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  1. #1
    Newcomer

    EXP: 12,335, Level: 4
    Level completed: 67%, EXP required for next Level: 1,665
    Level completed: 67%,
    EXP required for next Level: 1,665


    Alyssa Snow's Avatar

    GP
    320

    Name
    Alyssa Snow
    Location
    Corone

    Alyssa Diane Snow - A New Empress Rises


    Name: Alyssa Diane Snow
    Age: 20 Years
    Race: Homunculus
    Hair Color: Platinum Blonde
    Eye Color: Blue-Green
    Height: 5' 6"
    Weight: 135 lbs
    Occupation: The Empress of the Tarot Hierarchy

    Personality:

    When out and about, Alyssa is an energetic, outgoing, social butterfly. She enjoys spending the day at the town centre, rummaging through the shops, and attending the local competitions. She has no problem talking to strangers and has a slight addiction to other people’s drama. In the most literal sense, she is like a senior in high school.

    In combat, however, the pleasantries disappear. While still wry and witty at heart, Alyssa is cold and calculating. To her, tactics are everything, and her skills and fighting style allow her a tactical advantage in most situations. She has been seen as a leader on the field and known as a force to be reckoned with on her own. To those that know her as a friend, the personality change comes as no shock. However, acquaintances can be sorely misled.

    Overall, Alyssa is a free spirit with strong determination and drive. She can easily be a close partner or a devastating enemy.

    Ever since learning of her origin, Alyssa has mellowed out. She is no longer as peppy and active as she was a year prior. While she is still naive to the finer parts of life, she now approaches situations with more reserve and caution. She is also experiencing strong feelings for the first time in regards to love and hatred. Without parents or a proper role model, Alyssa sometimes finds herself confused, influenced, and irrational when thrust into intimate situations. At present, these feelings can manifest for anyone in her life regardless of gender adding even more confusion to the mix.

    Since becoming The Empress and defeating the previous Empress, Pode, Alyssa has begun to exhibit signs of maturity. Her trials through the past few years have molded her nativity into caution, intrigue, and rationality. She no longer perceives the world as a playground to enjoy, but something to be respected and in dire times, protected. Alyssa now exhibits more matronly qualities thanks to these events and the strangely compassionate actions of Leona Stevvains. Now, new fledglings within the Tarot's guard are hers to teach and she will defend them at any cost.

    Appearance:

    Alyssa is young, beautiful, and supple with no fear to how others view her. Well, that may be a lie. Alyssa is an alchemically engineered clone and underwent horrifying surgeries at early youth. In fact, her incubation alone involved a direct fusion of a magical artifact into her spine. The experimental nature of the procedure was not seamless, and a horrible scar takes up the small of her back. She is self conscious about this scar.Since the events of Pode's demise, Alyssa has become more comfortable with herself and this scar. In the past, she would hide it at all costs. While still self conscious about it, she is less likely to fret about revealing it than before.

    [STRIKE]Even though her usual choice of attire is sensual, sometimes revealing, and colorful, she carefully selects clothing to cover her back.[/STRIKE] Alyssa dresses more reserved. In most cases, her torso and at least down to mid thigh is covered. She enjoys wearing colors, but they are muted or mild compared to her previous choices of attire. She almost never wears attire with an open back. In the off chance she wears something more exposing, she will let down her waist length hair to conceal her "birth mark" beneath. Even with her closest circle of friends, she struggles to maintain her scar as a secret.

    In regard to her form, Alyssa is long, lean, and full figured. Her platinum blonde hair naturally springs with a slight wave and is usually tied up in the back. Though not the most gifted in the bust and hips, she has enough to grab the attention of most wandering eyes.



    Skills



    Close Combat Balistics (CQB):

    Alyssa sports a twin pair of advanced revolvers. Ever since stealing these during her escape from Alerar, she has practiced with them. Now an expert in close combat, she has enough skill to lay down fire and eliminate most threats. Paired with acrobatics, some of her maneuvers can turn heads, disorient foes, and shock an unsuspecting opponent.

    Hawkeye:

    Alyssa managed to steal an experimental prototype rifle during her escape. Through some help from Leona Stevvains and her future self, Alyssa has finally learned the skills and dedication needed to operate this weapon. Using an advance monocular optic, Alyssa can now sling spells with exponentially increased power, velocity, and range. At present, she is still coming to terms with the weapon’s feel and function. She is only accurate out to 800 meters on a man sized target, but knows the optics can easily reach out further.

    Ribbon Dancing:

    Another piece of equipment she made off with is a coil of razor wire. This wire is about 1mm in diameter, but serrated on both ends. The wire is coiled within a contraption on her left hand. With a small weight on the end, the wire can become uncoiled for a plethora of uses. When in close quarters combat, Alyssa can spin, twist, and dance causing a flurry of serrated pain. Also used as a garrote wire, she is nimble in eliminating threats without alerting those nearby. Through an upgrade at the local bazaar, this contraption is now made of the magically conductive metal, Prevalida. Thusly, she has begun experimenting with channeling her elemental control into the wire for multiple purposes that expand its versatility.

    Hand to Hand:

    She is expertly skilled in unarmed combat. Limited to the amount of magic she can draw from the surrounding area and store, Alyssa often must resort to melee combat at times. In the training facility in which she lived most of her early childhood, they taught her a style similar to Baguazhang – a very fluid, momentum based martial art. Paired with the usage of a razor wire and intense acrobatics training, Alyssa can manipulate a dire situation into an advantage. Without her wire, this style of hand to hand is limited against those with brute force or fast enough to read its arching blows.

    Language:

    Alyssa speaks and writes fluent tradespeak. In her captivity, she was able to pick up bits and pieces of Drow and elvish. Though not fluent, she can speak a fair deal to get her by if need be. She cannot translate the written language however.

    Survivalist:

    Alyssa has been subjected to the elements multiple times. Through trials and tribulations, she has taught herself intermediate herbalism, trap making, skinning, foraging, first aid, and tracking.



    Abilities



    Acrobatics:

    Alyssa is exceptionally nimble. She is capable of manipulating her body beyond the limit of the average Althanian woman. She can do several aerial flips and spins. On the ground, she can roll, dodge, backflip, and cartwheel repeatedly with precision. She has focused on training her flexibility as well, allowing herself unusual angles with her firearms and confusing maneuvers with her garrote wire. This training also includes the ability to maximize her muscle twitch response and gain an additional height to her jumping ability. (12’ High Jump, 8' Standing Long Jump, 36’ Running Long Jump)

    Magical Conduit:

    Alyssa is a freak. During her conception in a lab, her spine was fused with a rare magical artifact. Its original properties and functions are unknown, but the experiment to fuse a living person with the artifact was a success. The result is a human being capable of acting as an energy conduit with the natural world. This allows the girl to “pull” energy from her surroundings and “store” them into specially constructed catalysts to which can be “fired” from prototype weapons known as M-class Firearms. She is even able to draw and expel energy from her own body as normal mage might use spells. The process of charging one of these specialized catalysts is dependent upon desired effect, strength and element:

    Alyssa can begin a thread or battle with 24 pre-charged shots in her pistols and 3 pre-charged shots for her rifle, and a few in her spine as "raw spells" (Currently, 1 Fire and 1 Ice). Once expended, Alyssa must "recharge" them using the charging rules below. On average, her wind spell is the default fallback as it requires less than a second to recharge and usually does not require a reload. On average, she can recharge one or two pistol shots with other energies in the average time of a single post. Her rifle rounds are set up to be usable once per thread for battles and, on rare occasions, recharged again in a quest given the needed time below. Recharging is taxing on the mind and more difficult after sustaining energy or suffering psychological damage/interference.

