The Basics
For starters, it is important to remember that this document is more than just a character summary. I have endeavoured to create comprehensive reference bible to serve as place to establish not only the character them-self, but the rules associated with them.
My hope is that by presenting this document to you, we'll be able to set out proper expectations for one another, and I think that will lead not only to the character being more fun to play, but also more fun to DM. I realize that this document is rather long and dense, and we are only just starting play, so if it needs to be trimmed, changed, or if my goals for the character just don't line up with how you like to DM, please let me know so we can discuss necessary changes.
My Personal Goals
I started to put together this D&D group once I realized that as much as I enjoyed playing with my other group, the players and the DM were nowhere near as invested or experienced as I think my expectations were.
That isn't to say anything against them, I love playing with them, but I think I need a little more chew to my D&D bread. I love creating characters with lots of story that force them into difficult situations.
Most of my characters are searching for something and are motivated by their complex history, inner turmoils, and imaturity. I can't say I'm the most mature person, but my personal journys have asked a lot of me in terms of personal introspection, and I try to put that into my characters.
So, basically, I'm trying to make something really emotionally dense that perhaps an earlier me would have made edgy, so please let me know if I cross that emo barrier and it's just too much.
However, I also want to create something really fun in a positive way as well! I love to roleplay, I'm a bit of an actor, so I have built my character towards more roleplay solutions rather than numbers solutions.
So it will be important for me make sure I'm not hogging the spotlight. So if at any point it seems like I'm taking too much space or encrotching on other players, please let me know. It will be my goal to try and hand off the RP to others to avoid the issue, but I want to make sure you know as a DM that you can always talk to me if I'm causing an issue.
Shenannigans I like To Pull
This is my first time playting an illusionist, and I'm really excited. I have always wanted to play a trickster character, so it's my plan to use her illusion magic to it's fullest extent (mentioned in the next section as well).
For example, if the party were attacked by an overwhelming force she might use thaumaturgy to increase the sound of her voice, shake the earth, and change any flames around her to a demonic color.
Assuming she can continue casing she would then cast cackles to really hit home the fear inducing aspect of a scream that rips into the enemy's mind.
Say we were brought before a king to receive judgment. She may cast major imagine and make it look like she has turned into a dragon or other terrifying beast, and cast illusory terrain to make it seem like there is a crevice around the kings throne (maybe throwing some in some shaking from thaumaturgy ).
Basically, always be prepared for my character to attempt deception and non violence based solutions. I will also be a very skill focused player. I enjoy using my character's social skills to help explore the world and manipulate NPCs. So I may call upon a history check very often in order to get a feel for the cultures we are interacting with.
Basic Character Information
Character Name: Lanfear Jadis ( True Identity: Ebanessa)
Age: 20
Alignment: Rebel Impure - 5x5 Alignment Chart (I use a 5x5 alignment chart with associated ideals to determine my characters alignment, her ideals based on it are: Ambition, Beauty, Cunning, Dishonesty, Freedom, Justice, Might, Nature, Righteous)
Background: Sage
Birth Date: 22nd of Yule
Class: Witch Half Moon Coven
Lineage: The Hexblood (Base Lineage Wood Elf)
Character Sheet: Here
Want, Need, Lie, Ghost: Here
Supplemental Questionnaires: Here , this document will contain any exploative questionaires I have done in order to flesh out the character. They may not currently reflect the character's story, but should serve as a way to get a good idea of the concept, should this bible somehow not be comprehensive enough.
I
Running the Character
DMing Lanfear
The following section details the various aspects of DMing for Lanfear. The goal is to create a concise reference guide to give the DM a complete view of the intentions of the player, so they can rule as necessary. This will be broken down into several sections including: Keep In Mind, Questions To Answer, and Playstyle. Now let's begin!
Keep in Mind
This section details aspects of Lanfear's story, description, and playstyle deemed important to the player for the sake of DMing.
Hags of the Bleeding Moon
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The hags cannot leave the tower unless there is a blood moon. As soon as the sunrises, they are teleported back to their tower. During a full moon however, they can physically manifest within the vicinity of the forest surrounding their tower.
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The hags have minions which they can send to the outside world.
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The hags have a lot of control over the entire forest in which they live, and have more control the closer you get to the tower. They can manifest illusions of themselves at all times
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The Elphaba and Evanora do have a capacity for love, a rare trait in Hags. This should inform their behavior, but should not prevent them per say, from being evil.
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The Hags need consent to transform Lanfear into a Hag. They will do whatever is necessary, from torturing her friends, to offering gifts, in order to convincer her.
Lanfear
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Lanfear's true form has flowers and other plants growing out of her head like a laurel. This crown responds to her emotions. Examples: Thorns growing for anger, wilting for sadness, vibrant growth when happy, roses growing when romantic.
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Leanfear willl hide her identity, using the name Lanfear, until she is forced to give up the ruse. She will always try to sleep alone in order to try and hide her true form.
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Lanfear will utilize illusions, manipulation, and deception to their fullest extent, so a solid system or intuition on how creatures will or won't recognize illusions is necessary.
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Lanfear will constantly be on the lookout for more rituals.
Some Questions to Answer
This section details various questions the DM should be prepared to answer when DMing for Lanfear.
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Do the Hags have any love for Lanfear? Can they be convinced to not turn her?
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What are the limitations of the ritual? Can it be done if Lanfear gets too old?
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What was the coven trying to do when they caused the accident that killed the original Lanfear?
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How many girls did the hags trick before one gave birth on a blood moon? Will those woman help or hurt Lanfear?
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If more than just Lanfear's mom, would any be willing to help her? Or would they sell her out to the Witches?
