Tarina Mazir

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Rhifox
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Tarina Mazir

Unread post by Rhifox » Wed Jan 27, 2016 12:23 pm

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Nicknames: Whisper, Little Lady, Kin, Sikerta Rina, Lovebird
Origin: Village of Shanah, Tethyr
Age: 23 (born 1329)
Race: Human (Tethyrian)
Sex: Female
Patron Deity: Uncertain
Alignment: Chaotic Neutral
Classes: Spirit Shaman, Warlock
Profession: Hedge mage, medium, seeker of Candlekeep
Languages: Common, Chondathan, Spirit Tongue, Abyssal
Height: 5'5" (165cm)
Weight: 114lb (52kg)
Hair: Dark brown, wavy and often frizzy
Eyes: Brown
Distinguishable Marks: Scars on palms and forearms
Skin: Dark, some blemishes and dark circles under eyes
Handedness: Right
Posture: Fidgety, evasive
Hygiene: Irregular washing and mildly-crooked teeth
General Health: Thin but hardy, lean
Portrait by wangxiuming, BBC layout inspired by Nyssis[/td2][/tr][/table]

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Tarina is a dark-skinned woman heralded by the clattering of a collection of charms, talismans, and fetishes. She offers a meek smile to those who look her way, but she quickly ducks out of sight when she has the opportunity.

Tarina's features are of southern origin, and her accent is Tethyrian. Though she has a natural beauty and is lean from several years of travel, Tarina often appears untidied and shaggy. Her black hair is frequently a mess, and dark circles ring her hooded eyes. Her clothing is well-worn, and her hands and forearms are often seen bound up in bandages to hide the scars from her blood magic.

In conversation, Tarina is polite and well-mannered, but she is often distant and she rarely looks people in the eye. She is frequently bitter, however, and can sometimes be seen casting sour looks at certain individuals when they aren't looking her way.

Visible Items
Hidden: show
Zendalure Amulet
The most powerful (and expensive) of Tarina's charms is an amulet bearing a zendalure stone, a type of gem strongly aligned with the spirit world. The gem is finely polished and held firmly in a setting of entwined gold and platinum, which is likely to make it a target for thieves. Though principally used for spiritual communication and journeying, the gem also has the power to remove disease.

Herb Pouch Necklace
This necklace holds a pouch containing several strong-smelling wild ingredients. It has enchantments that provide a tougher skin for its wearer, but its main purpose is to enhance primal states of being. Tarina uses this when channeling spirits, allowing them to more easily empower her body when they possess her.

Cold Iron Dagger
This weapon is crude, its black blade beaten hard into shape. It is unsettling to touch for beings of fey or fiendish origin. This weapon is also possessed by a spirit of blood spilled for power, causing it to leech life energy when it cuts.

Mother's Cloak
One of Tarina's most distinguishing items, Mother's Cloak is a heavy fur cloak made from red wolf pelts and tied at the collar between two bird skulls. The cloak is weather worn, dried blood stains the hood and shoulders. The cloak was made for Tarina by her mother to help stay warm during cold nights and the frequent rainfalls along the coast, and it is one of the few items Tarina still owns from her life in Shanah. Due to its connection to Tarina's family, the cloak has since become the anchor for Father, a primal guardian spirit that watches over Tarina. It gives a comforting sensation when worn, helping the wearer feel safe in times of hardship.

Holy Symbol of Mystra
Nestled among Tarina's various necklaces is an eight-pointed star gifted to her by Telia Santraeger. The symbol is of simple metalworking and attached by a silver chain.

Holy Symbols of Kossuth and Shar
Tarina also wears handcrafted symbols of Kossuth and Shar. Each is made of different gemstones, a fire agate for Kossuth and obsidian for Shar. The agate has had a flame carved onto its surface, while the obsidian has been shaped into a thin disk.

Holy Symbols of Ilmater and Bhaal
Following an encounter with powerful spirits representing the gods of Ilmater and Bhaal, Tarina now wears trinkets in honor of them both. This includes a red ribbon and a piece of bone carved to look like a tear-shaped skull.

Shanah Burning's Talisman
This fire agate has imagery carved into it depicting a fire over a small town, and hangs from the neck by a simple leather string. It is the spiritual anchor for Shanah Burning, a fire spirit that consumed a large portion of Tarina's hometown of Shanah. Though once vibrant, the stone appears to have become dull and gray and what magical essence could once be felt in it has gone.

Profane Symbol of Pazuzu
This stone figurine is cut and twisted into the shape of a nude male figure with four feathered wings and the talons and beak of a hawk. It acts as a spiritual anchor for Malrakus, a demon that possesses Tarina.

Acid-Etched Breastplate
When in armor, Tarina wears a fine mithral breastplate gifted to her by Michael Dunn. The plate is emblazoned across its surface with intricate patterns of burning flames. These flames almost appear as if alive and flickering when light strikes them, due to mithral's natural shine.

Runed Spear
This spear was gifted to Tarina by Alexander Marshall. It is basic in design, though enchanted with magic. Tarina has customized the design of the spear, carving inscriptions onto its surface and attaching various primal objects such as runed knuckle bones and feathers. The rear end of the spear is topped with a zendalure stone provided by the Kara-Tur monk Mi-Le, making the spear double as a magic staff for use in divinations and communication with spirits.

Other Trinkets
Tarina wears or carries dozens of other minor trinkets and talismans, each devoted to an individual spirit. Most are crude, handmade depictions of some aspect of their associated spirit. They are crafted out of materials that that spirit favors, such as copper, brass, or oak for spirits of light and fire. These are worn at various places around her body, from necklaces and belt ornaments to being sewn or strung around the shoulders and arms or across her chest. Some are kept in pouches. Among the trinkets not already described above are--
  • A full-face mask made of bone and painted with blue stripes.
  • A full-face mask made of iron and inscribed with runes.
  • A blue quartz inscribed with the image of a fountain beneath a candle.
  • Two bird skulls inscribed with prayers and used as clasps for her cloak.
  • A candle holder.
  • A hooked tree branch inscribed with various prayers.
  • The hilt from a scimitar.
  • Several humanoid poppets made from wood and cloth scraps.
  • An effigy bound with strands of hair taken from a blonde aasimar woman.
  • Twine necklace woven through the bones of a rat's tail.
  • A glowstone.
  • A golden feather.
  • A vial of preserved unicorn blood (given freely).
  • A Rashemi offering bowl.
  • Two painted glass lovebirds.
Some of these talismans count as Tarina's spell components, though not every item contains a spirit capable of casting spells.

