age: 23
skills (anything not general. limit-3):
- Ancestral Animation (Sorceress): Natural/Ritual. Used for everything from stirring tea to temporarily animating weapons, this particular sorceress usually employs it for writing quills and holding the reins when she is sleepy and cannot trust an imp to steer things properly without getting up to some mischief. Duration depends on inherent power or occasionally force of will, but this particular sorceress can cast non-combat object animations for an indefinite amount of time provided she remains within the same area. Combat-specific object animations only last until they interac with whatever they are aimed at, or until they are parried. It can be recast, but since this works by transfer of some of the caster's natural magic it can take some time for them to recover if they overuse it. For any animated objects to continue outside of a sorceress's presence there is ritual enchantment needed to keep things moving and those can be tricky and go a bit wrong if done incorrectly. Really wrong.
- Bloodbinding (Sorceress): Ritual. Bind people by their word/contract (spoken, written, or in rare circumstances thought) to execute the agreed upon consequences of breach of contract instantaneously should such a thing happen. This type of Bloodbinding cannot be unbound by any means once an agreement is reached, but all parties must willingly agree in order for it to take effect.
Bind physical bodies, souls, or pieces of either to a counterpart of another's (or multiple others in rare circumstances) so that influencing or harming one impacts the other bound aspects equivalently, instantaneously. This type of Bloodbinding can be unbound, but only by a sorcerer or sorceress of greater power than the one who performs the initial Bloodbinding by way of a difficult set of rituals that require rare components. The Bloodbound parties do not have to consent to the Binding [though obviously OOC permission of the player(s) would still be required], though etiquette dictates they do unless the situation is dire, it is royally commanded, or it is a punitive action to balance the scales of justice.
- Consanguine Summoning (Sorceress): Natural. By power of blood and will alone, different creatures can be called into service. The more powerful, skilled, and strong the family member, the higher tiered creatures can be called forth. The patriarch and matriarch of the family usually control named beings, while the rest summon varying levels of un-named/un-identified entities. This ability is most commonly used for calling/creating creatures for carrying or storing items for transport, or defense. The seven known at least by this sorceress are:
- Elemental - Ritual/Protection/Offense/Defense/Ambient
- Helmed Horror - Protection/Offense
- Homunculus - Defense
- Imp - Courier/Light Housekeeping
- Invisible Stalker - Protection/Defense
- Mimic - Storage
- Will-o'-the-wisp - Illumination/Guide
Personality:
Klara is a bright young woman and sees the world in as practical a light as one with her limited exposure might. She has long looked after the interests of royal employers, and in so doing helped to address the needs of their family and of the nobles who have sworn fealty to them. This has allowed her to understand that things are not always so black and white - though she does still tend to think that for the most part they are. Right and wrong are not the same as the done thing, which is why she has a mixed sympathy for commoners. She tries to remain impartial and treat everyone fairly, keeping something of a lawful neutrality about everything. She has a strong sense of order, both natural and social, which serves her well in the ritual side of her family's occupation.
Content with her family's place in the world and adoring of their position and possessions, she is conceited, though well-intentioned generally. She is more concerned with truth and voicing it than the consequences as far as other people are concerned. As mentioned, she does try to be fair-minded, but criminality or other behaviour has natural and social consequences that she believes each person has to accept along with actions taken: good or bad. To that end, she does not hold loyalties outside of her family for the most part. She can be trusted to do what she says and never to lie, but she cannot be expected to fight in someone's corner to defend that they are in the right - though she'll gladly document that they were for them, even if it's posthumous.
dislikes:
Content with her home, the family library, and her academic pursuits, Klara understands that it is the duty of the youngest family members eligible to travel on their own to deal with their employer's affairs away from home. Despite her acceptance, she hates traveling and does not enjoy mingling with people she does not know far removed from the creature comfort and quiet reflection of her days at home where a homunculus is always happy to step on or otherwise dismember anyone who disturbs her reading.
likes:
Discovering things unknown to her and gaining deep understanding of them to thereby enhance the treasured Acantha bloodline.
backstory:
Klara serves as a sort of arbiter for the royal family as her family has for generations. Most of their dealings are providing nobility with novel solutions to age-old problems of the peasantry such as how to account for years of poor harvests, improve road conditions for merchants and travelers, and offset impediments to lining aristocratic pockets with taxes - be they collected in grain, gold, or other goods.
As all in her family do, she studied from practically the time she was born until beginning her formal education with the greatest minds the palace and her own family had to offer. One provided dull information like history, military strategy, running of a household, husbandry, etc. etc. The other provided more arcane instruction including rituals and different types of magicks and their uses and affinities.
She completed her studies satisfactorily and rated quite expert with both Animation and Summoning, while rating an unusually high proficiency with promissory blood magicks. Her family tends to produce Sorcerers and Sorceresses proficient in Animation, Summoning, and Elemental Manipulation - though every few generations one with a varying level of skill in Promissory Bloodbinding will be born. Her fraternal grandmother is the most recent and she is one of the most powerful ever recorded in the family. Klara aspires to follow in her footsteps and is remarkable, but it remains to be seen if she can ever rise to the level her grandmother attained and her parents are extremely insistent that she excel in this venture.
While her family is not particularly affectionate, they are very close-mouthed and guarded about their internal dealings and other secrets. They are loyal to each other and avenge each other as a matter of course, though few are ambitious enough to interfere with them. It's them against the world and this is imprinted on them all from a very young age, which she carries into the present as she finds herself at the opening of this story. It is also why all of their offensive and defensive measures are summoned rather than hired.
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