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Is Lanfear’s birth family still alive? Only some? All? (The Heroic Chronicle should be used to separately generate her family)
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What is Lanfear's birth family like? Will they accept or reject her?
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Will the Hags eventually leave Lanfear alone?
Playstyle
Crafting
Lanfear will have several crafting systems associated with her, the details of which are discussed in a later section. This includes poisons, health potions, other potions, and more, so please ensure that the following systems are up to your standards. If at any point they are just too much and need to be simplified or removed, please say so.
Illusions & Deceptions
As stated before, Lanfear will be a character who focuses on the use of illusion magic, which historically, can be a place of tension between DM and player. To alieviate this, it is pertinent that the DM and player have open communication about the intention of Ebanessa's spells, to make sure that everyone is one the same page. If the DM is not fond of illusion based characters, such a preference should be stated as soon as possible, so Ebanessa can be adjusted.
Whiles & Knowledge
Lanfear will often use her appearance to manipulate NPCs. I will always try to keep this taseful, but please let me know if I cross a line. She will also be a knowledge focused character, using her various skills to gather information which will help her better manipulate others.
II
Crafting
Cafting
Lanfear is going to be a crafting heavy character, so this section has rules for all relevant systems. Each was either drawn from an official 5e resource, or given to the play from the DM. All are subject to DM approval and change as necessary.
Poison
Even the greatest wizad will still fall to lowliest of poisons. Lanfear will heavily utilize poisons in social situations and as defense mechanisms for up close enmies.
Poisoner's Kit
A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them (Xanathar's Guide To Everything pg.83).
Components. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
History. Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation, Perception. Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine. When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous. Handle Poison. Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Poisoner's Tools
Activity | DC |
---|---|
Spot a poisoned object | 10 |
Determine the effects of a poison | 20 |
Poison Type
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures (Dungeon Master's Guide pg.257-258).
Contact. A creature that touches contact poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube.
Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.
Item | Type | Price per Dose |
---|---|---|
Assassins' blood | Ingested | 150gp |
Burnt othur fumes | Inhaled | 500gp |
Carrion craweler mucus | Contact | 200gp |
Drow poison | Injury | 200gp |
Essence of ether | Inhaled | 300gp |
Malice | Inhaled | 250gp |
Midnight Tears | Ingested | 1,500gp |
Oil of taggit | Contact | 400gp |
Pale tincture | Ingested | 250gp |
Purple worm Poison | Injury | 2,500gp |
Serpent Venom | Injury | 200gp |
Torpor | Ingested | 600gp |
Truth Serum | Ingested | 150gp |
Wyvern Poison | Injury | 1,200gp |
Sample Poisons
Assassin’s Blood (Ingested): A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Burnt othur fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Crawler Mucus (Contact): This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
Drow poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Essence of ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
Midnight tears (Ingested): A creature that ingests this poison suffers no Effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Oil of taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Pale tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the Effect ends and the creature can heal normally.
Purple worm poison (Injury): This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent venom (Injury): This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Torpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.
Truth serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the Effect of a Zone of Truth spell.
Wyvern poison (Injury): This poison must be harvested from a dead or Incapacitated Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Herbalism
Spells of healing are the most potent barriers against death, but Lanfear is not without her tricks. Due to her proficiencies, she will be able to craft healing potions for the party.
Herbalism Kit
Proficiency with a n herbalism kit allows you to identify plants a nd safely collect their useful elements. (Xanathar's Guide to Everything pg.82).
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar a nd pestle, a nd several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details a nd clues that others might miss.
Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
Herbalism Kit
Activity | DC |
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Find plants | 15 |
Identify poisons | 20 |
Brewing Potions of Healing
Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table (Xanathar's Guide to Everything pg.130).
Type | Time | Cost | HP Regained |
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Healing | 1 day | 50 gp | 2 [hit dice] + 2 |
Greater | 1 workweeks | 150 gp | 4 [hit dice] + 4 |
Superior | 3 workweeks | 450 gp | 6 [hit dice] + 8 |
Supreme | 4 workweeks | 1350 gp | 8 [hit dice] + 16 |
Note. The above table has been modified to reflect changes to healing potions listed in The Wildemount Handbook.
Brewcraft
Natural magic and arcane magic are not separate enti- ties to a witch. Because of this, witches are masters of unlocking the arcane potential hidden in common herbs and plants (The following rules were compiled from The Witch 5e Homebrew class).
Starting at 3rd level, if you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
These bonuses also apply to any mundane items you could create with alchemist’s supplies or the poisoner’s kit, such as antitoxin, acid, alchemist’s fire, ale, basic poison, or any of the poisons listed in the Dungeon Master’s Guide (p. 257-258).
Your DM may decide that certain potions or poisons (purple worm poison, as an example) are uncraftable to you unless you uncover specific rare ingredients first. Should you acquire them, subtract the price of these rare ingredients from the crafting cost accordingly.
Foraging For Herbs
Your DM may allow any character proficient in the herbalism kit to spend their downtime foraging for herbs that decrease the crafting cost of potions, poisons, and other items listed with the Brewcraft feature. Whenever such a character has a week of downtime, they can choose to spend it collecting herbs. After completing this week,
roll an Intelligence check, adding proficiency with the charac- ter’s herbalism kit if they have one on their person. Make this
check with advantage in a marsh or jungle, or disadvantage in a city, desert, or tundra. The character then receives the item associated with the result of the check they have rolled, as listed on the Herbal Foraging table. The character can sell these herbs to interested parties, or use them to reduce the crafting cost of any potion, poison, or other alchemical item by the worth of the herbs. A character can use multiple herbs to further reduce the crafting cost of any relevant item they are creating.
