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May. 5th, 2019 06:14 pmPLAYER
Name: Nat
Age: 27
Contact:
Other Characters: N/A
Interests: I like action scenes and learning about elf stuff, and Adalia herself likes adopting things she shouldn't. Also, VIVE LA ELVHEN RESISTANCE.
CHARACTER
Name: Adalia Enneris (she's picked up a last name in her travels!)
Canon/OC: OC, same universe as Six
Canon Point: During her self-imposed exile to Candlekeep
Journal:
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Age: 24
Canon World
The world of Faerûn is much like the world of Dragon Age — vaguely medieval setting, magic, elves, dwarves, the whole bit. It differs in a few key places, however:
Magic in the Forgotten Realms comes from the manipulation of the Weave, which can be seen as Faerûn's equivalent of the Fade, though the Weave has less to do with dreams. Anyone can learn to manipulate the Weave through rigorous study, some are born with the power to manipulate it, and still others learn to tap into its power by making pacts with powerful entities. While magic is somewhat unusual in Faerûn, it is not a source of fear and distrust like it is in Thedas — no mage in Faerûn is more susceptible to demons than anyone else.
In Faerûn, elves are much as they are in Tolkien's legendarium: ethereal, powerful beings who are longer lived than humans and have their own forest-dwelling societies away from the cities of man. If elves are ever enslaved or subjugated, it's definitely not a systemic problem. Half-elves carry features of their elven parents to a lesser degree, so a half-elf in the Forgotten Realms may have slightly pointed ears, be slightly taller than other humans, and so on.
Other than these points, the world of the Forgotten Realms will be very familiar to anyone familiar with Dragon Age; the differences are mostly cosmetic.
History
- Abandoned at Candlekeep as a child, came into her magic at seven, left to find her family at nineteen.
- Joined a caravan guard on the promise of an even better job to come.
- Got embroiled in a race against time with an evil dragon cult trying to resurrect their god of undeath, Alacruun; sold her soul and future to Alacruun to save two of her party.
- Adventured some, went to a mountain to find help in the fight against Alacruun, instead found a clutch of dragon eggs, one of which Adalia rescued, and a young black dragon, who the party killed despite Adalia's protests.
- A month after this, Alacruun appears embodied, minus a lot of power, in the body of a tiefling. He joins Adalia's party in secret, and he and Adalia begin a romantic relationship.
- Months later, Alacruun begins to try to force his way into the Material Plane, and a fight ensues. Adalia, unsure about whose side she's on, hesitates long enough for Alacruun to kill one of her party members and succeeds in bringing his dragon body to the Material Plane.
- Adalia's party abandons her, she turns to drink to deal with her failure. Eventually her sister, Six, finds her at the behest of Sarenrae, and gets Adalia sober.
- Adalia, Six, and the baby dragon she rescued take on the quest of becoming powerful enough to kill a god of undeath, foiling his plans for world domination where they can, side questing it up.
- Adalia kills Alacruun.
- For three years, Adalia bounces around Faerun. At first she works in a temple to Sarenrae, and then she spends time as a mercenary, and then she joins a ship as its resident storm sorcerer.
- Eventually, she quietly returns to Candlekeep, where she begins unlearning all her most powerful magic and resigning herself to a life that ends in the same place it began.
Personality
In the years it's been since Adalia started her quest for belonging, she's less changed so much as grown into her already-established personality. While there are some things that have mellowed — her obsessive search for family ended with her discovery of her sister, and her excitability has diminished greatly with growing maturity — she hasn't so much left things behind as she's developed traits she already embodied. Where Adalia was narcissistic and arrogant in the manner of a teenager, now she is one of the strongest people on her plane, and she knows it. Where she was once scrambling to figure out her morality and what she could allow, her sense of right and wrong is now fully developed.
As a teenager, Adalia was torn between her instinct to only trust herself, and the fear that by doing so she was being selfish. This dichotomy caused her no shortage of distress, as she tried to figure out how to stick to her guns while also allowing others to make important decisions. Now that she's grown, Adalia has left that angst behind — she is more open to communication and input from others, while still being willing to step up when she feels she needs to. Mathias' death was the turning point in her willingness to trust others, the wake-up call she needed in order to even begin to be willing to listen to other people.