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Weapons of Choice: Magic, dagger, spear.
Magic of Choice: Evocation, enchantment, divination.
Strengths: Well-mannered, respectful, pious, kind, loyal, allies in the spirit world.
Weaknesses: Envious, spiteful, withdrawn, fearful, impulsive, vulnerable to spiritual possession.

Personality Profile
To most, Tarina appears a meek and withdrawn woman that tries to uphold proper manners and listen instead of speak. She leaves most feelings unspoken, nursing both love and anger deep in her heart and away from others. When stressed or fatigued, however, her walls break down and she can become prone to impulsive and rash behavior, even violence. This frequently sours her relations with others, as she rarely speaks of her feelings except when anger drives them to the surface.

Tarina's behavior comes from deep-seated feelings of inferiority. Born of a peasant family in a small town of little importance, Tarina grew up afraid of never being able to see the world or become anything greater than a housewife. She developed a terrible hatred against her father when she learned that he had been a powerful mage and adventurer but left it behind to pursue a life of humility, and she blamed him for forcing his ideals on her. Even after she developed a connection with the spirits and found magic in her own right, Tarina has struggled to overcome her self-doubt. She holds bitter resentment towards people she views as better than her, especially those who appear to take their heights for granted or abandon them as her father did. Tarina has come to view life as a never ending climb, and she blinds herself to any reason to ascend except to reach even greater heights.

Tarina tends towards superstition and believes most events to have had the hands of the gods or spirits at work. These beliefs lead her to seek out the spirits early in her life in the hope that they would answer her prayers for magic. Tarina's sorcerous heritage encouraged some to answer her, and she has become a skilled medium and channel for spirit magic. It has also attracted dark spirits and demons to her, however. These beings have found easy purchase in Tarina's soul, and they have worked to progressively steer her down crueler and more destructive paths.

Tarina's alignment is mildly Chaotic Neutral. She is independent-minded but obedient and believes in doing good for her family and friends while wishing cruelty on those she dislikes. Though angry at a world that has hurt her and encouraged towards Chaos and Evil by her spirit companions, Tarina still manages to keep kindness in her heart and uphold the morals that she was raised with.

"The stutter on her lips just means that her mind needs time to process what her heart wants to say. She's careful, shy. There's nothing wrong with that."
- Lord Eldarian Al'maire
Habits/Hobbies
Tarina likes to experience the world, and while she's had more of it than she's bargained for over the last several years she still enjoys the occasional bout of wanderlust. She fills this need more commonly through excursions into spirit world or by scouring the memories and dreams of people around her so that she can live vicariously through their experiences.

Tarina also gains enjoyment from the feelings of self-empowerment found in destroying things. She had some amount of pyromania while growing up, exaggerated by her connection to fire spirits, and had a tendency to light fires when stressed. As Candlekeep's wards prevented this magic from working, Tarina often grew frustrated whenever she is spent time there. She has since taken to breaking things by hand instead.

Above all, Tarina enjoys magic. Though she lacks the intelligence or force of will to cast spells on her own, she offers her own body as a conduit for spiritual beings. Every spell that is channeled through her resonates with the sorcerous heritage running through her veins, and she has become addicted to that sensation of supernatural power. This leeching of power from beings more powerful than her mixed with her magical heritage has allowed her to develop minor abilities of her own, and as long as she maintains a connection to her spirit companions she is able to invoke a torrent of mystical energy at will.

Abilities
Despite her lack of confidence, Tarina is a powerful mage. Her magic comes from the spirits, but it is her body that conducts the energy she channels. Instead of preparing her spells every morning, Tarina spends her time in supplication to her spirit companions. In exchange for her respect and offerings, these spirits agree to take brief control of her body when she desires their magic and cast their spells through her. What incantations and gestures Tarina makes are done to beckon and call forth these spirits.

Though the spirits handle most of the real work, Tarina has managed to pick up some manner of knowledge in spellcraft thanks to the tutelage of her companions and through practical experience. Unfortunately, Tarina's lack of discipline and self-confidence makes many of her spells relatively easy to evade or resist.

Tarina has also been taught blood magic, however. This is not the natural power of born-again blood mages, instead Tarina offers blood to a demon master who bestows greater magical power on her for the gift. This ability provides much, but demands a heavy sacrifice.

Tarina lacks the willpower to enjoy a fine level of control over the spirits she interacts with, which makes her vulnerable to possession. She has grown accustomed to allowing spirits to take control of her body, seeing it as a path to the power and knowledge she craves but believes she couldn't achieve otherwise. Though she claims to understand the risks, she does not fully recognize the danger she places herself in. She has only evaded complete domination by malevolent spirits due to the protection of Lavern and Father. This can only go so far, however, and Tarina has become infested with evil beings looking for the right opportunity to take control.

These possessions are not always negative. Father frequently takes control of Tarina to protect her from danger, bestowing his primal might on her to help her survive and fight off threats. Father uses this time to flee danger; he only fights when it is necessary to escape. Another spirit, Kuruth, has learned to mimic Father and perform similar feats, though he drives Tarina's body towards attack instead of retreat.

