Age: 23 at death, over 350 at last recollection, she is unsure how much time has passed since then.
Race: Human – Revenant A Revenant is someone who died in such a way that they bore a grudge deeper than any ghost, refusing to pass on through sheer fury, hatred and thirst for revenge. They will usually otherwise retain their mind, memories and appearance while they pursue the target of their wrath with singular mind. Should they find their target, they will kill them, then, their rage sated, pass on, themselves, soon after. Unfortunately, many Revenants outlive their targets, who may die from other means or even old age before the Revenant can track them down. Driven insane by a primal thirst for vengeance that can never be sated, these Revenants progressively degrade, losing their sense of self until they are little more than mindless monstrosities lashing out at all they encounter. Though Karin was one of the lucky successful ones, the amount of sorrow, grief and anguish in this ruined world has revived her, and she retains the “racial” traits of a Revenant even though her own fury has long since been sated. Normally, it is nearly impossible to revive a satisfied Revenant, so she can only assume the amount of negative emotions that did so were nearly unfathomable.
Appearance: Karin still appears much as she did in life, as a very attractive woman in her early twenties, but none would think her unchanged. Once chestnut blonde hair has faded to pearl, skin once tanned by a lifetime exposed to the elements in a world where sunblock didn’t exist is now a pale just shy of porcelain, and what were sapphire blue eyes are no less capable of a piercing glare now that they have more in common with blood rubies. A runic symbol like a red tattoo will always be visible on her forehead no matter what means, short of blocking it from direct sight, might be taken to conceal it.
Her outfit is more unique in that it can look however she desires, courtesy of an enchanted glamering she can change at will. Normally, her preference resembles a courtesan outfit with a dominatrix flavor, girded for battle, though she will likely change this to better blend in as she explores this new world. This courtesan look consisted of a shoulderless black dress with straps, a low cut front bust, a cupless corset and a skirt that reached mid thigh, not quite reaching the top of her long black boots with a manacle anklet around her right ankle. It appeared to be reinforced with bracer gloves, greaves over the boots and the dress done in leather armor. The anklet had a matching manacle of smaller diameter around her upper left arm and a leather belt choker was worn around her neck.
In truth, this is essentially a complete lie, and underneath the glamer, she is wearing fine mithril chainmail, predominantly black, with small shoulder plates trimmed gold and with the emblem of an open hand pierced with a heart-shaped hole inlaid into the outward-facing plates. There is also a similarly designed shaped breastplate, black with gold trim, but without the emblem. She wears a pair of golden anklets over her black heeled boots, though the anklets don’t look like manacles and the boots aren’t f*** me boots. She has a gold band on her left ring finger, an onyx brooch on a neck choker and a dark cloak on her back of a material that moves in the slightest breeze like a shifting shadow.
Whether the outfit is glamered or not, and regardless of how it is glamered, a leather whip is curled on her left hip and her fullblade, if not in hand, is usually strapped to her back.
Personality: Karin is an extremely vicious and immensely destructive soul, but she is vicious like a well-trained attack dog and destructive like a laser-guided missile; that is to say tightly controlled and unwaveringly focused. Though a being of anger and vengeance, her powerful will keeps her darker drives in firm check, revealing the strong protective drive from which it all springs. Indeed, while none will be long unaware of her readiness to fight and preference for destructive solutions to obstacles, one is almost universally surprised by how precise she is about it, or how she never forgets an ally in even the most heated release. She would wade through torrents of foes to save the life of one ally, or kill a thousand men to save one innocent, but only if a thousand men or torrents of foes were in her way. A bored Karin is a dangerous one, however, as she grows restless and bloodthirsty like a serpent, requiring less and less provocation to trigger into action.
She also has a fetish for elves.
History: Growing up was a trial for Karin, but she’d never make anything of it. It was hard for everyone she knew, it was just what it was, and thus was unnoteworthy. Like them, she started life as a street urchin and grew up to be a criminal, mostly through following the informal family groups they formed for survival. Eventually, she earned her place as a heavy and bodyguard with the local branch of the thieves’ guild, and from all record (such as they are with the thieves’ guild) served with distinction.
Her position improved when she caught the eye of a high-ranking elf in the guild named Antoris, who not only took her in as his lover, but taught her the fundamentals of the art of the Duskblade, usually kept a secret among the elves. With her ever expanding skillset at his disposal, it was only a few years before he became guildmaster of the entire branch, and she was genuinely happy for him. In fact, for the first time in her life, she was genuinely happy in general. She was in love, those she cared about were in good hands, and the entirety of her future spread out ahead of her.
