Tarina

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Rhifox
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Tarina

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Nicknames: Whisper, Little Lady, Kin, Sikerta Rina, Lovebird, Rina
Origin: Shanah Village, Tethyr (Dragon's Neck Peninsula)
Age: 27 (born 1329)
Race: Human (Tethyrian)
Sex: Female
Patron Deity: Selûne (primary), Malar (secondary)
Former Patrons: Chauntea, Kossuth, Shar
Alignment: Chaotic Evil
Classes: Spirit Shaman, Enchantress, Thaumaturge (formerly Warlock)
Profession: Mystic theurge, Reader of Candlekeep, spirit mage, witch
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, arms, back, and across her left temple, blackened left arm
Skin: Dark, some blemishes and dark circles under eyes
Handedness: Right
Posture: Fidgety, evasive
General Health: Thin but hardy, lean
BBC layout inspired by Nyssis. Portrait by LazyTrain.

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Tarina is a dark-skinned woman heralded by the clattering of a collection of charms, talismans, fetishes, and bones. 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 was once low-class, oversized, and well-worn, but as her financial situation has improved she has recently purchased newer, finer attire.

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.

Occasionally, a snake can be seen wrapped around her shoulders.

Scars
  • Two percussive cuts on her temple, from quarterstaff strike and pommel strike
  • Laceration on right outer bicep, from sword cut
  • Curved, jagged laceration on right side of abdomen, from scraping arrowhead tip
  • Laceration on top left thigh, from deflected greatsword
  • Lacerations at random locations on outer limbs, from glass
  • Vertical lacerations on left inner forearm, self-induced for blood magic
  • Horizontal lacerations on left and right palms, self-induced for blood magic
  • Blackened and leathery left forearm, from untreated viper bite as part of a divine ritual
  • Lacerations on her back, from flogging
Due to years of cutting and exaggerated by an untreated viper bite, all in the pursuit of blood magic, Tarina has a very weak grip in her left hand. She is unable to perform actions that require a high level of finesse with that hand.

"Poisoned, possessed, and self-mutilated. You really are not treating your body very kindly."
- Khali Avadurhzaz

Notable Possessions
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. This amulet was gifted to Tarina by the Kara-Tur monk, Mi-Le.

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.

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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 weathered and worn, and 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 became the anchor for Father, a primal guardian spirit that watched over Tarina. With Father's "death," the cloak has seemed to lose some of its luster. The color is fading, and it is beginning to fray and come apart at the seams.

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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.

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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.

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Holy Symbol of Selûne
Tarina also wears a symbol honoring Selûne, who she currently holds as her patron. The symbol is made from a silver coin sanded down into a smooth white disk, representing the moon.

Holy Symbol of Malar
Tarina includes a symbol of Malar among her possessions. It is a necklace made from a wolf's fang.

Holy Symbol of Set
This necklace is made up of greenstones and hematites.

Shanah Burned'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. It is bright and vibrant beneath its charred and cracked surface, and live fire seems to dance within.

Profane Symbol of Pazuzu (Broken)
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 acted as a spiritual anchor for Malrakus, a demon that possessed Tarina. The figurine has since been broken in two, and no longer radiates any abyssal energies.

Mithral Plate Armor
When in armor, Tarina wears a suit of steel plate armor made up of a helmet, breastplate, tassets, gorget, spaulders, gauntlets, and greaves. The armor is worn over a mail hauberk and a thin layer of quilted padding which helps to soften blows.

This armor was was commissioned for Tarina by the aasimar paladin of Lathander, Lord Eldarian Al'maire, and is fitted to Tarina's physique.

The mail hauberk beneath the armor is made from mithral and was gifted to Tarina by Michael Dunn. The mirror plate woven into the front of the armor 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.

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Staff 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. When turned the other way, the spear functions as a magic staff.

Resolution
This beautifully crafted weapon features excellent balance and workmanship that would make a dwarf envious. It once belonged and was bonded to the spellsword Emell Mazir. If the blade was not crafted for him personally, it was certainly made for someone of his eldritch knight skill set as it improves the wielder's martial and spell prowess alike. Resolution was thought lost when Emell disappeared after ordering his family to flee Shanah after an incident with the local lord's soldiers, but it was recovered by Tarina during her travels in Tethyr.

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House Thrynnar Bow
During the two years Tarina lived at Thrynnar's Hold in Tethyr, she was trained in martial combat by Sir Jonas Rokranon. Included in this training was archery, which Tarina has taken a liking to as a hobby as much as a form of ranged self-defense. When she left the Hold to return to Baldur's Gate, she took one of the bows from House Thrynnar's armory with her.

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Tarina's Spellbook
This simple tome is wrapped in a tattered leather jacket and smeared with mildew. The yellowed pages, shriveled and curling up at their corners, are written in indecipherable rambles, like thoughts pulled straight from the mind and splashed unchanged onto the paper. There is no order to the book's contents, it moves from names and drawings of spirits and demons to spells and back again, all the while interspersed with fragmented musings on magic, philosophy, and the world and its people.

Reinforced Gambeson and Spellchain Armor
With her picking up study in arcane magic, Tarina has run into the issue of having her spells blocked by armor. She has therefore picked up several armors more suited to an arcane spellcaster. These include a new gambeson, its vital areas reinforced with hardened leather plates, as well as a suit of spellchain, made of a special Underdark metal that makes it more conducive to casting spells in. Of course, when heavy fighting is expected, she still maintains her halfplate armor, willingly sacrificing her arcane magic for the additional safety it offers.

Other Trinkets
Tarina wears or carries dozens of other minor accessories, trinkets, totems, charms, and talismans, many 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, gifted to Tarina by the shaman Bran.
  • 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 candleholder.
  • A hooked tree branch inscribed with various prayers.
  • The hilt from a scimitar.
  • A candleholder.
  • Several humanoid poppets made from wood and cloth scraps.
  • An effigy bound with strands of hair taken from a blonde aasimar woman.
  • A twine necklace woven through the bones of a rat's tail.
  • A glowstone, gifted to Tarina by the shaman Bran.
  • A golden feather, gifted to Tarina by Adelaide van der Sair.
  • A vial of preserved unicorn blood (given freely), gifted to Tarina by the shaman Bran.
  • A Rashemi offering bowl, gifted to Tarina by the shaman Bran.
  • A painted glass lovebird, gifted to Tarina by Lord Eldarian Al'maire.
  • A knitted piglet, gifted to Tarina by Edelgarde Spades.
  • A pearl pendant, black onyx, and blue-glowing sapphire, gifted to Tarina by Michael Dunn.
  • Various bones.
  • Various other gems and stones.
  • Various feathers.
  • A blackskull, a jawless skull carved out of ebony.
  • A sheer purple silk veil worn from her belt. It hangs over her hip in a U shape.
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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Favored Weapons: Bow, handaxe, magic, rapier, sling, spear.
Magical Archetype: Controller (preferred), Summoner-Warrior (actually).
Professional Skills: Agriculture, alchemy, brewing, cooking, herbalism, fishing, reading/writing, sewing, spellcraft.
Wizard Specialization: Enchantment primary, Necromancy secondary, Abjuration prohibited.
Signature Spells and Spell-like Abilities: Detect Spirits, Fiery Burst, Sleep, Shapechange (Werewolf).
Familiar: Herald (Snake).
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 Evil. She is independent-minded, fearful of those in authority or who might seek to control her, angry at a world that has hurt her, and secretly desires cruelty on those she dislikes. It is her pursuit of dark magic most of all that has corrupted her, though, and as she continues to fall prey to the manipulations of the evil entities she communes with she has found herself gradually being corrupted towards Chaos and Evil. In spite of that, however, she still believes in doing good for her family and friends, and tries to keep kindness in her heart and uphold the morals that she was raised with, even as she finds it more difficult.