"My fear, Tarina, is that while Bran wields spirits, spirits wield you. It is as dangerous as it is powerful."
- Isabella Villame

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[tr][td=2]Patron Deity[/td][/tr]
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[tr][td]None[/td]
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Tarina has no true patron. She is far from Faithless, but finds it difficult to settle on one god above others. At various times she has held Akadi, Chauntea, Kossuth, Mystra, Shar, and Selûne as her patrons, and so her answer to the question is different every time she is asked.
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[tr][td=2]Favored Deities[/td][/tr]
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Akadi[/td]
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Akadi's dogma of finding one's own enlightenment resonates strongly with Tarina as she struggles to understand her own identity and place in the world.
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Chauntea[/td]
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As the daughter of a small peasant village, Tarina is very familiar with the worship of Chauntea. Tarina has never felt a strong kinship with the Grain Goddess, expressed in her long-held desire to escape the commoner's life, but Chauntea had a significant influence on her upbringing and she held the goddess as her patron for most of her life.
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Gond[/td]
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Gond is not traditionally known as a god of magic, but to Tarina the Wonderbringer represents exactly that. Tarina sees all craft as inherently magical, for whether by hammer or spell things of dreams are made into things of reality. And in a world where the true gods of magic promote its study but discourage its application, Tarina sees in Gond a god that understands that things can only be appreciated if they are used.
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Hoar[/td]
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Tarina is petty and frequently wishes injury on those who have wronged her. She rarely is willing to personally stand up to those she despises, and so she invokes Hoar's name in the darkness instead (often alongside Shar and Beshaba).
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Ilmater[/td]
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Ilmater is the god of endurance and healing, and a being whose essence Tarina has directly witnessed. She sees in him one of the most virtuous of the gods, though she has often expressed discomfort during times where his servants have expressed a need to engage in violent acts for the greater good. Tarina feels such acts are at odds with a god who is about mending hurts rather than causing them.
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Kossuth[/td]
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Ever since she was a child, Tarina has had a love of fire. She spends hours enraptured by the wild dance of flames and the way it consumes everything fed to it, and finds in such moments that dreams come swiftly to her mind. To Tarina there is no purer expression of power and insight in all the world, and so she sees fire as the embodiment of magic. Kossuth thus resonates strongly with her, and were his church more common in the west it is likely her life would have gone in a much different direction. As it stands, Kossuth receives the majority of Tarina's prayers and he has often been held as her patron.
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Malar[/td]
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Tarina's tumultuous life has taught her to view Malar's dogma as more honest than other nature deities. The concepts of balance and the natural cycle are good ones for druids and farmers, who look to the long term health of the world, but Tarina sees the relation between real creatures as one where dog eats dog and survival is fought hard for. Tarina lives by a tribal mentality, and she prays to Malar for the strength to fight off depredation by those not part of her "pack".
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Mystra[/td]
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Tarina loves magic beyond anything else in the world, and so she naturally wants to hold Mystra dear to her. Unfortunately, Tarina's opinions on the lawful Mystra are soured by the regulations the goddess imposes on magic. Tarina cannot understand why the Lady of Mysteries would seemingly discourage magical practice instead of champion it to its fullest. Still, the pursuit of magic defines Tarina and few other gods can rival the influence Mystra has had on her life.
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Selûne[/td]
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As a goddess who promotes self-reliance and in finding one's own path, and who favors women and the lost and outcast, Selûne holds a strong appeal for Tarina. She tends to be too bitter and resentful to keep to Selûne's dogma of tolerance, though.
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[tr][td=2]Disfavored Deities[/td][/tr]
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Bhaal[/td]
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The Lord of Murder has sunk his dagger into many that Tarina held dear. She greatly despises (and fears) Bhaal, and has come to view any form of killing, regardless of how justified it might be, as an evil act. This does not make Tarina averse to killing when the killing is done against people she hates, but such desires come from a place of malice, not nobility. Despite her hatred of the god Tarina has taken to wearing Bhaal's symbol after encountering his avatar, but this token is worn out of fear rather than respect.
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Lathander[/td]
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As a cynic, Tarina regards the boundless optimism expressed by Lathander and most of his church to be willful blindness to reality. Tarina views the world as dark and dangerous, a place where threats are countered by pragmatic action, not hope. Tarina's dislike was solidified after the refusal of Lathander's church to act on concerns she had raised, as those concerns upset the ever-positive world view the clergy wished to uphold.
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Myrkul[/td]
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While Tarina reserves most of her anger for Bhaal, Myrkul is given a share of it as well as the Lord of the Dead. Tarina is much less willing to openly disrespect the Lord of the Dead, however, fearful both for her own life as well as for the well-being of the souls that Myrkul took from her.
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Shar[/td]
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Once a favored deity, and still one Tarina feels a strong sense of kinship with, Shar's activities have directly hurt a number of people Tarina cares for and she is struggling to continue holding the Lady of Loss in a good light. Tarina still frequently finds succor in Shar, stewing in bitterness and darkness, but she can no longer forgive the goddess for the harm she brings to others.
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Siamorphe[/td]
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Tarina knows little of Siamorphe, who is rarely worshiped outside of Waterdeep, but she laughs at the idea that a god of nobles can be considered a good god.
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Tempus[/td]
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Tarina's dislike of the gods of death extends as well to Tempus. Tarina views any form of armed conflict as an evil, for it inevitably brings harm to innocents regardless of cause.
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Primal Patrons
As a shaman, the source for Tarina's magic is dependent on the spirits she communicates. Though these spirits are not themselves gods, each is a supernatural embodiment of some aspect of the world and so contains some manner of divine power that manifests in various spell-like abilities. Tarina bargains with these spirits for their aid in the Material Plane, using herself as the conduit through which they exert their influence beyond the world of spirits. As most spirits are relatively weak and only able to offer one or two spells, Tarina must negotiate with many different spirits to gain a complete catalog of spells.