    Also note, the pistols hold 6 crystals each and must be reloaded like a normal firearm or charged one crystal round at a time. Same for the rifle. It is also something to note, that she must holster the weapons to swap out to other weapons (such as her two handed rifle or an open palm for raw spells) allowing a delay between certain spells. This is a weakness in her versatility.

    • Water/Ice (Charging):

      Alyssa can channel energy from nearby sources of water or vapor in the air. The time needed to charge one of her revolver shells is two (2) seconds per shell while drawing from a nearby body of water or five (5) seconds per shell if drawing from humid air. In a place like the deserts of Fallien or near incredible sources of heat, the time can extend all the way up to thirty seconds (30) per shell or not at all. It is possible for her to directly convert five milliliters (5ml) of water into pure energy in the same timeframe needed near a lake (see above).

      The time needed to charge one of her rifle shells is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. This round is incapable of being charged in a dry climate. It is possible for her to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).

      The time needed to directly charge the artifact in her spine is only ten (10) seconds per burst near a body of water, making her a force to be reckoned with near a lake, river, well, shore, or during/after a storm. In humid air, she can charge enough for one burst within ten (10) minutes. She cannot charge this in dry climates.

      Water/Ice (Firing Effect):
      • .357-M (Revolver):
        When fired, the chamber focuses the energy into a bolt of ice approximately 0.357” in diameter and 5” long. The icicle is as strong as stone and the velocity of the spell is equivalent to that of a short bow (280 f/s). The maximum effective range is approximately 60 yards.


      • .50AP-M (Rifle):
        When fired, the high capacity round compresses and releases a hypervelocity icicle which breaks the sound barrier upon exiting the muzzle. This sound is audible from 1,000 ft away with slight delay after impact. The bolt of ice is about .5” in diameter and 12” long. The strength of which is equivalent to iron. The velocity of this spell is 2,700 f/s


      • Artifact (Raw Spell):
        When pulled from her reserve of spells stored within, Alyssa can cast a raw spell from the palm of her hands. This spell takes the shape of a cone of frost. Within this cone, several shards of ice form and expel with incredible force. A human sized target would be thrown several feet while experiencing frostbite on exposed skin. Impact from the many shards of ice would shred any exposed skin or hide. This cone is about five (5) feet wide at the maximum effective range of 15 feet. Impact past this point would equate to stones thrown with average human strength and slight chill.

    • Wind (Charging):

      Alyssa can charge a round with the energy inherent in the wind. This is her fall-back whenever previously stored spells go awry because of its accessibility and rapid charge speed. For a revolver shell, she can charge it in less than a second. In a dust storm, thick smoke, or fog, this time increases to 2 seconds per round. The only time this becomes a problem is in areas that are sealed off from open air such as a collapsed cave or air pockets under water. In those circumstances, she cannot charge her rounds without penalty. Doing so would create a vacuum or slight pressure differential that would cause internal bleeding, suffocation, headaches, and heart failure.

      The time needed to charge one of her rifle shells is 30 minutes. This cannot be charged in a dust storm, thick smoke or fog.

      The time needed to charge her artifact is continual. No other charging or activations can occur during a continual draw. She can continually draw even in a dust storm, thick smoke or fog with great effort.

      Firing Effect:
      • 357-M (Revolver):
        When fired, the chamber focuses the energy into a concussive blast of air. This is equivalent to a strong punch from an average man. The maximum effective range is two feet (2’) after which the blast of air is too dissipated to do any meaningful damage. This is designed to work in tandem with her martial arts to extend her maximum threat range.


      • .50AP-M (Rifle):
        When fired, the high capacity round compresses and releases a massive blast of wind. The recoil of which would repel Alyssa several feet backwards with a rooted stance. The force of the wind fires with such intensity that the opposing drafts shear against one another creating destructive pockets of vacuum that could shear a two by four in half. The blast radius of this round expands in a conical shape from the muzzle to an effective distance of 5 yards. The power of this shot could easily decimate a single room or cripple a thick stone wall. Impact with living flesh would be akin to being lacerated several times with a blade instantaneously. Dismemberment may occur.


      • Artifact (Raw Spell): When channeled through the artifact fused with her spine, Alyssa can manifest a localized vacuum around her hands. This effectively turns her arms into wind scythes capable of rending flesh and leather as easily has honed steel and against iron, it is capable of leaving 1/4 “ gouges into the surface.

    • Earth (Charging):

      Alyssa can charge a round with the energy from the earth at her feet or stone around her. Since this material is nearly always available, she is never without resource. Unfortunately, out of all the elements, earth is the least lethal. Given its placid state, high density, and low state of energy, earth magic has limited applications. For her pistols, she can charge a round in 15 seconds. Again, even though the material is always available, it is difficult to draw energy from. The only exception being soil charged with magical energy (Red Forest) or soil rich in raw minerals (crystals, ore, marshlands etc). Under those conditions, she may draw a capacity charge in under 5 seconds. She is unable to charge a round at sea.

      The time needed to charge one of her rifle shells is roughly 16 hours. Considering the amount of time needed, she rarely stocks earth energy. This time has to be continual, and is exceptionally draining. This time may be cut in half in energy rich soils or mineral rich caverns/quarries. She is unable to charge a round at sea.

      Earth is the one energy that has a passive effect and is always active. Unfortunately, it only effects high density magical crystals or ores. So long as she is in direct presence of an earth element, her artifact will passively resonate energy from it. Only at sea has she found it useless.

      Firing Effect:
      • .357-M (Revolver):
        When fired, the energies are released invisibly in a linear path. These energies are harmless and will pass through all materials except those of an earth affinity. Once it penetrates back into an earth element, the generic effect is a column of earth with jut forward with a great amount of speed. Alyssa typically uses this by firing into the ground at her feet to propel herself exponentially higher into the air. This can also be used to help traverse cliff sides, provide support in collapsing tunnels, as a crude battering ram, and occasionally to catch an enemy off guard. In soft or moist soils, this round will only surge the earth upward then re-settle similar to how a bubble would rise to the surface of water before popping. This can also create a propelling effect, but with diminished returns. Unlike traditional rock or earth, soft soil will not maintain its form after the initial effect. In mineral or crystal rich environments, occasionally a spire of raw ore or translucent crystal will jut from the earth instead.