Herbal Foraging
Result | Item | Worth | Examples |
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10-14 | 3d4 lb. of common herbs | 5 sp /lb. | mint, sage |
15-24 | 2d4 lb. of uncommon herbs | 5 gp /lb. | horsetail, comfrey |
25-29 | 1d4 lb. of rare herbs | 50 gp /lb. | devilroot, embertear |
30+ | 1 lb. of very rare herbs | 500 gp /lb. | starspine, voidweave |
Imbew Potion
When witches are unable to spend great amounts of time brewing potions, they can imbue a tincture directly with their arcane power. The result is a potion that is easier and less costly to make, but less stable and with little longevity.
Beginning at 3rd level, when you take a short or long rest and have an empty vial on your person, you can choose one of the following spells you know and can cast with available spell slots:
Imbue Potion
Spell Level | Spells |
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1st | animate hair, charm person, command, cure wounds, disguise self, detect magic, false life, feather fall, mage armor, sleep, speak with animals |
2nd | alter self, barkskin, blindness/deafness, detect thoughts, dragon’s breath, enhance ability, enlarge/reduce, invisibility, lesser restoration, protection from poison, see invisibility, spider climb |
3rd | catnap*, dispel magic, feign death, gaseous form, nondetection, protection from energy, remove curse, revivify, tongues, vampiric touch, water breathing, water walk |
4th | charm monster, death ward, fire shield, freedom of movement, greater invisibility, stoneskin |
5th | awaken, commune with nature, contact other plane, dominate person, greater restoration, legend lore, reincarnate, skill empowerment, tree stride |
6th | curse of craving , find the path, investiture of flame, investiture of ice, investiture of stone, investiture of wind, true seeing |
Immediately choose any details this spell would have you select and expend that spell’s material components and a spell slot equal to the spell level you intend the spell to function at. Instead of any targets specified by the spell, the spell’s target becomes the creature that drinks the potion. If a creature must have certain attributes to be subject to the spell (such as a specific creature type), the potion only works on creatures with those attributes.
At the end of the rest, you then create a potion that is able to impart the spell you selected, with the details you have chosen. The spell slot you have used in the creation of the potion does not refresh as long as the potion exists. Once the potion (or an item it is applied to) has been used, is destroyed, or otherwise ceases to exist, the spell slot can refresh as it would normally, but does not automatically do so.
Using an Imbued Potion. As an action, a creature can drink the entire potion, administer it to another willing creature, or apply it to an item of food or drink. The potion only confers effects on a creature that drinks it entirely, or that consumes in entirety the item of food or drink to which it is applied. Such a creature immediately gains the effects of the spell you selected, with the specific details you chose when you first created the potion. An applied potion on a consumable item can be detected by a creature holding the item with a successful Intelligence (Arcana) or Wisdom (Survival) check made against your spell save DC.
Spells imparted by this potion last for their normal durations, listed within the text of the spells themselves. If a spell conferred by this feature requires concentration, the creature that drank the potion must maintain concentration on the effect as if they cast the spell themselves. If a potion would require the creature drinking it to make a saving throw, that saving throw is made against your spell save DC.
Active Potions. At any time, you can have a number of active potions from this feature equal to your witch level divided by 3, rounded down. You can also cause any of your potions from this feature to no longer retain their potency with a bonus action, regardless of how far away from you they may be.
Alchemy
If she needs to do more than harm or heal, Lanfear will break out her alchemical skills. She will use these skills to create many a magic potion
Alchemits Supplies
Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.(Xanathar's Guide to Everything pg.79).
Components. Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana. Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation. When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.
Crafting an Item
A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear (Xanathar's Guide to Everything pg.128-129)
Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.
A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.
Proficiency | Items |
---|---|
Herbalism Kit | Antitoxin, potion of healing |
Leatherworker's tools | Leather armor, boots |
Smith's tools | Armor, weapons |
Weaver's tools | Cloaks, robes |
If all the above requirements are met, the result of th e process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.
Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a longterm process that involves one or more adventures to track down rare materials and the lore needed to create the item
Potions of healing and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions of Healing" earlier in this section.
To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.
An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.
The Magic Item Ingredients table suggests the challenge rating of a creature that the cha racters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might gua rd a location or a resource that the characters need access to.
Magic Item Ingedients
Item Rarity | CR Ranger |
---|---|
Common | 1-3 |
Uncommon | 4-8 |
Rare | 9-12 |
Very Rare | 13-18 |
Legendary | 19+ |
If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner's armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic- a stone now guarded by a suspicious androsphinx.
In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.
Magic Item Ingedients
Item Rarity | Workweeks* | Cost* |
---|---|---|
Common | 1 | 50 gp |
Uncommon | 2 | 200 gp |
Rare | 10 | 2,000 gp |
Very Rare | 25 | 20,000 gp |
Legendary | 50 | 100,000 gp |
*Halved for a consumable item like a potion or scroll
To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.
If all the above requirements are met, the result of the process is a magic item of the desired sort.
Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there’s a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.
d6 | Complication |
---|---|
1 | Rumors swirl that what you’re working on is unstable and a threat to the community.* |
2 | Your tools are stolen, forcing you to buy new ones.* |
3 | A local wizard shows keen interest in your work and insists on observing you. |
4 | A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.* |
5 | A dwarf clan accuses you of stealing its secret lore to fuel your work.* |
6 | A competitor spreads rumors that your work is shoddy and prone to failure.* |
*Might involve a rival
Potions Table
Potion | Rarity |
---|---|
Common | |
Climbing | |
Healing | |
Uncommon | |
Oil of slipperiness | |
Animal friendship | |
Fire breath | |
Greater Healing | |
Growth | |
Hill giant strength | |
Poison | |
Resistance | |
Water breathing | |
Rare | |
Elixir of health | |
Oil of etherealness | |
Clairvoyance | |
Diminutions | |
Fire giant strength | |
Frost giant strength | |
Gaseous form | |
Heroism | |
Invulnerability | |
Mind reading | |
Stone giant strength | |
Very Rare | |
Cloud giant strength | |
Flying | |
Invisibility | |
Longevity | |
Speed | |
Vitality | |
Oil of sharpness | |
Legendary | |
Storm giant strength |
Magical Potions Visually
Potions can vary greatly in appearance, texture, and taste depending on their recipe and maker — roll on the tables below to randomly generate your potion details.
Potion Description
d12 | Texture | Color | Taste/Smell |
---|---|---|---|
1 | Thin | Blue | Citrus |
2 | Thick | Red | Sweet |
3 | Bubbly | Yellow | Sour |
4 | Fizzy | Silver | Bitter |
5 | Jelly | Gold | Salty |
6 | Chunky | Purple | Savory |
7 | Watery | Orange | Spicy |
8 | Oily | Green | Foul |
9 | Slimy | Brown | Delicious |
10 | Crunchy | Black | Sickening |
11 | Chewy | White | Tangy |
12 | Moving | Teal | Familiar |
III
Story
The Hag Child
Our story begins as many others do, on that night of all nights, when the witches gather for their dark rites, and the spirits parade howling a fright, that time we call, Halloween Night.
And much like other stories on Halloween night, ours begins in a haunted forest, where the moans of the dead accompany every winding breaze. Only Gaia's darkest creations made their homes in these black woods.
In this forbidden place there lays a tall tower black as obsidian. On the side of this tower, slowly propelling down a long rope is the subject of our tale. She was short in stature, with green skin barely visioble in the starlight. Upon her head sat a large brimmed pointed hat, fit for any aspiring witch.
Her name was Ebanessa, or Eby for short, and she was a prodigy of the arcane. Many thoughts haunted her as she scaled the tower. I must go faster. Her mind was a cacophony that would not be silenced. They'll put me in the closet. She winced at the last thought. Yet she steeled herself. She could not stop now.
As she approached the end of her rope her hands seemed to grip it harder than she intended. Fear, she realized, had rooted itself in her hands. There's still time, her head echoed. We can still go back. She looked upwards at the tower. At first, images of loving mothers filled her. The smells of bubbling brews engulfed her, and images of arcane illusions brought a smile to her face.
Yet her peace was broken as thoughts of old book with maddening scrawls and strange arcane equations brushed away her smile. She looked upon the tower once more, and she saw a little girl staring out over the edge. Tears ran down her cheeks and a toy stuffed monkey filled her arms. The girl seemed to fade away with a sudden gale that swung the rope from side to side.
Once she had righted herself, Eby looked back up at the tower one last time, and from her heart she head No, it is too late to go back. She closed her eyes, her heart pounding in her ears, and with all her courage, she let herself fall to the earth below.
When she opened her eyes, a hot pain rose from her legs. They were not broken, but would need rest. Shit, fuck, shit. I can't get far enough like this. She thought in a panic. She looked at the tower, dreading the sound of her name. Yet as if in answer to her plight, the sound of a hooves against the dirt began to echo from a distance.
In a flash, her green skin and black hat was no more. Now, her hair was black, and her clothes had become a set of elegant white robes. As she managed to stand, she found she bigger. In height, and in..other places as well.A fitting disguise, she thought.
As the cart came round, the driver made no comment towards the mysterious tower, its visage hidden by a dark enchantment. Eby put her on most fatigued face and made herself known.
She waved her hand to the diver, pleading for him to take her to the next town over. "I am so tired, I have walked for days on end. I can barely move my legs." Luckily, she did not need to perform for her to appear tired, and as the old man helped her aboard the cart he asked her what she was called.
After a moment of hesitation, she looked down at her black hair and white robes, and fable she had read in a book she kept close danced in her mind. A woman with raven black hair, clad in white. Her name was "Lanfear, that's my name."
After some time, the cart finally made its way beyond the edge of the shadowy woods, and for the first time ever, Eby, No, Lanfear, watched the sun rise beyond her towered home.
Prophecy
Using the rules from the Heroic Chronicle (Explorer's Guide To Wildemount pg.199-200) The following aspirational goals were generated based on the characters backstory. These should coincide with the short and longterm goals listed in the questionnaire found in the Supplemental Google Doc. Should any of these be incorrect, need changes, etc. Please alert the player.
Immediate Goals
- Find reach the capital of the Altarian Emirate for a safe place to hide herself from the Hags prying eyes.
Longterm Goals
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Discover the purpose of the ritual the Hags were performing which killed the original Ebanessa. Perhaps unraveling the mystery will give her an edge against her mothers or a bargaining chip to reason with them. Only time will tell.
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Find her birth family and develop a relationship with them. Perhaps they will be loving and accept her into their lives, only for Eby to realize that she cannot endanger them and must leave. Or maybe they reject her and are cruel, and she learns that she must rely on those friends she has made along the way.
Arc Conclusion Goals
- Defeat, reason with, kill, or in some way conclude her struggle with her Hag Mothers. Eby wants to believe that inside their hearts is some love for her, and will go to great lengths to test this. Killing them may break her, reasoning may heal, but a conclusion must be found. Or does it?
The Chronicle of Lanfear
This section will include the details of the Heroic Chronicle as determined by Chance and Gam.
