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#928
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Sarnissa



a few years before the current events
The last fading sound slid smoothly from the jarring string of the lyre, and the wide, lavishly furnished room with a high ceiling concealing a gold chandelier shimmering with crimson light, luxurious carpets covering the floor, silver candelabras by the walls, and decorative furniture adorned with rare upholstery materials, gradually sank into silence.
A tall gentleman in an expensive suit—in which bright buttons stood out particularly, playing various colors in the artificial light like real gemstones—slowly took a sip of a murky red liquid from a glass goblet, set it aside, and slowly clasped his palms several times, hidden behind leather gloves of dark fabric.
—Quite not bad. —the man uttered, slightly curling the corners of his lips. For a moment, one could notice snow-white pointed fangs, in no way resembling the teeth of an ordinary human. —The voice, however, is rather weak. I would advise devoting a bit more time to practice if you truly wish to achieve a better result.
—What a bore you are! —the performer had long since grown accustomed to her acquaintance's meager comments, just as he could likely predict her reaction with precision—an attempt to portray offense on an eternally young face with wide red-tinted eyes, a thin nose, and long snow-white hair, which a moment later would be replaced by the usual mask of boredom and indifference. In the society of Nihs, such formal dialogues had long since become a customary cultural tradition for this people. Over hundreds of years of balls, gatherings, and simple friendly meetings, all possible discussions had been touched upon thousands of times, compliments and remarks taken into account, philosophical disputes settled, and topics for new conversations were found very rarely. Sometimes Sarnissa slightly envied ordinary mortals and their sincere joy in overcoming another life barrier, which each time provided many new sensations and impressions. —By the way, I also play the piano quite well. —she added, stating something already known, as she headed toward the musical instrument by the far wall of the room.
—Wait a moment. —the Nih stopped her, his dull pupils flashing, after which he rose from the chair and walked with slow steps to a small window; these, however, were not particularly valued by representatives of this race, and even at night they were drawn shut with opaque velvet curtains. Due to thick clouds, the moon appeared for a moment, casting a azure glance upon the gloomy outlines of the musician's family estate, only to hasten back behind the veil of night clouds as if frightened by something. A light gust of wind broke through the slightly open window-pane, refreshing the guest with a pleasant coolness. —Are you heading... there again? —after a short pause and gathering his thoughts, the Nih continued.
—Huh? —as if caught off guard by this question, Sarnissa asked back in surprise. —Yes. —she added, now in a serious voice.
—And where this time? —the gentleman inquired imperturbably, returning to the unfinished goblet.
—To Yoheitan, if that means anything to you. —the girl explained somewhat reluctantly. And although this curious Nih did not evoke any particular emotions or sympathies in her, as was the case with any other of her few acquaintances, in her soul she rejoiced at each of his visits, because it was at least in this way that one could pass the infinity of free time allocated to her for living. Of course, after each such gathering, she had to replenish supplies of human blood, but he always listened attentively to her own musical compositions and even gave useful advice. After returning to Nihotensen, Sarnissa's audience of listeners had significantly dwindled, and therefore she tried not to miss the opportunity to feel again like the main star of luxurious Nozenroth concerts, with thunderous ovations in her honor, crowds of fans, and expensive gifts. Now all that remained in the past.
—I recall hearing something about this country. —the Nih thought for a moment. —It is a relatively young state, is it not?
—Well, to you, half the countries of Ertenia are relatively young. —Sarnissa smiled. The guest only chuckled slightly in response.
—Do you want to try your luck on that shore again? —he often referred to the mysterious overseas continent in exactly this way.
—Precisely. I want to feel like a real mercenary. —the girl answered honestly. She was sure that despite the apparent mask of indifference, the Nih was actually greedily listening to her every word. Starved for news more than for fresh blood, even such an insignificant event could be the cause of several stormy conversations and discussions. Especially when it concerned her modest person. In the high society of Nihotensen, Sarnissa was not very well-liked, although for reasons of cultural etiquette they did not show open contempt. Far from everyone dared to cross the great water of their own free will, and for the sake of dubious entertainment in unexplored lands of another continent. And those who deeply devoted themselves to studying the water element, which was ruinous for many Nihs, were only a few.
Nozenroth initially seemed like an ideal choice to her. The most civilized state, where culture and art were highly valued, and residents were not so constrained by savage boundaries and prejudices. Fate brought Sarnissa, who greedily absorbed new knowledge, together with Field Marshal Caesius Vex, who turned out to be a man of exceptionally positive qualities, although probably overly self-confident and adventurous, partly due to inexperience in military affairs, but at the same time fiercely desiring to prove himself and serve his duty to the Fatherland. It is difficult to briefly recount what made her follow this restless man back then, but soon she found herself with his acquaintance admiral on board a naval flotilla racing toward Nilam combat ships. Then excessive trust and confidence in her own strengths almost cost Sarnissa her life, and only by miracle and superiority in her abilities over ordinary people did she manage to come out dry from the water in the literal sense of the word. She returned to Nozenroth and tried to continue a serene life, but very unpleasant rumors already began to spread through the city, then details of colonial wars with her participation surfaced, and later some boy was found bloodless not far from her estate. Sarnissa's involvement in this crime could never be proven, but few believed her excuses anymore; the intensity of passions in society reached its peak, and only Caesius's help helped her avoid a particularly loud scandal. Forced to return home in haste, she, however, was still unable to return to her usual life, and soon decided on a new journey, this time choosing Yoheitan as her goal.
—Well then, in that case, I wish you luck. —the Nih broke the silence that had fallen over the room. —I hope there you will find what you are so diligently seeking. Perhaps even become the head of some mercenary band.
—Oh, that would indeed be amusing. I don't have much experience in command, of course, but I'm sure it certainly won't be a boring adventure.
The first rays of the rising sun broke through the slightly open curtains. The guest shivered uncomfortably, drained the goblet with one last sip, and reached for the patterned umbrella lying on the corner of the table.
Sarnissa thoughtfully examined her hand, briefly holding it under a ray of light. After long years of training, the agonizing pain had now been replaced by a noticeably unpleasant tingling of the skin. —How beautiful. —she whispered softly, glancing briefly out the window. —If I really do command a squad, I will definitely name it "Scarlet Dawn".

