@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="Krys Sweetwater") @string(realname="Krys Sweetwater") @string(playername="Player Name") @string(id="017788") @include (/mit/abstract/Characters/Sheets/cover.mss) @Heading(Note:real DO NOT EVEN PRETEND TO USE THIS DOCUMENT. IT IS CURRENTLY TWO CHARACTER SHEETS APPENDED TO ONE ANOTHER AND MAKES NO SENSE WHATSOEVER!!!) Just where is Seamist anyways? Ten years ago, she had these wild visions about the world, no, better yet, the PLANE coming to an end, and ran off to investigate them in the Realm. As a cover story, she brought other members of the Left Hand to set up an offshoot of the Hand called the Black Hand (she was always good with names), which would be used for information gathering/sabotage in the Realm. She promised to keep in touch with you about their progress, but you haven't heard one word from her in all these ten years. During all this, she left you in charge of the Left Hand, as you were her sister, and you shared her prophecy ability. Easy enough, as the Left Hand is really a family organization, and Jasmine is always around to keep order. Also, you always seemed in control, despite what was going on about you, while in reality, you never are quite sure about yourself. Especially now. You thought that Seamist had just had a bad dinner the night of the prophecies, as they didn't follow the usual forms, and you didn't receive any with your abilities. You agreed to let her run off with her little infiltration force, and agreed to take control (you're still not sure why, possible visions of grandeur), thinking she would return soon enough, realizing her confusion. In the end, the Left Hand would have a new source of information in the Realm, which would help in the protection of the group. Unfortunately, things started going wrong. First of all, Seamist disappeared. Poof. Second, you sent another group six years ago whose goal was to find the first, and also be a source of information. They also disappeared. Poof. Now, worst of all, @i(Seamist's predictions are starting to come true!) You never told the others about the predictions, as you thought they may me hints of insanity in Seamist, and such things may be genetic in nature, and the last thing you want is the members of the Left Hand doubting their sanity, though you wonder about Cord sometimes. He doesn't seem to use common sense at times, assuming that he has any to begin with, and he is always doing things on the spur of the moment, like using Ginger in defence of that attack from the Realm. This attack was pulled off during a period of truce between the Clans and the Realm, so you don't feel too bad about their forces being routed through Ginger's special ability, but Cord did this on his own initiative, which seriously undermines the chain of command. After all, the Left Hand @i(is) a coven of witches, and he never showed any real proficiency for magic anyways. You have to admit, though, he is good at strategy. Ginger, in reality, is the fulfillment of one of Seamist's prophecies. It went something like, "The avatar of the destruction will come in a blaze of fire." Typical showy message used to impress others, which was the problem. Seamist would not use such maskings to talk with you. You know how the process works, and the fact that the message actually came in this form led you to decide that maybe Seamist needed the rest. Unfortunately, the arrival of Ginger certainly fell into this prophecy. Jasmine, who adopted Ginger, possibly as a replacement for her lost daughter Raven, was checking out the posts that the Left Hand held before the trip up to the castle. She was approaching an encampment where some of the Left Hand's best magic users were trying to create a spell that could eliminate magic in a certain area. This seemed to be paradoxical to you, but they had been making progress in the past few months, and such a thing could be useful in the war, as the Realm had the Wizard's Conclave on their side. They seemed to succeed, but the paradox claimed their lives, as well as the notes of their research. Ginger was the result. Jasmine found her in the remains of the camp. Just minutes before, Jasmine witnessed a huge explosion which destroyed the camp and all within, except Ginger. Ginger is obviously from another plane, and is probably the result of a summoning gone wrong by the members of the camp. Her appearance probably caused the explosion, thus the 'appearing in a blaze of fire'. She is interesting, in that she requires magic to live. She can 'eat' any spell cast in her immediate vicinity by an act of will, to a limited extent. If she gets too much magic, she gets 'full', and magic works normally for her. Cord used this to defeat the attack by the Realm mages, killing several of them in the process, as Ginger absorbed all teh spells they cast. With the exception of a few mages that escaped, the battle was a rout. Ginger is obviously the avatar mentioned in Seamist's prediction, and is thus very important. To keep watch over her, you suggested that Jasmine take Ginger with her when you came to the Castle. You've noticed other signs of Seamist's predictions coming true. In the past few days, magic has gone really whacky. Simple spells are going wild. Yesterday, you tried to cast a simple scry spell to deteremine the amount of troops the Realm had around the Castle, to see if an ambush was possible. Instead, a small rectangular box appeared in front of you. It was