Valdyna Weiroon

Valdyna Weiroon

Biographical information
Vel Anir 26
Physical description
Human Female Slightly Above Average Lithe Green Fair and freckled
Political information
The Art, House Weiroon Magic
Out-of-character information
Shade September 17, 2018 Triss Merigold form The Witcher 3 (Avatar by Astor Alexander)

Born into the tumultuous realm of Vel Anir politics, Valdyna Weiroon looks to skirt around her family's machinations whenever possible. While she is loyal to her family, she does not see the sense in fighting over control of a city, when the wider world beckons. As a child she reached far away realms in the books of her family library and the lessons of her tutors. Now she travels on her own, plying her skill so she can earn enough to attend school without the use of her family's money.

Overview

Physical Description

Valdyna is a red haired, fair skinned young woman. Her eyes are sharp, intelligent, and the green of sun dapled leaves. She keeps her hair braided whenever possible, and dresses fairly conservatively. When outside of cities, she keeps a simple looking longsword on her back, with the hilt poking up over her right shoulder. She also has several pouches always hanging from her belt, along with a ceremonial blade in a hip sheath on her left hand side.

Biography

Valdyna Weiroon is the child of the Weiroon family of Vel Anir. She was raised with the best education money could buy, and never wanted for much. Unlike many of her siblings and cousins, she was often happy with what she had, and could often be found either in the library hunting books or in one of their gardens reading. She never showed any interest in the political intrigues of her house, though she was never blind to them, and never showed interest in the more common duties of being a lady. Her goal from as early as she can remember was to attend university in Alliria.

When her magical skills blossomed, that dream became ever more dire, and ever more real. Few in Vel Anir wanted to try to marry an untrained mage, so even her parents knew the best option was to eventually send her to school. They also hoped that time away from Vel Anir would instill a longing for home in the ever dreaming young woman.

Character

Personality Traits

Tempest - Young and raised in luxury, Valdyna has a temper as fiery as her hair.
Focused - When Valdyna has a goal in mind, few forces in the world can dissuade her.
Everyone's a little bit... - Being raised by one of the ruling families of Vel Anir, Valdyna's upbringing was firmly rooted in the supremacy of humanity over the other races. It is a view she logically knows to be bupkis, but it is a view she finds hard to not default to.

Skills and Abilities

Arcane Borne - Valdyna is inherently strong in the arcane arts, giving her a great depth of energy to pull from, but wielding such power often requires great focus and control. If she loses either, she could wreak havoc far greater than her worst desires.
War Mage - As part of her upbringing, she learned the art of swordplay. While of little use, in her mind, she keeps up with her solo practice as a form of moving meditation. This doesn't give her the best ability against a foe trained to fight others, but it makes her better than the average peasant.
Deep Pockets - With the wealth of House Weiroon, she has several strings she can pull for most situations. The downside to doing so is that her family would then become more involved in her affairs, a situation she wants to avoid as much as possible.

Education

Early Life

Valdyna was originally educated by tutors brought into their home in Vel Anir. She learned some of most common subjects, but focused on mage craft, or The Art as she romantically calls it, since her awakening to her powers.

University Arcane

Once she came of age, she started at the University Arcane in Alliria, and has completed a full year of scholarship. During that year, she learned from her classmates what the freedom of paying your own way could do for her soul, and she has thus decided to take a short reprieve from schooling to earn enough coin to pay for her next year of classes.

Wider World

As Valdyna experiences the wider world, her views will likely change. Will her lessons in the world become more important that those from her tutoring and schooling, or will she maintain her current views that formal education is the most important.

Magic

Spells Known

Abjuration

  • Shielding - The mage summons a pure expression of the arcane, orienting it between herself and the enemy. This spell provides a semisphere of protection against direct and line of effect/line of sight attacks that are not area of effect. If the shield is oriented between the mage and the area of effects center, it will provide protection against that, otherwise it will not be useful in this situation. This shield can be maintained as long as the mage maintains focus on it. Certain items have been known to be useful in aiding the maintenance of focus on this spell.

Divination

  • Identify - The mage is able to reveal details about the target of this spell. To do so requires the mage to focus her power into the item carefully. Details will come to her mind as if they were a memory of having learned the knowledge previously. The more time and focus spent on this effort, the deeper the knowledge of the target are revealed.
  • Detect Life - The mage is able to sense life forms in their vicinity. With concentration, the mage can discern some particulars of those life forms (plant or animal, large or small) and filter out some if wished. Focusing on one life form can tell some more specifics, such as species and sex.

Evocation

  • Pyrokinetic Blast - The mage summons elemental fire to their hands, then aims and fires it at their enemy. This spell channels the elemental fire, so it can be a single blast or a sustained blast (like a ray, as it is point to point). This spell can inflict extreme fire damage to the enemy, possibly setting clothing and other flammable material on fire and spreading variable degrees of burns across their body. The longer the blast is maintained, the more focus is required to control the stream. Losing focus can result in the mage, and those in her immediate vicinity getting extremely burned.
  • Cryokinetic Blast - The mage summons elemental cold into their hands, then aims and fires it at their enemy. This spell channels elemental cold, so it can be a single blast or a sustained blast (like a ray, as it is point to point). This spell can inflict extreme cold damage to the enemy, slowing their reactions and inflicting frostbite at the point of impact. The longer the blast is maintained, the more focus is required to control the stream. Losing focus can result in the mage, and those in her immediate vicinity getting damaged from the extreme cold, up to and including extreme frostbite in the extremities.
  • Call Wind - The mage is able to call forth wind, either increasing the strength, direction, and/or area of the wind, or causing it to cease in an area altogether. The use of this spell hinges on the concentration of the mage, with higher amounts of concentration leading to stronger potential effects.

Enchantment

  • Unceasing Laughter - The mage can induce uncontrollable fits of laughter in a target, causing them to be unable to do anything but fall onto the floor laughing. The mage must overcome the mind of the target to cause them to fall into the laughter, and the state of mind of the target can affect this (closer to laughing already is easier to cast this on, unhappy people less easy). This spell will cease once concentration has been broken.
  • Charming Tongue - The mage can make the target far more charming than they otherwise would be, becoming far wittier and charismatic than they otherwise would be. This spell last for a good amount of time, and requires no ongoing concentration, but can be easily dispelled.

Illusion

  • Minor Illusion - The mage can conjure illusion of something within their mind and control that illusion like a puppet. This image will only seem real to the one sense, so an image of a human walking down a street will leave no foot prints, leave no scent markers, and not cause any sounds. This spell requires little concentration, but will dissipate if the concentration ceases.
  • Major Illusion - The mage can conjure a far more complex illusion of something within their mind and control the illusion like a puppet. This image can seem real to multiple senses, but will require more focus for each sense.
  • Phantasm - The mage conjures an illusion that they can program with certain actions. The phantasm will continue to do the programmed actions until the spell ceases to function. The spell requires a more complex and longer ritual depending on the complexity of the programming. The spell can be refreshed with shorter rituals after the initial one to make it last longer.

Transmutation

  • Feather's Grace - The target of this spell will not be harmed by significant falls, as this spell will slow them to a safe speed. There is the potential for danger in high wind areas, however, as the properties of this spell render the targets mass negligible for the duration.

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