Topic: The Story of a Dreamer

Sira

Date: 2016-01-20 17:41 EST
https://i.imgur.com/O4gjVVE.jpg Name: Sira Ardhal (Formerly Moyer) Apparent Age: Mid-30s Apparent Race: Human True Race: Aasimar (peri-blooded); Scion of Humanity Gender: Female

Orientation: Heterosexual Relationship status: Separated/single

Birthday: November 23rd Birthplace: New York City, New York Current Residence: Rhydin

Family Constellation: —Mother: Callia Ardhal nee Bayard(deceased) —Father: Delcan Ardhal Pets: Bryn (Bernese mountain dog), Loa (small owl)

Occupation: Private doctor

Height: 5'5" Weight: 135lbs Hair color/length: Black / to mid-back Eye color: Honey brown Skin tone: Pale

Distinguishing marks: A silver, nine pointed star on her sternum, which is not visible to all; slight raised scar on the inside of her right wrist that looks like a snake bite; When Sira is actively using her abilities or is exceptionally emotionally distraught, her eyes may turn gold; Symmetrical, faint cafe-au-lait spots along her shoulder blades;

Typical style of dress: Sira most often wears jeans and simple tops. She rarely shows off much skin or wears anything very ostentatious. She prefers dark jewel tones and earth tones. It is exceptionally rare for her to wear jewelry. Almost always carries a large, very full messenger bag.

Physical abilities: Sira is deceptively fast and agile. She has been an avid runner all of her life, was a gymnast up until high school, and dabbled in parkour. She is fair with pistols, long rifles (standing and bench), and throwing knives. She has basic knowledge of hand-to-hand combat, mostly focusing on personal defense, but is only of moderate/average strength. Her involuntary time with a private sector paramilitary agency also taught her some spycraft.

Metaphysical abilities: — Empathy- Sira can feel the emotions of others, however it is a very imperfect skill. She often only gets a sense of "Positive" or "Negative"; She tries to keep these feelings suppressed, resulting in a frantic "buzz" in the back of her mind; She can sometimes get feel emotions from objects; — Telepathy- Sira almost always requires physical contact to access the thoughts of others and often permission as well. If she happens to force herself into another's mind, where she is gripping them will be left with a mark like an old burn that will eventually fade. — Misc Psionic stuff- Rather than list out every skill/ability, just a quick overview. Sira can manipulate energy to do a variety of things, but has very poor control over a lot of it. For example, she can "delve" a person to see where/how they are hurt, but cannot heal. She can trick a mind into thinking there is no pain. She can alter memories, but not remove them, and a strong willed person can see through the alteration. — Dreaming- Sira can access the Dreamplane/Dreamscape in her sleep. She had little to no control over this.

Racial Traits/skills: While Sira passes completely as a human, she has a distant celestial ancestry that hasn't completely manifested (at this time). Part of her soul was corrupted before she was born, which both prevents her from ever fully using her abilities and is slowly consuming her. Sealing the corruption also seals her celestial abilities, leaving only fragments of "stolen" power which has manifested in her psionic powers. At times she has been able to tap into those abilities, which include pyrotechnics and other fire-based skills. Her ancestry also gives her vivid nightmares/dream and is why she hates snakes. (note: I learned of these racial traits after I had made them a part of her personality! Total coincidence.)

Personality: Cold, guarded, mistrustful. At times sarcastic and playful. Slow to open up. Prefers small groups to big crowds. Due to her ancestry can be prone to acts of evil. Extras: Decent artist, preferring sketching with pencils and charcoal to anything else. Is an "okay" cook, hates sweet things, except for the occasional mochacaramelwhippedcreamthing latte Hasn't owned a TV since she started college Abuses alcohol on the regular. Drinking suppresses her empathy to more tolerable levels.

Sira

Date: 2016-01-27 19:34 EST
What's in the bag"

Sira constantly carries a messenger bag overloaded with goodies.

The Bag http://i.imgur.com/kPxgYyq.jpg

Must Haves: Field kit Has the essentials. Collapsible doggy bowl Did you know there were collapsible travel mugs, too" (and pre-filled tea bags usually kept in a plastic baggy) Journal (plus pens) Mini milk bones

Sira

Date: 2016-08-14 21:44 EST
Home sweet home

http://i.imgur.com/xJolIFb.jpg

North of the city, just before the foothills of the mountains, off the beaten path is Sira's house. Just her south east is a small ranch owned by Mercy Graves, who also owns the land where the house is.

Sira had stumbled across the abandoned outpost on a walk. She was struck by how much it looked like a little castle. The building was in good condition, but far too small to be used until she found a craft mage who specialized in small houses. It hadn't been her first choice, but the idea of having an underground house quickly grew on her when she saw the blueprints.

http://i.imgur.com/zWtoHVL.jpg

The space in the outpost was left pretty much as it was, except to clean it up and add some lighting. The circular stairway leads up into a small nook where Loa, Sira's owl, has claimed as her roost. There is a small cushioned bench up there, but otherwise it's just an open space.

There are no windows or doors on the original structure, though specialized wards allow in breezes but no rain, pests, or uninvited visitors. All sentient beings require an invitation from Sira or they cannot pass through the doorway.

The circular stairs also lead down into the living space below ground. The open archway leads directly into the open kitchen, dining, and living room area. There is a small table with a few chairs, a small couch with ottoman in front of the fireplace, but there isn't much in the way of furniture. Sira doesn't own a TV. One whole wall in the living room is taken up by floor to ceiling book case that is full of books. A close inspection would see a lot of them are medical texts from throughout the ages, but there are novels there as well. And more books in boxes that she couldn't fit on the shelves.

The kitchen is similarly sparse. There is a small apartment style fridge, oven, and glass top range. There is a wooden box where she keeps tea bags and canisters of loose tea next to an orange ceramic tea set. Over the kitchen is a "skylight" that looks up into the retaining pool outside of the outpost. Outside the pool looks like a normal spring fed pond with all the muck that comes with nature. Looking up through the glass ceiling, however, it seems a nice clear blue.

All of the "windows" facing outward are enchanted to show the view they would if the house were above ground.

Around the corner from the living room is the bathroom, an unused room Sira keeps meaning to turn into something, and her bedroom.

A touch of magic

The house and surrounding forest have multiple wards for both convenience and protection.

The house has running water from a well, but no electricity. All of the lights, heating, cooling are powered by crystals.

There are three wards specifically for protection against uninvited guests. Even knowing the house is there will not change/remove them.

1. For a quarter mile around the house, anyone approaching will get a sense of "dread". It can manifest in different ways, from the person thinking there will be danger to being sure the way is impassable.

2. The outpost and pond appear decrepit and crumbling. Again, there is a sense that the place is unsafe.

3. No one can pass through the doors or windows without a direct invitation from Sira. She has to say or write " may enter". The invitation can be rescinded and will force the unwanted person(s) out of the house.

http://i.imgur.com/n2g7UoG.jpg