Visla Eraclaire
04-26-10, 11:44 AM
Visla's abilities are almost entirely reformatted based on the events of my last solo. She no longer has her succubus companion, which accounted for almost all of her power. She now relies on the spells and abilities she's learned from a tome (the only new addition to equipment)
Name: Visla Layne Eraclaire
Age: 26
Race: Human
Hair Color: Raw Umber Brown
Eye Color: Hazel
Height: 5’3”
Weight: 115 lbs
Demeanor: Visla carries herself with confidence and poise. She judges her situation quickly and appears to live by quick decisions and deeply held intuition. Her speech is eloquent but far from refined, smattered with colorful turns of phrase and insults both blatant and subtle. Though she is far from sunny or optimistic, she displays a genuine pleasure at being alive and free.
Appearance: Visla is a thin young woman with a style that suggests meticulous care for that which concerns her and almost total disregard to everything else. Her eyes are the most striking feature of her face, somewhat recessed and speaking to an intense focus. Her long dark hair is straight and well-kept, falling to just above her elbows. She wears her nails long and clean, but unpolished. Her skin is pale and unblemished, untouched by makeup. Her dress tends toward the practical with close-fitting garments worn under long overcoats of wool or linen depending on the season.
Nature: Having endured much, Visla has built a firm and well maintained exterior. In the past, it hid a much more insecure and needy persona. While she is still prone to second guessing herself in moments of solitude and replaying events of the past, these matters no longer consume her on a day to day basis. She welcomes new experiences, but is no longer driven to find acceptance or companionship at any cost.
History:
Born the daughter of a noble family on a small island off the coast of Corone, Visla’s early childhood was idyllic. Unfortunately, this was short lived as she and her mother were struck with a terrible illness. Nothing could be done for her mother and she passed away when Visla was six. The disease left Visla frail and partially crippled and the loss of her mother made her withdrawn. She lived in the shadow of her younger sister, the bright and sociable Allistia, for her remaining years at home. While she did not resent her sister, she did envy her easy manner. Visla’s father, the Baron Xavir Eraclaire, remarried and Visla was never fond of her stepmother, a cleric who largely ignored her and competed for what little attention she was granted.
Visla refused to attend a mage’s academy when she came of age, but ultimately relented when her sister, her only confidant, headed off to school there two years later. There she met a mysterious young woman named Aelva, the first person ever to take an interest in young Visla. The two grew closer and Aelva began to teach Visla various spells and abilities based on the art of shadow and the mutability of life energy. Ultimately, it was revealed that the creature was a succubus, though Visla did not find this to be a betrayal. Aelva sacrificed herself to save Visla from pursuers when the two were discovered by the Headmaster and a cleric.
The final confrontation took place in the town of Uiria and afterwards Visla awoke under the care of Linnea Mephisto, wife of the city’s leader Arius. Grateful, but not wishing to burden the family, Visla departed with a small crystal shard she believed held some connection to her lost companion. She traveled the world, reading books and refining her magical abilities in hopes that she could summon Aelva back. Ultimately, she found her way to the town of Mittergrad where she made contact with a Tiefling named Nerevar. The two struck a dark bargain that cost many lives, but ultimately resulted in Aelva’s resurrection.
The cost of bringing back her companion was a heavy one. Visla lost all her magical abilities and became even more sickly and frail. In this condition she returned to Uiria to hear that her father had been murdered. A plot involving the cleric’s of her island’s minor deity and a group of mysterious enemies of Uiria partially unfolded, though Visla kept largely to the periphery. She was witness, in the end, to the destruction of the deity himself and found in the crater he left a small gem which she set into a ring. Eager to distract herself, she took up the cause of liberating mortals from the service of deities.
That cause and a lead about a demon summoner who could tell her more about her ritual to summon Aelva brought her to the frozen northland of Salvar. Through a series of mistakes and coincidences, she played a small part in the civil war, siding with the League of Salvic States. She found that the deaths of the faithful charged her Godshard ring with power, but the war came to an end before she had much of an impact.