And then it all came crashing down from the last place she expected. One night, Antoris asked her to meet him by the river. From the way he asked, she had thought he was going to ask the big question. Instead, he revealed the depths of his greed and manipulation of her and the entire guild, then while she stood stunned by the revelation, he drove a dagger through her heart from behind without even looking her in the face and pushed her into the river.
Her heart broke, and not from the dagger. In the rush of water as her body spun and whirled, it resolidified into a ball of hurt and anger before she pulled herself onto the bank downstream. She managed to pull the dagger out and toss it away, but already felt her life fading from her. Collapsing on the bank and her vision going dark, she reached down into that resolidified heart and refused. It wasn’t fair. How he had used her. How he was endangering those she cared about. He couldn’t get away with it. He wouldn’t get away with it. With oath on her cold tongue, she thrust her thumb deep into the crevice he had carved and stroked the blood across her forehead before finally collapsing with the last of her life spent.
Yet despite this, she reached the city with the following dusk, sword in hand, but she was already too late. Under the cover of a raid by the city guard, the hideout was in ruins, its vault empty, and its people dead. Few, however, were killed by guard swords, and she severely doubted much, if any, of the ill-gotten gains had made it into the city’s evidence chests. Among the number she was sure were not slain by the guard, she found those she had called family even if they had never been related by blood. Well, that would change, and from their wounds she added more lines to the symbol of her oath, more blood Antoris would answer for. Then she conjured flames to set a funeral pyre for the bodies.
Unfortunately, Antoris was a master of escape and though he thought her dead, he still fled from the guild, itself, an entity too large for him to dare try to eliminate wholesale, and it would be over three centuries before she successfully tracked him down, much of which was spent alone or only briefly in the company of others. She was not against taking time to see to the vengeance of others during her own hunt, earning praise and experience as a dark hero without a name to remember her by that was quickly forgotten in the passage of time by those she had aided.
Her second most transformative experience, however, would occur with the last group she allied with, a caravan twenty-two guardians strong escorting a single Sembian merchant. It was the first time anyone spent any significant length of time with her in centuries, and the first time in her existence someone cared what she did with it. It was also the first time in as long that her skills were really put to the test, for the merchant wasn’t on a business caravan, but sought the revival of his god, and they met opposition from those who wanted the same for darker deities. Balors, dragons, god-eating hounds and endless tidal waves of undead stood in their way, and before the end of it, she found her revenge in a climax with her former lover. Still bound by the supernatural oath all members of the caravan were required to take, however, she did not immediately pass on, though she grew sluggish as her power waned and the oath merely held her to this plane.
Free, however, for the first time in centuries to feel something other than driving rage, she grew closer to the other caravan members who had managed to survive that long, and eventually, the minor deity Evening Glory saw fit to better supply her with sustenance after she proved herself in a symbolic battle against her own rage-fueled self. She was able, then, to finish the caravan’s journey and served as a guardian of Evening Glory’s temples for a time in recompense. Despite her service, she never again found true love and the details of her eventual passing, however it came to be, are lost as she faded out of time’s eye.
That is, of course, until she opened her eyes to an unfamiliar sky in a sweltering wasteland and realized she once again drew breath.
Powers and Abilities: Eternal Revenant – Though she still has much in common with a normal human, there are decidedly inhuman traits about her now that she is no longer bound by the mortal coil.
[*]Timeless Form – Since her body is now little more than a vessel constructed from her own sense of self, it is no longer subjected to the ravages of time, and while she can still learn and grow wiser through life experiences as one growing older, the negative effects of aging do not touch her. Neither does any attack attempting to target critical areas such as impaling vital organs, since none of them matter and they are all just there because she sees herself as human. She also can ignore toxins and can neither suffocate nor drown.
[*]Dark Mind – It is no exaggeration to say that she refused to die by sheer force of will, and it has become an impenetrable wall against fear and assaults to her morale, though she is equally hard to uplift through such means, as well. She can even flat out ignore exorcists and priests who would try to turn her away as one of the undead.
[*]Immortal Soul – She can still suffer damage to her body and can still be put down through enough of it, but so long as her purpose remains unaccomplished, she will remain on the mortal plane instead of passing on, and her body will automatically reform at sundown, whole and fully rested. Even if her body isn’t destroyed, she still fully recovers at dusk and has no need of sleep or food.