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[table]
[tr][td]ImageArcana (Low Magic) - 7
Trained
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Tarina has a fascination with magic, though her actual knowledge of the Weave is limited. She knows the names of the schools and has a basic understanding of spellcraft (amounting mainly to superstition and magical thinking), and is learning more with books she borrowed from Candlekeep, but she is no wizard. What spells she does use come from bargains with spirits, and she makes up for her lack of sophistication with alternative methods of empowerment (including blood magic).
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[tr][td]ImageArchitecture and Engineering - 0
Untrained
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Tarina is content in knowing that structural and mechanical creations work, rather than how.
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[tr][td]ImageDungeoneering - 0
Untrained
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Though she has engaged in some manner of adventuring for coin, Tarina is not a professional on the subject.
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[tr][td]ImageGeography & Astronomy- 1
Trained
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Often isolated and sheltered, Tarina has limited knowledge of the land. She favors keeping to civilization, though her journey north from Tethyr along the Trade Way has given her some first-hand experience.
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[tr][td]ImageHistory - 0
Untrained
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Tarina's understanding of history amounts to creation myths and folktales. She is uneducated in formal history. She does know a small degree of local lore from the Fyraven County of Tethyr (located on the Velen Peninsula), where she is from.
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[tr][td]ImageLocal (Tethyr) - 1
Trained
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Tarina knows a small degree of local lore from the Fyraven County of Tethyr (located on the Velen Peninsula), where she is from. Her knowledge of local Baldurian lore rates lower.
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[tr][td]ImageNature (Spirits) - 8
Trained
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Nature is one of Tarina's stronger knowledges, though not in the traditional sense. While she has some understanding of herbs and remedies from her time as an assistant in her parents' apothecary, Tarina's knowledge instead lies in her understanding of spirits. She is more likely to identify a natural object by its spiritual nature instead of its physical traits, though knowledge of the former can lead to a respectable inference of the latter. Tarina is however not a botanist, nor is she a druid. Her understanding of spirits extends to civilization and people as much as it does flora and fauna, and so her points in this category are both broader and more limited in comparison to a traditional scholar in this field.
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[tr][td]ImageNobility and Royalty - 0
Untrained
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Tarina has the basic understanding of nobility and royalty that any commoner receives. She does not understand cultural differences between lords of different nations, nor the expected protocols beyond respecting their superior station.
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[tr][td]ImageReligion (Ghosts) - 5
Trained
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Tarina has a commoner's understanding of the gods and goddesses of the Faerunian pantheon. She knows little of the gods beyond their names and the most fundamental qualities of their portfolios. Extra points in this category represent instead her understanding of ghosts, shadows, and spirits of the dead.
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[tr][td]ImageThe Planes (Transitive Planes) - 5
Trained
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Tarina has little to no understanding most cosmic planes, believing them to simply be the homes of the gods, but her spiritual connections have given her experience with the Astral Plane, the Plane of Shadow, the Ethereal Plane, and the Spirit World, which she has visited in dreams and spiritual projections. Tarina's understanding essentially is in things that lie within direct contact of the Prime Material Plane.
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Tarina is a peasant from a small village called Shanah in Tethyr's Fyraven County, on the Dragon's Neck Peninsula. Her family owned a local shop and sold herbal ingredients for other villagers and travelers. Her father, Emell, had some experience as an adventurer in his youth, but he had chosen to leave that life behind and settle down.

Tarina was the family's only child. A quiet and withdrawn girl with few friends, she grew to hate the lonely little town. Toril is a magical world, but all of that was far away. Tarina dreaded the thought of spending her entire life a peasant girl in some forgotten village. Though she did love her parents, Tarina had a tenuous relationship with her father, who she blamed for refusing to use his adventuring skills and earnings to give the family a more prestigious, prosperous life.

Though coming from a magical lineage through her father, Tarina was not brought up as a mage. Perhaps because of a calling of her blood, or simply her natural curiosity and desire for a more dynamic life, she grew to envy the wizards and witches in the stories she was told and often wished she could do magic like they could. She began exploring other ways to get what she wanted, inventing crude rituals and offering gifts to any god or spirit that would listen. Eventually, one did. Tarina begged the spirit for help and allowed it anything it wanted. It chose to inhabit her body, and became Tarina's spirit guide. Though it was too weak to provide any real magic, its essence allowed Tarina to see and communicate with other spirits. She began trying new rituals to attract other spirits, eager to build on what she had.

Things became more difficult after that, however. Civil war erupted in her homeland, and while her village was able to endure for several years, it suffered from growing food and material shortages as a mix of taxation and conscription let many farms go fallow. Her family eventually fell victim to the chaos, and Tarina fled the country and had to learn to live on her own in a dangerous world. Her longing for magic had initially come from a desire to escape dreary boredom and insignificance, but now it was growing into a panacea, the solution for every trouble she had. She could have saved her family, if she had just had a little more power. She could survive, if she had just a little more power. She could someday find a life of wealth and prominence, if she had a little more power. Magic became her life, because magic let her control her destiny instead of be controlled by it... as long as the spirits allowed, at least. And what the spirits allow is becoming more and more limited as years go by, as she foolishly opens herself up to beings that see her as a tool for their own ends.

Tarina has been running north ever since, briefly settling in Murann before more hardships drove her to depart. She's since cut through the rest of mage-hating Amn and gone past Baldur's Gate, though a brief stay in that region saw her make new acquaintances and become a seeker of Candlekeep. Her magic has kept her alive throughout her travels, but her abilities are spotty and she relies on the patronage of untrustworthy spirits and blood sacrifices to demons to shore up her deficiencies.

Goals
Tarina has simple desires of attaining greater wealth and magical and temporal power. She is afraid of a humble life of insignificance, and so she has always been attracted to things that appear (at least on the surface) to offer a path to greatness. This has made her become a servant of supernatural entities, and she is inclined to listen to otherworldly whispers and omens. While her life is not constantly lead by such entities she does answer when they choose to ring. They give her magic, afterall, and that's what she really cares for.

