[Approved by Aegis] Eliza Soule

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Eliza Soule
Approved Character
Posts: 312
Joined: Thu Jun 14, 2018 11:20 pm
Race: Mortal Born
Profession: Artist
Renown: 283
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Wealth Tier: Tier 7

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Eliza Soule

Eliza Soule


Age: 240 arcs - Appears to be around 20 arcs of age

Race: Mortalborn (Ymiden / Human mother)

Date of Birth: Ymiden 15, Arc 483

Marks: Bellinos: Favored Gwelliph: Favored Vinyza: Favored

Factions Joined: N/A

Languages Spoken: Fluent Common / Broken Ancient

Partners: N/A

face claim: Zooey Deschanel






Appearance

Eliza is five foot, four inches tall and weighs 125 lbs. She is shapely and physically fit. Her once dark, almost black hair has gradually changed due to her Immortal Father's influence; becoming a mixture of dark brown and medium blonde mixed with streaky shades of gold, copper and auburn, very like the colors of the sunrise in early summer. She has a fair complexion and a heart shaped face. But it's her large and bright blue eyes that are arguably her most striking feature. Due to being blessed by Vri, Eliza's fingernails have the appearance of applied, shining black polish. However, typically she paints them over in a more natural tone, or more rarely, in other more conventional shades.
Personality

For someone who took the better part of two and a half centuries to reach the age of majority; who watched dozens upon dozens of loved ones, relations and friends come and go from cradle to grave; and who witnessed the cycles of wartime and peacetime repeat themselves over and over again, Eliza may seem like a strange contradiction. By the time a single century had passed, many mortals or even mortalborn would have had plenty of time to grow bitter and cynical. A second century and more should have cinched it. Instead, though she experienced more heartbreaks than she could keep track of during that time and has forgotten more names than she remembers, it's the good that she's seen along the way which has enabled Eliza to remain generally optimistic.

She often seems wise and observant beyond her apparent arcs. She can be introspective at times, and talkative during others, most usually honest and blunt with her opinions whether or not they've been asked for. Her sense of style and personality can come off as quirky, whimsical and eccentric, traits which Eliza fully embraces. She loves books, music, art and theater and languages. She sings often, and her voice is a clear and sweet one, just as her mother's was. She draws and paints exceptionally well and is finally able to make a good living of it. She is most often kind and compassionate, and while she is slow to anger, in those rare instances her temper is not at all a timid thing.
Last edited by Eliza Soule on Tue Oct 07, 2025 3:56 pm, edited 30 times in total. word count: 434
User avatar
Eliza Soule
Approved Character
Posts: 312
Joined: Thu Jun 14, 2018 11:20 pm
Race: Mortal Born
Profession: Artist
Renown: 283
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Point Bank Thread
Wealth Tier: Tier 7

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Eliza Soule

History
In spite of looking like a young human woman roughly twenty arcs of age, in reality Eliza is much, much older than that. The mortalborn daughter of the Immortal Ymiden and a young human woman named Meg Soule, Eliza was born in Arc 483. At first passed off as an ordinary human child by her caretakers, the task became increasingly difficult over time as Eliza failed to age as a human child ordinarily would. Or even as other mortal born children tended to.

It took the better part of two hundred and thirty-five arcs for Eliza to reach the age of majority, so slowly was her rate of growth. As a result, by the time she reached an age similar to that of a five arc aged human child, she would have seemed extraordinarily wise beyond her arcs. By that time however, the couple who had raised her from birth, those who'd pretended she was their own child, were dead and buried, while Eliza's upbringing had been put in the hands of the next generation, and then the next. And so on.

Getting Eliza safely to adulthood without her being subjected to the stigma of being a mortal born, in a sense was much like slyly passing a family heirloom from one generation to the next, through more than eight generations of caretakers all told. Something like a prized portrait or grandfather clock, but one that couldn't always be relied on to keep a secret. It wasn't always family who cared for her and some of them weren't as loving or kind as others. But the one thing that could always be relied on, was that nothing was ever permanent.