made of a material that you have never seen before, and it was black on one side. The other side seemed metallic in nature, with several buttons containing strange symbols. There was also a clear window at the top, when a button was pushed on the box, the symbol appeared in the window. Most of the time. You don't know what the box is for, but strangely enough it appeared in one of Seamist's predictions. Something about a box of unknown origin signalling the start of the mad-time. You don't know what the mad-time is, but it doesn't sound comforting. With these, and other prophecies which seem to be coming true, the final prophecy made by Seamist now seems more frightening. It deals with the end of things as we know it, as well as magic losing affect. The image was vague in Seamist's mind, which usually means that the vision is a possible (but probable) outcome. Seamist said the vision was so scary, that she had to stop it, thus the trip to the Realms. Now you are also afraid. Maybe Seamist didn't succeed, at which point only you know of the visions. You feel that the pressure is now on you, and you don't know what to do. The prophecies mentioned a 'castle in the clouds' fairly often, so you know that the problem can be found at Kallerege's castle. You've informed the members of the Left Hand on the castle to look out for the signs of weakening magic, or word of the end of the world. You are sure that Jasmine will tell you anything that she learns, as the destruction of the earth would most certainly mean the end of her family, and if there is anything that Jasmine will fight for, it's her family. It is for this reason that you worry about her. She still hasn't fully expressed her emotions over the loss of her daughter, Raven. The 'adoption' of Ginger certainly was related, but it wasn't enough. One night, Raven disappeared with a thief by the name of 'The Cat', supposedly on some quest, as they used to be horsemen together. Raven never returned. This disturbed you, as she was yet another member of the Left Hand to disappear while you were in control, but Jasmine lost a close family member. You pity the Cat if ever Jasmine caught up with him, as while Jasmine can be very supportive, she can be very viscious when it copmes to family matters. To help in finding information about Raven's disappearance, you told a member of the Clansman's Clasp about Jasmine and Raven. You've always seemed to be able to trust Heather Goldenfield. As a member of the Clasp, Heather has helped in the effort to end the war, a war which has threatened to expose the true abilities of the Sweetwater Clan since its start. While you haven't told Heather about the Left Hand, she always seemed to be a reliable source of information. Maybe she could find Raven, or what happened to her so you could deal with it before Jasmine does. You could then set up an appropriate vision to calm Jasmine, and allow her to dispel her bound grief. To this end, you've told Heather about your visions of the Realm troop movements, as well as other information to help the war cause. You can rely on Heather for a fair trade of information. Also, you noticed that she was paticularly interested when you mentioned the Cat. Rosemary, while not a true family member, has been extremely useful to the Sweetwater Clan. It was through Victor Greystone and her influence that magic was declared legal in the Clans, on the pretense that it would help win the war. Through this, your abilities were accepted by the Clans, and your position in the general scheme of things has improved. While the Left Hand is technically legal now, you decided it would be prudent to not reveal yourself just yet. The tide of opinion changes often, and with the Iron Gauntlet still around, you're afraid the witch hunts might start again, despite the legality of the situation. You've lost too many sisters through such hunts, as well as circumstance, and you intend to lose no more. While Rosemary has been a help in this way, you know she is up to something with Victor, and since she hasn't told you what it is, you're unsure of her loyalty. This may be paranoia, but you would like to find out what they are up to. Cord. What can you say about Cord. He must be watched at all times. He is a good hatchet man, but the hatchet seems to have a blood desire. He HATES members of the Realm, and as this is peace talks, this may prove a problem. Jasmine has promised to keep an eye on him, and after what he pulled with Ginger, you're sure she will do so, but still you worry ... So, that's your contingent on the castle. Not bad for short notice, but as mentioned before, you are starting to obtain some real power in the Clans. You would have even more power if it weren't for bad circumstances. First of all, there's that Jackass who calls himself Lord Soth. In fair negotiations where the Left Hand would provide protection and power to him for information about the Realm and its dealings, as Soth was a deffected Rose Warrior. It turns out, the Realm is not the only group he would screw over. After spending a few weeks, apparently determinig what was of value, he stole several items. One of these items was a teleport stone, which he used to make his escape. Other items included a staff of scrying, and an amulet which you used to keep in touch with Seamist. This made it difficult to keep in touch with the Black Hand, and was of high personal value to you, as Seamist was your sister. There were other items, but