"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.

Tarina has also taken up archery as a pastime, after she received combat training from Sir Jonas Rokranon while living in Thrynnar's Hold.

Above all, Tarina enjoys magic, which she gained by offering 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. She has also taken to studying arcane magic, further expanding her abilities.

Abilities
Despite her lack of confidence, Tarina is a powerful mage. Most of 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. Tarina has also recently taken up learning wizardry, becoming a mystic theurge as she practices both divine and arcane magic. Unfortunately, Tarina's lack of discipline, self-confidence, and skill 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 offered blood to a demon master who bestowed greater magical power on her for the gift. This ability provides much, but demands a heavy sacrifice. With Malrakus now gone, Tarina seeks other means to achieve higher levels of power.

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. The risks are great, and Tarina has begun to recognize the danger posed by these entities after her demon used her to commit evil against those she cares for. She is more conscious about the need to protect herself against malign influences, and to control those she deals with rather than allowing them to control her.

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

Other than her magic, Tarina is also capable of defending herself with force of arms. While she is no soldier, she has been trained in the rapier and shield by Sir Jonas, and was gifted a suit of halfplate armor by Lord Eldarian Al'maire. Though the armor disrupts her use of arcane magic, she does wear it when she expects heavy fighting, relying more on her divine magic in such fights. Tarina has also been trained in the use of the bow, which she uses over the rapier when she has it with her, and played with slings in her youth, though she is not to the level of using one in combat. Even with these skills, Tarina is still not a match for an experienced fighter, and she is prone to panic in such fights, but she holds an advantage against more poorly trained opponents, like most brigands or spellcasters.

"Right foot forward. Left foot back. Turn your body sideways to present a smaller target. Your sword is light, quick. You only need wield it with your main hand. This will leave your off hand free for magic, or a shield. No matter what, hide behind your rapier. Keep your blade point toward your foe. Your beginning, basic stance will be to keep your elbow within a hand's width of your body. Keep your point toward the enemy, and the blade aimed at their shoulder. With this stance you can guard your right, and let your shield guard your left."
- Sir Jonas Rokranon

Magical Specialization
Tarina is, or at least wants to be, a Controller mage. She favors magic that gives her dominion over other creatures, or that allows her to curse and inhibit them in some way. While she enjoys flashier elemental magic as well, and has many more spells of this type, her insecurities make her find more satisfaction in magic that lets her twist and debilitate her enemies. Blowing stuff up is immediately empowering, but commanding them or watching them squirm and writhe against the power she wields arouses a much deeper and darker part of her.

To her shame, however, Tarina is not a very good Controller. She lacks the Charisma to extort the full cooperation of the beings she gets her divine magic from, and she lacks the Intelligence to fine-tune her arcane magic to greatest effect. The same insecurities that lead to her wanting to be a Controller, also make her bad at exerting that Control. As a result, she looks for spells that let her more completely dominate her enemies, giving them less ability to defend against her. Spells that do not give the enemy a saving throw are the ideal, though few Control spells allow for this. She is thus forced to be content with only being able to ensnare the weak-minded, while she relies on the guaranteed influence of Summoning, Transmutation, and Maximized destructive spells for stronger opponents, as well as a certain amount of soft power over strong or prominent friends and companions that can protect her. Functionally, while she wishes to be a Controller, in practice she is a Summoner-Warrior.

Conjuration is Tarina's most-developed school. As a dealer in spirits and demons, Conjuration has great relevance in calling forth these entities into the world. Tarina has recently learned how to conjure a spirit inside another creature. This brutal technique suppresses or destroys the soul originally inhabiting the body, granting Tarina a limited amount of control over it. Her Summoning spells call local plants or animals to her side and then invade their bodies with foreign spirits, engorging and empowering them for a brief period of time; or they create illusory spirit creatures, giving form to dreams to fight on her behalf. In a pinch, she can also summon demons.

Divination is another school that Tarina has extensive experience with. While it is not a school she necessarily focuses on or specializes in, talent in it is a natural product of her being a spirit shaman. She is a seer, a medium, able to see a world few others are aware of. Several of her spells relate to communing with spiritual entities, revealing things for what they truly are, and entering the dreams of others, and she has received visions on occasion.

Enchantment and Necromancy are some of Tarina's favorite schools of magic, and she considers both to be her specialist schools in wizardry (with slightly more focus on Enchantment). Through Enchantment, she has the power to exert forceful influence over those who would harm or ignore her, and through Necromancy she has the power to curse those she hates. Similar to Conjuration, Tarina is also capable of calling forth spirits into the bodies of the dead, though matters of undeath are not her focus in the school. She prefers manipulating negative energy for the purpose of debilitating and spiting—or killing—others, not building an army of gross, unliving monsters. She has Conjuration for that.

Tarina rounds out her arsenal with Evocation, Illusion, and Transmutation. Evocation is a school she greatly enjoys, allowing her to wield frightening elemental spells of fire, lightning and water, while Transmutation enables her spirits to empower her physical prowess when she is possessed. Illusion is a school Tarina wields primarily in the form of manipulating dreams, or bringing the substance of dreams and the spirit world into reality.

Abjuration is Tarina's least developed school, and it is her prohibited school in wizardry. Her spotty training and reckless ambition have always lead her to make limited use of safeguards and protective magic, and she finds the school itself rather dull due its niche, subtle applications. For all of her maligning of the school, however, Abjuration is Tarina's biggest bane when facing enemy spellcasters, and it is the school she perhaps fears above all others. Abjuration negates the thing she values most in the world—her magic—and her weaker abilities are both more vulnerable to being dispelled or banished and less capable of piercing the protections of others, leaving Tarina, for all of her lust for power, powerless.

"There is a lack of self-control in you; even now, this night, I goaded you into the reaction I wanted. I made you do what I wanted simply by getting you irritated with me. No amount of power or knowledge will ever be enough if you cannot control your feelings. For otherwise they will always allow others to control you."
- Sir Jonas Rokranon