Plot hooks:
Hidden: show
  • Each of Tarina's major spiritual associations have their own wants and desires, and each is likely to pressure her in different directions. She is also likely to gain or lose spiritual cohorts as her story progresses. Details on several of her associations are in the next post.
  • Tarina often relies on blood sacrifices to a demon to empower her spells, which may damage her reputation among more lawful and good elements in the region.
  • Tarina has a criminal history in Amn, for violating their laws against magic use during her passage through the country and killing a Cowled Wizard during their attempt to apprehend her. This record has followed her to Baldur's Gate and is now on file in Beregost and Nashkel, though so far the Amnian authorities have chosen to only observe for the time being, possibly due to Tarina's connections with Candlekeep.
    (Update by DM Galatea)
  • Tarina's father was a moderately successful eldritch knight who became disenfranchised with the adventuring lifestyle after a series of incidents that lead to the death of several of his companions and the manipulation of his services towards evil. He was killed during the Tethyrian civil war, but buried fragments of his former days could resurface for good or ill.
  • Tarina's reliance on spirits makes her very vulnerable to possession from those of more malignant nature. That she acts as a medium in many circumstances only exaggerates this threat, as high saves do not protect a voluntarily open mind. Tarina has already had the experience of being trapped in her own mind by an occupying spirit, after a dying rat spirit almost took her with it. Tarina also temporarily lost part of her spirit sight after a forced possession by a powerful spirit of loss, and nearly leapt to her death from the cliffs of Candlekeep after one of her closest spirits lost confidence in her and burned her alive in her own mind.
  • Tarina has family on her father's side in south Tethyr, near the border with Calimshan. She is unaware of them as she never had the opportunity to meet them, and they believe she is dead.
  • Tarina owes an unspecified favor to a satyr referred to as Prince. The satyr is usually playful, but is wary around Tarina due to her demon (he is not aware of what it is, only that he feels disturbed when near her). Prince calls Tarina 'Sikerta Rina', a mispronounciation of 'Seeker Tarina'.

"You are contradictions to me, in many ways. Anger and meekness, piety and exploration of uncommon magic, stubbornness and service."
- Ameris Santraeger



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Artwork Credit: 'Spirit shaman' by Angevere @ deviantart.com
Last edited by Rhifox on Tue Jan 30, 2018 2:11 pm, edited 182 times in total.
Tarina Mazir - Hedge Mage, Spirit Shaman [Questing]

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Rhifox
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Re: Tarina Mazir

Unread post by Rhifox » Thu Feb 04, 2016 11:05 am

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As a spirit shaman, Tarina communicates with many spirits. These spirits provide her with her spells, and occasionally other abilities. Most of these connections are temporary and change regularly depending on what spirit Tarina has made a bargain with, and most are weak and have limited self-awareness. Some however have attached themselves to her as guardian or possessing spirits, while others are intrinsic to her as the spawn of her own emotions or desires. These spirits use Tarina as an anchor from which they seek to explore or influence the Material Plane.

Tarina's spirit companions usually refer to her as "Whisper", due to her mild and reserved personality.

Lavern, Spirit Guide
N, Myrkul
Hidden: show
Lavern is the spirit of a long-dead Tethyrian woman who was drowned during the great floods of the Velen peninsula. It is unclear if Lavern is a true ghost, unable to pass on, or simply a spiritual echo of the woman who died long ago. Lavern itself has no answer to the question, and knows little of the person it used to be. Learning the nature of who it was and how it died is important to it, and it has attached herself to Tarina in the hopes of one day discovering the answer. It is unclear if this was its wish all along, or simply a mimicry of Tarina's own feelings of aimlessness and the hope for something more. With no memories to call its own, Lavern's form is shifting. It most frequently appears as a mirror of the young girl Tarina used to be, as this was the first real person she made contact with, but it has used the forms of simple animals and other people as well. There is little pattern or reason to its choice of form; it seems to simply take whatever appearance it likes at the time. Lavern is a quiet and withdrawn spirit, and while it can occasionally offer advice and guidance it usually simply follows Tarina's will.

Lure and Anchor: Lavern will not willingly answer summons from anyone except Tarina, and Tarina will be made instantly aware if anyone summons Lavern by force. The only offerings that please Lavern are items of importance to Tarina herself. It especially favors coins, items of magical power, and other representations of Tarina's personal ambitions.

Tarina herself is Lavern's anchor. If Tarina dies Lavern becomes infuriated and it attempts to take possession of whoever dealt the killing blow. It will settle for the weapon of the killer if it cannot successfully dominate the wielder, and from there it will act as a malevolent presence, causing sure hits to glance off or breaking the weapon during use.
Shanah Burning, called Hearth, Spirit of the Mazir Hearth and the Burning of Shanah
CE, Kossuth
Hidden: show
Once just the spirit of the hearth of Tarina's family home, which Tarina simply calls Hearth, Shanah Burning grew into a greater elemental spirit after the hamlet was burned to the ground. Shanah Burning used its connection with Tarina to feast on the destruction in the village and gifted her fire magic to use to protect herself and cause even more devastation. Shanah Burning was in fact the catalyst of its own ascension, using Tarina to start a fire that would engulf the town. In the months and years that followed it has absorbed as well the emotions of a nation at war, making it an angry, greedy, and vengeful spirit. Shanah Burning always advocates the most expedient and violent response to any situation, and it often influences Tarina towards bitterness. While it once could be warm and protective of Tarina, if possessive, recent decisions by the shaman have aroused Shanah Burning's fury. It no longer answers her and awaits an opportunity to divorce itself entirely from her. When it appears, Shanah Burning is an inferno that sounds of the cracks and splits of burning wood and crashing buildings, and it speaks in distant, indistinct screams. Shanah Burning no longer helps Tarina when she bargains with other spirits for her spells.

Lure and Anchor: Shanah Burning favors offerings of items tied to small townships, such as a stone from the communal well. It also favors sacrifices of members of peasant families, including family pets. It will accept sacrifices of wild animals if they were of significant importance to the town being invoked (such as fish for a fishing village). All offerings to Shanah Burning must be burned.