She was schooled at home for the most part, only occasionally attending school with other children of her apparent age. By the time she reached the age of majority, she'd lived in more than a dozen cities, towns and villages throughout Idalos, many of them more than once or even twice. She's had many names, at least as many as the generations that took part in her upbringing. The nature of that upbringing, the time elapsed and the number of generations that took part in it, resulted in an education that some would consider to be very well rounded.

She's had more teachers and tutors than she can remember the names of. There were the basics learned in both formal settings and private ones. But the basics could hardly fill nearly two and a half centuries worth of growing up. So from her tutors, because she loved art of all kinds and music, Eliza learned to draw and to paint, and discovered that singing well came naturally to her. Others were all too happy to teach her about history and politics, even ancient languages. Though as often as not she had to resist the temptation to tell them that in regards to history in particular, she'd already lived the bits they were teaching. But from others, both men and women, she learned to fire a bow, handle a sword. From a brother of sorts, she even learned to brawl a little.

Other bits of knowledge and ability seemed to come to her naturally, and it could only have been Eliza's origins, her connection with her Immortal father that was responsible for it. It began when she was much too young to comprehend how, or why. But as she aged and became more aware of the abilities or ways of being and how they affected her and even others, they, along with their costs, became easier to control and less unsettling.

The most apparent ability, if it could be considered an ability at all, is the most unsettling one. At least for those very few who are aware of Eliza's origins. In essence, she has aged so slowly, come so slowly to adulthood that many of her past caretakers had sworn that she'd never aged at all. In their eyes, it would seem that she hadn't when fifty of an ordinary mortal's arcs equaled just one, in effect, of her own.

Aging slowly however was something that was out of Eliza's control, and it wasn't the only ability that made her unique. She already knew that she could carry a tune fairly well and while she's never known it, so could the mother that she never knew. It was what Eliza could do with her voice however that was most interesting. She discovered it quite by accident one trial, when a childhood friend fell while they were playing and scraped up his elbows and knees. It was then with a sense of wonder, and a little bit of fright, that Eliza realized that her singing had the power to heal, should she learn how to focus and perfect the ability.

Another of her unique abilities was one that, much like her ability to heal others, came as a surprise to Eliza when she stumbled upon it quite by accident. She loved to draw and paint, and she was particularly good at it. Objects, landscapes, imagined scenes and portraits of family members, she loved painting or drawing all of them. It wasn't uncommon to become lost in the study of her subject, and it was during one of those times that Eliza gained far more insight than she'd have thought was possible. History came alive while she was in that trance like state, her subject's history, scrolling before her mind's eye at a dizzying speed. Armed with that insight, Eliza could then paint or draw her subject, frozen in time at some moment in its, or their, history.

Eliza has watched generations of families being born and then passing away. She's lived through times of war and times of peace, the rise and fall of important families, politicians and princes. For her, from the time she was old enough to comprehend, history wasn't just something that people read or wrote about. She's lived it and witnessed much of it firsthand.
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Eliza Soule
Approved Character
Posts: 312
Joined: Thu Jun 14, 2018 11:20 pm
Race: Mortal Born
Profession: Artist
Renown: 283
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Wealth Tier: Tier 7

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Eliza Soule

Mortalborn Story
Eliza's mother Meg was the youngest daughter of Cornelius and Maritje Soule, a local merchant and his wife who were attempting to climb the social and political ladder in Rymere, albeit slowly. Meg had two older sisters were plain looking and dull of wit. But not Meg. From the moment she was born she was her father's favorite as well as her mother's. Her blonde hair fell in natural golden waves round her heart shaped face, and her large blue eyes framed by dark lashes could ensnare even the most cynical of mortals and as it turned out, at least one Immortal. She had a sweet and pure singing voice that could both charm and inspire. From the time she was very young, Cornelius and Maritje viewed Meg as a meal ticket of sorts, if only they were able to arrange a beneficial marriage for her. From their perspective, no prospect was too far beyond their reach.