      • .50AP-M (Rifle):
        When fired, the high capacity round projects a similarly invisible bolt. Again, this will pass through all materials except those of an earth affinity. Once penetrated into the target, absolute chaos ensues. The earth will shake, roll, split, harden, soften, and several spires will rise and fall within a 50 yard diameter for 10 straight seconds. At its apex, large numbers of stone/earth pillars will jut from the ground and remain. The devastation could level a building if fired at its center. On flat plains, one might be able to survive if quick witted, fast acting, and well-balanced. However, if projected into a mountainside, this will most certainly cause a rock-slide, mudslide, or avalanche depending on the weather. If fired into a coastline or sea fault, it is even capable of sending decent sized waves up the shore. If fired into an area of exceptionally high mineral content, the final result of the round will produce an ornate, spiked structure of beautiful (and deadly) crystal/ore. Alyssa would never fire this round within close proximity of herself unless she was certain she would be able to survive its effects.]


      • Artifact (Raw Spell):
        This is always active. So long as Alyssa is in the presence of an earth element, she can freely manipulate her ammunition crystals through will. This helps her expedite the reload process in high speed, limited space, and/or high risk combat. This ability also allows her to constantly collect and maintain close possession of any expended crystals ejected from her weapons. So long as this is active, Alyssa does not need the use of hands to move her ammunition crystals or any similarly small crystals. The maximum number of free-floating gems she can manipulate is 36, no longer than 5" and wider than three quarters of an inch. This ability is useless on the sea (unless at the sea bottom), or exceptionally high in the air (1,000'+ off the ground).

    • Fire (Charging):

      Alyssa can now charge rounds with the volatile energy inherent in fires and heat of all kinds. For her magnum crystals, she can snap charge them in under a second by pulling fire straight from a nearby flame or furnace. In places that are arid, dry, and hot, this time extends to only 10 seconds by pulling energy from the abundant heat of the environment. When not in the presence of those kinds of sources, Alyssa can use the warmth from a normal sunny day to charge them over the period of a minute. In the winter, this is stifled, and doubles the time needed to draw a full charge. It is the night and shadows that are fire’s bane, and she can only charge in these conditions if she can snatch the flame from a nearby, torch, lantern, candle, or campfire.

      The time needed to charge one of her rifle shells is 5 seconds if pulling directly from an existing fire. From any other source, the time needed increases exponentially. For example, in the same desert conditions above, a full charge would take 30 minutes, a sunny field – 1 hour, and 3 hours on a winter’s day. In shadows and at night, there is not enough time to charge a crystal before daybreak, and only from an open flame would she be able to manage this feat.

      When channeling fire’s energy directly, she can either use it simultaneously as she would her wind energy with nearby heat and her own body heat, or store it for later use in the artifact fused to her spine. To do the latter, the times to complete a charge are 1, 10, 25, and 60 seconds in the conditions listed above. At night and without a source to pull from, she can charge this using just body heat. The time needed to do so is 5 minutes.

      Firing Effect:
      • .357-M (Revolver):
        When fired, the energy transfers to the tip of the muzzle where a ball of dense flame the size of a grapefruit forms. Unlike most of her spells, this will not fire immediately. The ball will form over a period of a second then release, creating a slight firing delay. However, to compensate, the fired projectile has the ability to home in on its target with up to 90⁰ of deflection along the X, Y, and Z axis. If the trigger is pulled again within the charging period and expels another fire-charged crystal, the diameter of the fireball will double. Once released, the projectile travels at about 95ft/s or the speed of a thrown stone. On impact, these orbs “detonate” into clouds of flame twice their original diameter. These flames reach temperatures as high as 2,900 ⁰F (temperatures equal to that of a natural gas flame) and can quickly cause third degree burns or ignite nearby flammables.


      • .50AP-M (Rifle):
        When fired from this high capacity round, the heat and energy become nearly solid and fly instantly from the muzzle at a velocity of 350ft/s. Unlike her magnums, this only travels in a straight line with a total effective range of only 300 meters. This projectile is contained and superheated plasma in the shape of an elongated elliptical about 5” long and 2.5” in diameter. This round is extremely volatile and unstable and if it does not strike a target after 300m, it will simply detonate in the air. If it impacts a solid surface, it detonates with explosive force. Temperatures at point of impact exceed 5,100 ⁰F and can vaporize water instantly. The blast radius is equal to about 15 meters and once detonated; a swirling pyre of fire will erupt and last for 3 seconds. Alyssa only uses this skill at a range, for the collateral risk is too high to be used at ranges under 30 meters. If a normal human were hit dead on with this blast, not much would remain.


      • Artifact (Raw Spell):
        Alyssa can choose to channel fire’s energy directly or release it after a complete charge. If being channeled, Alyssa can light a flame within the palm of her hand. The size of which depends on the available energy to draw on and her control of how much is channeled. Using her body heat alone, she can channel a flame the size of an oil lantern. Near a flame, she can direct the fire like a spout of water much like a dragon’s breath, but only about three feet from her palm. In between, she can gauge a flame from the size of a candle to the size of common stove.

        Now, if she decides to release a charged blast, a white hot blast of embers and smoke will erupt from her palms. The force at which they expel would easily knock a man to his back. These embers and smoke can cause serious burns and damage if caught in clothing, laid on, stepped on, or exposed to bare skin over periods of time similar to if one were to try holding a hot coal. The maximum effective range is ten feet, but it also spreads ten feet wide at its apex. Typically, this is used similar to her ice blast or as a means to distract for escape. The smoke and embers work both as an effective smokescreen and heated caltops.


    • Light (Charging):

      Alyssa can now charge rounds with the mystical powers of light. For her magnum crystals, she can charge them about one minute by pulling light straight from the sun or strong sources of illumination. In places that are dark, shady, and foggy, this time extends to only 2 minutes by pulling energy from the faint traces of light which permit us to see color. When not in the complete absence of light, Alyssa cannot charge these rounds. She is, however, able to draw light from faint glows or candle light, averaging a charge rate of about 5 minutes.

      The time needed to charge one of her rifle shells is about 30 minutes on a sunny day. From any other source, the time needed increases exponentially. For example, in the same dark conditions above, Alyssa would need a period of about 4 hours of straight concentration. 8 if only by candlelight or faint glow.

      When channeling fire’s energy directly, she can either use it simultaneously as she would with other types of energy. This time, it only affects the light which enters her eyes. By channeling and focusing ambient light energy around her, Alyssa can permit herself to magnify her vision or improve her vision in dim conditions. Once again, this cannot be used in a complete absence of light and cannot permit perfect vision in dark conditions.