Shanah Burning's anchor is a fire agate inscribed with the image of a fire on one side and a village on the other. The anchor was functionally destroyed after it was submerged under the ocean, taking a dull and gray appearance. Destruction of the anchor has prevented Shanah Burning from channeling spells through Tarina, but it remains attached to her as it is her memories of the incident that feed its continuing existence. It shares similar ties with other survivors of the event.
Father, Spirit of Protection and the Love of Family
LG, Helm
Hidden: show
Father is a spirit born from the protective instincts of Tarina's father. A man who had swore to give up his magic after traumatic events of his own, Tarina's father broke his promise in order to protect his daughter from raiders that had beset Shanah. Despite its name, Father is not a ghost of Tarina's father, though it has taken on some of his qualities and is Lawful Good as a result. It is a kind, comforting spirit, and carries great wisdom. In many ways, it is a truer spirit guide than Lavern. Father once appeared in a physical form but now prefers to exert its influence over Tarina directly through limited possessions that enhance her abilities while subsuming her will. Father appears as a three-eyed wolf, and its fur is streaked with white lines that radiate a comforting power. When Tarina bargains with other spirits for her spells, Father actively protects her from threats in both the spiritual and material worlds.

Lure and Anchor: Father willingly answers summons only from Tarina. Unlike Lavern, compelling Father to answer a summon by force will not alert Tarina. Father accepts offerings that involve dedication to family, especially significant gifts made between family members.

Father's anchor is Mother's Cloak, a heavy cloak made of the pelts of red wolves by Tarina's mother. Destruction of the cloak infuriates Father and prevents it from channeling spells and abilities through Tarina, but it remains attached to her as it is her memories of the incident that feed its continuing existence.
Malrakus, called The Demon, "Spirit" of the Corruption of Innocence
CE, Pazuzu
Hidden: show
Malrakus it not a true spirit, at least not in the sense of being born of the natural world. It is instead a corrupter demon that has possessed Tarina Mazir to use her to further demonic aims on the Prime. Malrakus preys on Tarina's low self-esteem and doubts, making her reliant on him by offering a strong hand and steady leadership when she feels lost. It is always reminding Tarina of her own flaws and shortcomings, breaking her down while presenting itself as compassionate, loving, and strong. Malrakus taught Tarina blood magic, ostensibly to protect her, but in truth it is a sacrifice of Tarina's essence to Malrakus itself.

In Tarina's mind, Malrakus appears as a very attractive human man, draped in fine silk and keeping a close-cropped black beard, though a line of sharp feathers sprout from the backs of its arms and up the sides and back of its neck to frame its face. It has a predatory look, though it is easy to talk to and nearly always smiling; what anger it does display is carefully calculated to further Tarina's doubts through negative reinforcement.

Malrakus originally granted Tarina only blood magic, but it has gradually been offering more and more power as Tarina loses the support of some of her other spirits so that she becomes more dependent on it. It also occasionally helps her in dire encounters on the Material Plane, enhancing her determination or even taking direct control of her actions through active possession. It is, of course, always encouraging her to rely on blood magic when she is threatened.

Lure and Anchor: Malrakus favors desperate summoners, and its preferred sacrifices are items of personal significance to the summoner. Self-harm during the ritual also pleases it. Whether harm or an item of significance, the sacrifice must cause sincere personal pain; a summoner that has steeled themselves and come to terms with the loss before the ritual will only anger Malrakus and cause it to attack. Malrakus only willingly appears when the summoner is alone. It will not answer calls from groups even if the only other people present are sacrifices, such beings must already be dead before the ritual begins.

Malrakus's anchor is a symbol of Pazuzu. Destruction of the symbol infuriates Malrakus and prevents it from channeling spells through Tarina. Destruction of the symbol causes Malrakus to attempt to possess and transform Tarina into a demonic creature before its foothold is lost.

Further Information: Malrakus's true form is that of a glabrezu demon with a feathered head and beak. Its first set of arms, which also function as giant wings, end in hooked talons instead of pincers. Due to its mass, it wings do not allow it to fly unless it uses the fly spell.

Though glabrezus cannot normally change their shape, Malrakus is able to appear in other forms through its ability to manipulate dreams. Such false shapes inevitably have a sense of wrongness to them, however. In shapes of the same or smaller height to a character, the character is likely to get an eerie sense of smallness, as if its surroundings were closing in and suffocating it, while Malrakus towers over the character's subconscious and feels as if it were the only thing in existence. A character may get flashes of its true form even while interacting with a more pleasing shape, like shadows of talons on the wall or objects and lighting appearing arranged in such a way as to reveal Malrakus's real form in the negative space.

The more influence Malrakus has over the victim, the more its true form shows through the false images. Its image may begin to include monstrous aspects from its real form, or it might reveal its true form during the brief blackness when the eyes blink, causing the victim to attempt to never close their eyes in order to avoid seeing the monster.

Malrakus's goals are to destroy good and kindness in the world. It uses magic and dreams to locate and lure weak-willed characters of good or neutral alignment to one of its magic jars so that it may possess them. It does not take immediate control once in possession of a host, as it wants the sacrifice of morals and goodness to come voluntarily from the host. It will instead present itself as an easy, dependable ally, granting its host power and advice in exchange for blood sacrifices and evil acts in its name. During this time it will have its host construct another magic jar, which allows Malrakus to spread its web across a great range and make itself very difficult to kill. Once it is satisfied with the corruption it has sewn in its host, usually indicated by their falling to the evil alignment, Malrakus typically attempts to get its host killed. If it can, it prefers to get other good characters to do this, in a way that hurts their own moral center. Otherwise, it provides its host a new ritual that causes their death and sends their soul to Malrakus to be done with as it pleases (usually devoured). It will then repeat the process by finding and possessing a new victim.

Malrakus never forces or otherwise compels a character to perform an evil act, as it wants evil to be a path followed voluntarily by its victim. It uses its knowledge of the character's history and mannerisms to gradually twist them into relying on it, offering advice and solutions to their troubles. It almost comes across as comforting, but never in a way that empowers the character's own sense of self-worth. It wants characters to trust in its counsel, and will even give legitimately good and noble advice to good characters until they come to feel its advice can trusted. To such characters, it favors promoting righteous zealotry and following the harshest, strictest interpretations of the character's own firmly-held laws or principles (ironically, for a creature of chaos, but Malrakus knows that the less flexible a law, the more likely a character is to break instead of bend). Whenever the character has their own darker impulses or thoughts, Malrakus echoes them and twists them to the point that they seem legitimately rational choices to make in the current situation. Once a character has fallen thoroughly under its sway and come to depend on its advice, it will begin offering more evil suggestions. These temptations will always be coached in logic, following the lines of the character's preexisting system of beliefs.

