Vara keeps it around for luck, even if she doesn't know a practical use for it.
Appearance: A smooth, round stone, with intricate carvings along the entire surface. Occasionally, they will let off a soft blue glow.
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Appearance: Personality: Tal'Vara has a blatant disregard for the lives of anyone but herself. Even her own kind are seen as expendable tools for her to use if need be, though she hasn't ever gone on a killing spree just for the hell of it. She doesn't even seem to be greedy, despite her current job. No one is quite sure where the money goes once she has taken it. However, it is not uncommon to for her marks to turn up dead in gutters, stripped of all they had on them.
Despite this seemingly cruel outlook, she is rather easy going. Rarely does she ever seem angry or depressed. In fact, it is rare to find her without a smile on her face; or, at least, a smirk. Good humored and good natured among fellow thieves, the only time one would see her become dark and gloomy would be when discussion of the Goddess or Her City, Gestalt. Then, one better be ready to hear the brunt of her rage.
History:
Tal'Vara was born deep below the earth, like most of her kind. One of the great, underground cities of the Depths, as they were known by demons. However, that was not where she stayed, not for very long. By the time she was ten - still an infant, in mind and body - her parents fled the underground for the Overworld. They did not want their daughter to be part of that despair and gloom, wanted to give her a better life. Unfortunately, it only helped to sow the seeds of hate into her dark soul.
They lived out in the woods for several decades, detached from the mortals. However, old habits die hard, especially when they are forced by nature. A group of garif herders were nearby. So innocent, so defenseless. At least, that's what it seemed like. Her parents ambushed the small group, but only killed two before the elves that had been traveling with the garif killed them both. It was devastating to Val'Tara, who had witnessed it from afar. So, she ran to the hut they called a home, grabbed up her things, and ran off before the elves could track her parents' trail back home.
She didn't know how long she had ran, but finally, she collapsed. When she came to, she was in the bed of some house in a little nowhere village. Some hunter had rescued the young demon from the forest, rather than kill her, and had even given her a bed to stay in. She was offered to remain, and so she did, for several months. However, despite the kindness of the hunter, and her efforts to not seem like the monster her people were thought to be, the people of the village were cruel to her. Some would merely not acknowledge her presence, while others would verbally abuse her or even go so far as to throw stones at her.
Well, if it was a monster they wanted, it was a monster they would get. In the dead of night, using the foul magic infused into her arm, she went around village, killing four families before she was discovered. With a dagger she had stolen from the hunter, Tal'Vara fled the village, a host of angry farmers and hunters sprinting after her. With the bay of dogs and the shouts of men following after her, the demon clumsily made her way through the forest, and eventually took refuge in an old crypt, slipping in with the corpses of long dead ancestors. By morning, the humans had left, and she left the tomb... though, she took a few shiny souvenirs with her.
Thus began a long streak of diving into tombs and crypts. Many held a surplus of riches, though too many were ruined by age for her to take as much as she wanted. Others, though, had more than just wealth. A certain tomb in Physt held little in material goods, but she was able to unearth a library full of old tomes. Unfortunately, many of the pages were too rotten to see. Only one tome held anything able to be read - a short incantation for raising corpses. Taking this little tidbit of knowledge with her, she left the tomb with nothing for her effort.
Of course, the next one was far more profitable. Especially with a host of three brainless corpses to help carry even more jewelry and gold back to her little hideout. But, you can only go around with a bunch of skeletons for so long before someone notices. She was run out of Physt and into the neutral lands, losing much of the wealth she had managed to gather up over the years. Eventually, she ended up south of the Abandoned Reliquary in Fiddare. With a bit of looking, she managed to find an old graveyard, but no crypts. So, she did what any good improviser would do - she grabbed that old shovel she'd been carrying with her and began digging up graves. Too bad no one was courteous enough to tell her that the graveyard was above a cave.
She dug too deep, and she and the corpse fell down several feet onto the hard floor below. When she rose up, her eyes were assaulted by the circle of corpses around her, all sitting in stone thrones. Many were clad in thick, rotting robes. The least destroyed of which she took to warm herself, causing the skeleton to fall clattering to the floor. Once the cloak was off, she could tell that the skeleton was bleached white, rather than the dull grey it had been before. Even as she clutched it to her for warmth, she marveled at the change, and wondered if she would be like that when the cloak came off.