      Firing Effect:
      • .357-M (Revolver):
        When fired, the energy stored in the crystal transfers to the tip of the muzzle and fires at "break neck speeds" (625ft/s) in the form of a linear beam (0.5" in diameter). Unlike the majority of her shots, this beam is not an offensive attack. Instead, when this beam collides with a living organism, the wealth and warmth of light accelerates the healing of any ailment. While primarily focused on mending wounds, this strange light is also capable of staving off illness or poison. While some sicknesses and poisons still remain incurable by paranormal methods, the energy from this shot can slow the progression to termination. On average, each shot can heal an intermediate wound such as a clean stab (straight edge, no serrations), deep lacerations (up to a foot long and 3" deep), or similar topical damage (burns of an 8" diameter, buckshot, scrapes, etc). The effect of the healing occurs over the period of five (5) seconds and is not instantaneous. These shots can also be compounded to heal more aggressive wounds, or damage. They can also be used to rejoin detached limbs if the limb was cleanly severed and the shot is fired where the missing limb is pressed to the owner's body. More shots may be needed to heal the laceration which severed it. (2 shots for a severed arm. One to attach, one to heal the cut around the bone.)


      • .50AP-M (Rifle):
        When fired from this high capacity round, Alyssa can turn away the reaper's scythe. Similarly, her rifle fires a beam of light double the diameter of her pistols (1"). When it hits a living target, it will restore them to peak health. This has its limits, for all things on Althanas are not created the same. Men and beasts boasting endurance and might beyond the natural realm (2x and up) will see diminished returns. If fired at something of that caliber, only a large fraction of their zeal will return (roughly undoing whatever damage a typical mortal man could endure.) Much like the legends of many religious texts, this light can also return life to the dead. The corpse must be fresh (perished within 24 hours) and must be in fair condition (largely in tact skeletal structure and surrounding tissue). Fired at the heart or brain, this rifle shot can breathe new life into the recently deceased. In these cases, the shot will only make them stable, doing the bare minimum to return them from the veil and stabilize them. This will not work on overkill situations where the corpse is no longer discernible or has been scattered over large distances. It is possible to chain these shots to restore larger organisms or heroes of great might.


      • Artifact (Raw Spell):
        Channeling the ambient light around her, Alyssa can magnify her vision in a number of ways. This can permit her to see up to four (4) times her natural line of sight. Should this pair with another focusing object (such as a lens or monoscope) she can compound the magnification through those items as well. This is a variable change which she can control, and creates a type of tunnel vision. The further she strains to see, the less peripheral vision she has. At her peak magnification, Alyssa can only as much of her periphery as if looking through a 24" diameter tube. This magnification also works toward seeing objects smaller than normal. Similarly, her vision is funneled in on her target, but she can see minute details which aid in tracking, tinkering, and general curiosity. Lastly, this refraction of light can permit her improved vision in low light conditions. Again, this is done by sacrificing her peripheral vision, but can permit her nearly perfect vision in moonlight conditions. Anything darker, and her vision begins to suffer no matter how hard she focuses (loss of color, distance, clarity of edges, etc).

        Much like looking through glasses or binoculars, extended usage causes eye strain. She can comfortably use this for a period of up to an hour. Past that, her eyes show signs of fatigue, ache, and diminished results. After 2 hours of continuous use, Alyssa can start to cause long term damage, affecting her natural vision throughout the remainder of the day. She cannot use it in excess of two and a half hours, for it becomes too painful and could render her blind. A full day's rest can undo damage done by this or taking 15 minute periods of rest between the initial hour usage to prevent damage.




    Equipment



    Armor:

    • Cloth-only armor in various outfits. Her favorite is a kimono-influenced dress and combat boots.
    • A half-dollar sized charm capable of blocking/absorbing/deflecting any fast-moving projectile (including spells) once every twenty (20) minutes. (Obtained Here)


    Weapons:

    • Two M-Class Spell Revolvers with six (6) round cylinders. Incapable of firing powder based projectiles and of being modified to do so. Each of the six chambers accepts one .357-M Catalyst crystal. Upon firing, these crystals discharge all stored energy into the effects listed in the abilities section. These weapons cannot be sold, traded, or even used by another person without Alyssa’s special traits.
    • One M-Class Ballistic Spell Rifle. Bolt action, three (3) round magazine. Incapable of firing powder based projectiles and of being modified to do so. Comes with only one, spring-powered magazine. Each magazine holds three (3) .50AP-M Catalyst Crystals. Upon firing, these crystals discharge all stored energy into the effects listed in the abilities section. These crystals are then ejected for cool-down at approximately 175*F. This weapon cannot be sold, traded, or even used by another person without Alyssa’s special traits.
    • One Hand-Mounted, Retractable Coil of Prevalida Razor Wire. (Obtained Here)
    • One Titanium/Crystal Heat Knife capable of cutting through nearly all metals if given enough time. (Obtained Here)


    Miscellaneous:

    • (24) .357-M Catalyst Crystals (rechargeable & must quest for additional crystals)
    • (2) Spring Release 6-Round Speed-Load Clips
    • (3) .50AP-M Catalyst Crystals (rechargeable & must quest for additional crystals)
    • A small Damascus ear cuff that permits long range communication through thought. (Obtained Here)
    • A small silver trinket worn around her neck, capable of creating an illusionary double within line of sight and swapping places with it twice a day. (Obtained Here)
    • Personal Journal
    • Infused Artifact:
      Up to 2 Ice/Water Charges
      Up to 2 Fire Charge


    Familiar:

    Mr. Blue- (Acquired Here)

    An adorable, small, Blue North Swallow. Alyssa met him on Forral's Flying Fortress where the island's volatile weather nearly killed the two. In desperation, the little thing abandoned fear of the girl to cuddle up to her for warmth. Again, and again, the island nearly killed the two, but Alyssa was determined to keep him safe and in return, his sweet song pulled her from the bring of unconsciousness many times. Mr. Blue met an untimely demise by the hands (literally) of Talen Shadowwalker where the poor thing was crushed in front of her eyes. Luckily, the recovery team arrived to pull Alyssa's battered body from the veil and breathe life back into her little avian companion. Since then, the two have been inseparable and he currently lives with the girl in the House of Cards. Though he has a cage/home, Alyssa never locks him in it, for Mr. Blue seems to understand her and keep himself out of trouble.

    Little does the mage gunner know, that this small, seemingly fragile bird is in fact something far more. He is wiser, smarter, and compassionate. His small, black eyes see much more than the world for what it is and has seen more than any normal swallow might. This little feathered fluff is immortal, but that is only a fraction of his true potential as an Azure Phoenix. He has yet to reveal his fiery form and whatever mystical secrets lies beneath the surface.