possibly the most dangerous was notes on a potion being worked on. This potion had the ability of clearing out the soul of those that drank it, preparing the body for possession. The witch that came up with the idea is now dead, so you wish to get these things back. The 12 bodies found in the Realm, that are now on the Castle, have signs that they might have had a version of the potion. If Lord Soth could be found, hew has alot to pay for his actions. So, that's a big portion of what you are concerned with now. You wish to find the Lost members of the Left Hand, including the two splinter groups, one containing Seamist, hopefully reactivating them. You want to find Lord Soth and punish him, as only witches can do. Also, you would like to protect the senators from the Clans, making sure that the peace negotiations go well, but most of all, you wish to find out more about the prophecies, and possibly stop them from coming true. Boy, do you wish Seamist were here. @newpage @Heading(Items and Abilities) These are the items you start the game with: A black cat (your familiar, Isaac) A black pointed hat Flowing black robes A crystal ball Coral bracelet Dagger Staff of Scrying (7 charges) Small plastic box with strange buttons. These are your abilities: Weapon skill, Dagger 3 Witchcraft Magic, level 2 Magic knowledge, level 2 Composure Speak Magical Jargon Empathy Augury @newpage @Heading(Spells) These are the spells you know: @include(/mit/abstract/Lore/Magic/Spells/sense.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/sense.major.mss) @include(/mit/abstract/Lore/Magic/Spells/aura_read.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/dream.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/mending.minor.mss) @newpage @include(/mit/abstract/Guides/lore.creation.mss) @include(/mit/abstract/Guides/lore.magic.mss) @include(/mit/abstract/Guides/guide.clans.mss) @section(Organizations) @include(/mit/abstract/Organizations/hand.left.mss) @include(/mit/abstract/Organizations/clansmans.clasp.mss) @include(/mit/abstract/Guides/guide.sweetwater.mss) Family. You'll always be thankful for your family. The Sweetwaters tend to stick together through anything, including this war. In fact, right now your nephew Cord, niece Iris, and 'daughter' Ginger are with you on the Castle for the peace talks. Of course this was arranged by the Left Hand, but then again, the Left Hand is family. The Sweetwaters have always been in charge of the Left Hand, the women being powerful witches. You personally have strong healing abilities, thus your role in COERCE (Committee On East-Realm Cooperative Endeavors) as a physician. You only wish that your family was complete. You haven't seen your niece Seamist in years. She left with an espionage/sabotage group for the Realm ten years ago, but the Left Hand lost contact with them. Part of your mission is to find out what happened to them, as well as a second group sent a couple years later who also haven't reported back. The Left Hand has not had much success when it comes to the Realm. Your main hope, though, is that you can find your daughter Raven. It still hurts to think about her. If only she hadn't gotten involved with that thieving Cat. He's responsible for her being missing, you know it. One day he appeared with an expression on his face which could only have meant mischief. He took Raven aside, and they talked in whispers for a long time. You overheard bits and pieces about an 'employer', and '... would need her special abilities ...', and other incomprehensible stuff. You didn't like it then, but you knew Raven was in love with him, so you let her go when she slipped away that night. You now wish you hadn't, or at least you wish you had gotten more information from her before she left. Neither Raven nor the Cat has been seen since. With the war going on, it has been almost impossible to set a search for them, so you could only worry for them, and keep an eye out for them. But there has been no success, not even with your ability to sense psychic impressions. Until now. On a routine tour of the Castle while you were searching for some stolen artifacts that the Left Hand wanted back, you caught a very faint, but distinct impression of The Cat. You tried to trace it, but since the signal was very weak, you didn't succeed. You know he's somewhere on the castle, and you @b(WILL) find him. He @b(WILL) tell you where Raven is, and the appropriate retribution will be given to any and all who dared harm your daughter ... Such emotion really takes alot out of you, the desire to hurt others goes against your grain, but you miss Raven i(so) much. The empty space in your heart needed to be filled. This is where Ginger fit in. You're still unsure exactly what happened. You were on patrol a couple days before coming to the Castle, checking out the various teams of the Left Hand. You were heading towards a sort of research base for the Hand where they were working on some method to eliminate the advantage the Wizard's Conclave had. You were unsure on the details, but it had something to do with a nullify magic spell. Before you were within a mile of the place, there was a huge explosion. You could feel the heat from where you were standing. When you recovered from the surprise, you realized that the cloud of smoke you saw ahead came from the camp. When you reached the site, you saw that the cloud actually came from what @i(used) to be the camp. There was nothing left. You found the