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Update Varanim The Last

NameNatureCaste
Varanim the Last
(Formerly Varanim the Younger)
SavantTwilight
 
ConceptHomelandAnima
Uninvited ghost-doctorEast PodunkiaThe Eye and the Word
 
PlayerChronicleExperience
AdrienneSol Invictus 27 Un, 16 Sp, 43 Tot
Attributes (8/6/4)
PhysicalSocialMental
Strength2Charisma2Perception5
Dexterity5Manipulation3Intelligence5
Stamina3Appearance2Wits5
 
 
Abilities (25, 10 From Caste/Favored, Min 1 In Each Favored)
DawnZenithTwilight
Archery  Endurance  Craft  
Brawl  Performance  Investigation5 
Martial Arts  Presence1 Lore5 
Melee5 Resistance1 Medicine4 
Thrown  Survival1 Occult5 
 
Night   Eclipse  Specialties 
Athletics  Bureaucracy  AbilityRating
Awareness4 Linguistics4   
Dodge5 Ride    
Larceny  Sail    
Stealth  Socialize    
Linguistics: High Realm, Riverspeak, Forest-Tongue, Old Realm
 
 
Tempers Essence**** Virtues (5)
Willpower7Personal:19CompassionX X X
X X X X X | X X - - -   ConvictionX X
Regain Willpower When Peripheral:46TemperanceX X X X
A rational, methodical approach helps solve a situation ValorX X
Limit Break   
- - - - - | - - - - -
 
 
Anima Banner:
 
0 MotesNo display.
1-3 MotesRed-gold glimmery caste mark.
4-7 MotesBright glowy caste mark!
8-10 motesRagged streamers of sunset colors thread the air around Varanim, shot through with beams from her now-brilliant caste mark. The faint smell of incense follows her.
11-15 motes 
16+ motes 
 
Virtue Flaw 
Limit Break Condition: 
 
Backgrounds (7)ValueNotes
 
Artifact5Arm
Contacts3
Manse5The Sublime Refuge of Unquiet Thought (see below)
Necromancy5A girl's gotta eat...
Charm Descriptions (10, Min 5 From Caste Or Favored)
CharmCostTypeNon-Instant Duration
Melee
Excellent Strike1m/dieSupp
Hungry Tiger Technique1mSupp
Fire and Stones Strike1m/dieSupp
Undaunted Weapon Technique2mSupp
Serpent Strike Technique3mSupp
Steel Symphony Stance5m 1wSimpleScene
Inevitable Strike3m, 1wSupp
Endurance
Ox-Body TechniquePermanent
Radiant Essence TechniquePermanent
Presence
Harmonious Presence Meditation6mSimpleHour
Investigation
Ten Magistrate Eyes3mSuppScene
Crafty Observation Method5mSimple
Owner-Locating Method4mSimple
Death Revealing Method3mSimple
History-Extracting Glance10m, 1wSimpleHour
Judge's Ear Technique6mRefScene
Evidence-Discerning Method6m, 1wSimple
Lore
Lore-Unearthing Method4mSupp
Forgotten Secrets Technique1m/dieSupp
Medicine
Body-Mending Meditation10mReflexiveDay
Occult
Spirit-Detecting Glance3mSimpleScene
Spirit-Cutting Attack3mSimpleScene
Spirit-Repelling Diagram10mSimpleScene
Ghost-Eating Technique5mSupp
All-Encompassing Sorcerer's Sight6mSuppScene
Spookyvision charm
Shadowlands Circle Necromancy1wSimple
Labyrinth Circle Necromancy2wSimple
Awareness
Sensory Acuity Prana5mSimpleScene
Owl-Eye Technique5mSimpleDay
Dodge
Reed in the Wind1m/2dRef
Shadow over Water2mRef
Seven Shadows Evasion6mRef
Scattered Sunlight Attitude4m 1wRef
Reflex Sidestep Technique2mRef
Flow Like Blood5m 1wSimpleScene
 