    ((Possesses regen abilities, revival abilities, healing abilities, and flame abilities. All of which are used of his own will as an NPC type character. Impossible to be used as any form of combat advantage. Only to be used as a plot device and companion character in quests and solos.))




    History




    The nation of Alerar has been in a constant struggle for superiority against their sister lands of Raiaera for centuries. In a world dominated by the powers of the Eternal Tap and those who could master it to cast magic, Alerar has researched alternate ways to harness power. Through the power of alchemy, steam, science, and hodgepodge magicks, the nation has made strides in technological advancements. They created engines, artificial light, steam powered carriages, and even the ability to soar the skies in might air ships. These marvels their citizens now use from day to day were not always intended to be so constructive.

    Alerar has struggled to develop powerful weapons to gain the upper hand against those which would exile them. The airships were intended to be a naval sky fleet, but have yet to develop enough to sustain the damages of combat. The artificial lighting was originally designed to harness electricity and light in the form of destructive beams. Even the steam powered carriages had a purpose to replace horses in battle and create mobile bunkers. All of these designs fell short and were re-purposed, but Alerar’s government has remained vigilant.

    Approximately three decades ago, a meeting of the guilds formed to discuss the next step towards supremacy against their oppressors. They agreed that the Raiaeran might stems from the mystical powers drawn from the Eternal Tap and harnessed as magic. Cut off from such pure sources of energy, Alerar would never be able to match their abilities in combat. Then, under the suggestion of the Thieves Guild, a notion to “steal” magic was presented. The notion triggered a boisterous roar of laughter except from one group, the Alchemists Guild. They rebutted that their research rumored of an artifact capable of strange effects over the energies of the Tap. This gained the interest of the Alerar government and a portion of their funds were financed to delve deeper into this rumor.

    Unfortunately, the Alchemists Guild did not share the fact said artifact was written to have been lost when Fallien met its downfall. Somewhere where beautiful flowers and forests once were, this artifact was either buried or destroyed. Regardless, they decided to utilize their funding to chase their dream. The Guild financed several ventures to Fallien in search this artifact and for five years, they only turned up dead leads. With their funding running dry, the Guild knew they would inevitably have to abandon their hopes.

    Outlook was bleak until one day, one of their teams reported strange readings from their experiments in the forbidden fields of glass. Tensions rose within the Guild, for these fields were sacred to the Fallien government. If they were discovered, an international incident would occur and surely, war would be next to follow. Science, however, waits for no man and does not waver in the face of fear. The guild suppressed all mention of their findings to the Alerar government to avoid complete shutdown of funding. In their next pinnacle, the Alchemist’s Guild denied any progress in their research. Their funding was pulled.

    Desperation and curiosity stirred within their members and the Guild took it upon them to seek private funding. Several interested parties from unsavory venues caught wind of their actions and took immediate interest. Without drawing attention, the Alchemist’s Guild renewed their illegal excavation in Fallien. Though there were several close calls, the excavation began to produce tangible results. Deep under the glass fields, diggers discovered another type of glass. These fragments were small and uncommon but in experiments, they yielded the potential to store energy. The only downfall was the stored energy would leak gradually over time. Regardless, while the excavation continued, the Alchemists Guild continued to collect these specimens for testing. They were convinced these shards would prove useful.

    While the excavations continued, alchemists discovered that they could refine the shards into a purer crystalline substance. This substance had an even greater ability to store energy. Unfortunately, they still experienced a bleed off which eliminated the ability to be of practical use. Further testing revealed that if the refined crystals were geometrically engineered to specific cuts, the energy would be able to reach a specific level and remain stable. This was great news. This however, had one major drawback; when the charged crystal suffered a sharp impact, they would violently discharge all the energy stored within. This discovery was accidental, and eliminated three talented scientists when a charged shard fell to the floor.

    While recovering from their losses and redirecting unneeded attention from government officials, the Guild finally unearthed an unusual object fitting the description of the ancient texts.With the artifact in hand, Alerar pulled out of Fallien and successfully avoided international conflict.

    Back at Ettermire, the Alchemist’s Guild began extensive research on the artifact. Immediately, they discovered tha—/-**-/**////------…---*//--*..-*-*.//*-*-…-*/**-…-*/.*/*-/*-/..-*.-*/.-*/#.-*.31-*.13qd.*-*.ad.-*234.5-123.a.adfa2#%$- Magic transfer -…-*/.*/*-/*-/..-*.-*/.-*/#.-*.31-*.13 vortex technologies cause an influx of Adf1983cv—23481*--* df78 ac(ESF&g02neqf1-32411dqd/-**-/**////------ critical mass caused an explosion. Several people died. *//--*..-*-*.//*-*-…-*/**-…-*/.*/*-/*-/..-*.-*/.-*/#.-*.31-*.13qd.*-*.ad.-*234.5-83cv—23481*--* df78 ac(ESF&g02neqf1-32411dqda/-**-/**////------…---*//--*..-*-*.//*-*-…- needed to be fused with a living organism. Unfortunately, all living trials had failed into grotesque mutations of their original form. In each incident, the artifact completely consumed its host…**-/**////------…---*//--*..-*-*.//*-*-…-*/**-…83c Graph the object directly with a growing fetus. v—23481*--* df78 ac(ESF&g02neqf1-32411dqda -*/.*/*-/*-/..-*.-*/.-*/#.-*. Experiment was successful! The artifact graphed without destroying the host body. Several surgeries will be needed to *-*.//*-*-…-*/**9anJG=--=_+----**/*==2134)))))=))==90Fg898/*q)*709q4kjch She began training with modified constructs designed to “fire” the catalyst crystals. )))))=))==90Fg898/*q)*709q4kjch___+___+__)(+32154hg(126afsdg _())_(+++_()-0912_+_--34/-)(G8sa2389(*#$ subject has shown the ability to draw magic from her surroundings. Further testing is needed. **-…-*/.*/*-/*-/..-*.-34/-)(G8sa2389)))))=))==90Fg898 is stable so long as critical limits are not met. Rejection of artifact becomes critical when --*/.*/*-/*-/..-*.-*/.-*/#.-*.31-709q4kjch___+___+__)(+32154hg(126afsdg _())_(+++_()- Phase 3 began with the development of a long range weapon. Subject will begin on her 18th Birthday.
    |
    |
    |
    --..-//.--.. THE SUBJECT HAS ESCAPED.




    --- Day 13:

    It’s been almost two weeks now, but I think I shook their trail. They were relentless. I was chased into the nearby wilds and forced to lay low for far too long. Even though it was hell, the free food and water beats trying to catch those furry things that run up trees. Have you ever tried catching one of those things?! They’re fast! Cute too, but food is food. It was gross compared to some of the things they served me in that dungeon. I’ve taken a liking to some of the leafy stuff the other animals eat. It’s bland but with some berries and bark shavings, it’s not too bad.