Meg wasn't just beautiful and talented. Due to her appearance and the indulgence of her parents, she migh have been forgiven had she been spoiled, haughty or cynical. And yet somehow those lesser traits escaped her. She deeply loved her two sisters who weren't afforded the same level of affection that had been heaped upon her, and they loved her in return. She was kind and full of empathy for others less fortunate than her. Charity wasn't something she engaged in for any other reason than simply being who she was. She was quick to smile, to forgive and to help wherever she could.

Still, she was beautiful, and it wasn't just mortal men who turned their eyes Meg's way. One trial when the young woman visited a nearby market with her sisters Lorelei and Alice, she caught the attention of Ymiden himself. Not that she'd have known it of course. If she'd suspected, she might have dismissed the thought, since she'd have believed that this particular Immortal would be more at home in the forests than in the middle of a bustling market in Rynmere. And that was probably true enough.

He was dressed like any other common laborer in the market, albeit a much more attractive one, and perhaps he'd only been there in order to look in one one of his followers. But once Meg caught his eye, the Immortal was interested in little else. Unlike other men however, he saw more than a pretty face and a shapely figure. He'd first spotted her with her sisters, helping an old woman put a stall back to rights that had been upended by a group of disorderly youth. The woman was poorly dressed in a dingy frock, but Meg didn't seem to make anything of it.

He followed her at a distance then, watching her interact with others as she went, and he began to see that the young woman embodied in a sense many of those things that fell loosely within his own domain. It was only when he thought that she might leave the market and return home, that he chose to approach her. Of course, judging by the way he was dressed, Meg's older sisters believed that their parents wouldn't approve of even a brief exchange. But their affection for her was so great, that they smiled and went on their way, resolving between themselves that what their mother and father didn't know, wouldn't bother them a bit.

Meg was charmed by Ymiden, who introduced himself as Michael. Why he chose to do it then was a mystery known only to him, or at least the answer has been lost over time. Meg might never have realized during her lifetime, that it was an Immortal she was keeping company with. But that trial in the market was only the beginning. A handful of ten trials passed during which they met in secret, with the knowledge that had her parents known she was keeping company with what they'd believe was a poor laborer, they would have flatly forbidden it.

But as often happens, eventually the evidence could no longer be hidden, not long after Ymiden had gone on his way. Naturally Meg's parents were furious and fearful of losing the opportunity to rise in society. So Cornelius secreted her away for the duration with an old family friend off in Viden.

As it happened, Ymiden did return to Rynmere at least twice after that. Perhaps he missed her or maybe he felt badly that he'd never revealed to Meg who he was. Maybe, he even knew or suspected she was with child. But when he returned, she'd already been sent away. He went to the market during that first return to Rymere, hoping to see her there, but instead he happened across Lorelei. And when he asked about Meg, she revealed that Meg had been sent away. But though he might have pressed or caused her to tell him more than that, for reasons known only to him, Ymiden opted not to.

Meanwhile in Viden, Meg was compelled to pose as a lady's maid in Viden, for her father's wealthy acquaintance, and to stay hidden away from prying eyes once her pregnancy could no longer be hidden. Nathaniel and Esther Hoyer after all had ulterior motives for keeping her condition a secret. A relatively young couple at the time, they'd nonetheless failed to produce any children of their own. The pair, then in league with Cornelius, had devised a scheme whereby Esther would put on the appearance of a pregnancy, and once Meg's child was born and surrendered to them, Meg would return to her family, and Nathaniel and Esther would have their so called legitimate child. Of course what no one knew yet, perhaps not even Meg, was that the child born of the scheme would be a mortalborn one.
Last edited by Eliza Soule on Tue Jul 17, 2018 7:21 pm, edited 1 time in total. word count: 1000
User avatar
Eliza Soule
Approved Character
Posts: 312
Joined: Thu Jun 14, 2018 11:20 pm
Race: Mortal Born
Profession: Artist
Renown: 283
Character Sheet
Character Wiki
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Point Bank Thread
Wealth Tier: Tier 7