At 19, Adalia was still figuring out what being a "good person" meant to her — she knew she wanted to be one, but what exactly that entailed wasn't clear. Over the course of her journey, she's come to the conclusion that good is about sacrifice, and living for others before yourself, and she's content with that. She killed the love of her life for the good of the world, and she'd do it again if she had to, because it's the only moral choice that exists. With this developed sense of morality, and the confidence in her decisions that she has grown into, she is just as willing to put her foot down when her party turns into a bunch of murder hobos as she was when she was a kid — but now she has the fire power to back herself up.
With all this growth has come a sense of melancholy — Adalia killed the love of her life, met and was disappointed by her father, and returned to the sad and lonely home of her childhood, entirely intending to live the remaining 180 years of her life alone. Not even her half-sister Six was enough to convince her to stay in the world. All of her magic was bent toward learning how to kill a god, and Adalia has come to resent and regret that, and is now slowly and quietly unlearning everything she knew, so that she can try to be more than an instrument of death. She's trying to claw out of depression, but resigning to it seems more comforting, in its own way.
Strengths & Weaknesses
STORM SOUL — Adalia's magic comes from a connection to the elemental plane of air, which affords her a few unique talents. Before or after casting a spell, Adalia can take her version of a Fade Step — gusts of wind push her ten feet in the direction of her choosing. Whenever she casts a spell that deals lightning or thunder damage, sparks fly off of her, damaging enemies of her choice nearby. Additionally, Adalia can subtly control the weather around her. When it's raining, she can stop the rain in a 20‐foot radius centered on her, and if it's windy, she can choose the direction that the wind blows in a 100‐foot radius around her. When Adalia is hit by a melee attack, she can cause a bolt of lightning to leap from her to her attacker in reaction, dealing a moderate amount of damage. When she does this, the attacker must brace themselves or be pushed in a straight line 20 feet away from her. At the peak of her power, Adalia gains the ability to fly and is immune to lightning and thunder damage. She can choose to reduce her flying speed for one hour and choose eight people to spread her flight ability to for that hour.
SORCERER — As a level 19 sorcerer, Adalia has access to a range of spells and abilities.UTILITY SPELLS — Adalia has a number of spells, many of which she has only recently learned, which are mostly useful outside of combat.FIGHTER — Though Adalia is naturally a spellcaster, she ran into the front of the fray enough that one of her party members took it upon himself to train her in melee combat. As a level 1 fighter she has enough knowledge that she can wear armor and wield a blade and still cast, and she can tap into adrenaline reserves to push herself through damage that might otherwise be debilitating.PRESTIDIGITATION — a minor magical trick which novice spellcasters use for practice. create one of the following magical effects: an instantaneous, harmless sensory effect; instantaneously light or snuff out a candle, a torch, or a small campfire; instantaneously clean or soil an object no larger than 1 cubic foot; chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour; make a color, small mark, or symbol appear on an object or a surface for 1 hour; create a nonmagical trinket or an illusory image that can fit in your hand and that lasts six seconds.
MAGE HAND — causes a spectral, floating hand appears at a point within thirty feet of Adalia. It can be used to lift and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate magical items, or carry more than 10 pounds.
MENDING — repairs a single break or tear in an object no bigger than one foot in any dimension that Adalia touches, such as repairing broken glasses, mending a tear in a garment, or repairing a lightly damaged wagon wheel. It can physically repair a magic item or construct, such as a mage's staff, but can't restore magic to such an object.
POLYMORPH — due to the restrictions on her spellcasting caused by the Fade, this spell's sphere of influence has changed. Now, it is an expanded Shapechanger specialization, and Adalia uses it to change into one of six forms. The transformation lasts for an hour, or until she drops unconscious or dies. Two of the six forms are already set (dire wolf and magpie), with four to be chosen after Adalia finds Thedosian animals she shares an affinity with. While in her creature forms, Adalia retains a general sense of self, but is limited in the actions she can perform by the nature of her new form, and she can't speak, cast spells, or do anything that requires hands or speech. Her gear melds into the new form, and she can't activate, use, wield, or otherwise benefit from any of her equipment.