Master Duskblade – Over her centuries, she has refined her skills in the field her lover once started her upon. Mastering both sword and spell, she can stand on the front line as a fighter or back with the casters, posing as one or the other, for a time, but shines most when she uses both skillsets in conjunction.
[*]Arms Mastery – She is proficient in the use of all but the most exotic weapons of her time, and while this means she is not trained in firearms, it does mean that she can use nearly any other weapon in Post Apocalyptia she places her hands on, and she can likely even intuit the use of a firearm even if she isn’t as good with it as she would be with other weapons she’s actually trained in. She as skilled as any full warrior with her signature adamantine fullblade, and takes great joy in using the painful but nonlethal whip to relay spells at a distance to her allies with precise snaps.
[*]Armor Mastery – Unique from most casters, a Duskblade is fully trained in even the heaviest of armor and even heavy shields, and are specifically trained in secretive methods of casting that allows them to easily cast in medium armors with heavy shields in hand, normally critically severe hindrances to most casters, allowing them to combine the best in armor with the best in arcane defense to weather nearly any assault.
[*]Warcaster – Trained as they are so specifically in casting as a central pillar of melee combat, it’s of little surprise that Duskblades are adept at casting in the heat of the front line without endangering themselves to all but the most specialized counterstrikes, and are better than other casters at overcoming the arcane defenses of others. They can even rush the casting of their spells fast enough to get two off at once, though this is more draining on their reserves and can’t be done incessantly. Of course, their most signature technique allows them to channel touch spells through their melee weapons, charging their weapon with the spell and discharging it as they attack, even across multiple strikes.
Spells – Of course, what would a Duskblade be without their spells? As a Duskblade of significant power, Karin possesses a nearly unrivaled pool of magic from which she can cast her spells, but these consist of a comparatively very narrow arcane selection. Though her spells are as powerful as those cast by a dedicated caster, she has far fewer to choose from. These can be divided into several categories: Ray, Touch, Area and Support.
Ray Spells – These spells project a beam of energy to accomplish a specific effect, often damage, but also several debuffing effects.
[*]Ray of Frost – A self explanatory ray of elemental cold, it isn’t very strong but is simple to cast and takes very little energy. It also lacks range for a ray, only able to reach about 75 feet out before losing efficacy.
[*]Acid Splash – Not really a ray, but as a single target projectile, this is the only category it really falls under. Karin regurgitates an orb of acid at a target. This disgusting loogie only goes about 25 feet and doesn’t do much damage, but makes for a great intimidation shot.
[*]Ray of Enfeeblement – This spell reaches no further than Frost and does no actual damage, instead sapping the target’s physical strength. Though the amount each casting can reduce the victim by is substantial enough to reduce a grown man of average strength to complete impotency with a single casting, it cannot reduce them below the threshold necessary for the body to support life and only lasts for about half an hour, after which time the victim, if they still live, fully recovers their lost strength. Multiple castings also can’t reduce the target’s strength further, merely extending the duration.
[*]Kelgore’s Fire Bolt – Another projectile that isn’t really a ray, this fiery fastball has a hard core, lending it mass instead of just being a splash of flame and making it still somewhat effective even against those resistant to fire.
[*]Seeking Ray – A beam of lightning-fast electricity with homing ability, able to loop around cover, obstacles and even concealment to find and electrocute its target. Once it connects, it continues to track the target, providing an enhanced path for additional rays the caster may send out after the same target. Karin is fond of pairing it with Scorching Ray for this very reason.
[*]Scorching Ray – Not one, but three fiery rays launch from Karin’s hand, able to all strike the same target or up to three separate targets. She will often cast this and Seeking Ray in unison, lancing her target with the electric homing attack before slamming them with the flaming missiles.
[*]Ray of Exhaustion – A black ray that drains away the energy and exuberance of the target, leaving them so exhausted that they are unable to move with any expediency or put forth much physical effort. Hardy opponents can shrug off the worst of a single casting, but can’t escape unscathed, finding themselves winded and unable to muster the energy to run. Because a second casting will drop even these targets to full exhaustion, this is another spell Karin likes to doublecast. Like Enfeeblement, this is magical exhaustion and instantly fades as soon as the spell ends, again about half an hour.