Race: Nihotensen
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— Staying under the direct influence of sunlight deals 40% of character's will damage from maximum health.
— Fire damage received is four times higher. Eight times if the opponent is a servant of Ninsharra.
— Sun Beam and Heat of Ninsharra deal sixteen times more damage than usual.
— Blinding Light deals one third of Sun Beam damage, taking the modifier into account.
— Staying in the rain causes paralysis. Staying in rivers and other sources of moving water causes immobilization.
— Water spells can paralyze the character.
— Immunity to all forms of mind-affecting influence.
— As long as the character's head is not damaged, they can always restore their body regardless of how terrible its condition may be.
— The character can restore health by drinking blood (one third from corpses; paralysis is applied to living targets if they fail a will check, 33%/turn).
— Those who taste the character's blood will either become stronger and rejuvenate or turn into ghouls (depends on will and luck).
+
— Inexhaustible magical power. The character's energy is converted into health, and using spells consumes health instead of energy. +3 magic, +10 will.
— Victory over death. The character will rise from the dead even if their body is burned or head destroyed. The only way to kill them becomes sunlight, but even its damage is limited (1/4).


Origin: Lapistia
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— Survival skills in a hostile environment. Ten attribute points for free distribution. 1 speed = 2 points, 1 magic = 5 points, 1 health unit = 0.1 points.[/COLOR]

Skills:

Electricity

— Immunity to slow and paralysis. +3 spells, +1 magic, +125 energy, +1 will.
+Shock
+Teleportation
+Voltage

Water

— +3 spells, +1 magic, +250 energy, +1 will.
+Water Shot
+Calmness

Earth

— Damage received is 10 units lower. +3 spells, +1 magic, +125 energy, +1 will.
+Surge of Strength
+Strength of Mountains
+Slipping Earth
+Earth Control

Energy

— Chance (will) to ignore damage received. +3 spells, +1 magic, +100 energy, +1 will.
+Denial
+Invisibility
+Black Hole

Perk:


Blood Power
+8 accuracy, +8 reaction, +8 will.
Requirements: nih

+(~unique skill):


Affinity (water)
Damage received from water magic is half as much, while damage dealt is 50% higher; positive effects work similarly. +6 will.

Attributes (with bonuses):

Health: 1500 (900+600)
Accuracy: 23 (15+8)
Reaction: 23 (15+8)
Speed: 10
Will: 53 (20+10+1+1+1+1+6+8+5)
Magic: 10 (2+3+1+1+1+1+1)
Energy: 0 (125+250+125+100 -> health)

Maps:
Nozenroth, Yoheitan, Lapistia (given by Siver), Kalevritia (starting capital, given by Ment)

Inventory:
— Gold ring with aquamarine. The enchanted faceted stone is capable of changing color and also serves as a vessel collecting residual magical essence. A gift from Caesius Vex, a very valuable item. Increases the character's magical abilities.
— Magic mirror. Reflects the first spell cast on the character back at the attacker.
— Umbrella. Made with a special design taking into account aerodynamic features and does not turn inside out even in the strongest wind.
— Money, jewelry, travel gear, bottles of blood, slaves, basically everything that can be taken along.


didn't take leadership, instead just grabbed various buffs for friends. will level it up later if possible. inventory might be changed/added to later.

Whatever