@Device(PostScript) @Make(Report) @Style(Spacing 1.5, Leftmargin 0.75 inch, Rightmargin 0.75 inch, SingleSided, Font = TimesRoman, Size 10) @comment(Set these values appropriately for each character profile) @string(name="Holly lle-Arriz Bluemist ") @string(realname="Holly lle-Arriz Silverwing Bluemist ") @string(playername="Player Name") @string(id="346678") @include (/mit/abstract/Characters/Sheets/cover.mss) @MajorHeading(@value(realname)) What's in a name? Well, in your case, Holly lle-Arriz Silverwing Bluemist, quite a bit of inherent contradiction. "Holly Silverwing" is a Clan name, but you have severed your relationship with the Clans by choosing to become a Realm mage. You know enough about the Realm to know "lle-Arriz" means something similar to "child of Arriz," in your case "apprentice to." Truth is, you took the honorific when the wizard Arriz agreed to be your sponsor for the Time of Trials, but you've never been his apprentice, really -- you learned your magic from Kalerege. And "Bluemist" -- well, maybe that's what your family has had to call itself for a dozen generations, but your parents taught you quite well that it was pure deception. You are a Clearstone, as your parents before you, and if that is sufficient to brand you traitor and OutClan then, by Mishael himself, let them do so! How @i(dare) they?!? You worked hard to become a mage, you have the talent, you have the drive--hell, you've even been trained by one Great Wizard and sponsored by another -- you deserve magehood! And you'll achieve it, no matter what they do to keep you away from it, or what laws they pass. An empty boast, perhaps, from anyone else -- but not from you. Magic has been your life practically since you were born... even though you spent most of your life in the Clanlands, where the teaching and use of magic was completely illegal. Your father Drake taught you the summoning and binding of deva almost as soon as you could speak. When you were old enough, and had announced your desire to become a mage, he somehow managed to get you apprenticed to a Great Wizard -- Kalerege, the lord of the legendary Castle in the Sky. You were on your way to magehood, you thought. The only other person on Kalerege's Castle was Benjamin, his manservant. You never did establish exactly why Benjy (he hated being called that, so of course you did so at every opportunity) stayed with Kalerege, but there was no love lost between them. In any case, Benjy was about as much fun as spent mythril, so you finally got tired of making passes at him; he just wasn't interested. You would have been insulted, if it hadn't seemed to all the world like he simply wasn't responding to @i(anything)--you've never met anyone so without emotion. On the other hand, he was a great source of information, and seemed to know an awful lot about Kalerege's life. In fact, it was through Benjamin that you discovered the source of Kalerege's power, although you've often wished you'd never found out. Somehow, through what evil ritual you do not care to know, he had managed to imprison and bind the Goddess Tualoha, the Creator of All, with an artifact called the M'kraan Crystal. It was that power he used to maintain his position as a Great Wizard, that power which -- channeled through the portal between our realm and Hers he called the Creation Gate -- was responsible for keeping every deva on this Castle functioning smoothly and at his command. You broke into Kalerege's library to do some more research, and discovered the nature of that Gate. It seems that about 500 years ago or so, a mage and/or priest of Tualoha named Kiel conducted a ritual to increase the power of the Goddess in the World by opening such a portal. He soon realized, though, that in so doing he had doomed the World to a degree of rampant creation that no life could survive, that in essence he had destroyed the World as he new it, and rather than allow that to happen he sealed the portal and used its power to suspend the Castle in the sky. His last written words, at least as far as you could discover, were a warning -- to those who would tamper with the seal on the Gate, for even closed, an unsealed Gate was enough to destroy the balance of forces in the World. Further notes revealed that even sealed, the Gate had leaked enough power to throw World out of balance in favor of Creation, thus precipitating the Realm's Holy War, and that the Gate had then been unsealed, some thirty-five years ago, by Kalerege and the M'kraan Crystal. It was only his successful binding of the Goddess that kept the World from being overrun. You confronted Kalerege with your knowledge, and he admitted that he had known about the Gate and was in fact drawing his power from it. But he refused to undo the binding spell, since -- in his words -- "The world has no place in it for the workings of gods." Maybe it's your half- Clan heritage, but you've never had any stomach for magical double-talk -- what he MEANT was that he didn't want anything more powerful than he was remaining a threat to him. And the more you thought about it, the more obvious it became that some day, that would include you. You considered trying to sever the binding spell, but the odds were that it would backlash unpredictably. Besides, Kalerege probably ran it through his Orb, like he did every other important spell on the Castle, and he kept that in a special chamber in the Castle's lower level. You had managed to eavesdrop on Kalerege when he used the teleport portal to enter the lower levels, so you knew the portal-deva's Truename, Krishna -- that was how you managed to do all the unsolicited research you had, in the special libraries below -- but you could never enter that chamber, even with magic. The Orb and the binding spell, it seemed, were out of your hands and out of your league. But you @i(could) ensure that he could never perform the binding again, if the spell ever failed. You had heard of the Three Tomes of the Elder Gods: Chthon's Darkhold, Gaea's Blackbriar Tome, and Tualoha's Book of the Vishanti. You also knew that Kalerege had the Book of the Vishanti in his library, arranged