first body three hundred yards away from where the huts used to be. From the looks of him, he was probably in one of the huts when it blew. There was no way of saving him, so you kept going. It was the same with all the other bodies. There were four total, all very loyal members of the Hand. There was no sign whatsoever of what happened. Whatever special knowledge they obtained to help in the war effort was now lost with their souls. You decided to give them a decent burial, then report the loss to Iris, the current head of the Hand. As you searched for a tool to dig the graves, you came across a young girl standing in the middle of the charred camp. You drew your sword and headed toward her. When you were sufficiently close, you called out, "Who are you!". The girl, who seemed to be entranced by the distant mountains, answered something like, "I'm Mungry". You had not heard of such a name in the Clans, or in the Realm, so she must have been lying. You were about to press her for information about the dead Clansmen when Simba, your cat appeared. Your familiar drew your attention, so you forgot the girl for awhile. Simba told you that the girl was not from this plane, and had a strong magical quality, one that she could not identify. You took a psychic impression of her, and noticed that she was confused, and very afraid. Knowing the answer in advance, you asked, "I don't expect you to know, but what happened here?". Her response tugged at your heart. She answered, "I don't know. I want to go home. I'm hungry. Please help me!" She reminded you so much of Raven when she was young. Though Raven eventually grew up tough, and a credit to the Clans, she had her early times when lightning would send her running to you, and the world was too much for her. In the moment that this girl asked you for help, the months of worry about Raven caught up with you. You decided to 'adopt' this girl to fill up some of the gap in your heart. The girl did look on the verge of collapsing, so you went to your bags and took out some rations. When you handed them to her, she looked confused. She was from another plane, supposedly, so maybe she didn't trust you yet. You ate some food yourself, then told her that she needed the energy, and that she should eat. She still stared at you with a blank look, so you decided that she wanted a warm meal. You gathered some wood together, thinking it ironic that you were about to start a fire in this charred circle. As you set the wood down, you drew the necessary mana from Simba. When you were set, you cast a fire spell at the wood. Nothing happened. This was unnerving. Maybe the emotions running through you were dampening the effects of the spell. You drew more mana from Simba, and this time concentrated hard on the wood, letting all other thoughts from your mind. Then you let the spell go again. Still nothing. This concerned you greatly, and you started worrying about your powers when you noticed the girl smiling. She said, "Thank you. That was good. Do you have any more?" The meat was still in her hands, but she seemed a lot more healthy. What could she have eaten? Then you got an idea. The mana from the fire spell must have gone somewhere, but where? Maybe they ate different things on other planes. Why not magic? You exclaimed, "You eat mana!" Her response was rather snotty, a trait you would like to work out of her. She replied, "Of course, what else would I eat?". To finish her meal, you sent her some minor spells, and then proceeded to bury the dead Clansmen. You gave her the name Ginger Sweetwater to accept her into the Clan, and claimed her as your daughter. Iris predicted that she would play an important role in the coming peace talks, so she was accepted by the Left Hand, and that's how the position stands. You've spent the last few days trying to explain to her the world around her. It's refreshing to have new insights into life. She seems enthralled with the beauty around her. She would sit for hours listening to a cricket, or watching the leaves of a tree. Though she had no need for it, she would taste any food for the sensation alone. Her hunger for magic was overwhelming, though. She required mana daily, and once when you had to go on patrol for a weekend, you returned to find her unconscious, as she had not had enough magic to sustain her. You found out that her plane was very bare and colorless. She seemed bored there, though she held some important position. She claimed to be a princess, though you found her to have an active imagination in other respects, so this claim seemed questionable. If she had been a princess, they would have sent someone for her by now. You hoped this wouldn't happen, as you've grown quite fond of her. She had problems understanding the politics of the world. You've tried several times to explain to her about the war. You've mentioned the past wars, and settlements of borders, but that the Realm had been mistreating the Clansmen, treating them as second class citizens, or worse, as slaves. The Left Hand has fought along with the rest of the Clans to gain equal rights within the Realm, though some members of the Clans wished to destroy the Realm completely. You've had trouble with the war before, but felt it was a necessary evil to bring justice. This belief was sorely challenged one day when Ginger said, "Do you mean that the members of the Realm have an equal right to death?" You scolded her for being rude to her elders, but this statement