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Patron Deities
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Selûne
(Primary)
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As a goddess who promotes self-reliance and in finding one's own path, and who favors women, spellcasters, and the lost and outcast, Selûne holds a strong appeal for Tarina. As Tarina has realized her own aimlessness, her affection for Selûne has grown. Tarina is also surprisingly more in accord with Selûne's dogma of tolerance than she consciously realizes. Though bitter and one to hold grudges, particularly against certain groups of people, among those she speaks to Tarina is usually the first to cast doubt on accusations that seem without merit, and she frequently argues against blindly condemning those that many in society consider dark or evil.
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Malar
(Secondary)
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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". He is the god of survival and fighting for your right to exist, a position Tarina has felt herself in for much of her life. Malar is therefore among Tarina's most favored deities, and she has held him as her patron many times. She was closest to him in Tethyr during the years following the Ten Black Days, and in Amn while she was living on the streets and running from the Cowled Wizards. Even today, when she counts Selûne as her patron, Tarina still largely lives by Malar's teachings.
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Favored Deities
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Gond
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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. Tarina frequently prays to Gond when she handcrafts her various totems.
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Ilmater
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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
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Ever since she was a child, Tarina has had a love of fire. She has spent 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 are few purer expressions of power and insight in all the world, and so she sees fire as an embodiment of magic. Tarina has held Kossuth as her patron at various points in her life, though she admits she has little in common with the god beyond her appreciation for fire.
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Mystra
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Both favored and disfavored, Tarina has a complicated history with Mystra. 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, and the words of her servants who preach against dark magic. Tarina cannot understand why the Lady of Mysteries would seemingly discourage magical practice instead of champion it to its fullest. Still, while she feels unloved by Mystra, the pursuit of magic defines Tarina and few other gods can rival the influence Mystra has had on her life.
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Set
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Set is neither a local god nor one Tarina even knew about until recently, but as the god of blood magic (among his many other portfolios) Tarina has begun offering him worship. Set has also bestowed upon Tarina her familiar, Herald (as in, 'herald of Set'), through which the snake god keeps an eye on Tarina and guides her magical studies. Tarina is wary of the god's evil nature, but she considers the deal better than her pact with the demon, Malrakus—the previous recipient of her blood sacrifices.
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Shar
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Both a favored and a disfavored deity, Tarina feels a strong sense of kinship with Shar, who reminds her of herself, and she has occasionally taken Shar as a patron when she feels at her bleakest. Tarina frequently finds succor in Shar, stewing in bitterness and darkness, though as Shar's activities have directly hurt a number of people Tarina cares for she is struggling to continue holding the Lady of Loss in a good light. Tarina's thoughts on Shar can be summarized as pity coming from understanding. Tarina has vague thoughts that what Shar needs is positive worship from people like her, people who understand her pain and darkness but don't validate her self-destruction, who can soothe her wounds and help her become a less dark deity.
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Disfavored Deities
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Bane
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Tarina calls Bane the God of Tethyr. In the strife of the civil war, and the poor treatment of the common folk by the noble lords that lead to it, Bane held much sway in many of the traumatic events of Tarina's life. Tarina does not hate Bane, per say—that is reserved for Bhaal—but she fears him and believes him one of the most powerful gods in Faerûn. Many are the prayers Tarina has sent in Bane's direction in the hope of sparing herself and those she cares about from his wrath.
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Bhaal
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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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Chauntea
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As the daughter of a small peasant village, Tarina is very familiar with the worship of Chauntea. While Tarina does not exactly hate Chauntea, she certainly doesn't like her, as the Grain Goddess represents a part of her life that she only wanted to escape from. Still, Chauntea had a significant influence on her upbringing and she, like many commoners, held the goddess as her patron for much of her early life.
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Lathander
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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
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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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Mystra
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Both favored and disfavored, Tarina has a complicated history with Mystra. 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, and the words of her servants who preach against dark magic. Tarina cannot understand why the Lady of Mysteries would seemingly discourage magical practice instead of champion it to its fullest. Still, while she feels unloved by Mystra, the pursuit of magic defines Tarina and few other gods can rival the influence Mystra has had on her life.
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Shar
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Both a favored and a disfavored deity, Tarina feels a strong sense of kinship with Shar, who reminds her of herself, and she has occasionally taken Shar as a patron when she feels at her bleakest. Tarina frequently finds succor in Shar, stewing in bitterness and darkness, though as Shar's activities have directly hurt a number of people Tarina cares for she is struggling to continue holding the Lady of Loss in a good light. Tarina's thoughts on Shar can be summarized as pity coming from understanding. Tarina has vague thoughts that what Shar needs is positive worship from people like her, people who understand her pain and darkness but don't validate her self-destruction, who can soothe her wounds and help her become a less dark deity.
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Siamorphe
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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
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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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ImageArcana (Low Magic, Blood Magic) - 4
Trained
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Tarina has a fascination with magic, though her actual knowledge of the Weave is limited. Her training in spellcraft gives her an understanding of the schools of magic and basic thaumaturgy, though superstition and magical thinking still dominate her beliefs. She has been learning more with books she borrowed from Candlekeep, from tutors such as Edelgarde Spades, Kahanak Habdilof, and Wendi. She is also versed on some forbidden magic, including blood magic. She has only the most basic knowledge of non-spirit magical creatures and lore not related to spellcasting, though.

Related Fields
Hidden: show
Alchemy: Tarina was raised in an apothecary. While she never learned her father's skills, her exposure to it while growing up has given her basic knowledge of the craft (Craft Alchemy 6). With difficulty, she could produce several alchemical concoctions, provided she had access to the necessary equipment and formulas.

Arcanology: The core of Arcana knowledge, arcanology, is a field Tarina has little study in. Even with tutors and books, she remains a hedge mage, learned in low magic through trial-and-error, bargains with spirits, and scraps of knowledge from mortal tutors and books. She knows little about the history of magic, its famous practitioners, or artifacts of power. Her recent study of Netheril and Shoon has slightly expanded this knowledge (History 1), but a vast bulk of this lore remains unknown to her.

Battle Magic / Tactics of Magic / Counterspelling: Though Tarina has used magic in battle, she is not practiced in battle magic, especially when fighting other mages. She has a rough idea of what spells to use when, but that knowledge is largely theoretical and unpracticed, falling apart the instant she is forced to decide on a spell in the heat of the moment. Even when she does land spells, they are relatively weak, easily resisted and preventing her from bypassing even lower levels of Spell Resistance. Her lack of study in Abjuration also limits what options she has to nullify enemy magic. Tarina also does not know how to cast spells defensively, and she has poor concentration, making casting in the middle of a melee almost impossible. Overall, she tends to panic in fights, though experience has reduced this somewhat, as does the aid of her spirits.

Blood Magic: Through personal experience as well as her friendship with Telia Santraeger, Tarina is familiar with multiple forms of blood magic, from the born-again talent of blood magi to the sacrifice of blood to other entities in exchange for some service or power. Combined with her knowledge of spellcraft, Tarina's familiarity with blood magic also allows her to recognize the sympathetic power of blood for use in other spells, and she has on occasion used blood as a scrying pool. She has not developed the necessary techniques to teleport through blood, though, or to use Bloodseeking spells.

Concentration: Beset by the voices of spirits and her own emotions, and with a tendency to let her mind wander, Tarina finds it difficult to concentrate and clear her mind. She has learned meditation from Mi-Le, and was taught by Sir Jonas to put her emotions out of mind while in combat, but she remains poor at both of these things.

Constructs / Possession: Though she does not know specific details of golem-crafting, as a dealer in spirits, ghosts, and demons Tarina is versed on how the spiritual essences of these beings can be used to animate or possess physical objects or people. Her knowledge of this is covered more thoroughly under her knowledge of Nature, Religion, and The Planes.

Dowsing: Though Tarina has no formal training in dowsing, she is relatively skilled at it, as her ability to cast detect magic as well as see the world through her third sight gives her good sense for finding magical disturbances. During her time in Murann she worked as a dowser for the city guard, helping them to track down illegal mages and stolen or lost magical items.

Hypnotism: Tarina is untrained in hypnotism, and relies on magical enchantments to affect the wills of others.

Magical Creatures: Tarina knows the basic facts of most commonly-known magical creatures (trolls regenerate and fear fire, silver and cold iron weapons have special effect on werewolves and faeries respectively, and so on), but zero knowledge of exotic creatures or the deeper truths of others. What she is knowledgeable on is spirits, ghosts, and demons, covered instead under her knowledge of Nature, Religion, and The Planes.

Magical Devices: With her knowledge of both divine and arcane magic, Tarina is capable of using most magical items requiring a spell trigger. Clerical magic remains beyond her, however, as do items enchanted with supernatural requirements. Tarina is able to somewhat bypass these restrictions through enticing the spirit of the item to answer to her (Use Magic Device 11).

Magical Enchantment: Beyond her abilities in Alchemy, Tarina has little knowledge in the techniques of magical enchantment. She is able to entice spirits to inhabit totems she makes for them, giving her a means of communing with them, and has expanded that knowledge with her training in wizardry to produce crude single-use scrolls and charms, but anything more sophisticated than that remains beyond her.

Mental Resistance: Tarina has no special training in resisting mind-affecting magical effects. Her spirits give her some buffer, as does her knowledge of magic, but she rarely studies defensive techniques, as evidenced by Abjuration being her prohibited school.