Two days of wandering the catacombs and several kicked in doors later, she was able to find an escape. After, of course, finding two interesting pieces in the tomb. A small journal, detailing a spell of great destruction, and a weird rock that had been resting on top of it. It was a miracle that the journal hadn't been eaten up by rot long ago, considering how old this place seemed to be. And, with the help of a few skeletons, she was able to dig a way out and get lifted up high enough to get to the surface, where there were several disgruntled farmers wondering why there was a demon coming out of their potato patch.
One sprint and several roasted potatoes later, Tal'Vara snuck into the city of the goddess, Gestalt. With a tiny bit of research and a lot of skulking around at night, she was able to find a local guild of thieves, and, once she proved her worth as a graverobber, was permitted to join. Nearly a year of training in breaking in, and the gift of a spell to get into most homes, she was sent out to the city to get whatever she could. Unfortunately, her methods were less than pleasant. Most involved rotten flesh, broken bones, and a lot of blood on the streets, with the not-so-uncommon corpse.
As time went on in Gestalt, and the more she heard of the Goddess, the more she came to despise her. And the more she ended up killing on her trips out from the Guild. One such was a drider visiting the city, for whatever reason. Probably someone of great importance, but in the end, she ended up just as dead as the others. One could only resist rot to the throat for so long, especially when they were still groggy from sleep. And, Tal'Vara gained a nice dagger out of it.
And so, she has remained in Gestalt for several years, plotting, planning, and killing. And all the while, the thought of that Miasma rested in the back of her head, and what it could do to such a city as Gestalt.
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Strengths:- Quick on her feet
- Good with a knife
- Dirty fighting
- Running
- Lockpicking
- Stealthy
Weaknesses:- Not very strong
- Fragile
- Unimposing
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Tal'Vara’s Magic/Techniques:Name of Magic/Technique: The Rot
Rank: Rudimentary
Range: Personal
Type: Magic
User(s): Necromancers; Demons
Element Affinity: Death
Description: Her right arm, the most blatant show of her demonic heritage, is tainted by a foul magic. The mere touch of it on most objects has a corrosive effect, causing the offended item to slowly rot. This effects all organic material and most unenchanted metals. The only living thing immune to this effect is herself.
Weakness: The effect is slow and only lasts as long as the arm is in contact with the material. To rot something to the bone, she'd have to be holding onto it for several minutes.
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Name of Magic/Technique: Raise Corpse
Rank: Intermediate
Range: Ten Feet
Type: Magic
User(s): Necromancers
Element Affinity: Death
Description: Tal'Vara can raise up corpses to act as her servants. The corpses can think, to an extent, and move about without express orders.
Weakness: The corpses are, unfortunately, simple-minded. They cannot complete complex tasks assigned to them, nor can they comprehend complex orders given to them by their summoner. The process also takes nearly a minute to cast, meaning it is out of the question to summon in the heat of combat without sufficient protection in the form of bodies in the way.
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Name of Magic/Technique: Open Lock
Rank: Intermediate
Range: One Foot
Type: Magic
User(s): Magically inclined thieves
Element Affinity (If Applicable): N/A
Description: With a short incantation, a number of locks can be opened in a matter of seconds, where it might take minutes for someone using lockpicking tools.
Weakness: Only simple locks or ones that did not age well (unhealthily rusted) can be opened with this spell.
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Name of Magic/Technique: Miasma
Rank: Cryptic
Range: Two Miles
Type: Magic
User(s): Long dead Necromancers/Liches
Element Affinity: Death/Plague
Description: The Miasma is a long lost spell of unimaginable destruction, capable of wiping out entire cities and their surrounding area. It is a cloud of the worst kind of plague, eating at the very flesh of those caught within. Any inorganic material is coated in a sticky, paste-like material that, in great quantities, corrodes anything that it gets on. Bones are the only material unaffected by the Miasma, strangely enough. The Miasma can coat an area for decades, though will eventually fade off, leaving behind an area of death and decay. The substance left behind eventually soaks into the ground, going deep until it isn't even noticeable nearly a decade after the Miasma fades. The casters are also immune to the Miasma, allowing them an escape from the destruction.
Weakness: The Miasma takes nearly an hour of sustained chanting and channeling to power, and takes enough power to require several mages to power correctly. Even so, the mere attempt to use that much mana can kill several of the chanters, and one slip up can cause the death of all involved. It is a very risky spell to use, but the result is one worth the price. However, with sufficient tools and enough space, one can create a hex to aid in channeling the mana, allowing a single person to cast the spell.