Milestones

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Eliza Soule

Marks & Abilities
Marks Section

Marks

Vri: Bellinos: Favored

Abilities

Final Moment: A Blessed of Vri has the ability to experience the last few minutes of a corpse’s life. They experience the death as if it were happening to them and only come out of the trance when the experience has ended. This is always a jarring and emotionally devastating ability to use as one can never quite get ‘used’ to dying, but it can reveal remarkable clues and insights as to the wishes or circumstances behind a death. A body must be presented, mostly intact (Within a Cycle or two of age), for the ability to work.

Death's Pallor: A Blessed of Vri understands the nature of life and death better than any. This ability allows a user to suspend their bodily functions and fall into a death-like trance. Unless another marked of Vri is in attendance, this act is almost impossible to see through without a mastery in the medicinal or surgical field. When entering this suspension, the body effectively acts dead. Limbs stiffen, skin pales, and eyes become cloudy. Any wounds suffered by the marked will bleed coagulated blood. Some marked, after receiving a grievous wound, will leave instructions to fetch a doctor and suspend themselves in the state till help arrives. The marked must define how long they intend to stay in this state. At Blessed, the time cannot exceed three trials. At Adored this time cannot exceed a single cycle. Likewise at Adored this ability can be transferred to another, although only one use of this power may remain active at a time. Supposedly there is no upper limit on how long an exalted or Champion can remain in this deathless trance, although none dare exit the world for too long. The body will not decay in this state, appearing freshly slain for the entirety of the duration. A marked can be killed in this state if irreparable harm is done to the body, in which case the state will become permanent upon the ending of the ability.

Death Keeper's Skills: Add an extra three skill points to any of the following. These skill points may exceed the 100 cap. Interrogation, Investigation, Meditation, Detection

Eidetic: Those marked by Vri aren’t able to forget anything they have been exposed to or seen within their lifetime. The marked can recall events, conversations, and picture moments with perfect clarity, no matter what time frame within their life they draw the memory from.

Genetic Memory (Minor) -- As a domain, Remembrance is often overlooked by those who follow Vri. Although of vital importance, few pay it the proper homage it’s due. Most take it for granted. Those who follow Vri know differently, however. Memory is a record of the past and in that past, answers to current problems can be found. This ability relies on the creative powers of the player to help describe, but can be immensely valuable to the marked. Entering into a meditative trance, a marked of Vri can step ‘back’ two generations of their lineage seeking the answer to a problem. These answers come in the forms of visions, snatches of imagery and experience. Some with this ability spend many trials poring through the lives of their parents and their parents parents, hungry for experience and knowledge. This ability cannot be used on those who are already alive as they must have passed through Vri’s hands to be applicable. If one's father still draws breath, this ability cannot look into their lives. Only the dead may whisper their secrets through genetic experience.


Durge's Stain -- For the marked of Vri, Death becomes a tangible force. Those with this ability require but a few moments of concentration to know if death occurred in a building or locale around them. They will always know exactly how many have died and the area in which the body fell. Even if the death is ages old, a marked of Vri can find the exact spot they breathed their last. Without a body, the marked can determine little else but vague impressions in the nature of the death (Violence, age, sickness), but this ability has been used before to aid investigations on where the scene of a murder really happened and whether further investigation is warranted. The marked, when touching the spot of death, can determine the age, name (The name the deceased most identified with), and sex of the individual who passed.