[*]Enervation – Quite possibly the most devastating effect spell she can cast, this crackling beam of negative energy suppresses the very life force of the victim, reducing every facet of their combat effectiveness, and suppressing it further every subsequent time they are struck. If fully suppressed, the victim will actually die, something that can happen with just a single casting against even athletic normal humans. As before, this is a magical effect and will instantly fade at the end of the spell’s duration, though this curse won’t pass until the following day. However, if this spell strikes an undead, it will instead bolster the target, making them temporarily hardier as the negative energy empowers their bodies.
[*]Disintegrate – Considered by most the definitive ray spell, this deceptively thin green ray is infamous for its ability to simply erase solid mass by shattering its very molecular bonds. Objects as massive as a thousand cubic feet (ten feet by ten feet by ten feet for example), or that much of their mass if larger, are simply gone, reduced to only a trace of fine dust. Its effect on living beings should go without saying, and it requires truly hardy creatures to survive it. Even beings or constructs of force are not exempt from this powerful spell.
Touch Spells – Arguably her bread and butter, these are spells she can channel through her very attacks, though she needn’t do so. For sake of order, this will only include offensive spells. Friendly enhancing touch spells will be listed under Support.
[*]Touch of Fatigue – A much weaker version of Ray of Exhaustion, but requiring almost no energy to cast, this spell can only fatigue the target, particularly hardy individuals can shrug it off entirely, and even repeated uses can’t do more than fatigue them. Just like Ray of Exhaustion, the magical effects fade instantly and completely in about half an hour.
[*]Chill Touch – A negative energy spell, it is a favorite of Karin’s despite its comparatively weak individual uses for its cast-and-forget nature. For as much as half an hour, its dark energy envelops her weapon, stacking its effect with any and all other spells she channels through it. It can do about as much damage as being struck with a short sword on a single use, but also has a secondary effect that slightly reduces the victim’s strength. Though hardy foes can reliably throw the second effect off, its very nature as a prolonged engagement rolls on means that sooner or later, even the toughest of opponents will start to notice their strength slowly bleeding away. Though undead creatures ignore both effects, they gain no boon from it, and those with weak wills or no will of their own will flee from the caster at the first touch.
[*]Shocking Grasp – A more situational choice, albeit of still respectable power, Shocking Grasp electrocutes the target like a dangerously high voltage taser. If the target is wearing metal armor, made of metal, carrying a lot of metal or so on, they are even easier to hit with the attack, even when channeled through a weapon, as the electricity grows eager to leap to the unfortunate lightning rod.
[*]Ghoul Touch – Though this spell can only affect living humanoids, it is devastating for its ability to briefly paralyze a single target, while simultaneously making the target exude a carrion stench that causes all living creatures within ten feet of it to become sickened, though hardy individuals can push this nausea down and persevere.
[*]Touch of Idiocy – Like Ray of Enfeeblement, except this assaults the target’s mental faculties, reducing all of them by enough to reduce one of average intelligence to just above the brains and charisma of an animal. It also lasts much longer, clocking in at about an hour and a half. Obviously, this spell can be devastating to those who rely heavily on their mental faculties, such as enemy casters or the technologically savvy.
[*]Vampiric Touch – If touch spells are Karin’s bread and butter, this one spell is the bread and butter of her bread and butter. Each strike powerfully drains the life force of her opponent and bolsters her with it. With its impressive damage and its ability to heal her, it becomes absurdly difficult to bring her down before she slaughters her opponents. Unfortunately, it can only affect those with life force to steal, and has no effect against beings without life force such as golems and machines.
Area Spells – Though few in number relative to her other spell categories, these spells have the ability to strike multiple targets with a single casting, making them useful for crowd control, especially if Karin finds herself surrounded by many weaker enemies.
[*]Burning Hands – A high-intensity flamethrower, this spell creates a cone of flame from her outstretched palms fifteen feet long, engulfing those within in flames and setting flammable materials on fire, often causing victims to continue burning even after the spell ends.
[*]Doom Scarabs – Karin belches forth a swarm of flesh-eating scarabs like some Old Testament demon, extending into a cone sixty feet long. Once they wash over the victims, the consumed flesh is converted into life energy that they then return to their mistress, bolstering her health.
[*]Dispel Magic – This all-purpose magic can be used in a variety of ways and generally gets rid of magic you don’t like. It can end ongoing spells with a single casting on a single target or over an area, suppress innate magical effects for a time and even counterspell incoming spells from another caster even if you aren’t familiar with the spell they are casting.