She returned to Uiria, finding the relationship between her and Aelva strained and came across a man named Leonard who promised a solution. The man was an alchemist and a powerful sorcerer and he told her that until Aelva was banished, she would slowly die of a condition called The Wasting that was sapping her magical connection to the world. With little recourse, she initially considered his offer, but ultimately stabbed him quite literally in the back at the culmination of his ritual to banish Aelva. She bound his soul to the demon to fuel her continued existence and fled into the forest, leaving both herself and Aelva free to do what they would.
Now she lives as she wishes, free of pacts and obligations. Her only companion is a tome that she stole from Leonard’s body and the vast knowledge it contains.
Physical Characteristics
Frailty ~ Because of her childhood affliction, Visla is physically weak, fragile, and has difficulty running and even walking long distances. Some of this is ameliorated by her magical abilities, but without them she is forced to walk with a cane, carry little, and take care not to injure herself.
Magical Abilities
Now that her connection to the magic of Althanas has been reestablished, Visla has come to learn three different magical arts.
Alchemy
By gathering reagents in her spare time and storing them for later use, Visla is able to prepare a number of useful flasks and potions. She can prepare three potions and one other alchemical substance each day.
Draught of Vigor ~ This syrupy yellow potion offsets the effects of Visla’s natural frailty. She can move, endure, and carry as much as a normal person. It lasts about five hours, so she must prepare multiple doses if she wishes to remain able-bodied for the whole day. Unless she expects trouble, Visla prepares three of these every day.
Flask of Fortitude ~ This dark alcohol-laden concoction protects the drinker from the effects of injury and pain. It makes bones more rigid and skin as tough as arctic leather. The effects last an hour and give the drinker a dangerous level of overconfidence.
Potion of Swiftness ~ This sour ruddy mixture improves the drinker’s reflexes and gives a short burst of speed. The drinker can run at five times normal human speed and strikes quickly with any weapons. It lasts only a few minutes and leaves the user exhausted afterward.
Healing Salve ~ This herb-scented green paste functions as either a potion or a balm to be placed directly on wounds. It clots bleeding and knits together skin quickly while soothing pain. If ingested, it accelerates the healing of internal injuries, albeit more slowly generally requiring at least a night’s rest to recover from trauma.
Clinging Venom ~ This alchemical device is a hand-sized ball designed to be thrown at an opponent or surface. It sickens those who come into direct contact with it, generally by touching it with bare skin. The effects are temporary and vary depending on the victim’s fortitude, but range from mild twitching and nausea to toxic seizure and unconsciousness.
Dazzling Bolt ~ This alchemical device is a small rod that is snapped and then thrown toward enemies. Seconds after being broken it erupts with a shower of light and deafening noise, stunning or blinding the unwary. Those who close their eyes and cover their ears, as Visla always does, suffer only mild annoyance and creatures with strange or resilient anatomies are generally unconcerned by its effects.
Sorcery
The swift and powerful raw magic of sorcery allows Visla an arsenal of ever-ready abilities to defend herself with. These abilities, called invocations, are quick and require only a word or a gesture to activate. All of these abilities can be used at will, or overchanneled to produce a more powerful effect that leaves Visla magically tapped out for a time. During this period of exhaustion she cannot use any of her magical abilities.
Cowl of Darkness ~ A remnant of Visla’s old shadow-based abilities, this invocation creates an area of shadow anywhere from a few feet to ten yards across. Within these limits, its exact shape and dimensions are up to her. The darkness is almost physical and muffles sound as well. It is stationary and can be moved out of or dispelled by use of a bright natural or magical light. Daylight, common flames and low level light spells are insufficient. If overchanneled, this invocation creates a massive area of darkness, hundreds of yards across and blots out weaker light sources in the area.
Plume of Energy ~ This versatile invocation allows Visla to summon a pillar of energy. This can be precise enough to light a candle or large enough to consume a human being. The type of energy can be chosen at the time of invocation as either fire, cold, or electricity. The plume is stationary where it is invoked and can be moved out of, if the victim is quick or stoic enough to move with the energy coursing through his body. If overchanneled, this invocation creates a burst of the chosen energy type centered on Visla that erupts out to fifty yards and severely damages everything in the radius.