Knowledge

...'s Blessing: ...
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Marks

Pier&Pre: Gwelliph: Favored

Abilities

Truth is the Truth: The Blessed is able to influence someone’s perception of truth. When looking at an individual, the Gwelliph must concentrate on the words they say. They then attempt to inject their own truth ~ be that of a person, situation, etc ~ into an individual before ending with, "This is the truth." If the character is successful in convincing the individual of their "truth", the individual will respond back by saying, "This is the truth." At this level, it is hard for the character to convince anyone of their "truths". It is recommended that characters start with small forms of manipulation such as, "You want to buy me an ale, this is the truth." If the words the Gwelliph speaks are true to them, this strengthens the ability; at Favored this ability only works with statements which are true to the Gwelliph and can be deflected with expert level of meditation, deception, or discipline. When the Gwlliph reaches Adored, they can work in less absolute truths, and can only be defended against by someone of Master levels skill. Exalted Gwelliph can impart truth or lies with equal strength and the Champion of Pier and Pre may only be resisted by someone with Grandmaster levels of skill. When using this ability over the course of several days, the character will become mentally exhausted. Continued use will deteriorate the mental health of the character until they began to confuse their forced truths with reality.

Justified Skills: The character is granted an extra three skill points which may be spent only on the following skills: Persuasion, Detection, or Investigation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Hear No Evil: This ability allows the character to decipher what is the truth and what are lies when communicating with other individuals. Regardless of language, the character will be able to tell lie from truth when they concentrate on the words someone else is saying. This is a kind of sense that the mark grants the character, the exact sensation of which is up to the PC. However, this sense has little effect on the dead or Wisps. This ability cannot work if the speaker is convinced of the lie itself. At Favored, the PC can be fooled by Expert levels of Deception. At Adored, it takes Master and Exalted are only blinded by those with Grandmaster of Deception. The ability is activated by the Blessed’s intent, and so happens immediately, and lasts for a break.

Self Reflection -- Upon being granted this ability, the Gwelliph may dedicate a mirror to the twins and may use this to commune with the “essence” of the Immortals. While looking into the mirror, when faced with a decision, the Blessed speaks, apparently to their own reflection. This then replies and they are able to discuss with another how they should approach a situation. The “reflected self” is often quite opposite to the Blessed, reminiscent of how the twins themselves are. Should the mirror be broken, the Blessed may dedicate another ~ only one mirror may be in effect at any time.

Show Yourself -- When this ability is used the eyes of the blessed turn a weird mesh of black and white, making it hard to hide. When thinking of a victim of any kind of abuse, attack or crime which the marked is aware of (they must know at least basic details), they sees a glowing red trail to the victim of that crime. This might lead the marked to a missing person, the owner of stolen property or to the body of a victim of a hidden murder. If the victim can not be found (perhaps their body has been destroyed, for example) the trail will take them to where the victim last was. The glowing red trail does not, however, take into account the environment and so is always in a single straight line directly towards the victim. There is no time limit on how long ago this crime was committed. This ability may be used once a trial and will last until the victim is found or the search abandoned. No more than three of these may be active at any one time at Favored, five at Adored and seven at Exalted.

Knowledge

...'s Blessing: ...
...
...

Marks

Ymiden: Vinyza: Adored

Abilities

Favored


Early to Rise: The character is granted an extra three skill points which may be spent only on the following skills: Agriculture, Cartography, Meditation, Psychology or Swimming. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Painted Sunrise: The Blessed can enhance the color of anything with the colors of the sunrise. This can be used to conceal someone or something by making it the same sunburst color scheme as everything around it. This change will last as long as noon of the same trial.

Ray of Sunlight: The Blessed one can, from any logical point on his body, emit a ray of sunlight. This can be used like a torch in a dark place, a flare for searchers, a dazzling blinder against an attacker, a flash signal to send messages over considerable distance, or any other creative use. This ray can be maintained for ten bits (minutes) for each ability the Blessed has in this Mark (so, 30 bits at first, etc)

Eye of the Beholder: Once a week, the Blessed one can make one target truly put themselves in their adversary's shoes, allowing them to see things from their perspective. Regular skills like Persuasion and Negotiation are far more effective in conjunction with this ability. Negative based coercion, like Intimidation or Bribery however, can completely undo these benefits. Many an altercation or long-standing feud has been resolved through the use of this one power.