Spells
SpellCostNon-Instant Duration
Shadowlands Circle
Banish Ghost12+m
Death Inversion Loop18m
Field of Fell Dreams16m
Gathering a Ghost's Strings10m or 20m
Shattered Void Mirror20m
Silent Master's Pollen18m
Summon Ghost15+m
Labyrinth Circle
Brick-by-Brick Solitude19m
Crystal Ghost Shard15m
Dead Man's Voice18m
Denying the Call24m
Golden Shadows Cast in Frieze30+m
Links Born of Tumult22m, 1l health level
Shadow Stones Travel24m
Silenced Whispered Prayers27m
 
Merits & Flaws
Eidetic Memory - Vision, Hearing, Scent
Nightmares
Equipment And Other Gear

Necromancy shopping list: Links Born of Tumult, Rattled Bones of War, Void Circle necromancy in some fashion yet to be determined which might prove to be morally ambiguous, Grandmother Void, Mouth of the Void, Pyre-Flame Guardian, Summon Hekatonkhire

The Sublime Refuge of Unquiet Thought
(Manse 5: Jewel of the Immortal Mind)
The Refuge is a lingering outcropping of a once-great library, clinging to the side of a chasm in the Black Crag Mountains and reachable only by a winding path from the small village nearby. The original building was a collection of fluted spires full of little nooks and offshoots, a fractal bridge across the chasm anchored on either side by towers. The whole assembly sang like an an alien symphony in the strong winds that scoured the gorge, and the archives there were said to contain wonders and secrets held nowhere else.
What remains of the structure now is the near tower, a graceful twist of white marble leaning at the lip of the chasm like a hand outstretched for a dance partner who never returned. It still cries in the wind through vents and tunnels in the cliff below, but the old chorus is much diminished. Inside are lofty-ceilinged reading rooms which now contain remnants of the old collection as well as more recent esoterica, a workshop not much used during Varanim's tenure, living quarters, and a rooftop observatory.
The days when the library was a center of learning and a site of pilgrimage are long since past, and it now stands as a hermitage for rare scholars or mystics. Every few generations someone divines the truth in legendary references, threads the lost puzzle-roads, and is greeted by the village as the new keeper of the Refuge. The various residents have all been driven by some great question, and most of those who now inhabit the hearthstone never resolved their obsessions (those who did tended to return to the world, leaving the manse and stone for the next questing soul). Scattered through the libraries and private collections of Creation are academic texts or works of art attributed to a person "of the Refuge," considered by most modern scholars to be an eccentric or pretentious sort of pen-name.
The people of the village say that the old library was not destroyed, but was simply lost, and that the right mystical working could bring back its forgotten treasures. Most of the residents (Varanim among them) consider this either to be wistful superstition or at best outside the scope of current research. But when the storm winds blow, the old symphony sometimes roars again, and the Varanim occasionally scribbles notes on the subject in her writings.
 
Dead Folks in the Jewel
The Theologian: A rigid academic, deeply studied in the ways of Creation's spiritual hierarchy in general and the Immaculate Order in particular. His written output from the Refuge probably equals that of the other personalities put together. He and Varanim probably loathe each other.
The Bodhisattva: The Small Whirlwind was a twelve-year-old girl from the village who one day ascended the path to the Refuge and lived there for six months, writing a series of short poems and parables of heartbreaking beauty and tantalizing mystical significance. She says that she then gave herself to the air to imbue a message of peace into the breezes of the world.
The Astrologer: A frail old man, liver thoroughly pickled by alcohol, who refurbished the rooftop observatory and wrote treatises on the stars and other lesser methods of divination that even Varanim finds obscure.
The General: Anderazu Oteiza was a tremendously successful strategist who carved a path to the ear of a sovereign, preserved the throne through ferocious external attack and then civil war, and retired into obscurity when she was offered the crown by the surviving remnants of the army. She wrote one book collecting all of her observations on tactics, which has never left the Refuge.
The Demonologist(s): Usually referred to as "the twins," this is the oldest regularly talkative resident of the jewel. Two personalities, a man and a woman, their fragments have partly merged in the long-term decay process of the hearthstone. They spent entirely too much time talking to demons when alive (Varanim is moderately curious about whether the hearthstone allows cheating hell, or simply saves a local copy).
The Bandit: The Dry Land Crocodile was a con artist turned bandit lord. He found the Refuge with stolen directions and used it to store some of his most secret treasures, over years of pillaging, before his forces were finally obliterated by a Realm army.

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Page last modified by June 19, 2008, at 06:13 PM