Life before adventure
Hag's Apprentice:
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Lanfear has spent almost her entire 20 years under the tutelage of her mothers Elphaba, and Evanora so as to prepare her for the day she would turn 21. Then she would be old enough to graduate from apprenticeship and join her mothers' coven. She longed for that day, believing that then she would be able to choose what to research for herself. She could even come and go as she pleased from the tower. At times, she imagined meeting kings and queens, even other witches. Growing up, it was all she could think about, and many a minions ear had been filled to brim with her dreams. As such, Lanfear has a deep desire for freedom, hoping the one day travel the world. While her shrewdness may call her to avoid them, she wants nothing more than to join in the festivals and parties of every town she comes across.
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Under the Hags' tutelage, Lanfear was trained to be a master manipulator, weaving her illusion spells like a fine tapestry of reality. Often as a child, she would practice her magic on passing Lyari elves, or the various minions in the tower. She loved to play pretend with Bartholomew using her illusions, and even her mothers' would play in her games, when their moods were not sour. Still, her magical talents and witch's training has led her to be quite analytical, considering first how to control others, and only then seeing them as people.
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Most nights for Lanfear were spent with dusty old books being read by candle light. Lanfear's favorite part of training was the story books she read as part of her studies on history and culture. This, combined with the Hags' code, has left her with a voracious curiosity. Secret knowledge will be a powerful temptation for her.
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As a child, failure was met with verbal abuse, and in their cruelest moments, they would lock her in a closet. This has lead Lanfear to have a deep fear of failure, and minor claustrophobia. As she aged, the Hags' punishments lessened, but the fear they had instilled in her never left. As such, Lanfear will begin to break down if people begin to berate her or shove her in a confined space.
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Despite their cruelty, when not evaluating her ability to cast a spell or name historical figures, the Hags' often presented themselves as loving mothers. As Lanfear aged, the Hags's transitioned to more positive forms of reinforcement, offering Lanfear praise when she succeeded. Lanfear never question whether they loved her, that is, until she learned of their betrayal. This has left her with a deep rage towards those who lie to her, despite the hypocrisy of her hiding her appearence.
Home
Lyari Lands:
- Lanfear was raised admist the untamed woods of the Lyari wood elf tribes. The nomadic nature of the tribes made it impossible for her to have any long lasting friendships going up, but she has always felt some level of kinship with them. Now that she knows the truth of her birth, she hopes to find a place among them one day, when her birth family is finally revealed to her.
Thre Black Tower
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The Sisters of the Bleeding Moon Coven live in a three pronged black tower that spans over sixty feet tall. It appears to be made of solid black bricks which are rough to touch. The tower has a central cylinder which extends the full sixty feet. At the fourty and fifty foot marks respectively, two other towers jet off from the main structure like branches on a tree, defying the laws of physics and construction.
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The inside of the tower betrays its outer visage. It is a maze of spiraling corridors, strange occult filled rooms, and endless stairs. If one were to measure out the insides they would find that it in no way confines to its outer shape. Various minions have been known to get lost when the Hags' shift the rooms and corridors. Not even Lanfear knows the extent of its layout.
The Haunted Woods
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The haunted woods which house the Black Tower are known for their mystery. Many believe, rightly so, that the forest is inhabited by ghosts. Only the darker fey live there, and most travelers tend to avoid it when possible.
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The Hags are capable of manifesting spectral visions of themselves outside the tower. During the full moon, they can manifest physically in the forest. The Hags' also have complete control over the forest, capable of bending space much like the insides of the tower.
Important Moments
Hags' Betrayal
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One Halloween night, while searching for an old book to explain a reference she encountered in her studies, Ebanessa discovered a small old journal in her mothers' secret library. The book detailed the death of her aunt, the original Ebanessa as the result of a magical ritual gone wrong. This deeply disturbed her, since she had always believed that her aunt's death was the result of a witch hunt. Yet it was the following pages that filled her with horror. In them, she discovered that she was actually a reincarnation of the original Ebanessa. Her mothers had made some undetailed pact with a wood elf girl, the result of which was the birth of Eby, a reincarnation of the original Ebanessa. Her mothers' true plan was to turn her into a Hag and invoke the spirit of their lost sister. Then they could combine their powers and break the curse sealing them to the tower.
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This is what led her to escape the tower and disguise herself as Lanfear. This experience has deeply scared her ability to trust others, and her ability to see herself as worth while and good. If people approach her, she will immediately assume that they seek to use her for their own designs, or that they are potential pawns to use in her own. This is really just a persona she engages in to feel more in control about her ability to know what's real. When the people she believed loved and cared for her turned out to be just using her, her ability to accept love from others was severely undermined.
Bonding of Bartholomew
- One day, when she had failed to summon a familiar to bond to her service, the Elphaba lashed out in a fury, smacking her. Always the cooler head, Evanora sent Eby out to the balcony, while the two hags screamed unintelligibly at one another. As Eby cried in the cold wind, she held a stuffed moneky to her chest, her best friend, Bartholomew. She whispered the words to her failed spell again and again, hoping that if she could succeed, the Hags would finally stop yelling. Yet nothing came over it. In time she passed out under the blankets and pillows that had been left on the balcony. She awoke then to something pulling on her hair, and she raised her body up she turned her head to find the strangest sight. A small, ginger furred, winged monkey sat in front of her. The first words that came to her were "Who are you?" To her surprise, the creature responded, "Silly, dontchya remember? You called for me, and I came. That's what friends are for." From then on, he was her constant companion, and whenever her flowers wilt, he will try to help them bloom. He is a symbol to Lanfear that even in the darkest times, there can be hope.
