Sorasi Elgath
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- Name: Sorasi Elgath
- RPer: UnclePervy
- Sex: Female
- Rank: Daiam
- Age: 62 years old
- Height: 5' 4"
- Weight: 134 lbs.
- Weapon: The Rod
- Armor: None
- Description: Sorasi is a woman of many years, and she bears the lot of them proudly. Her hair, sometimes left loose and sometimes worn in a severe bun, is light gray, no longer hinting at its original color. Her eyes are sharp blue, and her face thin and craggy, with its fair share of wrinkles. Her build is rail thin; few would believe she's ever had children. Her typical clothing includes a variety of modest dresses in equally modest tones. She has never been very strong nor has age left her with much in the way of grace, but she still has amazingly steady hands, a very keen eye for minute detail, and a sharp mind backed with a lifetime of experience.
- Bio: To the younger generations in the Order of Earth, Sorasi has always been there. To them, she is a grandmotherly old woman, sometimes kindly and sometimes sharptongued, who seems happy to spend her life in the underlevels of the Temple of Earth. Until recently, she and her husband Erethian were known as the proprieters of Elgath Engravings and Maps, a small shop specializing in both placing intricate and beautiful engravings on metals, and for creating the plates used to print the maps that the order uses. Despite their location, the Elgaths were known for their work throughout As'nar, and dealt in many customers throughout the city.
Not long ago, Erethian passed on in his sleep. Sorasi closed the shop, and fell into depression, despairing that she would have to spend the rest of her life alone. Friends and neighbors poured in to offer what comfort. They tried to assure her that Verir would take care of Erethian, and that he wouldn't be happy if she stopped living just because he did. It didn't help that the older of their two children seemed more displeased that he didn't fall in battle. As time passed and Sorasi grew more used to living on her own, she began to overcome some of her grief. She began to look more toward her earlier life, and greatly surprised many of the younger generation when she volunteered for an assignment outside of As'nar.
In her younger days, Sorasi tended to military duty much as all priests of the order did. Her record of service was average, without blemish or true achievement. When she met Erethian and they setting into their practice, the Order quickly saw the value of allowing them them a more civilian life. While both were required to stay ready, just in case, they were seldom called on, and then only for short jaunts in order to meet the letter of the requirements. The order knew better than to risk a source of accurate maps, or lose the income from their etching. In time, people began to forget they were even really a part of the Temple's forces.
While she doesn't have the raw military experience that many of her age do, Sorasi has had a lifetime to refine and perfect her magic. Physically weak, she has never been one for actual fighting, preferring to use her spells to hinder and harass foes so that the more skilled can deal with them easily. It's been suggested she has an aversion to spilling blood as well, if it's true then it has not hindered any of her assignments thus far.
It can be said that much of the time, Sorasi does not seem to have the personality of a warrior. She is has a sort of affection for the younger people, often treating strangers and acquaintances like grandchildren. At the same time, she seldom has little patience for people who give unnecessary sass, and seldom hesitates to point out that someone isn't thinking things through. As a follower of Verir, she has a preference for things progressing in an orderly and civil manner. She tends to be a stickler for tradition, having followed them her whole life and seeing no reason to break the habit now. She bears her order's distaste for the orders of Air and Fire, seeing them as being hasty and disrespectful, and on the whole a cause of a great many problems. She can admit there are a few "good ones" among both orders, but as a whole, most represent the problem of the times. - Spells:
- Blunt: A spell designed to rob earthen materials of carefully maintained edges. It is designed to make cutting and piercing weapons significantly less effective.
- Weaken: It weakens the structure of earthen materials. In practice, it makes armor easier to pierce and weapons somewhat more likely to snap. It can also make metals more mallable, something that came in handy during some etching projects. It can be stacked with Blunt.
- Weight: Adds to the density of earthen materials. While this does make armor more protective and blunt weapons hit that much harder, it also makes them a great deal more heavy. It may stack with Blunt
- Obscure: Raises a cloud of dust around a target; cutting into visibility and making it difficult to to breath without something to filter the dust. It also makes it difficult to see into the dust cloud. Afterwards, the target is left in need of a bath or a good thorough washing.
- Broken Reaches: This spell affects a sizable portion of ground, causing it to shift and upheave over the course of a minute, becoming broken and unsuitable for any kind of fast transit or moving most domesticated animals through. While stable structures are usually unaffected by this, antiquated and ruined structures may experience some collapse from it. It may also cause alavanches or cave ins completely outside the user's control. The effect is permanent, and thus a bad idea to employ in civilized areas.
- Entangle: Encourages native plant life to move and bind, entangle, and otherwise harass the target, making free movement difficult. It can also be used to secure an inanimate object in place.
- Quicksand: This converts a sizable portion of earth into quicksand. The volume remains constant, allowing for a narrow pit that may be deep enough to be be fatal for several people, or a large expanse that does little more than ruin boot soles. Typically, it is used to make part of a battlefield treacherous. When the spell ends, the ground returns to normal, but is barren of small plant life; this will regrow normally. If applied properly, the spell can inflict structral damage; or fell trees.
- Harden: This spell converts a volume of mud, quicksand, or what have you, into a harder state of matter. Mud will become solid dirt, quicksand to dry and fairly stable sand, and so on. If time is spent, thngs may be furthered hardened into stone.
- Stiffness: This spell inflicts nominal amounts of pretrification on the muscles and ligaments of a living being, inducing stiffness and sore muscles, and cutting down on one's agility.
- Petrify: This affects one of the limbs of a living target, temporarily turning it to unliving and very heavy stone. The limb is rendered useless, and movement in general is hampered by the extra weight. Once the spell wears off, the limb will be plagued with stiffness and soreness for some time. If needs be, multiple limbs may be petrified. This can also staunch bleeding for a time.
- Lead Tongue: A specialized version of Petrify, it attacks the targets tongue, turning it to stone and rendering it useless for speaking; as well as disabling ay sort of tongue-based attacks in various inhuman horrors that can do such a thing.
- Magnetize: This spell induced magnetic properties into one earthen object, even if that object is not normally able to bear a magnetic charge. The magnetism may be spread throughout the object, imparting a fairly strong charge, or concentrated in one spot to make a particularly powerful attaction.