Metamagic: Reflective of her knowledge in spellcraft and thaumaturgy, Tarina is studied in several forms of metamagic techniques. She developed the ability to cast Silent spells early in life, developing it naturally as her quiet nature drew her to avoid spoken incantations, and she has expanded that knowledge with Maximize Spell and Empower Spell, learned from her interactions with her spirits. Despite her knowledge of blood magic, however, she has no training in Bloodseeking Spell. Tarina is capable of using these techniques with both divine magic and arcane magic.

Omen Reading: Surprisingly, Tarina is unskilled in the practice of reading omens. Though somewhat expected of shamans and oracles, whose insight into things beyond normal sight gives a talent for divination, Tarina has lacked exposure to teachers of non-magical divination to have developed much in it. She has been learning talis/tarot cards with Isabella Villame's help, but she is not yet skilled enough to be confident in reading the fortunes of others. Additionally, Tarina prefers having more control over her fate—omens and fortune telling is, by its nature, putting one's fate in the hands of the gods.

Prestidigitation: Though she spent years living on the streets, Tarina lacked the desire to showmanship that street magicians have, and never learned sleight of hand and other tricks of the eye (Sleight of Hand 0). She has some cantrips that can perform similar feats, but even these largely go unused.

Schools of Magic: Tarina is studied in all of the schools of magic except Abjuration, a school which bores her and takes time away from what she's really interested in, which is Enchantment and Necromancy. Tarina considers Enchantment and Necromancy to both be her specialist schools, as she favors the ability to control and curse others, though she is most proficient in Conjuration due to her interactions with spirits and demons (Epic Spell Focus Conjuration). She has passable knowledge of the other schools.

Shamanism: Despite the common label applied to Tarina, she is not actually a shaman, and does not understand the traditions and practices of true shamans. Her practices are unique to her, and though some superficial similarities exist which allow her to bond with other shamans, such as the use of charms and totems, she is ultimately as much an outsider to them as she is to wizards. Tarina is more accurately a witch, as what she understands is how to deal with supernatural entities like spirits, ghosts, and demons for personal gain in the real world. Tarina's knowledge of spirits, ghosts, and demons is covered under her knowledge of Nature, Religion, and The Planes.

Spellcraft / Thaumaturgy: As a mystic theurge, studied in both divine magic (through her spirits) and arcane magic, Tarina has developed a broad understanding of the mechanics of casting magic (Spellcraft 31). She understands how spell components and reagents factor into the development and casting of spells, and how magical forces interplay with reality. Due to her dual-approach to magic, Tarina's understanding of spellcraft is somewhat untraditional. She does not greatly understand mathematical principles or the hard rules of wizardly scholars, but focuses instead on the spiritual essence underlying magical theory. In other words, her knowledge is more intuitive than formulaic.
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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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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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ImageGeography & Astronomy (Southern Sword Coast) - 1
Trained
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Often isolated and sheltered, Tarina has limited knowledge of the land, though her journey north from Tethyr along the Trade Way has given her some first-hand experience. She has limited knowledge of the nations of Tethyr, Amn, Baldur's Gate, and Waterdeep, and the peoples who live there.
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ImageHistory (Ancient Human Empires) - 1
Trained
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Tarina's understanding of history amounts mostly to creation myths and folktales, as well as a small degree of local lore from the Fyraven County of Tethyr (located on the Velen Peninsula), where she is from. However, she has recently began studying ancient human empires, specifically Netheril and the Shoon Imperium.
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ImageLocal (Tethyr, Amn, Baldur's Gate) - 3
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. She also has some local lore from Murann, Amn, and Baldur's Gate. Practically speaking, she has 1 point of Local lore for each region.
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ImageNature (Herbalism, Spirits) - 8
Trained
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Nature is one of Tarina's strongest categories. She has some understanding of herbs and remedies from her time as an assistant in her parents' apothecary, as well as an understanding of spirits and the spirit world. Her understanding of spirits extends to civilization and people as much as it does flora and fauna.
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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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ImageReligion (Incorporeal Undead) - 4
Trained
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Tarina has a commoner's understanding of the gods and goddesses of the Faerûnian 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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ImageThe Planes (Dreamtelling, Spirits, Demons) - 8
Trained
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The Planes is another of Tarina's strongest categories. While she has little understanding of most cosmic planes, believing them to simply be the homes of the gods, she does have a good understanding of dreams, the spirit world, and their inhabitants. Corollary to those, she has some experience with the planes, especially the Astral Plane, the Plane of Shadow, the Feywild, and the Ethereal Plane, where they relate to spiritual matters. In addition, as a result of her connection with Malrakus, as well as personal study, Tarina also has some knowledge of demons and the Abyss.
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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 ran north, briefly settling in Murann. She found a stable life there, but further hardships eventually drove her to depart. She cut through the rest of mage-hating Amn and settled in Baldur's Gate, and her stay in that region saw her make new acquaintances and become a seeker of Candlekeep. During her time in Baldur's Gate, Tarina used her knowledge of spirit magic to help others in various ways, though some of these experiences left her with lasting consequences. Beyond Candlekeep, Tarina found paid work with the Church of Ilmater and the Order of Pathfinders, collecting donations and providing for orphans. In these travels, Tarina found love again, of friends, family and more. Always were these relations marred by her darker pursuits, however.

Those pursuits eventually caught up with her. During a trip back to Tethyr in the aid of a friend, her demon made itself known at last and Tarina was forced to finally confront its evil. She promised those she had hurt that she would rid herself of it, but that promise would itself lead to heartbreak, as, after discovering her father still alive—a prisoner of a Tethyrian robber baron—she was cruelly forced by her demon master to slay him. This has broken her. While her demon was eventually expelled, Tarina found no victory in Tethyr. She stayed an additional 2 years at Thrynnar's Hold as she tried to deal with her grief, during which she found a surrogate father in Jonas Rokranon. She has finally decided to return to the Baldur's Gate region, as she promised she would, but she doubts she will ever fully recover.

Through it all, Tarina's magic has kept her alive, but her abilities are spotty and she has relied on the patronage of untrustworthy spirits and blood sacrifices to demons to shore up her deficiencies.

Factions
Candlekeep (Reader)
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House of Spades (Trusted)
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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 was once bound to a demon. Though the demon has been expelled from her, she laid several other anchors for it during her travels while she was under its influence. There is a possibility it may return, and it is not likely to treat her as favorably in the future. Furthermore, this wasn't the only demon she had ties with, though it was the only one she had been bound to. Tarina has on occasion made contact with demons in the service of lords such as Dagon and Abraxas, and these connections may have their own consequences.
  • Tarina has a criminal history in Amn from her time living in Murann, for violating their laws against magic use during her passage through the country and killing a lord during the Cowled Wizards' attempt to apprehend her. Though Tarina was licensed and working with the city guard at the time, the Cowled Wizards used their connection with a noble house in the city to revoke Tarina's license and condemn her to Spellhold so that they could study her spirit powers. This criminal record has followed her to Baldur's Gate and is now on file in 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, Emell Mazir, 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 imprisoned and later killed by a demon-possessed Tarina during the Tethyrian civil war. Though she spent two years recovering at Thrynnar's Hold, with the help of Sir Jonas Rokranon and Saint Merielle Tessian, the event continues to haunt her.
  • 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. Worst of all, her demon master used her body to orchestrate the fall of Sir Jonas Rokranon from paladinhood, and to kill her own father during their reunion.
  • During her time in Tethyr, Tarina became close to Sir Jonas Rokranon and eventually was adopted into his family. She also has other 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 has since cut her family ties completely, feeling unworthy and fearing the expectations that come with being part of a family.
  • Tarina owes an unspecified favor to a satyr referred to as Prince, who was introduced to her by the druid Amaranthe. 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 mispronunciation of 'Seeker Tarina'.
  • Tarina's wild abilities inadvertently cursed a childhood friend, Casin Delvon, with spirits of his own. Casin and Tarina were romantically involved in their youths, but as he grew up he turned into a vile man who enjoyed manipulating and hurting the people around him. Despite his evil qualities, he was a fiercely intelligent man, and used the chaos of the Tethyrian civil war to seize control of Shanah (and later, the whole Blackwood barony). After Tarina fled, he placed a bounty on her, both in the hopes that she could cure him of the spirits that possess him (which he claims to have control over to frighten his subjects, but in truth actually frighten him), as well as a sense of ownership over her. He came to believe that she was dead (though enjoyed to foster rumors that she was actually alive and well at his side), but Tarina's period of renewed activity in Tethyr might have alerted him otherwise. While Tarina was in Tethyr Casin was engaged in war with the elves of the Wealdath on behalf of the Dragonking, a pretender to the Tethyrian throne ruling from Velen. Casin came be known as the Lord of Knives in this conflict, as he encouraged his men to take the ears of elves they killed as trophies. This war has likely ended by now, and Casin might have died in the fighting. Perhaps worse, he might have lost his position, and has finally chosen to hunt down his bride-to-be. Casin is a Rogue/Swashbuckler/Assassin, skilled in the rapier and dagger and provided magic through spiritual possession rather than his own abilities.
Other Stories:
Spirits and Demons, a short collection of Tarina's experiences.
Why Good Folk Pray to Dark Gods, a treatise written by Tarina about her beliefs on the dark gods of Faerûn.