Bolts of Spite ~ This invocation manifests anywhere from one to five small concentrations of arcane energy. A single bolt is quite powerful, but the more she creates at a given time the more the energy is diluted. Once invoked, they orbit the sorcerer until directed at a target. They fly through the air quickly and while they are not magically seeking, their course can be corrected in flight by the sorcerer if she can think fast enough. Controlling the path of multiple bolts is impossible beyond the simplest directions. If overchanneled, a lance of concentrated arcane power launches toward the object of Visla’s enmity with frightful speed and accuracy.
Force Barrier ~ This invocation allows Visla to summon a defensive barrier of magical force that deflects blows and projectiles. It manifests as a hemisphere in the direction she indicates with her hand and lasts only a few moments, requiring her continued concentration for the duration. If overchanneled, the barrier is a complete sphere around her entire body and persists without concentration for a few minutes, though her exhaustion lasts much longer.
Wizardry
The more practical and slow-paced art of wizardry requires Visla to consult her tome as a spellbook and perform careful gestures and rituals to accomplish its effects. These are generally useless in the heat of battle and require foresight and preparation.
Overland Flight ~ A practical spell used for travel, this mimics her lost companion’s umbral wings spell, but is much less limited. After a ten minute ritual requiring complete concentration, Visla is bourne aloft by invisible forces that allow her to fly swiftly and gracefully for several hours. While flying, she cannot invoke any of her sorcerous abilities.
Teleportation Circle ~ This travel spell allows Visla to prepare a ritual circle that teleports all those standing on it to a location with which Visla is very familiar. She must have been to the location at least once, and the weaker her connection to it, the less likely the spell succeeds and the farther away she arrives if it does. The circle requires an hour to prepare and remains active for a day or until used.
Private Sanctum ~ This practical spell allows Visla to create a warded area where she cannot be scried upon. The space itself is extradimensional and invisible except for whatever object or location is used as a gateway. Entry is restricted to those Visla permits and breaking in requires extremely powerful magic and an understanding of the spell itself. Creating a private sanctum requires a day-long ritual initially and an hour to bind it to a specific gateway. If the gateway is disturbed or destroyed a new one can be created without having to recreate the sanctum itself. The interior can take any form the caster desires, though it is limited to the size of a small house.
Wizard’s Ward ~ This spell is used by Visla every day as a precautionary measure against injury and can take many forms. At its most basic, it creates a semi-tangible field of magical energy that dampens spells and attacks that would harm Visla. It can only stop physical forces and manifested energy, not psychological or telepathic assaults. When it is cast without specification, it provides minor protection against all forms of attack, softening sword slashes and lessening burns from fireballs. If it is directed at a specific type of energy or attack, its effects are much more powerful, negating weaker forms of attack and making stronger ones much less deadly. It can only remain focused on a specific attack form for as long as Visla has meditated to raise the ward, afterward reverting to the general ward. This time need not be immediately after meditation, though the type of focused ward mast be chosen when the spell is initially cast. The ward can be set after a minimum of ten minutes of meditation, with additional time adding to the focused ward application, to a maximum of one hour.
Equipment
Worn
Signet Ring of House Eraclaire : Originally to avoid being recognized she wore the elegant silver band as a pendant around her neck. However, after an incident where it was nearly stolen, she lost the chain and decided there was no longer any sense in hiding. The ring is now worn openly on her right hand.
Godshard : The tiny bead that Visla retrieved from the death of her island's minor deity has been set into a silver ring that she wears on her left hand. It protects Visla from divine magic and grows in power as divine beings and their faithful followers die in its presence. At present, its powers are very limited. It slightly weakens any damage dealt or conditions inflicted on Visla or Aelva from any divine source. It can also nullify one divine ability per day of up to moderate strength. If a thread is completed where a significant number of divine beings or adherents have died near Visla, an increase in power may be requested. The following increases have been granted:
Lay on Hands: As long as it has nullified at least one ability since the last use, it also allows the wearer to lay on hands, sealing up normal wounds and easing pain. Internal trauma remains. Granted here (http://www.althanas.com/world/showthread.php?t=19880&page=2).