Dawn Sweeper: Many magic effects are based upon a "once-per-trial" basis. The Blessed one can fold the time envelope of a spell to immediately cause it to reach the end of its duration. This is as if the rebirth of dawn, of a new trial, swept away the effects of one harmful domain magic spell on either himself or another willing target. This boon is nigh unstoppable at dawn. Otherwise, the Blessed one must have more points in Meditation or Discipline than the mage has in Meditation or Resistance (their choice). This does not grant the caster a "refund" of ether to reuse, nor any additional buffer against overstepping. The Blessed One can use this ability once per trial for each tier of the mark.

Warming/Cooling Trend: he Blessed can impart an actual rise or drop in local temperature, to bring relief and encourage good moods. This can be up to a 15-degree effect in a single building; a 10-degree effect over a city block, or a 5-degree effect over a small village. At "Adored", raise the effect by an additional 5 degrees, and make the new 5-degree area be the size of a large town. At "Exalted", add another 5-degrees, and have the new 5-degree area be the size of an entire city. This effect will remain for an entire trial, but can not be generated again for another three.

Bright Eyes -- The Blessed is able to look into any level of natural brightness with no debilitating effect. This means no attempt to dazzle him with natural light will work. He is able to enjoy this resistance for ten bits (minutes) per trial for each ability he has in this mark. Magically created dazzling effects may work against him however.

Shimmering Blank -- The Blessed can generate the mirage-like shimmer that makes distant details or features unseen. But he can use it to make things much closer go unnoticed, by having the light rays that would expose them be caught up in an updraft of light refraction. This ability can affect an area of volume equal to one hundred (100) cubic foot for every tier of this blessing the Blessed one possesses. Technically, this effect will last as long as the sun is in the sky, but is less likely to be noticed during the hottest part of the trial.

Focus of Forgiveness: The Blessed can apply an aura of compassion to a target he feels is genuinely remorseful over some deed he has committed. If this person surrenders to authorities, this aura will inspire compassion in those that are to judge him. This aura will last until either judgement takes place, or for one full cycle. This can only be cast once per season. At "Adored, it can be cast twice per season. At "Exalted", it can be cast three times.

Adored


Morning Watch: The character is granted an extra six skill points which may be spent only on the following skills: Gardening, Cartography, Meditation, Psychology or Swimming. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Updraft: The Blessed can generate a strong updraft to lift an object. He can lift one hundred (100) pounds of weight per tier of this blessing this way. This can be a single heavy object, or the cumulative weight of several small items. This can be used to lift the Blessed one himself, or at least as an aid to climbing by neutralizing a great deal of weight. It can also be quickly activated to significantly soften the impact of a fall. Once the full equivalent of weight has been lifted in this way, the Blessed one can not use this until the next trial.

Knowledge



....
Mortalborn Abilities and Knowledges

Domains

Dormancy. Healing. History. Creativity.

Eternal Child

This ability is latent and means that Eliza ages incredibly slowly. During her childhood and up to the relative age of twenty, for instance, she aged roughly one arc for every fifty arcs that she's lived. If this continues along a similar vein, it will have no impact on her overall lifespan. Use of her MB abilities will still decrease her lifespan and also accelerate her aging process as it would any other mortalborn. The more immediate drawback of this ability, is that because of Eliza's slower metabolism, she recovers from illnesses or injuries more slowly than other mortals. About 1.25 the time for a minor injury or illness such as a cold, and up to one and a half times slower for more serious illnesses or injuries.