[*]Shout – Karin unleashes a banshee’s scream loud enough to deafen those within thirty feet in a cone ahead of her and harm them through the sheer power of sound. Exposed brittle and crystalline objects shatter outright and crystalline creatures take even more damage than others.
[*]Chain Lightning – This devastating bolt of lightning can jump from target to target, striking up to nearly two dozen victims with its incredibly powerful discharge. No two targets can be more than thirty feet apart and no target can be struck twice by the same chain.
[*]Waves of Fatigue – Instead of her banshee’s shout coming out for damage, Karin can scream in a way to blow away the very energy of everything within a thirty foot cone ahead of her, rendering them fatigued as her tones strain their bodies and minds. Though like Touch of Fatigue, it cannot exhaust a target even with repeated castings, this is not a magical curse and a victim can only recover from it naturally through rest or by recovery magic.
Support Spells – A Duskblade is focused on an efficiency in combat, and this includes spells that can augment Karin’s defenses, increase her physical abilities, and expand her attack options, and most of them can also be shared with allies.
[*]Halt – This interrupting spell can stop an opponent’s movements even as they are in the middle of making them, but only movement along the ground, momentarily sticking their feet (or equivalent) to the ground. However, this has no effect on any opponent not on the ground and any halted opponent can still switch to any alternate movement method.
[*]Blade of Blood – Another favorite of Karin’s, the spell enhances a weapon’s attack by infusing it with a viscous, blood-like substance. Real blood produces a much stronger enhancement, if the caster is willing to give some of their own. Given Karin’s reckless combat style, she thinks nothing of feeding the spell her own blood with which to decimate those who would stand in her way.
[*]Resist Energy – A deceptively powerful abjuration for how little energy it takes to cast, this spell can protect the receiver from any single energy type to a tremendous degree, reducing its power tremendously if not entirely. This reduction applies, not just once, but against every exposure from that type of damage for the entire hour and a half duration of the spell. The one downside is that it can only protect from a single type. A second casting replaces the first and does not stack. The stronger the caster, the greater the protection this spell grants.
[*]Deflect – A defensive yellow field that helps defend against incoming attacks. It is extremely short-lived, only long enough to defend against a single strike, but can be cast in an instant in reaction to said attack without needing to be prepared ahead of time. The more powerful the caster, the stronger the field and the better it can protect the caster.
[*]Dimension Hop – Pale, spiraling motes of light surround Karin’s hand when she casts this, but nothing happens until she touches something or someone, including herself, but also including enemies if they can’t overcome her will. Any creature thus touched disappears, leaving a cloud of motes in its wake as it is instantly teleported up to fifty feet away from its starting position, though the destination has to be unoccupied by anything and must be within Karin’s line of sight. This can also be channeled through a weapon.
[*]Greater Magic Weapon – This spell infuses a weapon or a collection of of projectiles with magical energy, increasing the efficacy of the weapon according to how powerful the caster is. This enhancement lasts for a full day on weapons, but enhanced projectiles lose it after they are used even if they are retrievable unless they are thrown weapons. For instance, she could enhance a pistol, making it much more powerful and accurate for a full day, or she could enchant up to fifty bullets that any number of guns could use, but once the bullets were gone, so would be the boon.
[*]Fire Shield – Karin appears to immolate herself in violet-blue flames, but does not actually cause herself any harm. So long as this field envelops her, she takes half the damage she normally would from either cold or fire damage (determined when she casts it) and anyone who strikes her in melee takes damage of the opposite type she chose protection from (if she is using a warm shield protecting her from cold, attackers take fire damage, if she is using a chill shield protecting from fire damage, attackers take cold damage). Being in physical contact with her counts as a melee contact, making prolonged grapples with her in this state very hazardous.
[*]Crown of Might – This spell creates a copper circlet with a front piece fashioned to resemble a bull’s head and appears already worn on the boon-receiver’s head. For the full day, it provides an enhancement to their physical strength, but if in great need of greater strength, the wearer can discharge all of its magic at once to enhance their strength many times over for a handful of moments, after which the spell ends. The spell also automatically ends if the circlet is removed.