Traveling Clothes : Simple light woolen garments appropriate for all seasons in temperate climate. The quality is finer than most, giving a subtle hint of her previous station, but she refuses to part with a very practical item for such a minor reason.
Hooded Cloak : Adequate shelter in rain or cold weather, or to cover one’s face, this sturdy piece of gear was one of the first Visla purchased after quitting the academy.
Carried
Bone Cane : A cane purchased for more dangerous situations, it is inlaid with infernal script. It also features a contraption within capable of injecting a potion, for good or ill, into one struck with the concealed needle.
Lacquered Cane : A memento of her mother, still in quite good condition after being repaired. While she is actually uncertain if this is the same one she remembers from her childhood, it is similarly engraved with subtle vine motifs and covered with a thick black lacquer. After the purchase of the Bone Cane, this item is generally left wherever Visla is staying, more sentimental than practical.
Steel dagger : A simple weapon that Visla has little proficiency with. It was thrown at her by a member of the Church of the Sway and subsequently used by Visla to slit her attacker's throat. It was subsequently the instrument of her emancipation from her demon companion, plunged into the back of an unsuspecting summoner. Granted here (http://www.althanas.com/world/showthread.php?t=19868&page=2).
Massive Tome : A huge leather-bound book whose pages never contain the same information. It seems to answer the questions of those who read it and hold a question in mind. Its answers are not always useful or direct and a great deal of reading and pondering is generally necessary to reach a satisfactory conclusion. Visla does not yet fully understand the functioning of the artifact and she is limited in her ability to utilize it. It does, however, function ably as a spellbook for her wizard spells. For its size, it is surprisingly light, though its size alone makes it unwieldy.
Leather Satchel : A backpack of small size carries the essentials for travel, along with a few books Visla has borrowed from the various libraries she has studied at. It is presently empty of books and contains mostly herbs and the three glass vials that Visla uses to prepare her potions.
Mount
Visla has acquire a fine white warhorse of surprising intelligence. It requires little skill to ride. It is barded with armor and is capable of being ridden into battle.
Name: Visla Layne Eraclaire
Age: 26
Race: Human
Hair Color: Raw Umber Brown
Eye Color: Hazel
Height: 5’3”
Weight: 115 lbs
Demeanor: Visla carries herself with confidence and poise. She judges her situation quickly and appears to live by quick decisions and deeply held intuition. Her speech is eloquent but far from refined, smattered with colorful turns of phrase and insults both blatant and subtle. Though she is far from sunny or optimistic, she displays a genuine pleasure at being alive and free.
Appearance: Visla is a thin young woman with a style that suggests meticulous care for that which concerns her and almost total disregard to everything else. Her eyes are the most striking feature of her face, somewhat recessed and speaking to an intense focus. Her long dark hair is straight and well-kept, falling to just above her elbows. She wears her nails long and clean, but unpolished. Her skin is pale and unblemished, untouched by makeup. Her dress tends toward the practical with close-fitting garments worn under long overcoats of wool or linen depending on the season.
Nature: Having endured much, Visla has built a firm and well maintained exterior. In the past, it hid a much more insecure and needy persona. While she is still prone to second guessing herself in moments of solitude and replaying events of the past, these matters no longer consume her on a day to day basis. She welcomes new experiences, but is no longer driven to find acceptance or companionship at any cost.
History:
Born the daughter of a noble family on a small island off the coast of Corone, Visla’s early childhood was idyllic. Unfortunately, this was short lived as she and her mother were struck with a terrible illness. Nothing could be done for her mother and she passed away when Visla was six. The disease left Visla frail and partially crippled and the loss of her mother made her withdrawn. She lived in the shadow of her younger sister, the bright and sociable Allistia, for her remaining years at home. While she did not resent her sister, she did envy her easy manner. Visla’s father, the Baron Xavir Eraclaire, remarried and Visla was never fond of her stepmother, a cleric who largely ignored her and competed for what little attention she was granted.