Healer's Song

Eliza is able to heal physical wounds in one individual, but only when she sings like her mother used to sing to her in the womb or just after birth. Without her realizing, she has inherited her mother's singing voice and as she sings, wounds slowly heal. It takes a full three bits for Eliza to heal either one person of a number of cuts, scrapes, burns and so on (nothing that would need stitches, would be life threatening or result in a lost limb, etc) or a single moderate wound (a deep cut that would require stitches, but would also not be life threatening) If she sings for ten bits she can cure one person of four moderate wounds (as above) or of a single life threatening wound (the kind that might bleed out within less than ten bits or might require amputation, etc) The ability is most effective if while she sings, she also administers first aid, especially for more serious wounds. Whenever she uses this ability, Eliza then loses her voice and is forced to speak in a croaky whisper for a full trial afterwards. She can use the ability once per trial for a maximum of ten bits, on one individual.
Knowledges
► Show Spoiler

Deja Vu

Eliza is able to look at a place, object or person and see their past. If she looks at a person or location for a full bit, she will receive glimpses of their full history. However, what she sees is condensed into fast moving scenes or flashes of a few trills each and she is unable to determine much detail. As a result, she risks becoming overwhelmed and subject to sensory overload. In order to make use of this ability, she must sketch, paint or draw the subject and must take her time in doing it. While doing this, she enters into a nearly trance-like state, which allows her to portray some aspect of the past. It isn't an aspect she chooses, but is a random moment instead. Using this ability takes a physical and emotional toll on Eliza. It leaves her feeling tired and emotionally vulnerable, the degree of which depends on the severity of the events she has witnessed.[/spoil]
► Show Spoiler

Heartwork

Similar to bringing imagination to life in Emea, but bringing the ability into the waking world; by using her skills as an artist, primarily painting and drawing, Eliza is able to paint or draw a subject, be it a person, animal or other living creature, or an object. Then by focusing on what she's painted or drawn, she is able to cause it to leap off the page and into reality for a limited amount of time. This cannot be a specific person (pc or npc, sentient or animal) who she already knows, but one straight from her imagination that might be useful in dealing with whatever circumstances she is currently facing. For instance, if she finds herself surrounded by danger, she might draw a skilled man or woman who can fight beside her. Or a lion or wolf that can help guide her through the wilderness when she is lost. The appearance of the person, animal or object that she brings to life, will always resemble that which she has drawn or painted. For instance, a quick sketch of a dog will look like a three dimensional, animated sketch, and so on.

This ability grows as her art skill does - what it creates is at the level of skill of the artist who created it. If she paints a warrior to help her, that warriors rough skill set is equivalent to her painting skill. If it is a lion that she draws a sketch of, and her drawing is expert, then it is an excellent, healthy, large and robust lion. What is created lasts for one break or until destroyed, has no magic or additional abilities. If the creature or person that Eliza draws or paints into being is injured or cut as in simply damaged, it will begin to bleed or slough off paint, ink, or powdery charcoal at a rate relative to the extent of the injury. If the injury is severe enough to have killed a real life counterpart, then it will also 'kill' the drawn or painted figure, and upon dying it will disappear in a cloud of charcoal, or a splash of ink or paint.

Knowledges
► Show Spoiler
Heartwork NPC: Auntie Mim (tea and cake) *used*
Heartwork NPC: Ronulf (fighter/protector: axe and shield) *one use remaining*
Heartwork NPC: Lucina (wilderness guide/tracker/hunter) *one use remaining*
Heartwork NPC: Polaris (physical and spiritual guide) *one use remaining*


Eliza's Song List

► Show Spoiler
Last edited by Eliza Soule on Fri Nov 17, 2023 12:14 pm, edited 92 times in total. word count: 3819
User avatar
Eliza Soule
Approved Character
Posts: 312
Joined: Thu Jun 14, 2018 11:20 pm
Race: Mortal Born
Profession: Artist
Renown: 283
Character Sheet
Character Wiki
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 7

Milestones

Miscellaneous

Events

Eliza Soule

Housing & Belongings

Housing

Eliza owns a large home and property in the hamlet of Beacon near Scalvoris Town, named Story Book Manor.