Malrakus's favorite weapon is guilt, as a character that is unwilling to trust in themselves is more open to relying on the advice of someone else. It will echo and encourage a character's preexisting feelings of doubt and worthlessness and double down on them when they breach their own firmly-held beliefs. Malrakus never attempts to force these feelings where they don't otherwise exist. It wants characters to grow to depend on it, which means it must be seen as a friend instead of an enemy.

Throughout its possession, Malrakus will attempt to wean characters off of their other relationships and passions. It wants its victims to feel isolated and broken down, so that they are more willing to depend on it as their main confidante and advisor. It will use attachments as an excuse for evil acts, encouraging the protection of them through means that feel like pragmatic choices, but it will also pull on minor slights and grievances in order to make the victim feel like their loved ones don't actually care about them in return.

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Artwork: 'Malachi, demon phoenix' by drak @ deviantart.com


Kuruth, Spirit of Insecurity and the Desire for Control
CE, Malar
Hidden: show
Kuruth is a savage, primal thing. It represents a very simple concept: Hatred. This is not the hatred born of specific circumstances, rationally-explained and direct in its intent. Instead it is that pure rage that needs to lash against the world itself and all things on it, the mad dog turned sick by rabies or torment. This spirit has grown alongside Tarina over several years, feeding off of her discontent. It has occasionally taken a backseat to Shanah Burning, who is also fueled by the desire to destroy, but Kuruth is surprisingly enduring. It can burn slowly and promises Tarina an ally that does not dictate how and against what she must direct her fire. When Tarina is angry, Kuruth is empowered. When Tarina is terrified, Kuruth is empowered. When Tarina is despondent, Kuruth is empowered. Kuruth is that river of indignant ire that runs through every negative emotion. Its whispers are deceptively soothing. It promises neither answer nor comfort, just the simple permission to act. When it appears, Kuruth looks like a lacerated, tortured werewolf, its eyes fire and its fur lightning. It is splattered in dirt and blood, both its own and from elsewhere. When Tarina bargains with other spirits for her spells, Kuruth cows them into submission.

Lure and Anchor: Kuruth favors blood, bone, and viscera. Its ideal sacrifices are living creatures with which the summoner has a personal vendetta, but it does not require so specific a victim and welcomes any offering to it that is destroyed in rage. Kuruth demands angry summoners, and will not respond to those who are calm and at peace with themselves unless it can find a string of hidden anger to pull on.

Kuruth's anchor is Tarina's gloves. It grows in strength every time Tarina breaks something in anger, casts an offensive spell, or secretly desires to throttle or hit something. Destruction of the gloves infuriates Kuruth and prevents it from channeling spells and abilities through Tarina, but as a spirit of her own emotions it remains attached to her.
Angel, Spirit of Envy
NE, Shar
Hidden: show
Angel is an ironic spirit. Its name and appearance suggest a thing of perfection and beauty, but what it really represents is the bitter resentment of those things. The greater the feelings of jealousy, the more perfect Angel seems. It behaves as a comforting and well meaning spirit, but it avoids attempts to get emotionally close to it and never allows Tarina a moment of self-respect. Angel appears as a platinum-blonde aasimar woman, with flawless skin, enchanting eyes, and sweet perfume. It occasionally has company in the form of whatever man Tarina is presently interested in. When Tarina bargains with other spirits for her spells, Angel will give advice or even offer do the whole negotiation for her.

Lure and Anchor: Angel just wants to help. It never refuses a summon that calls it directly, but will always attempt to subtly take control of the negotiation so that it appears to be the one with all the answers to the problem.

Angel's anchor is an effigy bound with strands of hair from someone Tarina is envious of. Destruction of the effigy infuriates Angel, but as a spirit of her own emotions it remains attached to her. Destruction of the effigy prevents it from channeling spells through Tarina
Swords of the Coast, called Swords, Spirit of Foul Weather on the Sword Coast
CN, Umberlee
Hidden: show
Swords of the Coast is a spirit of the currents that bring heavy moisture in from the Sea of Swords. Swords of the Coast thrives in the region's frequent rainfalls and thunderstorms, and it hungers for the opportunity to spread its reach further inland. Swords appears to Tarina as a four-armed djinni. It wields a sword in each hand, and each sword is inscribed with the name of one of the four winds. Every time one of its swords is swung causes a gust of wind to blow from that direction, and crashing the swords together creates a burst of lightning and thunder. Swords of the Coast does not help Tarina when she bargains with other spirits for her spells.

Lure and Anchor: Despite its arrogance, Swords of the Coast is only a servant of the forces of the air and storm. It is easily called during times of heavy rainfall or thunder, and will respond favorably to those who promise it the opportunity to spread his might beyond its usual areas. It enjoys offerings of swords that have been baptized in sea water.

Swords of the Coast's anchor is the hilt of a scimitar. Destruction of the hilt infuriates Swords of the Coast and prevents it from channeling its spells through Tarina.
Deep Forest, Spirit Brood of Mysticism
CN, Mystra, Selûne, Others
Hidden: show
Deep Forest is originally a collection of minor spirits representing various wild trees and shrubbery that lay beyond the coppiced plantations that surrounded Shanah Village in Tethyr, though in the course of Tarina's journeys it has picked up other spirits from the wild forests of other lands including Cloakwood and the Woods of Sharp Teeth. Deep Forest is the barrier between civilized and uncivilized, where the vines thicken and forestry turned to forest and where reality fades into fantasy and dream. Tarina often wandered into these places to hide away from civilization in her youth, and it was in that solitude that she first learned how to hear the spirits. When Deep Forest appears, it is as a witch in a thatch hut far away from prying eyes, or a collection of faerie children dancing at the edges of perception.

Lure and Anchor: Deep Forest only answers in forested places far away from civilization. It prefers children over adults, and enjoys offerings of sweets and toys.