    Anyway, now that they’ve given up on finding me here, I was able to sneak into Ettermire again. Luckily, I was able to pick up some things in town. Seems people are rather nice to a cute girl in tattered rags. It wasn’t much, but I was able to score some clothes, this journal, and a few tools that should help me survive out there. It’s sad that I can’t stay. There is so much life and noise in town! I I walked past this place called a pub and it was so alive! Yelling, screaming, people punching each other! Oh I really hope there are more places like that out here…

    Well, only one way to find out!

    --- Day 37:

    It’s been over a moon cycle, and a lot has happened. Good and bad… I finally got comfortable in the wilds when the search parties came back. They were more vigorous this time. Deer, elk, bear, if it moved, they shot it. They don’t want me back in chains anymore, they want me dead… I couldn’t stay around there anymore. I had to hitch a ride out of town. I was fortunate enough that a band of men took me in. They said they were going to Archen but wouldn’t state why. One of them really creeped me out; he wore this scarf all the time – even when it was warm. He didn’t talk much, but his serpentine green eyes… I can still feel like they are watching me. Worst off, he seemed to be the leader of their little group.

    At first, everything was fine. The others were a little grabby, but when he was around, they backed off. I tried to be nice since they were giving me a free ride. It was a few days of this before I got suspicious. They made another stop in a small farm village and for some reason; we made camp just outside of town. That night, I saw smoke and heard distant yelling coming from town. I tried not to think too much of it until the next morning there were two more girls in the carriage. One of them had a cut on her forehead, and both looked like they were thrown around in the dirt. They poor things never spoke. They never made eye contact and the jumped any time someone made a loud noise.

    It took a little time, but the one with the cut finally let me tend to her gash. The men watched me the entire time, almost like they were concerned I would do something. Then I figured it out. The bruises around her neck, the blood on her skirt, and the fear in her eyes… They raped her. These men weren't as generous as I originally had thought, and the creepy one knew I had figured something out. When we made a stop at a small spring, I went to refill my canteen and wash my hair when he showed up. It was just him. The others must have been at the cart.

    I remember him asking me if I knew what they were. I told him they were bandits. Like a freak, he only smiled at me. Then he explained he was some head of a large group of killers and we were going to be sold as sex slaves in Knife’s Edge. I was scared. I didn’t know what he was going to do, but he just stood there. It was when the other two, things got bad. They came at me, I… I panicked. I don’t know how or when, but when I came to… they were dead. The guns I stole from the labs were in my hands. I remember them being warm. I also remember him… He laughed. He said I did good, and like it was some kind of dream, he vanished into his own shadow.
    I killed people…
    Sure they were bad, but I killed them. I've never killed a person before.
    Sorry, I’m so sorry… I…

    --- Day 53:

    Me, Daire, and Clarissa made it to Archen on our own. That green eyed demon never came back and no one ever came looking for us. After that experience I realized the world was far more cruel than I gave it credit for. I thought the lab was hell, and once I got out I would know what it was like to be happy and free. Like those people in the pub, I thought life was about laughing, joking, falling in love, but it wasn’t. Life was cruel.

    Once we got in town, I made sure Daire and Clarissa get to the authorities. Daire and I get really close during our trip. I was sad to see her go, but she had been away from home long enough. I wonder what it is like to have a family. I mean, the dark elves and dwarves were the closest thing I had to parents, but they told me I wasn’t a normal child. I wasn’t grown from love. I was born from curiosity.

    Anyway, I was able to settle into some local work. No one here would be looking for a teenage girl as some kind of run-away experiment. My jobs were oddities: sometimes hunting local predators from farms, sometimes hunting down a thief or two. Either way, the jobs were easy, and they put coin in my pockets. I still couldn’t afford a place to live, but I finally had a decent meal and some fresh clothes.

    I hope there is more to living than this.

    --- Day 126:

    I met someone. Her name is Leona Stevvains. She met me after finishing a job to hunt down a group of people from cult of righteous pain or whatever. The objective was to infiltrate one of their underground information chains and cut off their communication venue. I had to work with two others. There was a man in his late fifties with a huge sword and breath that could get you drunk alone. The other one was a kid about my age who decided to take a big job to prove his family he was a man. They were two people that should have never been brought together. Even if it was to save a cat from a tree, they’d find a way to butt heads, get in a scuffle, and somehow maim the cat in the process. It was awful.

    There was a part in the mission where we nearly lost our cover. In fact, if it weren’t for me, we’d all be dead. With a little misdirection and a few zips of my wire, I had eliminated the problem and gave us enough time to escape. While they looked for the ones responsible, we used the search teams to sneak deeper into their ranks. By this point, they learned to listen when I spoke and did as they were told. It was rough, but they were paramount in helping me cut them off from the main group. From there, we diverged on the survivors and left without a scratch. After we reported back for the reward, it was back to the bickering and I was out of there.

    Leona grabbed me just as I left. How she knew I just finished that job and that I would be there at that moment, I have no idea. At first, I thought she was with the cult, but she quickly convinced me otherwise. See, Leona is part of a group called the Tarot Hierarchy. It was complicated for me to understand, but essentially they are looking to bring back the age of magic and search for new things regarding an Ethereal Tap. I don’t really care for most of that, but it did get me thinking. Maybe I could find out what they really did to be back at the lab. Maybe it could be reversed and I could be normal again. Maybe I could stop having this terrible ache in my back at night. Then, she told me I’d have a place of my own to sleep, eat, and drink -A place to call my own – and all I had to do was the same thing I already did. Take jobs, report back, and get paid.

    Needless to say, I became a part of her group. She called me a Minor Arcana, a one of pentacles. I’m not sure what that meant, but I didn’t have to worry about where to sleep anymore.

    --- Day 287:

    I was promoted to one of the tens today! Leona is impressed with how much I have developed. Even Oliver has taken a shining to me. I guess all this hard work has paid off. I finally feel like I have a purpose. I don’t feel afraid anymore and today, I finally got to go to a pub! It was amazing. After a hard month of running operations for the Hierarchy, being around a group of loud, laughing, and flirtatious people is a blast!

    Y’know, if this keeps up, I might make it to one of the Major Arcana. I would just LOVE to work with Oliver and Leona one day.

    --- Day 324:

    They let me lead a group of the lesser pentacles on a mission last week. We had to go to Fallien to investigate an anomaly at one of the fields of glass. Apparently, it was discovered that a dig site had once been there. Leona explained that the politics around Fallien are quite sensitive. She said that where we would be operating was sacred land. She put me in charge to make sure the minors didn’t slip up and cause a problem or break anything important. It was a boring job, and we had a few skirmishes with rogue harpies, but nothing out of the ordinary. What we found out was confidential, so writing it here may be a problem.