together with a number of tomes on the binding of deva of various sorts. Putting two and two together, you concluded that the Book was involved in the binding and decided to destroy it. No one person should have that sort of power at their disposal. You almost didn't get the chance. After your confrontation with Kalerege, he informed you he was "no longer in need of the services of an apprentice." Well, @i(that) came as no surprise! So you left, but you took the book with you and left an illusion in its place -- satisfying, but it left you back where you started, a mundane. Sure, you had been trained by two capable wizards, but without someone to sponsor you through the Time of Trials you couldn't get the link to the Orb, and without the Orb, you would quickly die if you tried to practice true magic away from a source of power. It was tempting to change your mind and use the Book of the Vishanti yourself, but you resisted the temptation -- @i(no) one person should have that sort of power at their disposal. When you arrived home, you tossed the Book into your fireplace, where it exploded in a multicolored flash. That was almost a decade ago. You spent most of your time practicing what skills you had been taught short of actual spellcasting, and took odd jobs in the Bluemist Lands, eventually becoming a Clan Observer. The job was boring; it was your task to read through contracts and legal paperwork for Clansmen, it was your signature that made the contracts binding, but you weren't interested in that--it was the magic that was your true love, though you could never tell your siblings and cousins that without risking death. When the Realm-Clan wars began, your last chance to achieve that love seemed gone. But you discovered other interests. The skills you learned and practiced so diligently to increase your dexterity and mental agility turned out to have other applications; to put it bluntly, you turned out to be an exceptional pickpocket. Eventually, you came to the awareness of the Right Hand, a powerful underworld organization with its fingers everywhere, and were "asked" to join. You did. It turned out to be useful. You had a place to barter the items you stole, and occassional bits of information you obtained in your line of work, in exchange for mythril stones, which you could use to power some of your weaker spells ... not a link to the Orb, by any means, but useful nevertheless. Life went on. And then things got a little weird. The Realm-Clan war was put on hold, so that the Clasp and the Realm's Peers could get together for a peace summit. At the same time, ironically enough, you received a message from the Right Hand's leader that a territory war between the underworlds of the two nations had begun. You were appointed to one of the early observation teams that went over to the Realm (you don't know how he pulled that off!), and you stayed there, with instructions to unearth, infiltrate, and cause trouble for the Realm Thieves' Guild. Returning to the Realm turned out to be the answer to your prayers. You discovered that Arriz, the Heirophant of the Wizard's Conclave, had recently lost his apprentice David in a hunting accident, so you approached him and asked him to take you as his apprentice. He accepted! The truth was, he didn't really need to teach you anything, but you had to keep up appearances. He didn't seem to mind much, being busy on some special project. In the meantime, of course, you were making subtle inquiries on the street. If the Guild functioned the way the Hand did, by absorbing any promising thieves into itself and becoming a business enterprise, then it would be nearly impossible to keep it a secret. Sure enough, you quickly made some contacts, and finally met a rather crude young man named Adam. He ran into you while escaping the Guard of the Realm, clutching a Star-laden purse ... a clumsy oaf, but you managed to help him escape. He offered, in his own words, to "repay you with the honor of his bed." You nearly bit through your lip keeping from laughing in his face, but figured Adam would make a good first step in your climb through the Guild. You questioned him, subtly, about the Guild and its structure, but he didn't know much -- he knew a few fences, a few enforcers, a few local bosses, but nobody important. He also told you ridiculous stories, mostly while drunk, about a Shadowlord who had run the Guild for centuries and was immortal. You were about ready to dump Adam and go on to bigger fish when he received a message one night: you heard him whispering with another man, whose name you couldn't catch, about a big job they were going to pull. Over the next several days he became extremely furtive, and you took to following him -- one night, about a week ago, he met with two other men and they made their way to the Capital City Art Gallery. Whoever the leader of the expedition was, he had some knowledge of magic. Somehow he nullified all the alarm spell-deva, entering the gallery unnoticed. You followed quietly, and eventually Adam and one of the two (the leader had slipped off somewhere) removed one of the paintings and slipped it into a silvery tube. You saw Adam slip the tube into the special pocket of his cloak you had noticed days earlier. While you were wondering what your next move should be, Adam turned and walked right past your hiding place. Well, that made it obvious: you picked his pocket (clumsy oaf never even noticed), turned on your heel and took off. You didn't mean to trigger the alarm on your way out, but it turned out for the better, since the Guard showed up and arrested your erstwhile lover and his compatriot. (You never did figure out what had become of the third man.) @comment(recognition envelope for Tuvan) You returned to Arriz's sanctum that night, intending to inspect your prize, but never got the chance -- Arriz called for you, told you the Time of Trials was being held at the end of the week, and offered to sponsor you at them. Your dream had finally come true! Of course you knew the Trials being held on Kalerege's Castle might get sticky, particularly if he had noticed his Book was