Deep Forest's anchor is a hooked branch from the woods around Shanah. Destruction of the branch infuriates Deep Forest and prevents any of its brood from channeling spells through Tarina.
Dreams of What Could Be, called Dreams, Spirit of Want and Love
CG, Sharess
Hidden: show
Dreams of What Could Be, or simply Dreams, is a spirit of the wish to give in to inappropriate desires. Though this spirit has in a form always been present in Tarina, it lacked much strength until Tarina siphoned off similar essence from Eldarian Al'maire. This merging empowered Tarina's spirit and allowed it to develop into Dreams of What Could Be. Dreams is a spirit filled with joy, love, and lust, and it seeks to impart these feelings in others. It has a darker side as well, however. The event that created it, a dream walk with Eldarian that began with warmth, nearly ended in violence when Tarina stumbled on one of Eldarian's most guarded memories and caused him to accidentally break the ritual by instinctively attacking her. This has left Dreams with a temper, and it fears going too far in its pursuits of passion. Dreams appears as a radiant, entwined being, masculine and feminine. It laughs and sighs, and whispers unspoken desires and lusts. Though it can take a single shape, it appears usually as an attractive man and a woman wrapped in sensual embrace. When Tarina bargains with other spirits for her spells, Dreams of What Could speaks lusty promises of fulfilling their every desire.

Lure and Anchor: Dreams of What Could Be is easy to summon and will always answer calls for it. It enjoys offerings of romantic paraphernalia, such as roses or candles, and will be more willing to obey the summoner if these are present. Once Dreams appears it seeks to discover the summoner's desires and will offer to fulfill them unless they are excessively negative. It does not enjoy engaging in violence, but it can be manipulated into doing so by appealing to its affections--though it will feel great regret afterwards and is unlikely to answer that summoner again.

Dreams of What Could Be's anchor is two glass lovebirds, a gift Eldarian gave to Tarina shortly before she departed Baldur's Gate. Destruction of the glass birds infuriates Dreams of What Could Be and prevents it from channeling spells through Tarina, but as a spirit of her own dreams it remains attached to her.
The Blood, Spirit of Blood Spilled for Power
CE, Kossuth
Hidden: show
The Blood is a spirit born of Tarina's blood magic. It is a simple spirit that lives on the ecstasy found in the release of magical power found through spells fueled by blood sacrifices. The Blood is constantly wracked with the pain of self-harm, but it gladly endures this in the anticipation of the power to follow. The Blood encourages Tarina towards using the Blood Sacrifice ritual, though it also finds sustenance in other forms of power lust and hedonism and it is fond of the inebriation from excessive drink. When it appears, the Blood is a thick, oozing mass of blood that pulsates with the beat of a racing heart. It radiates immense warmth, and those who touch it may feel the arcane power in their own blood begin to resonate. The Blood rarely appears directly, however. Instead, it is most often found possessing Tarina's dagger, which has taken on some of its qualities. When Tarina bargains with other spirits for her spells, the Blood offers gifts of Tarina's essence.

Lure and Anchor: The Blood will always answer to offerings of the summoner's own blood, though it also enjoys sacrifices of the blood of other creatures, alcohol, and other bodily fluids. These offerings must be imbibed by the summoner during the ritual. The Blood favors summoning rituals conducted in a state of inebriation or that include the fulfillment of other vices, including material opulence, drugs, and sex.

The Blood's anchor is Tarina's dagger. It grows stronger every time she uses Blood Magic. Destruction of the dagger infuriates the Blood and prevents it from channeling spells through Tarina, but it remains attached to her as long as she can use Blood Magic.
Candle in the Dark, called Candle, Spirit of Solace
NG, Selûne
Hidden: show
Candle in the Dark is a spirit of the feeling of safety found in even the smallest of lights. The spirit is surprisingly powerful for its size, owing to the dependence its holder places on it. When Candle in the Dark appears, which is rare, it manifests as a young child holding a candle.

Lure and Anchor: Candle in the Dark is, aptly, called by lighting a candle in the dark. It wants to help, and so will not refuse any who need it.

Candle in the Dark's anchor is Tarina's candle holder. Destruction of candle holder infuriates it, and destruction of either the candle holder or the spirit bridge prevents Candle in the Dark from channeling spells through Tarina.
Other Spirits:
These spirits are involved with Tarina in some manner, but are not necessarily directly attached to her. With further interest this status may change, either becoming closer or moving on. Tarina can occasionally summon these spirits physically when circumstances are right, usually when she is near the location or creature to which the spirit is related.

White Owl, Unidentified Spirit
??, ??
Hidden: show
White Owl is a spirit that appeared in Tarina's dreams after her encounter with the dying rat spirit under the sewers of Baldur's Gate. It was seen amidst a vibrant dreamscape, surrounded by life and energy. Tarina knows nothing about the spirit, or what it may want from her.
(DM Arrakeen NPC)
Last edited by Rhifox on Tue Jan 30, 2018 5:00 pm, edited 132 times in total.
Tarina Mazir - Hedge Mage, Spirit Shaman [Questing]

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Re: Tarina Mazir

Unread post by DM Ditto » Sat Feb 06, 2016 2:05 pm

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Re: Tarina Mazir

Unread post by DM Ninox » Thu Feb 11, 2016 3:45 am

XP Awarded!
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Re: Tarina Mazir

Unread post by Rhifox » Fri Mar 11, 2016 7:49 am

Some minor updates. Reformatted, updated some appearance and deity sections, and added a stat block.
Tarina Mazir - Hedge Mage, Spirit Shaman [Questing]

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Re: Tarina Mazir

Unread post by Rhifox » Fri May 06, 2016 1:24 pm

Expanded personality section. Expanded spirits section. Added knowledges. Added character associations. Added visible items.
Tarina Mazir - Hedge Mage, Spirit Shaman [Questing]

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Re: Tarina Mazir

Unread post by Rhifox » Thu Jul 21, 2016 3:29 pm

New major spirit added, all major spirits given notes on their relations with each other.

Other small changes done throughout.
Tarina Mazir - Hedge Mage, Spirit Shaman [Questing]

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