[*]Bigby’s Clenched Fist – This spell creates a massive fist of force energy that floats in the air and Karin can manipulate as if it were her own, striking with colossal force, using it as a barrier between bad things and herself or allies, or just shoving stuff (and people) around. The fist alone is as large as a vehicle, so it goes without saying that its strength is devastating, its blows even stunning those it impacts with from the sheer force.
Weapons and Equipment: Karin’s equipment is bonded to her as an extension of herself. With the exception of her sword, when she disperses, so does all of her gear. When she reforms at dusk at the place her sword fell, all of her gear is with her, whole and complete. If she removes any of it or if it is forcibly taken from her, she can call it back to her, instantly donned, at will. This does not mean that this is the only kit she can ever have, however. Any equipment she spends enough time with to sufficiently associate with her (provided it isn’t someone else’s) can be added to or replace portions of her current equipment at that time.
Though a Duskblade can reproduce many of the effects of her gear under their own power, able to fly, stretch their weapon, teleport short distances, temporarily enchant their own weaponry and even briefly conceal themselves from sight entirely, Karin’s gear does many of these things for her, freeing up her limited spellpool and allowing her to commit to her soul a wider array of less utilitarian spells.
Black Blade – Karin’s signature blade is as much her symbol, as it is the only thing left behind when she disperses. Take it at your own peril, however, as she always knows its precise location, and upon reforming, will kill whoever holds it, as well as, at her discretion, any whose hands it passed through on the way there.
Colloquially called black steel, the weapon is crafted of adamantine, a dense metal that is virtually unbreakable even before its many enchantments. An adamantine weapon is also incredibly difficult to stop, and will ignore the hardness of any material softer than itself. Which is pretty much all of them. As a fullblade, the weapon is a six foot long beast of a sword that few would have the strength to wield. It is inlaid with a bloodstone, a magic gem that enhances life draining spells channeled through it, and the weapon bears an enchantment that allows Karin to see the invisible, including spirits, while holding it, and allows her to strike them as if they were physical opponents. At will, she can also stretch the weapon to strike further away than it should be able, or cause it to double in size, all the better to smash anything in its path.
Loving Whip – Though enchanted, this whip rarely sees combat, at least not against enemies. Because it is incapable of causing lethal harm to others, she uses it as a channel to pass beneficial support spells to allies at a short distance. That the snap still stings is just an extra bonus for the sadist.
Enhanced Celestial Armor – Gifted to her by Evening Glory, celestial armor is the armor of choice for angels and divine warriors, but anyone who can get their hands on it can consider themselves blessed. The heavenly chainmail’s links are so fine and light that it can be worn under normal clothing without being able to be noticed, and is barely more of a burden to the wearer than long johns. The wearer can even fly while wearing the armor, manifesting energy resembling angelic wings when they do so. While only those of good hearts can create such wondrous armor, anyone can wear it, and Evening Glory bestowing it to Karin was a recognition that perhaps the woman isn’t entirely without hope for redemption.
Ring of Protection from Evil – This simple gold ring helps protect the bearer against assault from the forces of evil, as well as protecting their minds from outsider domination or possession.
Greater Shadow Cloak – A coveted magic item thought to be pulled from the darkness itself, it writhes like shadows in the slightest breeze. Its shifting shades help make it harder to connect blows with its wearer, and can also simply move its bearer out of harm’s way, allowing them to teleport very short distances (no more than ten feet) in response to danger. The wearer can also pull the cloak around them, briefly concealing them from sight.
Anklets of Mobility – These golden anklets help even the most impeded adventurer keep moving. Though expensive, they not only enhance Karin’s speed to superhuman levels, but also allows her to ignore many things that would hinder her movement, including paralysis, magical webbing and grappling pins. It even allows her to move underwater unimpeded as if it were normal atmosphere, though it doesn’t grant water breathing in case anyone is thinking of borrowing them.
Weaknesses and Drawbacks: Karin is an extremely proud individual, to the point of arrogance, and there are few things she doesn’t think she could beat in a straight fight. She will, however, be more willing to flee if doing so for the sake of someone under her protection, and isn’t so stupid as to blindly pick a fight with something of clearly overwhelming power. While difficult, it is possible to destroy her permanently, preventing her from rising again at dusk. However, to do so, she must be killed either on hallowed ground or while all four of her limbs are staked to the ground.
People and Organizations Encountered: None
Locations Visited: Wastes – Spawn Point
Summary of Events: First Day - Awoke in a sandy wasteland, world uncertain, reason unclear, but with what looks like a settlement on the horizon.