HASTE — Adalia chooses a willing target within thirty feet of her, doubling their speed for a minute. This makes them harder to hit, and allows them to take more action in a shorter amount of time. When the spell ends, the target can’t do anything for six seconds as a wave of lethargy sweeps over it.
TELEKINESIS — Adalia can exert her will on one creature or object that she can see within 60 feet of her. Creatures can attempt to reist her grip, and she can only lift items weighing up to 1000 pounds. She can switch targets mid-spell, but if she does so, the prior target is no longer affected.
DETECT MAGIC — for ten minutes, Adalia senses the presence of magic within 30 feet, seeing a faint aura around any visible creature or object in the area that bears magic. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
KNOCK — a target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. A target that is held shut with arcane lock has its spell suppressed for 10 minutes, during which time the target can be opened and shut normally. When cast, a loud knock, audible from as far away as 300 feet, emanates from the target object.
COUNTERSPELL — Adalia attempts to interrupt a target casting a spell. Depending on the strength of the spellcaster, Counterspell may succeed or fail.
TONGUES — grants a touched creature the ability to understand any spoken language it hears. When the target speaks, any creature that knows at least one language and can hear the target understands what it says.
CONFUSION — assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must resist the spell's effects or be affected by it for up to a minute, with reactions ranging from running in a random direction, not moving at all, making a random attack, or behaving as normal.
ANIMATE OBJECTS — objects come to life at Adalia's command.
PYROTECHNICS — Adalia chooses an area of nonmagical flame within sight that fits within a five-foot cube, extinguishing the fire in that area and creating either fireworks or smoke from the process.
SEEMING — allows Adalia to change the appearance of any number of creatures that she can see within range. She gives each target you choose a new, illusory appearance. An unwilling target can attempt to resist the spell's effect. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. She can't change a target's body type, so must choose a form that has the same basic arrangement of limbs.
COMBAT SPELLS — In addition to her utility spells, Adalia has a number of combat-focused spells, most of which involve lightning or thunder energy.BOOMING BLADE — Adalia makes a melee attack with a weapon against an enemy. On a hit, the target takes damage as normal, and it becomes sheathed in thunderous energy until it moves, taking minor thunder damage, at which point the spell ends.
CALL LIGHTNING — Adalia conjures a storm cloud in the shape of a ten foot tall cylinder with a sixty-foot radius 100 feet directly above her. If she is in stormy conditions when this spell is cast, the spell gives her control over the existing storm instead of creating a new one. The spell fails if she can't see a point in the air where the storm cloud could appear (for example, if she's in a room that can't accommodate the cloud). A bolt of lightning flashes down from the cloud to a point of Adalia's choosing. Each creature within five feet of that point must dodge or take lightning damage. If the spell was cast during a storm, the damage is more severe. Until the spell ends, Adalia can use her action to call down lightning in this way again, targeting the same point or a different one.
LIGHTNING LURE — Adalia creates a lash of lightning energy that strikes at an enemy. The target is pulled ten feet in a straight line toward her, taking minor lightning damage if it ends up within five feet of her.
SHOCKING GRASP — lightning springs from Adalia's hand to shock an enemy she touches, causing a small amount of lightning damage and temporarily stunning them.
SPARK — Adalia hurls a spark of electricity at a creature or object within range, causing a minor amount of lightning damage when it hits.
STATIC SHOCK — Adalia charges her body with static, dealing a small amount of lightning damage to anyone who touches her. If she's holding any weapon made of metal, the charge transfers to the weapon, which deals lightning damage.
CHAIN LIGHTNING — Adalia creates a bolt of lightning that arcs toward a target of her choice within sight. Three bolts then leap from that target to as many as three other targets. A target can be a creature or an object and can be targeted by only one of the bolts.