"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

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Artwork created with Artbreeder

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Artwork Credit: 'Various faces of BGTSCC, Continued ... (2017-06-09)' by wangxiuming
Last edited by Rhifox on Mon Aug 17, 2020 2:12 am, edited 307 times in total.
Reader Tarina of Candlekeep — Witch, Enchantress, Dealer in Spirits and Black Magic

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Rhifox
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Re: Tarina Mazir

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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.

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

Spirits of the Elements
Spirits of the elements represent the building blocks of life, and are typically associated with the gods of the elements or elemental forces. Of the elements, Tarina attracts principally spirits of water and fire, with a handful of earth and air spirits along with them. Tarina herself is primarily water, as she is strongly influenced by the depths of her emotions, and this is reflected in her spirit guide, Lavern, a spirit of water. Fire is her next strongest element, reflecting her drive to improve herself, and is represented mainly in Shanah Burned, the spirit of the fireplace in Tarina's family home. Another strong elemental spirit that is tied to Tarina is Swords of the Coast, which represents the wild and wet weather of the Sword Coast in which Tarina has lived for most of her life.

Lavern, Spirit Guide, Spirit of Death by Drowning and the Velen Floods
N, Umberlee
Price: Tarina's soul
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. When Tarina looks into or walks the spirit world, she possesses Lavern's spirit, becoming Lavern and seeing through Lavern's eyes.

Lavern and Tarina are one being. It is unclear where one ends and the other begins. It is possible that the real Tarina died years ago, replaced by the spirit of Lavern. They may have even swapped places, with Lavern living in Tarina's body in the real world while Tarina is left trapped in the spirit world, remaining forever that little girl that bargained away her soul to a ghost.

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 Burned, called Hearth or Heartstone, Spirit of the Mazir Hearth and the Burning of Shanah
N, Kossuth
Price: Sacrifice objects or creatures associated with small towns to Shanah Burned or Kossuth, set fires, struggle, reveal and purify the sick and corrupt
Hidden: show
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Once just the spirit of the hearth of Tarina's family home, which Tarina simply calls Hearth, Shanah Burned grew into a greater elemental spirit after much of the hamlet was burned to the ground. Shanah Burned 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 Burned 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 absorbed as well the emotions of a nation at war, making it for a time an angry, greedy, and vengeful spirit. Shanah Burned always advocated the most expedient and violent response to any situation, and it often influenced Tarina towards bitterness. When it appeared, Shanah Burned was an inferno that sounded of the cracks and splits of burning wood and crashing buildings, and it spoke in distant, indistinct screams.

Shanah Burned has changed over the years. In spite of its anger, it started warm and protective, if possessive, but later actions by Tarina greatly angered and nearly destroyed it. These decisions included caring for people Shanah Burned felt needed to purify themselves of their weaknesses through their struggles, dwelling in Candlekeep where magical wards prevented anything from burning, allowing herself to be possessed by corrupt spirits and demons, and finally descending beneath the ocean surface with a water breathing spell to recover knowledge from an underwater ruin. Shanah Burned, doused and weak, grew silent for a year after that. Since returning to Tethyr and being fed after its anchor was thrown into a bonfire during Midsummer celebrations, Shanah Burned has grown strong again. The less destructive respect given to it as a result of Midsummer has calmed it, and combined with the essence it has taken from its anchor being submerged under the ocean and brought before a lost Netheril city, it now bears a more introspective, cerebral demeanor. It is cold fire now, and it glows blue. Shanah Burned remains a temperamental spirit, however, and can be easily roused to fury by Tarina's own anger.

Lure and Anchor: Shanah Burned 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 Burned must be burned.

Shanah Burned'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. After being revived in the fires of Midsummer in the village of Varkadhan, the gem is now of a vibrant, glassy orange hue, though charred and cracked from the heat. Destruction of the anchor prevents Shanah Burned 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.
Swords of the Coast, Spirit of Foul Weather on the Sword Coast
CN, Umberlee
Price: Sacrifice swords dedicated to Swords or Umberlee to the ocean's depths, create storms, set fires, break things
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.
Spirits of Magic
Attracted by Tarina's sorcerous heritage, spirits of magic were some of the first spirits Tarina ever found. Typically associated with Mystra, Selûne, and other gods of magic, spirits of magic feed on Tarina's lust for mystical power. It is common for them to grow dark off of her soul, but not always. While Tarina's desires can lead her to dark places, there is a pure and earnest love of magic under it that allows some of these spirits to remain good. Among the strongest of these spirits is the Blood, a spirit of using blood to fuel magical abilities, and Deep Forest, a collection of minor spirits that have coalesced into a single stronger spirit of mysticism and witchery.

The Blood, Spirit of Blood Spilled for Power
CE, Kossuth
Price: Sacrifice the blood of living beings to the Blood or Kossuth, use blood magic, steal from others, drink until drunk, have sex, cast vampiric spells
Hidden: show
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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 blood magic, 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.

The Blood has a close connection with Resolution, as it was not only the Blood's anchor that was used to deal the killing blow, but Tarina's own lust for power that lead to the incident in the first place. The Blood stabs Resolution over and over, replaying the incident that resulted in Tarina's father's death.

Due to Tarina losing access to blood magic with the loss of Malrakus, the Blood became famished. In its anger it eventually started to cannibalize Tarina, devouring Lavern's right eye and leaving Tarina blinded in that eye in the material world. A hefty sacrifice of blood and a promise that she would soon restore her blood magic was able to placate the spirit and get Tarina's eye restored. With Tarina now having gained a new source of blood magic in the Mulhorandi god, Set, that promise was honored and the Blood has been appeased.

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.
Deep Forest, Spirit Brood of Mysticism
CN, Mystra, Selûne, Silvanus, Others
Price: Ritually plant wild things in dedication to Deep Forest and the gods of magic and the wilds, wander wild places, walk under moonlight, procreate, give sweets to children and animals, cast spells
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.
Spirits of Perseverance
Spirits of Perseverance, typically associated with gods of pain, are attracted to Tarina's hardships, feeding off of her suffering while also providing her with the power to continue to endure the pain she faces. They are generally positive spirits, or at least neutral, as Tarina has yet to let her drive for survival overcome her sympathy for other creatures—she is no wanton murderer and thief, in spite of her experiences and magical practices. Among the strongest of these spirits are What's in Reach and the Bear of Three Days, which represent survival and courage respectively.

