Ooh, this sounds like fun! Thanks @team0nster!
Username: on Tumblr I’m @geeksdanz, but I’m also Ellen from The Relic Shoppe which is how most Critters would probably know me - I make the Sarenrae holy charm that Ashley has gotten several of at this point ;-)
Character’s Name: Caalin Windrider
Class: Started out as an Oracle with the Waves mystery in Pathfinder, now switched to a D&D 5e Warlock with a custom patron - The River Spirits.
Appearance: picture courtesy of fellow player @red-fathoms, who does awesome art of all our PCs :-)
Caalin appears to be your average, everyday desert elf, though she does seem to have a bit of the crazy-eyes going on. Her long straight hair tends towards wispy frizz, and both it and her clothing seem just a tad disheveled, as though she has just walked through a strong wind. She's pretty much incapable of making her hair behave itself, and no matter how carefully she arranges her many layers of clothing, moments later they are bunched up and out of whack again. This hasn't diminished her love of layering, though, and she frequently wears more different kinds of shirts or pants, or even hats, at once than strictly seems necessary. The overall effect is of someone who is certainly pleasant enough to be around, but there's just something slightly...off about her.
Stats: STR 17, DEX 14, CON 12, INT 13, WIS 12, CHA 18
Backstory: Caalin was born and spent her childhood in the Iron City, a strange anomaly in the middle of the desert. The elves there, normally nomadic by nature, had settled and begun worshipping a god they called Na’dea who provided them with water. Caalin’s powers manifested at an early age, and since they were water-themed, she was seen as ‘goddess-touched’ and her eccentricities were tolerated. A few months ago, a traveling band of adventurers came through and in the process of pursuing their own goals, exposed Na’dea as a false goddess; a water nymph who had been tricking the locals into worshipping her. Na’dea was deposed and executed by the adventurers, and the elves began the slow process of figuring out how to live without her.
But Caalin’s powers did not go away. If she had truly been ‘goddess-touched,’ they would surely have subsided once their goddess was no more. There had to be some other source, but nobody knew who or what it was. The Iron City began to be a less-than-welcoming place for Caalin, with more cold stares and less friendly gestures than before. Finally, to the resigned sadness of her parents, she decided she had to leave. She spent some time alone in the desert, trying to reconnect with the way her people lived before Na’dea, and eventually joined up with her current team (another group from the same company as the ones who deposed Na’dea) as they traveled through the region on their way to parts unknown.
Her Oracle's gift has cursed her with incoherent ramblings; she will often talk to herself in Aquan when worried or stressed, and when she gets really stressed, she loses the ability to understand others as a film of ice and darkness seems to cloud her vision. In combat she can only speak and understand either Aquan or Abyssal (depending on the dice), which caused her to fight predominantly in silence at the beginning (since nobody could understand her anyway). This made her actions seem rather unpredictable, and her demeanor in general seem sort of dazed and out of touch. She’d often sort of wander into melee without realizing it and cast most of her spells without really thinking about them. But all that began to change once she met Horkus.
Horkus, the surly dwarf Magus who joined the team a few sessions in, has quickly become her best friend. Horkus loves to read and loves libraries, and spoke several languages fluently when they met her. Upon realizing that Caalin had communication problems during combat, Horkus promptly learned to speak Aquan and served as her translator, allowing her to feel connected to the group in a way she hadn’t before. Horkus also provides a calming influence on Caalin, allowing her to stave off the panic attacks that so often follow her lapsing into Aquan when stressed. With Horkus around she feels far more normal than she ever has before, and at this point, it’s safe to say she’d go wherever the dwarf goes, just to maintain that feeling of control.
- The name ‘Caalin’ is based on the Somali word for ‘blizzard’ - I loved that there was a word in Somali for blizzard, and it fit beautifully with my central character concept of the juxtaposition of a desert elf with ice and water powers.
- Caalin carries a small Mythril weapon that she made during her rite of passage back in the Iron City. She remembers sort of zoning out during the forging part of the adulthood rites, becoming engrossed at the swirls of sand and rain outside the forge's window. When she snapped back to the present she realized that the blade of her dagger had curved far too much to one side in the fire, and the handle jutted out at an awkward angle. Rapidly running out of time, she dubbed the strange implement a sickle and pretended it had turned out exactly as intended. She never uses the thing these days, except as a spell casting focus, because her patron has granted her the ability to create weapons made of ice out of thin air, so she mostly just materializes a trident and throws it at things.
- Since beginning her journey with this adventuring group, Caalin’s powers have taken a decided turn for the dark. She gained the ability to speak Abyssal when stressed - though ‘ability’ might not be the right word, as she often ends up making strange proclamations of doom rather than anything helpful - and has gained powers that allow her to age people and objects dramatically, make them turn on each other or harm themselves, and pull the water out of their bodies, drying them into husks and increasing her own power. Naturally, these powers scare her more than a little bit, and she is constantly questioning what plan the River Spirits have in mind for her by granting them to her. What will she need these abilities for? What is her part to play in all of this? Caalin’s all-consuming fear is that her destiny is to turn evil and betray or kill her companions, and she expends considerable energy in trying to make sure that does not happen. She has informed her companions that if her ultimate demise comes as a result of her going dark, they should NOT bring her back unless they are absolutely sure they can do it without her coming back wrong.