Visla refused to attend a mage’s academy when she came of age, but ultimately relented when her sister, her only confidant, headed off to school there two years later. There she met a mysterious young woman named Aelva, the first person ever to take an interest in young Visla. The two grew closer and Aelva began to teach Visla various spells and abilities based on the art of shadow and the mutability of life energy. Ultimately, it was revealed that the creature was a succubus, though Visla did not find this to be a betrayal. Aelva sacrificed herself to save Visla from pursuers when the two were discovered by the Headmaster and a cleric.
The final confrontation took place in the town of Uiria and afterwards Visla awoke under the care of Linnea Mephisto, wife of the city’s leader Arius. Grateful, but not wishing to burden the family, Visla departed with a small crystal shard she believed held some connection to her lost companion. She traveled the world, reading books and refining her magical abilities in hopes that she could summon Aelva back. Ultimately, she found her way to the town of Mittergrad where she made contact with a Tiefling named Nerevar. The two struck a dark bargain that cost many lives, but ultimately resulted in Aelva’s resurrection.
The cost of bringing back her companion was a heavy one. Visla lost all her magical abilities and became even more sickly and frail. In this condition she returned to Uiria to hear that her father had been murdered. A plot involving the cleric’s of her island’s minor deity and a group of mysterious enemies of Uiria partially unfolded, though Visla kept largely to the periphery. She was witness, in the end, to the destruction of the deity himself and found in the crater he left a small gem which she set into a ring. Eager to distract herself, she took up the cause of liberating mortals from the service of deities.
That cause and a lead about a demon summoner who could tell her more about her ritual to summon Aelva brought her to the frozen northland of Salvar. Through a series of mistakes and coincidences, she played a small part in the civil war, siding with the League of Salvic States. She found that the deaths of the faithful charged her Godshard ring with power, but the war came to an end before she had much of an impact.
She returned to Uiria, finding the relationship between her and Aelva strained and came across a man named Leonard who promised a solution. The man was an alchemist and a powerful sorcerer and he told her that until Aelva was banished, she would slowly die of a condition called The Wasting that was sapping her magical connection to the world. With little recourse, she initially considered his offer, but ultimately stabbed him quite literally in the back at the culmination of his ritual to banish Aelva. She bound his soul to the demon to fuel her continued existence and fled into the forest, leaving both herself and Aelva free to do what they would.
Now she lives as she wishes, free of pacts and obligations. Her only companion is a tome that she stole from Leonard’s body and the vast knowledge it contains.
Physical Characteristics
Frailty ~ Because of her childhood affliction, Visla is physically weak, fragile, and has difficulty running and even walking long distances. Some of this is ameliorated by her magical abilities, but without them she is forced to walk with a cane, carry little, and take care not to injure herself.
Magical Abilities
Now that her connection to the magic of Althanas has been reestablished, Visla has come to learn three different magical arts.
Alchemy
By gathering reagents in her spare time and storing them for later use, Visla is able to prepare a number of useful flasks and potions. She can prepare three potions and one other alchemical substance each day.
Draught of Vigor ~ This syrupy yellow potion offsets the effects of Visla’s natural frailty. She can move, endure, and carry as much as a normal person. It lasts about five hours, so she must prepare multiple doses if she wishes to remain able-bodied for the whole day. Unless she expects trouble, Visla prepares three of these every day.
Flask of Fortitude ~ This dark alcohol-laden concoction protects the drinker from the effects of injury and pain. It makes bones more rigid and skin as tough as arctic leather. The effects last an hour and give the drinker a dangerous level of overconfidence.
Potion of Swiftness ~ This sour ruddy mixture improves the drinker’s reflexes and gives a short burst of speed. The drinker can run at five times normal human speed and strikes quickly with any weapons. It lasts only a few minutes and leaves the user exhausted afterward.
Healing Salve ~ This herb-scented green paste functions as either a potion or a balm to be placed directly on wounds. It clots bleeding and knits together skin quickly while soothing pain. If ingested, it accelerates the healing of internal injuries, albeit more slowly generally requiring at least a night’s rest to recover from trauma.