Clothing

Cloak
Boots
Undergarments x 5
Skirt x 3
Dress x 2
Blouse x 3
Pants x 2
Gloves
Coat
Stockings x 2
Socks x 3
Shirts x 3
Trousers x 2
Leather Armor
Toiletries (Bar of Soap, Hairbrush, Razor, Toothbrush, Toothpaste)
Lip Stain (Lipstick)

Weapons

Shortsword
Pistol Crossbow (20 bolts)

Furnishings

Tinderbox
Two sets eating utensils
Queen Bed
Queen fitted and flat sheet
Quilt
2 pillows
Headboard
Bedside Table
Large Wardrobe
3 large padded chairs
Dining table
Coffee/Buffet table
2 couches/fainting couch
Fry Pan
Soup Pot
Outdoor bench
Four dining chairs

General

*City Dweller's Pack
Gittern
Waterskin
Pet Cat, gray longhair, named Smudge
Large Dog, wolfhound, named Darwin
Eberhardt the Monkey
Wren: Hart's Kid
*2 Scribe's Kit
► Show Spoiler
*2 Artist's Kit
► Show Spoiler
3 Notebook

Unique

*A locket which belonged to Eliza's mother (contains mother's portrait and a lock of her hair)

*A closed filigree ball pendant inlaid with opals, imbued with Ashan's Favored Ability, Spring's Bounty. Local Large Renown Reward
► Show Spoiler

Gifts and Loot


Loot from Fire Forged:
► Show Spoiler
Notebook: Just a notebook, won't burn in the fire.
A broken mirror.
A crystal.
A tiny, talking monkey named Eberhardt. Can only be heard speaking by Eliza.
*See Spoiler Below
► Show Spoiler
Loot from Christmas Writing Challenge *See Spoiler
► Show Spoiler
Saoire's Kiss - On the Back of the Wind

The piece of jewelry enchanted with Soaire's Kiss is a bracelet of matte onyx beads, with a sculpted, stylized bar of silver over a black background. It has two dangling acorn shaped tassels at the clasp crafted from larger onyx beads with silver cuffs and end caps.
► Show Spoiler
Last edited by Eliza Soule on Sat Mar 25, 2023 1:25 pm, edited 59 times in total. word count: 1271
User avatar
Eliza Soule
Approved Character
Posts: 312
Joined: Thu Jun 14, 2018 11:20 pm
Race: Mortal Born
Profession: Artist
Renown: 283
Character Sheet
Character Wiki
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 7

Milestones

Miscellaneous

Events

Eliza Soule

► Show Spoiler
► Show Spoiler
Last edited by Eliza Soule on Thu Feb 09, 2023 12:49 pm, edited 91 times in total. word count: 2131
User avatar
Eliza Soule
Approved Character
Posts: 312
Joined: Thu Jun 14, 2018 11:20 pm
Race: Mortal Born
Profession: Artist
Renown: 283
Character Sheet
Character Wiki
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 7

Milestones

Miscellaneous

Events

Eliza Soule

► Show Spoiler
Ledger

Item Adjustment Total WP Tier Seasonal Wage
Grandfathered in No Adjustment 66 WP Tier 5 11 WP x Season
Cylus 719: WeTh +11 WP 77 WP Tier 5 11 WP x Season
Ymiden 719: WeTh +12 WP 89 WP Tier 5 12 WP x Season
Commission +4 WP 93 WP Tier 5 12 WP x Season
One Last Dance + 13 WP 106 WP Tier 5 13 WP x Season
*(wages have expenses/taxes deducted)

Code: Select all

[tr]
[td] Link [/td]
[td]  Adjustment[/td]
[td] WP[/td]
[td] Tier 5[/td]
[td]  WP x Season[/td]
[/tr]
[/style]
Last edited by Eliza Soule on Thu Mar 16, 2023 9:00 pm, edited 44 times in total. word count: 1315
Reason: Lost Ledger
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