Secrets Identities
Lanfear
- Lanfear will always present herself in the form of raven haired woman as long as she is able to. Even when it is initially discovered by the party, she will likely still present herself in that form until the group helps her attain some comfort with herself. To Eby, Lanfear represents what she was supposed to be. A powerful, beautiful, commanding witch, a credit to her coven, a woman of renown. She is everything Eby believes she is supposed to be. So when Eby is using her Lanfear persona, she will present herself as calm, in control, and distant. Subconsciously, she hopes that by doing this, she will attain some level of control, or will be able to approach reality from a distance. Only once she learns to heal her trauma from the Hags' will she be able to turn Lanfear from a crutch to a tool of her power.
Ebanessa
- Eby's true name, as has been shown, is Ebanessa. When in a state of comfort, she will be prone to inquisitive behavior, getting giddy at the thought of new knowledge or books, and even being a prankster. Despite her upper layer of ice, Ebys hear is actually quite jovial and warm. In truth, all she wants is to enjoy the wonders of th world. Perhaps with the Party's help, she will learn to be herself.
Religion
The Three
Lanfear is a worshiper of the Hag idols known as the The Three: The Mother, The Maiden, and the Crone. Each of the three represents a different stage of life, and a different virtue for witches. The Three are commonly called The Concubines of Aether, or the Crones, or The Fates. Despite their dark associations, it is not strictly known whether the idols themselves are evilly aligned, despite an association with Aether.
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The Mother. She represents the time when a witch ascends from her youth to a position of leadership. Witch covens which follow the Three very strictly often use the title of "mother" to denote a leadership role. She represents the virtue of Power.
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The Maiden. She represents the time when a witch ascends from apprenticeship to a full which. At this point, a which is allowed to join a coven of her choice, and is supposed to begin her own research. She represents the virtue of Ambition.
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The Crone. She represents the time when a witch steps down from a position of direct leadership, and enters into advisory. Not all witches link this to age. Some become crones in youth. She represents the virtue of Guile.
Important NPCs
The following section contains various descriptions for important people and groups in Eby's Life. I would like these characters to feature strongly in her story, though I hope not to the point of hogging the spot-light.
Sisters of the Bleeding Moon Coven
The Sisters of the Bleeding Moon Coven are a group of Hags who drawn unholy power from blood moons. It has been said "As the moon shines crimson in the sky, so shall the earth be stained red with the blood of their victims."
The sisters were unique among Hags in that each was said to hold a capacity for love, thought from their cruelty, one may never know. Yet all three Hags never left one another's side, always acting together, always plotting for three, and never one. Some give credence to their capacity for love based on the legend that all three were sisters even before their malicious transformations, but few know the truth of it.
Each sister wields terrifying arcane powers, and together they create a trio to trickery, torture, and terror, the likes of which inspires fear in even the bravest of souls. Some wonder if they were sired by the Hag Mother herself, another curse to blight the land of morals. Yet the Hags were not without folly, and 20 years ago, even with three diabolical minds at their disposal, the gods finally saw fit to strike them.
It is unknown the purpose of the experiment, or what truly went wrong, but during an arcane ritual under the light of the blood moon, a curious mishap occurred sending forth a backlash of arcane force. The price to save two was the life of one, even more still, the two surviving hags found themselves bound within the walls of their twisted tower. Only in the light of their beloved blood moon could they stalk the lands.
Desperate, the surviving Hags devised a truly foul plot. Using the remains of their deceased sister, they would invoke a ritual of reincarnation. By tricking an unsuspecting woman lost in the woulds into eating soup broth from the bones of the dead witch, and performing dark rites over her sleeping body, they would call their sisters soul to haunt her womb. Should she give birth under the light of a blood moon, the ghostly hag would use it's cardinal light to imbue her very essence into the child.
Soon, the Hags got their wish, and from their tricks a child with green skin, a mark of her heritage, her past, was one day born under the light of the blood moon. The Hags took the green child away, naming her Ebanessa, a mark of her destiny, her future, and raised her as their own, training her in the craft of Hags.
In the years to come, the child would be loved, nurtured even. Black arts of beguiling the mind, and mental manipulation were disguised as methods to gather secrets and play pranks. While she was a prodigy of Hags
to say the least, she thought nothing of cruelty at first. She believed she was on the path of the Witch, a healer, an explorer, a guide to those lost. Yet as the years went on, a dark voice occasionally made itself known within her, and the Hags sat back and smiled with dark glee, for every moment of rage or cruelty was a sign that their rituals had been fruitful.
Still, they did not discourage her good heart, lying in wait to show their true colors with an occasional prod. Perhaps it was an undeserved berating, a needlessly cruel comment, or a in the worst moments, locking her within a closet.
As the years went by the Hags cruelty lessened greatly, and Eby's belief in her mothers pride and love for her, though built on fearful grounds, did grow, but soon she began to long for outside world, and with her powers growing, the Hags knew the time was night.
Soon she would be 21. To Ebanessa, this meant she would be old enough to join the greater Witch community, but to the Hags, this meant their sisters rebirth was just over yonder. Still, they required her consent to perform the ritual, and so the ruse continued until the fateful day Ebanessa discovered her mothers diaries. Yet, despite all of this, Ebanessa still believes somewhere inside, that the Hags love her, and regardless of its truth or falsehood, she will hold onto that belief.
Baba Elphaba
Pronounced ell-FA-ba
A Night Hag with a talent for divination magic. She is cruel, sadistic, and finds particular ecstasy in the pained expressions of others. She often uses her future sight to manipulate people into making the worst choices, leading them to great suffering. The tortured screams of her victims is music to her ears.
Baba Evanora
Pronounced eva-NOR-a
A Annis Hag with great talent for transmutation spells. More simple than her sisters, She enjoys eating children, causing fear, and the sound of a mother crying out for her lost child. She often will use her magics to create horrific transformations of others twisting their forms till they cannot recognize themselves. Only when her victims cry out for death does she finally grant their wish.