missing, but the risk was worth it. At last, you were going to be a mage! Surely someone or something out there has it in for that notion. Less than a week before you were planning to head up to the Castle, who should arrive at Arriz's door but his old apprentice David, asking to be sponsored for the Time of Trials. You followed them both and eavesdropped on their conversation, most of which you couldn't catch (although there was a lot of incoherent screaming from David, something about his mate dying, and his having been responsible for it, but you couldn't catch the details). You heard quite clearly, though, when Arriz agree to sponsor him. @i(Him, instead of you!) That was the last straw as far as you were concerned. Bad enough that the history of your entire homeland and the machinations of power-hungry priests centuries dead had conspired to prevent you twice from achieving your rightful status as mage; by no means were you going to allow a stripling boy to take away your last chance! You followed David from Arriz' Sanctum, intending to confront him when he arrived at his home. He didn't seem to be going anywhere, though, just wandering the city. You followed him for hours, but lost him when the sun set -- he seemed to panic and started running, and it took you a few moments to follow suit; you turned a corner and spotted someone running into an alley about a block away. You heard a scream, and then another, and something you couldn't identify. When you got there, there was no sign of David but his clothes, torn and shredded on the floor. On the other hand, you couldn't say the alley was empty. Several yards further in, you saw the bloodied corpse of a Nisaku, doubtless a vagrant or vagabond of some sort, still spouting blood from the gaping hole where his throat used to be. You followed the trail of blood, and the occassional glimpses of something running away, for that entire night; it was hard to lose. Along the way, you lost count of the vagrants and passers-by who lay mauled and bloody in the streets and alleys. But the last body you saw in that bloody trail was alive, though perhaps not well; it was the naked, blood-caked body of David, curled up and retching on someone's front step. You had never really thought of yourself as a killer, but by that time you had managed to put two and two together. You didn't wait for that butcher to see you there, didn't wait for him to kill you the way he had slaughtered so many others. Instead, you slipped a dagger into the back of his skull, and another through his left eye, destroying his brain and ensuring he would never come back (at least, that's what the legends say. Had you had a wooden stake, you would have used that too...). You were considering burning the body, or burying it, or something, when someone started unlatching the door. You took off like a lightning bolt, and didn't even slow down when you heard a hoarse, grief-stricken male voice screaming "David!!!" You just went home and shivered for about a day. For the rest of the week, you busied yourself in preparations for the Trials and for your trip to the Castle, and tried @b(very) hard to avoid thinking about that night. For the most part, you've succeeded. You were amazingly lucky, getting up here before the teleport platforms broke down -- most of your fellow apprentices didn't make it. Currently there are only three apprentices on the Castle: you, Arrani Moses (an interesting fellow, if a bit reserved), and Clerrik Jani. Jani was at first an entertaining friend, clearly the product of a sheltered and repressed childhood. As you got to know him, though, you realized there was a born troublemaker in that repressed body. The two of you became good friends, and among other things, you taught him some of the basics of lockpicking. He seemed really interested, although a little worried about his father's disapproval -- still, there's some great potential in that boy, if you can just get him over the parental thing. Of course, you not only have to worry about passing the Time of Trials, but also making sure Kalerege never figures out what you did, and making sure none of the Clansmen manage to interfere with your success. Even the Right Hand, although it's probably in your best interests to do what you can to help them. You have to be very careful around both the Iron Gauntlet and the Guard of the Realm, the two law-enforcement groups on the Castle. On the other hand, with a little bit of luck, who knows what can happen? Surely, you aren't the only Clearstone descendant to remain aware of her heritage; if you can establish yourself as a Realm mage, you may go down in history as having spearheaded the Clearstone Resurgance... @newpage @heading(Items, Abilities and Spells) You begin the game with the following items: @begin(itemize) A lockpick. An ebony-handled dagger. A small crystal lens. "The Summoning and Binding of Entities of Power, for Fun and Profit." A long thin metal tube containing the stolen painting. @end(itemize) You have the following abilities: @begin(itemize) WEAPON SKILL Dagger 4: You may add 4 to your net Martial Attack when attacking with a dagger. LOCKPICK: You can use lockpicks (twisty pieces of metal) effectively. SEARCH: You may find Hidden objects. To use, search the area and contact a GM. MAGIC, LEVEL 1: You have a basic understanding of magic; can solve simple problems and answer simple questions. Contact a GM to use. SPEAK MAGICAL JARGON: After discussing magic with someone whose knowledge of magic is less than your own, you may utterly confuse them. They will wander away and leave you alone. @end(itemize) You know the following spells: @include(/mit/abstract/Lore/Magic/Spells/read_languages.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/detect_magic.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/disguise_item.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/light.minor.mss) @include(/mit/abstract/Guides/lore.creation.mss) @include(/mit/abstract/Guides/guide.clans.mss) @include(/mit/abstract/Guides/guide.bluemist.mss) @section(Organizations) @include(/mit/abstract/Organizations/hand.right.mss)