What's in Reach, called Reach, Spirit of Survival
CN, Malar
Price: Ritually prepare and consume meat dedicated to Reach or Malar, hunt, be self-sufficient, do not take unnecessary risks
Hidden: show
What's in Reach, also known as Reach, is a simple spirit. Kill or be killed, eat or be eaten. Reach came to Tarina when she first picked up a hand axe to defend herself after the fall of Shanah, and it has guided her for years against the dangers that beset her. It gives her courage when she needs to fight to defend herself, and wisdom to know when she is outclassed and needs to flee. It is a selfish, distrustful spirit, and though it has formed temporary alliances with other spirits from time to time (especially the Bear of Three Days) it always remains wary of betrayal. When it appears, Reach takes the form of an old dire wolf, one-eyed and silver-backed. It prowls through forests, carving a trail that Tarina can follow. If she ever falls behind, it stops and waits for her to catch up. When Tarina bargains with other spirits for her spells, Reach stands beside her, helping her determine whether the opposing spirit is dangerous and means her harm.

Lure and Anchor
Reach accepts offerings of food, weapons, and armor. It enjoys animal sacrifices as well, as long as they are ritually prepared and eaten so that the carcasses do not go to waste. Reach is most likely to answer summons in the aftermath of a life and death struggle that proves the summoner's survival instincts.

Reach's anchor is Tarina's hand axe, her first weapon. Destruction of the axe infuriates it and prevents it from channeling spells through Tarina.
The Bear of Three Days, Spirit of Bravery and Endurance
NG, Ilmater
Price: Endure three days and three nights in the wilderness without shelter or food in honor of the Bear, sacrifice own blood to the Bear or Ilmater, endure pain without salves, do not run from conflicts
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[Artwork by Lane 2011]

The Bear of Three Days was a spirit originally tied to the Rashemi shaman, Bran. Hoping to safeguard Tarina against her darker spirits, Bran tasked Tarina with gaining the bear's confidence by spending three days and three nights alone in the wild with it. Terrified of its wrath, impatient by the wait, and famished and chilled by the lack of food and shelter, Tarina came to depend on the bear's strength to help her get through all three days. With Tarina's willingness to endure for it, the Bear of Three Days bound itself to her. Its first action was to devour Old Rat and soothe Tarina's fears. It was successful for a time, but as Tarina's fear grew during her time again in Tethyr, Old Rat was able to gnaw its way free. Today, the Bear and the Rat fight for control of Tarina's soul. As the Rat wishes to see her lose herself to fear, the Bear tries to teach her courage in the face of danger and hardship.

The Bear of Three Days appears as a wounded great brown bear with glowing eyes. It has three eyes and only three paws. Though haughty and arrogant, it is always there whenever Tarina is faced with a challenge, offering its strength to her.

Lure and Anchor
The Bear of Three Days demands from summoners exactly that which Tarina went through: Three days alone in the wild, without shelter and without food, with only its anchor, a glowstone, to light their way. Summoners who manage this task earn an audience with the Bear.

The Bear of Three Days' anchor is a glowstone. Destruction of the glowstone infuriates it and prevents it from channeling spells through Tarina.
Candle in the Dark, Spirit of Solace
NG, Selûne
Price: Light candles, lamps, and torches (especially if they are first dedicated to Candle or Selûne), sacrifice candles, rush lights, oil, or wax to Candle or Selûne, walk under moonlight, help others
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 a candle holder. Destruction of candle holder infuriates it, and destruction of the candle holder prevents Candle in the Dark from channeling spells.
Spirits of Fear
Spirits of fear, most aligned with Bane, are numerous around Tarina. Fear drives her life: fear of loss, fear of failure, fear of weakness, fear of death. As long as Tarina is afraid, these spirits find their appetites very sated, and virtually all of these spirits are dark. Among the strongest of these spirits are Old Rat and Seethe. Old Rat is the chief of these spirits and regularly consumes lesser fear spirits that are drawn to Tarina, growing fat on her fear. One of the only ones it has not been able to eat is Seethe, a savage schemer that promises vengeance for every slight.

Old Rat, or the Rat King, Spirit of Fear
NE, Bane
Price: Sacrifice rats to Old Rat or Bane, feel fear, run from conflicts
Hidden: show
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Old Rat is a memory of the rat spirit that attached itself to Tarina in the sewers of Baldur's Gate when she acted as a medium for it to communicate with her party. Old Rat is not the same spirit that died in the sewer, instead it is an echo born of Tarina's helplessness from being trapped in her own mind as the rat spirit nearly dragged her along with it to death. Old Rat originally just represented the fear of possession, but it has devoured its rivals and now finds sustenance from all of Tarina's fears. This has made it one of her most powerful spirits. Old Rat appears as a bloated and diseased giant rat, covered in boils and maggots, with great red eyes. Blood oozes from its ears and nose. While the real rat spirit was wise and accepting of its death, Old Rat is a cruel and cowardly spirit that screams and tears at its own body when Tarina is afraid. Old Rat does not help Tarina when she bargains with other spirits for her spells, and actively tries to sabotage her efforts.

Old Rat was briefly banished when the Bear of Three Days consumed it, but it is nothing if not an enduring spirit. It has since gnawed its way out of the Bear's belly as it thrived on the fear rampant in Tethyr. It has come to despise Tarina for voluntarily sacrificing it to the Bear and now sends nightmares to haunt her dreams.

Lure and Anchor
Old Rat feeds on fear. Old Rat only willingly answers summons by desperate and frightened casters, or those who offer it sacrifices of terrified creatures. It does not care for offerings of objects unless they are an anchor for a possessing spirit that can feel fear.

Old Rat's anchor is a twine necklace woven through the bones of a rat's tail. Destruction of the necklace infuriates Old Rat and prevents it from channeling spells through Tarina, but as a spirit of her own emotions it remains attached to her.
Seethe, Spirit of Insecurity and the Desire for Control
CE, Bane
Price: Sacrifice living beings to Seethe or Bane, sacrifice effigies of hated beings to Seethe or Bane (sacrifices to Angel also empower Seethe), break things, spill blood, cast offensive spells
Hidden: show
Seethe 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 Burned, who is also fueled by the desire to destroy, but Seethe 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, Seethe is empowered. When Tarina is terrified, Seethe is empowered. When Tarina is despondent, Seethe is empowered. Seethe 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, Seethe 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, Seethe cows them into submission.

Lure and Anchor: Seethe 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. Seethe 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.

Seethe'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 Seethe and prevents it from channeling spells and abilities through Tarina, but as a spirit of her own emotions it remains attached to her.
The Crow Court, Spirit of the Fear of Possession
CE, Bane
Price: Kill another sapient being while possessed, sacrifice crow feathers to the Court or to Bane, fear and be possessed
Hidden: show
The Crow Court was created after Tarina killed her father while possessed by Malrakus and the demon was expelled from her. Reawakening her terror of losing control to the spirits that control her, and heightened by the fear of Malrakus one day returning, it was vomited up by Seethe and offered itself to Old Rat. It appears as a dark mass of crows, who caw and squawk whenever Tarina is possessed or fearing possession.

A remnant of the demon, Malrakus, the Crow Court has taken Old Rat's original place as the fear of possession. For now Old Rat is content to allow the Crow Court to remain and serve his kingdom, but every so often one of the flock disappears into the Rat's insatiable maw.

Lure and Anchor: The Crow Court can be summoned by ritually sacrificing the feathers of crows in its name. It will always try to possess the summoner when called. The Court also unfailingly appears whenever Tarina is possessed by one of her other spirits, blinding her vision in a mass of black feathers and shrill caws.