has haunted you on maneuvers since. You are beginning to wonder who is right. Your beliefs were again challenged one day when you found out that your nephew Cord had actually used Ginger one day in an attack. He brought her up to the front line and told her that the men on the other side were going to feed her. These 'men' were wizards used to fight against the Clans. Every spell they casted in defense of their troops was eaten by Ginger, and Cord's army decimated the Realm army. Later, Ginger told you that Cord had stopped the nice men from feeding her. When you found out the whole story, you were livid. You made Cord promise never to do such a thing again. How dare he use such a young girl in war? He was abusing Ginger's rights in the name of killing. Ginger has never understood death, so could not realize the implications of what happened. From this incident, you began to wonder if your side was really right in what it was doing. The peace treaty was starting to look like a real good idea. The strange thing about the attack was that it took place while the Realm and the Clans were under truce. You're afraid that they may not deal truthfully in the future. It seems strange that Cord would use Ginger in such a manner. He is a Ptaav, which means that magic doesn't exist for him. This handicap makes him blind to magic, though it still works on him. Therefore, he cannot use magic of any type, but still must be careful of spells against him. As a result, he would be an outsider in the Left Hand, which is a witches' coven, but only you know his secret, and your not telling anyone, even if he does pull stunts like what he did with Ginger. After all, he is family, black sheep though he be. You must still watch out for him, though, as he really hates the members of the Realm, and seems to get some joy in killing them. You must not let him do so on the Castle, as such an act may jeopardize the work of COERCE. With the help of Benhaded Zachariah and Abimael Eve from the Realm, and Hyacinth Goldenfield of the Clans, you are trying to work a reasonable end to this war. You are meeting at the wizard Kalere'ge's castle to formulate a peace treaty for this purpose. You will insist on the civil rights of Clansmen in the Realm, and will be working on the redesignation of border territory, but the peace is what you really want. The Left Hand is out for survival, and though magic has been declared legal among the clans, you still remain a secret organization for your protection. You are loyal to the Left Hand in all ways, as they are primarily your family, so you will follow Iris's commands to the best of your abilities. Iris does respect your advice, as you are her aunt, so conflicts with your moral code are easily worked out. You always keep her informed with what is going on, and since she is also here on the Castle, you plan to continue this practice. From what Iris has told you, the Left Hand wishes to retrieve some artifacts, which were stolen by a Rose Warrior named Soth. These artifacts are very powerful, and are needed by the Hand. While on the Castle, you are supposed to protect the senators from magical attacks, while looking out for any information about the lost groups (Seamist and the others). One of the members of the Hand has predicted the end of the world is close, and that the Castle may have something to do with this. This is highly distressing, and information on this subject must go directly to Iris. Iris issued a general warning that the Iron Gauntlet will be on the Castle, and to avoid them, as they have been known to hunt witches in the past, and have specifically given the Left Hand troubles in the past. This will make your job more difficult, but you know you will prevail. Beyond these general goals, you wish to find Cat to get information about Raven. You'll decide on a plan of action on that subject after the talk, and you wish to protect Ginger. You feel that others may wish to use her as Cord once tried, and realize that this might be dangerous. Once, when you were feeding her, you cast a change color spell in her direction. To your surprise, she turned blue! It seems, if she has had her fill of mana, any spell cast at her for the rest of that day takes full effect on her. If several mages concentrated their magic on her, some of their magic would get through. With Raven gone, you couldn't bear losing Ginger. All this towards the general goal of having your family together, in peace. @newpage @Heading(Items and Abilities) You have the following items: A black cat. Lock of hair (Raven's) A sword Charred notes A coral necklace. You have the following abilities: Weapon Skill - Sword 1 Calming Magic, level 2 Magical Knowledge, level 2 Physician Empathy Witchcraft @Heading(spells) These are the spells you know: @include(/mit/abstract/Lore/Magic/Spells/aura_read.major.mss) @include(/mit/abstract/Lore/Magic/Spells/aura_read.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/fire.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/color_change.mss) @include(/mit/abstract/Lore/Magic/Spells/healing.minor.mss) @include(/mit/abstract/Lore/Magic/Spells/healing.major.mss) @newpage @include(/mit/abstract/Guides/lore.creation.mss) @include(/mit/abstract/Guides/lore.magic.mss) @include(/mit/abstract/Guides/guide.clans.mss) @section(Organizations) @include(/mit/abstract/Organizations/hand.left.mss) @include(/mit/abstract/Organizations/COERCE.mss) @include(/mit/abstract/Guides/guide.sweetwater.mss)