vistana: <user name="arcane-outlaw" site="reddit.com"> (6)
ez ([personal profile] vistana) wrote2023-12-10 01:07 pm

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EZMERELDA D'AVENIR
pronouns she/her
age 27(?)
race human (vistana)
class wizard
!!item!! !!answer!!
STR
14
DEX
19
CON
16
INT
16
WIS
11
CHA
17
I GO WHERE ANGELS FEAR TO TREAD.

positive

brave, determined, reliable

neutral

untrusting, independent, secretive

negative

stubborn, reckless, aggressive
height~5'9"
buildstocky, strong, scarred up
hairdark and curly
eyesdark brown
THE VISTANI ARE WANDERERS, TRAVELING ABOUT IN HORSE-DRAWN, BARREL-TOPPED WAGONS, WHICH THEY BUILD THEMSELVES. COMPARED TO BAROVIANS, THEY ARE FLAMBOYANT, DRESSING IN BRIGHT CLOTHES AND LAUGHING OFTEN. AS MUCH AS THEY FEEL AT HOME IN STRAHD'S DREARY LAND, THEY KNOW THEY CAN LEAVE IT WHENEVER THEY PLEASE AND AREN'T DAMNED TO SPEND ETERNITY THERE.

VISTANI ARE SILVERSMITHS, COPPERSMITHS, HABERDASHERS, COOKS, WEAVERS, MUSICIANS, ENTERTAINERS, STORYTELLERS, TOOLMAKERS, AND HORSE TRADERS. THEY ALSO EARN MONEY BY TELLING FORTUNES AND SELLING INFORMATION. THEY SPEND WHATEVER THEY EARN TO SUPPORT A LAVISH LIFESTYLE, DISPLAY THEIR WEALTH OPENLY AS A SIGN OF PROSPERITY, AND SHARE THEIR GOOD FORTUNE WITH FAMILY AND FRIENDS.

EACH FAMILY OR CLAN OF VISTANI IS ITS OWN LITTLE GERONTOCRACY, WITH THE OLDEST MEMBER RULING THE ROOST. THIS ELDER CARRIES THE BULK OF THE RESPONSIBILITY FOR ENFORCING TRADITIONS, SETTLING DISPUTES, SETTING THE COURSE FOR THE GROUP'S TRAVELS, AND PRESERVING THE VISTANI WAY OF LIFE. VISTANI ELDERS MAKE ALL THE IMPORTANT DECISIONS, BUT WHETHER BY CHOICE OR BECAUSE OF THEIR AGE, TEND TO SPEAK IN CRYPTIC, FLOWING RIDDLES.

VISTANI FAMILIES AND CLANS ARE CLOSELY KNIT. THEY RESOLVE DISAGREEMENTS THROUGH CONTESTS THAT END WITH RECONCILIATORY SINGING, DANCING, AND STORYTELLING.

THE VISTANI ARE QUICK TO ACT WHEN THEIR LIVES OR TRADITIONS ARE THREATENED AND ARE MERCILESS WHEN THEY BELIEVE THEY MUST BE.
background;

As a young girl, Ezmerelda d'Avenir saw her world ripped apart by a ravenous horde of undead. A vibrant caravaneer community, ravaged and lain to waste for the crimes of a few.

Launched from this horror into a world that hates her, with no home and no family, this catalyzed within Ezmerelda a few things: fierce independence, a stony and rough exterior, an untrusting nature, and a deep and unabiding hatred for anything which must prey on the lives of innocents to survive. Driven by distaste for her own helplessness, she clung to one name which she remembered clearly: Rudolph van Richten.

She followed his footsteps, chasing after his growing legend as he cut a hopeful swath through the swarming beasts of Ravenloft. When she catches up with him, she is able to express remorse and reminisce with him about his son, Erasmus, sold to vampires by her cousins in retaliation against the Doctor. With some stubbornness, Ezmerelda is named van Richten's first student in the art of monster-killing.

For some years, they are close and work together well. Ezmerelda learns much in the art of magic and swordplay, and from van Richten's storied expertise, learns the strengths and weaknesses of a number of monsters in the mist. Also, completely unknowing of van Richten's participation in the event which sent her on this road, begins to regard him in a parental light. This partnership survives only until an encounter in a wolf den leaves Ezmerelda with only one leg, the other ravaged beyond salvage.

From this incident spring arguments and distrust as van Richten begins to push Ezmerelda away. They part once Ezmerelda is mobile on her new leg, one made of metal, and Ezmerelda continues into the world alone once again.

For a time, she takes her expertise through the other domains, her Vistani heritage allowing her free passage between their misty borders. She uses her skills and knowledge to help those who cannot help themselves. She travels as a free agent until hearing rumors that her mentor, decades too old, has traveled to Barovia in order to end the Vampire lord Strahd von Zarovich.

She turns her wagon to the valley with two goals: to find her old master, and to kill Strahd before he has the chance to try.

The years have made Ezmerelda a harsh, stern hunter, completely single-minded in her goal to kill Strahd before her master breaks against him. Wielding spells, an enchanted rapier and a hatchet in each hand, she is determined to this end.

Though she suspects, she has no idea the depths of her old mentor's prejudice toward her people. Van Richten believes genuinely that all Vistani are the eyes and ears of Strahd himself, and as he murdered her own family, van Richten sets his sights against every Vistana he meets, determined to gouge out Strahd's eyes and ears before they can give him away.

The root of his hatred is his son, Erasmus van Richten. Ezmerelda met him years ago, when his father failed to adequately heal one of her cousins. In retaliation, her uncle took the boy, and with their caravan he traveled for a time, under the pretense that he was a child lost and abandoned. Ezmerelda befriended him before he was taken away again. Though her uncle had told the caravan that he had found his father, this was a lie - he had been sold to a Vampire lord as a boy companion, and upon finding his son, van Richten was forced to kill him.
✨ SPELLS ✨
ezmerelda is a 7th-level spellcaster, with the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): protection from evil and good, magic missile, shield

2nd level (3 slots): darkvision, knock, mirror image

3rd level (3 slots): clairvoyance, lightning bolt, magic circle

4th level (1 slot): greater invisibility

Having been instructed by the setting's most renowned monster-killer and herbologist Rudolph van Richten, she is also learned in the science of alchemy.
VISTANA STUFF
Ezmerelda is a Vistana, and is not exiled from her people. This gives her access to a myriad of abilities, including proficiency with divination through reading Tarokka, the power to traverse freely the mists, the Evil Eye's ability to charm or hold, and the power to lay down some very real curses.

She also travels and lives in a magic wagon, pulled by spectral, summonable beasts.
THE HUNTER APPRENTICE
The guiding flame of her life, Ezmerelda has dedicated body and mind to the eradication of any and all who subsist themselves in the subjugation of others. Ezmerelda is incredibly skilled and knowledgeable in ending a wide variety of beasts, monstrosities, aberrations, and undead.

Her training has afforded her not just the above benefits, but also, handy combat prowess. She carries silvered and enchanted weapons, a rare necessity in the mists, in the form of a handaxe and a rapier. She is skilled with both, having developed surprising quickness, strength, and physical resilience in spite of her arcane leanings.
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