Baba Ebanessa
Pronounced EBUH-Nesa (Deceased)
A Green Hag with great talent for illusion magic. She particularly enjoyed tricking others, at times by presenting a seemingly friendly gift, only for it to come alive and tear them apart. Perhaps a magical potion to make someone love you makes them become obsessed with you. A broken heart was always her goal, and there are many people who were tricked into loving her, only to have their hearts broken, and then torn from their chest.
Hag Minions
The Hags have many minions which serve their dark desires. They can send these minions out into the world past the forest in order to enact their ill will when the blood moon does not rise.
These creatures often come and go at the witch's whim, but there are some which have remained over the years whom Lanfear would know and have a connections with.
Their allegiance is supposedly with the bleeding sisters, but perhaps Lanfear can convince them to help her instead, only time will tell.
Birth Family
The Hags managed to trick a woman into drinking from their cursed soup, but the name and location of this woman, or her broader family is unknown to Lanfear.
Whom they are, their opinions on Lanfear, their importance in society is all up to DM decision. Perhaps her mother was a princess, a traveling knight, entertainer, or simple farmer.
Regardless, the idea of a birth family represents great hope to Lanfear. That hope is for a life before she found the Hags diaries. This hope is certainly unfounded, and it will likely be part of her growth to realize that she must look for one better. Still, we all begin somewhere, and inside, she wishes desperately to find them, and will go far to do so.
Bartholomew
No witch is without a familiar companion, and neither is Ebanessa.
His common manifestation is that of a small ginger furred squirrel monkey with feathered wings. He is overtly optimistic, unabashedly loyal, and overtly cowardly. It seems that despite his unwavering optimism that everything will be alright, he is quite fearful of his own demise. This is likely a result of living with the Hags. Yet he will do whatever Lanfear asks of him, regardless of how terrifying it may be.
He cares for Lanfear deeply, and will do whatever is necessary to bring his master happiness. When she is saddened and the flowers in her hair begin to wilt, is it common for him to search for flowers along the ground and return to place them in her hair to cheer her up. "You can't wilt if I give you new flowers!"
Bartholomew
Tiny fey, Unaligned
- Armor Class 12
- Hit Points 6
- Speed 30ft, 30ft fly, 20ft climb
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 11 (+0) 12 (+1) 12 (+1) 12 (+1)
- Skills
- Senses Passive Perception 11
- Languages All languages known by Lanfear
- Proficiency +2
Features
Occult Nimbleness. The familiars movements does not provoke opportunity attacks. If the familiar succeeds on a saving throw and would take half damage, it instead takes no damage.
IV
Character Design
Designing The Perfect Witch
This section details Lanfear's design. The first half details her physical descriptions, both in her Lanfear persona, and her secret identity as Ebanessa, and will be used for future are reference, and DM description reference. The second half deals with different exercises I am doing in order to create a comprehensive personality for the character. Hopefully, this section will serve the player and DM in their use of this character.
Physical Description
Aspects | Lanfear Persona | Ebanessa Identity |
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Skin | Pale Ivory | Small dark freckles across the body as the green varies from a lighter yellow green to a more potent green. This is a good referance. |
Hair | Raven Black, down to the hips, and straight with a middle part | Thick, Auburn brown, wavy and a little messy |
Eyes | Lilac, big, and piercing | Big, soft gazed, hazel. With lots of varied greens, browns, and ambers. |
Ears | Rounded | Forked into two small points |
Body | 5'6" She is voluptuous. She’s got them hips, and she’ll probably have to remind you where her eyes are. She’s got more of a pear -shaped figure. She basically just looks like a human. Looks to be in her early 30s | 5'2" She's less, shall we say, bodacious, than her illusory counterpart but she’s still quite curvy. Kind of like a thinner hourglass figure. Think Repunzel from Tangled. She looks late teens to early 20s |
Clothes | She will normally shift her clothes while in this form to be more provocative. So lower neckline, showing shoulders or back, higher skit, etc. Or maybe a longer but very form fitting skirt. Her hat also becomes a silk scarf she wears on her head like a lacy hood. | Her clothes will probably be very generic travelers clothes. She would be more comfortable with robes, but she didn’t have much time to take anything else from the witches. |
Special | She will keep this form up as long as possible. She will only show the party her true form if she has to. | Flowers and other plants grow out of her head like a laurel. This crown responds to her emotions. Examples: Thorns growing for anger, wilting for sadness, vibrant growth when happy, roses growing when romantic. |
Personality
Inspirations
This area shall include inspirations for her personality from various sources and methods.
Tropes
Inspiring Characters & Scenes
Enola Holmes
Fighting Scene (Enola & Linthorn) | Enola Holmes Enola Escapes Scene | Enola Holmes
- Inquisitive
- Intelligent
- Problem Solver
- Tries to approach problems from a logical perspective
Rapunzel
Tangled - When Will My Life Begin (Reprise)
- Curious
- Dream chaser
- Wanderlust
- Hopeful
Eris, Goddess of Discord
- Crafty
- Orients all conversation and events to put herself in control
- Seductive
- Manipulative
Shallan Davar
Scenes
Soundtrack
16 Personalities Test
Analysis
This area discussing the various elements below and analyzes why they are there, and the behaviors they could lead to.
Pendragon: Traits & Passions
- Chaste 7/13 Lustful
Lanfear's upbringing has led her to see physical interaction as more of a tool than anything else. As such, she has a strong tendency to use the promise, real or not, of sexual interaction on those she feels it would work on. On a more personal note though, her life has also led her to believe that there is power in owning your sexuality. Witches do not shy away from sexual magics, and the power to beguile is at the roots of their craft. Despite this, she does have some hesitation around real relationships. As soon as something turns from physical to emotion, she is libel to run off.