    Oh well, it stays on me all the time anyway. :P

    What we found was that the dig site was set up by someone from the mainlands. Some of the tools we dug up were elven. That meant either Raieara or Alerar – maybe Corone or some of those Scara Brae pirates. Either way, we found a few letters that had been snagged in some bush a few miles off. The sun had bleached the hell out of the words but it was clearly in elvish. I did remember the Alchemists speaking elvish, but I couldn’t read the damn thing. None of the other minors had an inkling to what it read either, but based on how crisp some of the remaining text was, it was unlikely an uneducated group was responsible.

    Anyway, we collected a few samples of soil and a few other interesting objects (with the approval of Fallien) and returned them to Leona for analysis. When I handed her our findings, she gave me a dead stare. She asked me how I felt. It didn’t make sense as to why. She was usually too busy tending to everything else she does. I told her I was fine, a little sore, but fine. I remember her just nodding, then turning around without a word. I assumed that meant I was dismissed, but as I was about to leave, she stopped me. What came next, I will never forget.

    “Alyssa,” she said, “You’ve caught the eye of The Three. You’ve been promoted to Queen of Pentacles. Congratulations.”

    It was very matter of fact, but I felt like she was proud of me. It was what I imagine a mother would say to her child after a job well done. It felt good. I felt good.

    It’s been a long journey and I know it’s just begun, but I feel happy. This is what freedom is like. This is what living is all about.

    --- Day 348:

    I received a note from Leona early this morning. She wants to meet me at the pub I like to frequent. She said my attendance was mandatory and I should bring all my gear. It’s unlike her to be so vague. I wonder what is going to happen. Oh my Thaynes… Is this the trials for the Major Arcana?!

    --- Year 1, Day 56:

    The Tarot of Justice. This promotion is more than just a rank. When Leona made it official, the card itself seemed to, well, become a part of me. Unlike the others, I don't really bare the mark of the card, but I hear it sometimes. It sounds like me, but an older, wiser version. Usually, when I sleep, it likes to talk to me. Show me things. I guess its helped bring a little more calm to me lately, but its started to make me question the Tarot Hierarchy. I mean, I trust Leona, but Justice provokes me to think outside the box. Are her methods really the best for our members? Don't we need an Emperor and Empress to really call the shots? Do we really want to trust someone who can see the future and all the alternate realities that stem from it? It's like we're just pawns to her giant game of chess, mindlessly moving in her orchestrated game....

    I don't know...

    I really begin to question her, especially the way she's been playing with Tobias. Ever since I saw him after Leona's trial... he's been cold. I don't know how to explain it, but the man I knew in Fallien isn't there anymore. It's not like he's conflicted or confused, but just... cold. When I look at him, his eyes are hollow, like you'd expect to see from someone with nothing to lose. It hurts... I don't like seeing him like that. Still, Leona says it's his "fate" to follow this path. He isn't even a Major Arcana, but the trials she's putting him through are horrible. We spoke at the hot springs, but I couldn't get through to him. He's convinced he has to do this. Something tells me that his trip to Salvar will only bring him more emptiness...

    Tobias....

    --- Year 1, Day 230:

    My birthday, or the day I chose it to be at least... Should be somewhere around 20 by now. That's not the reason I'm writing though... The past few months have been hard. I got a letter a while back when having breakfast with Anvil from Daire. I thought I would have never heard from her again, but when I did, it wasn't good. I don't know how she found me, but the letter was blood stained and frantically written. It mentioned someone following her in Knife's Edge. I had no money to make the trip, but Anvil helped. I met some nice people on the way and some terrifying abomination. Worst of all, I met him again. That guy who lead the caravan Daire and I were on when I first escaped. He called himself Lye, but he'd be better off just labeled as a monster. Poor Daire... he captured her, tortured her, and... poor Daire. The things those men did to her...

    I was lucky to get her out alive, but something itches at the back of my mind. It almost seemed too easy. If he can find her and lure me to him, what's to say he couldn't just kill me in my sleep? Not only that, but before we escaped, he actually gave me advice... tried to help me? He said, "If you want answers, Alerar's forests hold the key." What does that mean? He also kept calling me "the prodigy". I don't like him. I don't know if he was just toying with me, but it bothers me. What if he knows something? What if he's contracted by those white suits?! No, he couldn't be... We've gotten away from him twice now... Something, he's up to something... I will find out and when I'm ready, I'll make him answer for everything he's done to me and Daire.

    Anyway, Daire lives with us in the House of Cards now. I even met this lovely Centenarian lady named Celeste de Dryst'Ellaine who specialized in alchemy. Were it not for her, I wouldn't have figured out what these Aleran notes mean, and that... that I'm a freak... A daughter of Pode... Maybe not in the most literal sense, but I'm one of many abominations running around out there put together by these madmen. All of them were failures in one way or another, but they called me a success. Something about a stable replica of The Forgotten One, Pode. The others out there... They're all part of some ancient entity or manifestation of a Thayne, North God, or Demon... I have... "brothers and sisters"...

    Justice and I are at conflict and every day, that scar on my back hurts worse and worse. Celeste says there's something in there... some relic is inside me. It's a part of me, or rather, just another part of the scientific abomination that is Project# α1-γ55-α, Series: S, Experiment No. 3... Alyssa Snow...

    I know Celeste is trying to help, but I almost wish she would stop. I almost don't want to know the answers anymore. I still have yet to go to the forest Lye mentioned, but even though I must know, I'm scared at what I'll find out...

    --- Year 1, Day 286:

    I feel awful, but Leona insists I go to the Bienost docks. Tobias comes home today... I don't know if I'm ready for this... Wish me luck.

    --- Year 1, Day 293

    It's been a week since Tobias returned. He's been a lot colder than I remember. We had a long discussion on the docks and because of it, I know that somewhere under that monolithic facade, he still has a heart. It's a faint little thing, but all this self infliction, this regression, and inward conflict is for us. Not for me an him, heh. That would be silly. He's got bigger things to deal with... No, I mean for all of the Tarot Hierarchy. Even though he worked with those unsettling Crimson Hands, it served a purpose. Still, I am not in agreement with Leona's methods.

    On a side note, Vincent and I got to do some exploring today! The second level of the House is in serious disrepair, but we discovered both an underground hot spring and a talking statue. Crazy right? This big stone guy claims to be the first of the Ai'Brone monks. His name is literally, Ai'Brone. He used to do all the healing for the previous Tarot generation including Vince's father. I guess he was the Emperor in the past. He also healed Vince's injured leg with a snap of his fingers. I've never seen someone so efficient. He didn't like me though. Kept giving me a funny look, but wouldn't say why. Almost like he was being forced to keep shut?

    I might just be overlooking it. I am not human afterall...

    --- Year 1, Day 315

    We just got word that a large group of allied forced have assembled outside the permitter of The Red Forest. Leona has put us all on high alert and issued the command to prepare for combat. I'm getting this quick entry in just in case something might happen. From the gist of it, Raiaera has opened its borders to all and any willing to assist them. In exchange, they are offering those who assist free reign over any relics they find or items of worth. Pretty much, you can loot what you want without diplomatic penalty so long as you aide the assigned forces in eliminating Pode...