THUNDERWAVE — a wave of thunderous force sweeps out from Adalia in a fifteen foot cube, dealing thunder damage and pushing any creature in the cube ten feet away from her. Unsecured objects are also pushed ten feet by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
BRONZE DRAGON'S BREATH — Adalia touches one willing creature and imbues it with the power to exhale lightning energy in a fifteen foot cone for a minute.
SHATTER — a sudden loud ringing noise, painfully intense, erupts from a point of Adalia's choice. Each creature in a ten-foot-radius sphere centered on that point takes thunder damage. Any creature made of inorganic material such as stone or metal is especially susceptible to this spell. A nonmagical object that isn’t being worn or carried also takes damage if it's in the spell's area.
LIGHTNING BOLT — a stroke of lightning forming a line 100 feet long and five feet wide blasts out from Adalia. Each creature in the line takes lightning damage. The lightning ignites flammable objects in the area that aren't being worn or carried.
STORM SPHERE — a twenty-foot-radius sphere appears centered on a point Adalia chooses for a minute. Each creature in the sphere when it appears or which runs into it takes bludgeoning damage, and can't move through the space easily. Until the spell ends, Adalia can cause a bolt of lightning to leap from the center of the sphere toward a creature within sixty feet of the center, causing lightning damage. Creatures within thirty feet of the sphere have difficulty hearing anything over the cacophany.
RAY OF SICKNESS — Adalia sends a ray of sickening greenish energy toward a creature within sixty feet of her. If the creature can't fight off the energy, they are poisoned.
ELECTRIFIED ARROWS — Adalia touches a quiver containing arrows or bolts. When a target is hit by a piece of ammunition drawn from the quiver, the target takes extra lightning damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
ALCHEMY — Adalia is an expert alchemist. She can create alchemical concoctions, and can visually identify potions rather than having to taste them. Additionally, she can enhance any one healing potion using her alchemist's supplies over the course of an hour, enabling it to heal more damage than it would have otherwise. She has a book full of her alchemical recipes called Solve et Coagula.
LANGUAGES — As far as more mundane talents go, Adalia speaks seven languages: Celestial, Common, Draconic, Dwarven, Elven, Infernal, and Primordial.
Suggested Nerfs
STORM SOUL — Being able to react to every melee hit with a lightning bolt that pushes her attacker back 20 feet is probably a bit much; likewise, immunity to lightning and thunder damage is right out. I suggest nerfing the former completely, and turning immunity into half-damage. Flight is also probably right out, but if I could be allowed to keep it (which I would admittedly very much like to do), I'd suggest it as a specialization.
SORCERER — Polymorph was previously agreed upon as one of Adalia's specializations, functioning as an expanded (six creature rather than three) Shapechange spec, which is still an acceptable nerf. Knock is probably right out, because it'd be too useful and we can't take the fun away from the rogues. Animate Objects I didn't even explain entirely because that one's a clear no. Seeming seems (haha) A Bit Much, and may be nerfed or discarded entirely. Tongues is Too Powerful in the context of Thedas' dead languages and must be discarded.
ALCHEMY — Adalia shouldn't be able to visually identify Thedosian potions, as they are not the potions she's worked with for the past five years, though may be able to learn to identify them with time and practice. Also, this was one of Adalia's two previous specializations, which I think is completely fair to carry forward, with no change to her previous recipe loadout.
Arrival Inventory
- Her clothes.
- A single red feather, braided into her hair, which acts as her magical focus and allows her to cast at a slightly heightened level.
- Solve et Coagula, her book of alchemical recipes.
'Human'ization
Adalia is a half-elf, so she'll be rifted in as a full elf.
Fit
Adalia's done this god-killing business once and by god she'll do it again. Also, she was happier last time she was in Thedas than she's... basically ever been in Faerun, even taking into account all of the terrible parts that made her really not happy. Thedas is a place where she has something to fight for, and that makes all the difference in her mental state.
SAMPLES
Recent TDM tl
DAD