- Energetic 16/4 Lazy
Lanfear is the kind of person who gets all her work done in the morning, and then goes and finds most things to be done. She often used her studies as reasons to avoid the Hags'. As such, being a busy body is two fold for her. On the one hand, it allows her get a lot done. On the other hand, it makes her quite hard on herself when something slows or otherwise impedes her progress. She will be the first to suggest several methods to tackle a task, and the last to give up.
- Forgiving 5/15 Vengeful
Part of the Hags' influence on her is her inclination towards being vengeful. When Lanfear got older, her mothers' began to encourage her to fight or argue back at there retorts, albiet this normally was followed by punishment, but their goal was to bring her closer to being like the original Ebanessa. When Lanfear learned of their intentions towards her, this lit a fire of anger and revenge that burns deeply in her. If people hurt her or others she cares for, she will hold a grudge, and will get the last laugh.
- Generous 7/13 Selfish
Lanfear's role models left a strong impression on her that she needed to care about herself first, and none second. As such, she will be more inclined to look out for her own agendas, and orient things for her benefit. Yet despite this, there is a seed of care for others within her. She is fiercely loyal to Bartholomew, and should she begin to care for the party, she will become fiercely loyal to them as well, but she might just keep the nicest magic items for herself.
- Honest 3/17 Deceitful
Being a manipulator and illusionist requires a strong poker face, and boy does she have one. If you recall the scene from ATLA where Azula gets through Tophs ability to tell lies, thats the kind of thing Lanfear would do. To her, the truth is a weapon unmatched, and she intends for it to be her weapon alone. Still, her strong inclination towards deceit puts her at odds with her need to be honest with others. Inside, she wants desperately to tell the truth about her feelings and her life.
- Just 14/6 Arbitrary
Within her vengeful nature is a deep desire for justice. Though she would never say it without a great deal of pushing, Lanfear is truly hurt by her mothers' betrayal, and wants nothing more than for them to apologize, be punished, or in some way atone. She feels as though the world owes her for the life she was forced to live, and now, she's going to make sure it pays its dues.
- Merciful 7/13 Cruel
Naturally, growing in the presence of Hags' gives one a cruel outlook on life. When encountering moments of hardship or witnessing the mistreatment of others, she will often say "That is the way of the world." She may seek to right wrongs, but she doe not believe that the world is a happy place, at least, not on the outside. Because if the world is good, why was her world so bad? Still, mercy lives within her, and thought she'd deny it, she really k?
- Modest 4/16 Proud
Lanfear's pride is motivated by her need to appear powerful and in control. Her inner thoughts are often filled with self doubt and hatred, but only the wise would see that from looking at her. She will never admit to fault if she can avoid it, and will always make herself look good in a given situation. Still, it really is just a mask which she pulls over to hide her insecurities.
- Pious 12/8 Worldly
To control people, you often need to focus on the worldly aspects of life. Money, food, political power, all of those are powerful tools to control others. However, to ignore the spirits of the world is one of the most foolish things a witch can do. Lanfear will be found performing rites for The Three every full moon and significant holiday. Part of her wants very deeply to make a connection with other witches and discuss beliefs.
- Prudent 13/7 Reckless
Another trait of Hags' that Lanfear has internalized is the need for patience.She will often lay out her plans and traps early, slowly building them up over time. When the moment comes she will strike. Still, her curiosity an pull her to reckless choices. An interesting looking old book, or a festival shes only read about will pull at this curiosity, which creates a strong conflict in herself.
- Temperate 12/8 Indulgent
"A warm drink may fill the belly, but it will empty the mind", is the wisdom Lanfear tries to live by. Despite that, she is truly fascinated by drugs and alcohol. Most of her exposure comes from the various books she has read on the subject, and the various herbs she uses in her spells.
- Trusting 5/15 Suspicious
While she was taught to be suspicious of people's desires, it was the Hags' betrayal that truly sent her to be so suspicious of the world. Whenever someone approaches her, her immediate reaction is to evaluate what they want from her. If you know what someone wants, you have power over them. This puts her in direct conflict with her need to trust others if she wants to heal the scars of her childhood.
- Valorous 14/6 Cowardly
As a virtue of one of three, Lanfear is quite courageous. When traveling the confounding fey wilds, communing with terrifying demons, or dealing with maddening spells, ones heart must be steeled. In the face of terrifying odds, Lanfear will not give into fear. She's the kind of person who stops and studies the monster instead of screaming.
Synthesis
Personality Traits
- Flattery is my preferred trick for getting what I want
- I take great pains to always look my best and follow the latest fashions.
- I've read every book in the world's greatest libraries--or like to boast that I have.
- There's nothing I like more than a good mystery.
- I'm convinced that people are always trying to steal my secrets.
- I can stare down a hellhound without flinching.
Ideals
- Power. If I can attain more power, no one will tell me what to do.
- Knowledge. The path to power and self-improvement is through knowledge.
- Freedom. Everyone should be free to pursue his or her livelihood.
- Beauty. An alluring figure is a mightier weapon than the sharpest sword.
Bonds
- I have a family, but I have no idea where they are. One day, I hope to see them for the first time.
- I ran away from home to hide from the ones who might still be hunting me. I must someday confront them.
Flaws
- Most people scream and run when they see a demon. I stop and take notes on its anatomy.
- I lie about almost everything, even when there's no good reason to.
- I judge others harshly, and myself even more severely.
- I will never fully trust anyone other than myself.