Clinging Venom ~ This alchemical device is a hand-sized ball designed to be thrown at an opponent or surface. It sickens those who come into direct contact with it, generally by touching it with bare skin. The effects are temporary and vary depending on the victim’s fortitude, but range from mild twitching and nausea to toxic seizure and unconsciousness.
Dazzling Bolt ~ This alchemical device is a small rod that is snapped and then thrown toward enemies. Seconds after being broken it erupts with a shower of light and deafening noise, stunning or blinding the unwary. Those who close their eyes and cover their ears, as Visla always does, suffer only mild annoyance and creatures with strange or resilient anatomies are generally unconcerned by its effects.
Sorcery
The swift and powerful raw magic of sorcery allows Visla an arsenal of ever-ready abilities to defend herself with. These abilities, called invocations, are quick and require only a word or a gesture to activate. All of these abilities can be used at will, or overchanneled to produce a more powerful effect that leaves Visla magically tapped out for a time. During this period of exhaustion she cannot use any of her magical abilities.
Cowl of Darkness ~ A remnant of Visla’s old shadow-based abilities, this invocation creates an area of shadow anywhere from a few feet to ten yards across. Within these limits, its exact shape and dimensions are up to her. The darkness is almost physical and muffles sound as well. It is stationary and can be moved out of or dispelled by use of a bright natural or magical light. Daylight, common flames and low level light spells are insufficient. If overchanneled, this invocation creates a massive area of darkness, hundreds of yards across and blots out weaker light sources in the area.
Plume of Energy ~ This versatile invocation allows Visla to summon a pillar of energy. This can be precise enough to light a candle or large enough to consume a human being. The type of energy can be chosen at the time of invocation as either fire, cold, or electricity. The plume is stationary where it is invoked and can be moved out of, if the victim is quick or stoic enough to move with the energy coursing through his body. If overchanneled, this invocation creates a burst of the chosen energy type centered on Visla that erupts out to fifty yards and severely damages everything in the radius.
Bolts of Spite ~ This invocation manifests anywhere from one to five small concentrations of arcane energy. A single bolt is quite powerful, but the more she creates at a given time the more the energy is diluted. Once invoked, they orbit the sorcerer until directed at a target. They fly through the air quickly and while they are not magically seeking, their course can be corrected in flight by the sorcerer if she can think fast enough. Controlling the path of multiple bolts is impossible beyond the simplest directions. If overchanneled, a lance of concentrated arcane power launches toward the object of Visla’s enmity with frightful speed and accuracy.
Force Barrier ~ This invocation allows Visla to summon a defensive barrier of magical force that deflects blows and projectiles. It manifests as a hemisphere in the direction she indicates with her hand and lasts only a few moments, requiring her continued concentration for the duration. If overchanneled, the barrier is a complete sphere around her entire body and persists without concentration for a few minutes, though her exhaustion lasts much longer.
Wizardry
The more practical and slow-paced art of wizardry requires Visla to consult her tome as a spellbook and perform careful gestures and rituals to accomplish its effects. These are generally useless in the heat of battle and require foresight and preparation.
Overland Flight ~ A practical spell used for travel, this mimics her lost companion’s umbral wings spell, but is much less limited. After a ten minute ritual requiring complete concentration, Visla is bourne aloft by invisible forces that allow her to fly swiftly and gracefully for several hours. While flying, she cannot invoke any of her sorcerous abilities.
Teleportation Circle ~ This travel spell allows Visla to prepare a ritual circle that teleports all those standing on it to a location with which Visla is very familiar. She must have been to the location at least once, and the weaker her connection to it, the less likely the spell succeeds and the farther away she arrives if it does. The circle requires an hour to prepare and remains active for a day or until used.
Private Sanctum ~ This practical spell allows Visla to create a warded area where she cannot be scried upon. The space itself is extradimensional and invisible except for whatever object or location is used as a gateway. Entry is restricted to those Visla permits and breaking in requires extremely powerful magic and an understanding of the spell itself. Creating a private sanctum requires a day-long ritual initially and an hour to bind it to a specific gateway. If the gateway is disturbed or destroyed a new one can be created without having to recreate the sanctum itself. The interior can take any form the caster desires, though it is limited to the size of a small house.