    From what I learned, Pode is a part of me. I'm a clone, or daughter of sorts to her. She's some witch who is several thousand years old and is responsible for turning this whole forest into a crimson hell hole of monsters and beasts. I guess, before her curse, this forest used to be the biggest and most beautiful one on the continent. Still pretty dangerous, but only a fraction compared to Pode's influence. So much poison around here. In some areas, even breathing without special equipment will kill you. It's ridiculous.

    Anyway, I'm off track. These allied forces are going to be storming the forest for her best known location. Unfortunately, that call for open raid means the House of Cards is also in jeopardy. Should any of those unsavory types stumble on our entrance, they're going to think Bertha is some beast to be slain and our fortress is a possible hiding spot for her. Meanwhile, we'll be painted as supporters or lackeys. These allied forces are in a blind frenzy, pretty much "kill anything that moves and maybe Pode will be in the pile of bodies at the end".

    So, instead of waiting for something to happen, I'm going to enlist. I'm going to make sure and do whatever I can to steer them from the House and make sure everyone keeps safe. If I die and someone finds this, either you are a friend, and I am sorry I wasn't strong enough, or you are one of those bastards that broke in here and took what wasn't yours. If so, I curse you and your allies and pray you never know a good night's rest from this day on...


    --- Year 1, Day 329

    For all I know, the sky fell since I last wrote in this book. As you can see, I made it back in one piece... or... as much of a whole as I could be. A lot has changed. For the record, Pode is dead. The official report is that prior to accepting her demise against the insurmountable numbers, she split herself into five. Each of these were tethered to groves which were rumored to have a strong affiliation to Pode's past. One of those was located in the House of Cards, but that remains off the record. Per the official report, this occurred several miles to the northwest. This should preserve the Tarot's anonymity.

    Out of those five groves, five heroes were named: Madison Freebird, Erirag Poet, Illara Alfhiem, and lastly - Vincent Cain & Alyssa Snow. These heroes slayed Pode and yes, including myself. It is not the publicity I wanted.

    Regardless, in Pode's final moments, her visions were shared with me and I can only assume the same was said with the others. Information leaked from one source or another and all of our names with it. Somehow, I am written into the history books as a hero, but... I do not feel like one. So much happened that I am not proud of...

    I killed everyone. They were illusions or shape shifts, but Pode confronted me with the faces of all those I hold dear and forced me to kill them. She even had Tobias nearly take my life and in the process of trying to save me from that hell, I stabbed and killed Vincent. Luckily, The Ai'Brone pulled him from the veil before my foolishness banished him from the mortal plane permanently. To put this into a grander perspective, we were forced into this predicament when all manner of undead broke ground on the surface above. Their numbers were too much and the only place that seemed safe was the House of Cards. I was wrong.

    Bertha kept our clearing clear for long enough that Vincent and I met. We had the same idea. However, the undead even proved too much for Bertha. Actually, that's incorrect. Were it not for Pode's whispers, Bertha may have been able to hold her own. That witch tried to corrupt our protector and in the final moments of our escape, I was forced to destroy it. For the second time, I put a bolt through Bertha's core. This time, I don't know if Ioder and Vincent will be able to repair her.

    Once we were inside, we noticed everyone was missing. The lights were out, fog was everywhere, and the overall vibe felt... wrong. Vincent and I pressed on, hoping we would find the others, but this only got us separated. That's when Pode's magic gripped me into a trap. Her illusions felt so real. Both Vincent and Tobias were pit against me in a brutal fight. In the end, Tobias's horrible strength overpowered me. I can still feel his hands around my neck, holding me under the scalding waters of our own hot spring... I-I have to remind myself it wasn't real. I have to tell myself that her magic did this, not him. If Vincent didn't arrive, I would have likely died.

    But he did. Then, I stabbed him.

    I thought it was the doppleganger... I just didn't want to die. It felt so real...

    He forgave me though. I don't know why. Something like that doesn't leave your memories so casually. He tried to go back like nothing had happen, but between Pode's words out of their mouths and his blood still warm on my hands, I had changed. I went to my room, just wanting it to be over.

    It wasn't.

    She spoke to me directly this time - in my head. Beckoned me to the grove we have underground. It was either guilt or anger, but either way, it drove me to her. Just before that, Vincent said he had to go. It was likely the same situation for him. When I met Pode, she continued her foul play. She tried to coax me to help her, said because we were blood. She scoffed at my position as Justice of the Tarot in light of learning that she was, in fact, the Empress of the lost generation. She showed me her mark and Justice did not deny its truth. Without quoting the ordeal, I refused the proposition.

    She showed me so much of my inner horror. She forced me to kill them all... Stella, Ray...

    Cellar...

    She was relentless. So cruel, but I did not relent. My animosity for her grew. I'm not like her. I will never be like her. I may have her face, her genetics, and now... her position... but I will not become what she was. In her final moments, I saw her past. Back then, she was very much like me. It was only when the Elves killed her people, the Durklan, did she become the Forgotten One the world feared. She used to love this forest, her people, but that rage turned to poison. From her, that poison spread as a curse. Her rage and wrath knew no bounds and her pride as the best of the Tarot destroyed everything she touched. They grew to hate her, cast her out and as a result, she killed them all. Only a few escaped with their lives, but with the Hierarchy in shambles, its might scattered to the wind. The fall of our previous generation.

    Pode wasn't originally like this. She could have benefitted from what Illara told me in that mansion: "It’s not what you’re made of that matters. It’s what you make of yourself."

    That quote means so much to me now. While I still have to be cautious about it, I no longer fear what I am. While I am a lab-created mixture of Pode and some other horrible science, I am Alyssa Snow. I am myself and only I choose what my fate will be.

    Which coincidentally is also, the Empress of the Tarot Hierarchy.

    These people are mine to protect, now. Together with our new Emperor, Vincent Cain, we must protect them. We must ensure that history not repeat itself. We must remember those we have lost, not avenge them.

    Part of me tells me that I am unfit for this role. Part of me believes that. The majority, however, will prevail. I have sins to atone for and I must show my friends that I am not a monster. I must be the role model they deserve.

    It is true, that those events have changed me, but I can see the good it has brought. I will press on, continue to grow, and become who I need to be.

    For myself, and these people I call family....

  2. #2
    First Officer

    EXP: 34,480, Level: 7
    Level completed: 94%, EXP required for next Level: 520
    Level completed: 94%,
    EXP required for next Level: 520


    Rayleigh's Avatar

    GP
    3,680

    Name
    Rayleigh Aston
    Age
    22
    Race
    Human
    Gender
    Female
    Location
    Alerar
    Approved - direct transfer.

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