The Crow Court's anchor is the broken symbol of Pazuzu that was once Malrakus's anchor. Though destroyed, Tarina kept the shards, and every time she holds them she is reminded of what Malrakus made her do. Destruction of the shards infuriates the Crow Court and prevents them from channeling spells and abilities through Tarina, and likely will lead to it being consumed by Old Rat.
Spirits of Loss
These spirits, typically from the courts of Shar, Hoar, and Beshaba, relate to Tarina's grief and nursed feelings of bitterness. Tarina is frequently consumed by these feelings as she stews and focuses on negative memories and emotions more than positive ones, and so these dark spirits are strongly attracted to her, finding easy purchase and much to feed on. Among the most powerful of these spirits are Resolution and Angel, spirits of traumatic loss and envy respectively.

Resolution, Spirit of Traumatic Loss
NE, Shar
Price: Kinslay, ritually bathe the sword Resolution in blood (especially Tarina's blood or the blood of loved ones) in dedication to Resolution or Shar, betray others, self-harm
Hidden: show
Formed from the remnants of Father, who was slain at the same time as Tarina drove her knife into Emell's heart, Resolution is a twisted and desolate spirit of grief, loss, and self-hatred. It wants nothing more than for Tarina to suffer alongside it, and it compels her to join it in death. Resolution once had a feminine appearance before Emell's death, but it now appears in the form that Tarina last saw her father, weak from capture and dagger buried in his chest. Its expression is shocked, but it has no eyes, as Tarina tries in vain to forget this memory. She has only barely kept herself from destroying or casting away her father's sword, which is its anchor. When Resolution speaks, it blames Tarina for its death. Resolution is a heavy spirit. Its limbs are forever wrapped around Tarina, holding her back and slowing her down with the weight of its grief.

Resolution has a close connection with the Blood, whose anchor was the dagger used to kill Emell. The Blood stabs Resolution over and over, replaying the incident that resulted in Emell's death.

Lure and Anchor: Resolution willingly answers summons only from Tarina. Unlike Lavern, compelling Resolution to answer a summon by force will not alert Tarina. Resolution accepts offerings that involve dedication to family, especially significant gifts made between family members. These gifts must be defiled and broken before it will accept them.

Resolution's anchor is Emell's sword, which goes by the same name. Destruction of the sword infuriates Resolution 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.
Angel, Spirit of Envy
NE, Shar
Price: Build and sacrifice effigies of hated beings to Angel or Shar (sacrifices to Seethe also empower Angel), steal from others, gloat over triumphs, cast vampiric spells
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.
Spirits of Compassion
Spirits of compassion are drawn to Tarina's loyalty to her friends and family. For all of her bitterness at the world, she is still able to love and be loved in turn. These spirits are some of the most positive that Tarina has, though they are few and often weaker than her darker spirits, as she reserves her love for only those she is closest to. These spirits encourage her to open up to people besides those who are close to her, to embrace larger compassion to people and things the world over, but they rarely find much traction. Spirits of compassion typically serve in the courts of various goodly gods. Among the strongest of these spirits are the Purple Phoenix and Dreams of What Could Be, spirits of the love of family and the desire for love respectively.

The Purple Phoenix, Spirit of Protection and the Love of Family
LG, Torm
Price: Sacrifice bird feathers to the Phoenix or Torm, sacrifice gifts or significant memorabilia to the Phoenix or Torm, protect others (especially loved ones), heal wounds
Hidden: show
The Purple Phoenix is one of the two spirits formed out of the destruction of Father following Tarina's killing of Emell. The Purple Phoenix is a closer surrogate to the original spirit, and upholds the same ideals. Rather than representing Emell, however, it now represents Sir Jonas Rokranon, who took a fatherly role over Tarina during her time in Tethyr. After Tarina dove into Jonas's dreams in an attempt to safeguard him against the depredations of her demon and a Foul Thing, a mystical bond was formed between the two, allowing them to feel each other's emotions even at a distance. This bond has coalesced into the Purple Phoenix, which watches over Tarina. The Purple Phoenix appears as a violet and silver bird writhed in flames and perched atop a lighthouse. It speaks with Jonas's voice.

The Purple Phoenix is in constant warfare against the various Shar spirits that infest Tarina, especially Resolution.

Lure and Anchor
The Purple Phoenix is a creature of dreams, and it can only be contacted through that medium. Summoners must enter Tarina's dreams (or possibly Jonas's) and beseech the spirit there.

The Purple Phoenix's anchor is a mithral signet ring of House Rokranon, gifted to Tarina during her stay in Thrynnar's Hold. Destruction of the ring angers the spirit and weakens the bond, preventing it from channeling spells through Tarina.
Dreams of What Could Be, Spirit of Want and Love
CG, Sharess
Price: Sacrifice romantic paraphernalia to Dreams or Sharess, build or carry mementos of loved ones, daydream, have sex
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.
Other Spirits and Entities
These beings 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 call upon these beings when circumstances are right, usually when she is near a location or creature to which the spirit is related.

White Owl, Unidentified Spirit
??, ??
Price: N/A
Hidden: show
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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)
Spirit of Thrynnar's Hold
??, ??
Price: Protect Thrynnar's Hold from invaders
Hidden: show
The spirit of Thrynnar's Hold briefly attached itself to Tarina when the settlement was attacked by the forces of Adrien Daungtinghorn (masquerading as Errilar Santraeger), compelling her to defend it and giving her some control of the land to do it. Once the battle was over, the spirit left her.
Owl of Candlekeep, Unidentified Spirit
??, ??
Price: N/A
Hidden: show
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The Owl of Candlekeep is a spirit that has guided Tarina through the passages of the great keep to find knowledge that she seeks. Tarina is unsure if it is the spirit of Candlekeep itself, answering her pleas for guidance, or something else.
(DM Bloodvine NPC)
Spirit Child, Shadow Demon
??, ??
Price: Edelgarde, dark memories
Hidden: show
The spirit child, theorized by Isabella Villame to be a shadow demon, is a dark spirit that harassed Edelgarde Spades and sent dark letters to people in her name. It preys on the dark memories of those who are close to Edelgarde, as well as those it has touched in some way. When Tarina was in its domain with the seer, Linetheil, it preyed on the guilt she holds for hurting Ameris and Jonas with her dark dealings.
(DM Bloodvine NPC)
Fragment of the Night Serpent
NE
Price: N/A; forceful possession
Hidden: show
A fragment of the entity living in a collection of ruins in the Cloud Peaks, this spirit possessed Tarina after she gazed on its sigil with her spirit sight.
Set, Mulhorandi God of Evil, Darkness, the Desert and Desert Storms, Poison, Snakes, Rot, Betrayal, Ambition, and Evil Magic
LE
Price: Accept Set's herald as a familiar, endure a snake bite without treatment, eat carrion, sacrifice blood to Set, sacrifice living creatures to serpents in Set's name
Taboo: Do no harm to snakes
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Though not Tarina's patron, the Mulhorandi god, Set, has ascended high in her prayers due to his patronage of blood mages. He is the most powerful figure Tarina entreats to directly for magic, though she mostly communes with a familiar spirit in his service, a snake she knows as Herald (as in Set's Herald). Herald was caught from the snakes inhabiting the banks of the river Chionthar, then incorporated into a ceremony Tarina undertook in the rocky hills of the High Moors. There she gave offerings of desert herbs, hair, and blood, consumed carrion, and she fed the snake a chick, all in Set's name. The snake bit her at the conclusion of the ritual, its venom representing Set's blessings. Tarina survived the bite, though it has left her arm blackened and leathery from the damage inflicted by the venom. With Set's acceptance of Tarina's worship, the snake was imbued with a tiny portion of Set's essence, allowing it to serve as his messenger. Set, through his herald, now gifts Tarina enhanced power for her spells when she spills blood in his name, and he also helps guide her in her magical studies.