Wizard’s Ward ~ This spell is used by Visla every day as a precautionary measure against injury and can take many forms. At its most basic, it creates a semi-tangible field of magical energy that dampens spells and attacks that would harm Visla. It can only stop physical forces and manifested energy, not psychological or telepathic assaults. When it is cast without specification, it provides minor protection against all forms of attack, softening sword slashes and lessening burns from fireballs. If it is directed at a specific type of energy or attack, its effects are much more powerful, negating weaker forms of attack and making stronger ones much less deadly. It can only remain focused on a specific attack form for as long as Visla has meditated to raise the ward, afterward reverting to the general ward. This time need not be immediately after meditation, though the type of focused ward mast be chosen when the spell is initially cast. The ward can be set after a minimum of ten minutes of meditation, with additional time adding to the focused ward application, to a maximum of one hour.
Equipment
Worn
Signet Ring of House Eraclaire : Originally to avoid being recognized she wore the elegant silver band as a pendant around her neck. However, after an incident where it was nearly stolen, she lost the chain and decided there was no longer any sense in hiding. The ring is now worn openly on her right hand.
Godshard : The tiny bead that Visla retrieved from the death of her island's minor deity has been set into a silver ring that she wears on her left hand. It protects Visla from divine magic and grows in power as divine beings and their faithful followers die in its presence. At present, its powers are very limited. It slightly weakens any damage dealt or conditions inflicted on Visla or Aelva from any divine source. It can also nullify one divine ability per day of up to moderate strength. If a thread is completed where a significant number of divine beings or adherents have died near Visla, an increase in power may be requested. The following increases have been granted:
Lay on Hands: As long as it has nullified at least one ability since the last use, it also allows the wearer to lay on hands, sealing up normal wounds and easing pain. Internal trauma remains. Granted here (http://www.althanas.com/world/showthread.php?t=19880&page=2).
Traveling Clothes : Simple light woolen garments appropriate for all seasons in temperate climate. The quality is finer than most, giving a subtle hint of her previous station, but she refuses to part with a very practical item for such a minor reason.
Hooded Cloak : Adequate shelter in rain or cold weather, or to cover one’s face, this sturdy piece of gear was one of the first Visla purchased after quitting the academy.
Carried
Bone Cane : A cane purchased for more dangerous situations, it is inlaid with infernal script. It also features a contraption within capable of injecting a potion, for good or ill, into one struck with the concealed needle.
Lacquered Cane : A memento of her mother, still in quite good condition after being repaired. While she is actually uncertain if this is the same one she remembers from her childhood, it is similarly engraved with subtle vine motifs and covered with a thick black lacquer. After the purchase of the Bone Cane, this item is generally left wherever Visla is staying, more sentimental than practical.
Steel dagger : A simple weapon that Visla has little proficiency with. It was thrown at her by a member of the Church of the Sway and subsequently used by Visla to slit her attacker's throat. It was subsequently the instrument of her emancipation from her demon companion, plunged into the back of an unsuspecting summoner. Granted here (http://www.althanas.com/world/showthread.php?t=19868&page=2).
Massive Tome : A huge leather-bound book whose pages never contain the same information. It seems to answer the questions of those who read it and hold a question in mind. Its answers are not always useful or direct and a great deal of reading and pondering is generally necessary to reach a satisfactory conclusion. Visla does not yet fully understand the functioning of the artifact and she is limited in her ability to utilize it. It does, however, function ably as a spellbook for her wizard spells. For its size, it is surprisingly light, though its size alone makes it unwieldy.
Leather Satchel : A backpack of small size carries the essentials for travel, along with a few books Visla has borrowed from the various libraries she has studied at. It is presently empty of books and contains mostly herbs and the three glass vials that Visla uses to prepare her potions.
Mount
Visla has acquire a fine white warhorse of surprising intelligence. It requires little skill to ride. It is barded with armor and is capable of being ridden into battle.