Lure and Anchor
As a deity, there are many ceremonies to call forth Set's presence, though few summon the god's avatar directly. In general, Set favors sacrifices of living creatures, especially to snakes in his service, the ritual consumption of carrion or the enduring of poison (especially administered by snake bite), gemstones of green and black hues, and the ritual removal of hair by the supplicant. Ceremonies to Set are generally performed in places or times of utter darkness. Objects and places that are associated with deserts, especially the deserts of Mulhorand, also appeal to Set.

As a god, Set's anchors are anything related to his portfolios. His ties to Tarina specifically are maintained through a familiar spirit bestowed upon her, which she knows as Set's Herald. If Herald were to die, it would likely anger Set and result in him withholding his blessings to Tarina.


Former Spirits
These spirits were once attached to Tarina, but have since departed her.

Father, Spirit of Protection and the Love of Family
LG, Helm
Price: Be saved by the sacrifice of a loved one, sacrifice gifts and significant memorabilia to Father or Helm, protect and sacrifice for others (especially loved ones), heal wounds
Hidden: show
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Father was a spirit born from the protective instincts of Tarina's father, Emell Mazir. A man who had swore to give up his magic after traumatic events of his own, Emell broke his promise in order to protect his daughter from raiders that had beset Shanah. Despite its name, Father was not a ghost of Tarina's father, though it had taken on some of his qualities and was Lawful Good as a result. It was a kind, comforting spirit, and carried great wisdom. In many ways, it was a truer spirit guide than Lavern. Father once appeared in a physical form but later preferred to exert its influence over Tarina directly through limited possessions that enhanced her abilities while subsuming her will. Father appeared as a three-eyed wolf, and its fur was streaked with white lines that radiated a comforting power. When Tarina bargained with other spirits for her spells, Father actively protected her from threats in both the spiritual and material worlds.

When Malrakus made Tarina slay Emell by her own hand after discovering that he was still alive, Father was also slain. Its remnants have split into two new spirits, Resolution and the Purple Phoenix.

Lure and Anchor
Father willingly answered summons only from Tarina. Unlike Lavern, compelling Father to answer a summon by force would not alert Tarina. Father accepted offerings that involved dedication to family, especially significant gifts made between family members.

Father's anchor was Mother's Cloak, a heavy cloak made of the pelts of red wolves by Tarina's mother. Destruction of the cloak would have infuriated Father and prevented it from channeling spells and abilities through Tarina, but it would have remained attached to her as it was her memories of the incident that fed its continuing existence.
Malrakus, called The Demon, "Spirit" of the Corruption of Innocence
CE, Pazuzu
Price: Free Malrakus from his prison, build and sew symbols of Pazuzu across Faerûn, be corrupt and corrupt others, harm the innocent
Hidden: show
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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 possessed Tarina Mazir to use her to further demonic aims on the Prime. Malrakus preyed on Tarina's low self-esteem and doubts, making her reliant on him by offering a strong hand and steady leadership when she felt lost. It always reminded 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 was a sacrifice of Tarina's essence to Malrakus itself.

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

Malrakus originally granted Tarina only blood magic, but it offered more and more power as Tarina lost the support of some of her other spirits so that she became more dependent on it. It also occasionally helped her in dire encounters on the Material Plane, enhancing her determination or even taking direct control of her actions through active possession. It always encouraged her to rely on blood magic when she was threatened.

Malrakus was expelled from Tarina through the efforts of Sir Jonas Rokranon, Ameris Santraeger, and their companions.

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 was a symbol of Pazuzu. Destruction of the symbol infuriated Malrakus and prevented it from channeling spells through Tarina. Destruction of the symbol caused Malrakus to attempt to possess and transform Tarina into a demonic creature before its foothold was lost.

Despite the destruction of its symbol, Malrakus has other ties to the Material Plane. During her subservience to it, Malrakus instructed Tarina in the crafting of other symbols and the depositing of them in various locales throughout her journeys, with the hopes of ensnaring other unfortunate souls.

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 rarely 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.

Image
Artwork: 'Malachi, demon phoenix' by drak @ deviantart.com
Foul Things, Spirits of Betrayal, Doubt, and the Destruction of Ideals
NE, Shar
Price: N/A; forceful possession
Hidden: show
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Foul Things are spirits of bitterness and hatred. They are potent spirits that cursed both Tarina as well as the paladins Eldarian Al'maire and Jonas Rokranon, and they often escape attempt at exorcising them. Tarina's piece came to her after her interactions with it at an altar beneath Soubar gave it enough of a connection to bind itself to her. Foul Things whisper blame and mockery into the ears of those that speak to them, feeding on the destruction of positive feelings, and they savor baiting their victims with threats against their loved ones. Betrayal pleases them most of all: the betrayal of friends and family certainly, but the greatest feast is the betrayal of the very ideals and virtues on which a person stands. The spirits are usually only seen as dark whispers over the shoulder, but the Foul Thing Tarina encountered at the Soubar altar had the form of a large, monstrous shadow bearing twisted claws dripping with blood. Like Lavern, Tarina's spirit guide, Foul Things are shifting spirits, and they often take the appearance and voices of others in order to lure in new victims. When looked upon directly they twist and hide, evading all attempts to see them for what they are. When Tarina was cursed by Foul Thing, it would greatly hamper her abilities and even once blinded her sight into the spirit world—though this wound was partially healed after Tarina joined souls in a dreamwalk with the young spiritseer girl Amanda.

Lure and Anchor: Foul Things thrive on betrayal, doubt, and the destruction of love and hope. They desire sacrifices that bring emotional turmoil to the summoner, their loves, or the loves of another. They desire more than simply destruction; Foul Things feed on raw desperation and anguish and are angered by sacrifices that are made without true emotional pain. If the summoner or their sacrifice have hardened themselves, or if the sacrifice is made for love instead of hate, Foul Things become angry and refuse to answer. Continued persistence will cause them to attack, though they will try to possess their victims rather than kill them unless killing them will cause anguish to another person nearby. Foul Things favor those of lofty ideals, especially paladins, whose fall from grace is much sweeter.

Foul Things prefer to use people as their anchors, cursing them with doubt. Eldarian Al'maire and Jonas Rokranon have both borne their own Foul Things, with Jonas's calling itself "Shadow Singer" and "Herald of Darkness." One also possessed Tarina, binding itself to her spirit guide, Lavern, which made it very difficult to remove.
"Oh, the things you don't know, Little One. Kneel and offer yourself to me and I shall tell you what you don't know."
- Foul Thing
Last edited by Rhifox on Tue Aug 04, 2020 2:08 pm, edited 188 times in total.
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Re: Tarina Mazir

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Re: Tarina Mazir

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Re: Tarina Mazir

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Some minor updates. Reformatted, updated some appearance and deity sections, and added a stat block.
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Re: Tarina Mazir

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Expanded personality section. Expanded spirits section. Added knowledges. Added character associations. Added visible items.
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Re: Tarina Mazir

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

Other small changes done throughout.
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Re: Tarina Mazir

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Updated to account for developments in the three years Tarina was away. Major changes can be found in history, visible items, plot hooks, and spirits. Smaller changes can be found throughout. Several spirits have been added or changed.
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Re: Tarina Mazir

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Updated.
  • Added Magical Specialization section under Personality chapter.
  • Added some new quotes.
  • Small changes to Shar's entry under Religion chapter.
  • Updated and expanded Knowledges chapter.
  • Major layout changes to Spirits chapter, each spirit is now categorized according to its general type.
  • Small additions to Lavern's and the Blood's entries.
  • Added new spirits under Other Spirits section (DM Bloodvine NPCs).
  • Added information on what price Tarina pays (or has paid, if not ongoing/voluntary) for each spirit's service (thanks to metaquad4 for the inspiration from his biography for Thunderbird).
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