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Sylvire Nasazura

Benevolent and kindly in an appearance, nature and acts - this powerful elven sorceress has duelled with evil over the millennia. Something wicked stirs on her horizons, now, and need is great. Heroes must be found...

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a character in “The Multiverse”, originally authored by Script, as played by Disdain

Description

Sylvire Morany Nasazura
“Jewel of Amarathia”


ImageAge: Three thousand, seven hundred and eighty nine
Birth Date: 8th of Ventran, 4th cycle of Nabraxas, 3rd Century
Place of Birth: City of Amarathia, Sapphire Quarter
Gender: Female
Race: Elvish
Line: Nasazura, the ‘Royal Swan’
Class: Sorceress

Magick:


School of Arcane Magic: The most adaptable and versatile of Sylvire's spell pools, alongside specific abilities arcane magic allows the manipulation of pure arcane energy. This can come in the form of forceful bursts, physical manifestations such as chains or bindings, or searing energy in its more basic forms.

  • Detect Poison/Magic/Disease/Possession/Wards/Illusion/Life/Doors/Object: A castable spell that must be defined for one of the listed effects, detecting it within a distance of up to 1000 ft, though at greater distances the specific location is vague.
  • Read Magic: Allows for interpretation of magical items and scrolls in languages other than those Sylvire knows.
  • Telekinesis: A generic spell allowing for remote manipulation of objects up to around the mass of a sixteen wheel truck.
  • Telepathy: Allows for mental communication to, but not from, another within line of sight.
  • Unlock - Any: Allows for the magical release of any mundane lock.
  • Ward of Alarm/Paralysis/Fire/Frost/Repulsion/Draining/Annihilation: Allows for the creation of wards with on-activation effects such as those listed.
  • Seal - Any: Magically seals any mundane container, door or similar.
  • Grease: Makes an area of up to twenty feet extremely slippery.
  • Arcane Mount: Summons a horse formed of pure arcane magic that can be maintained via focus, but otherwise lasts for an hour or until dismissed.
  • Tongues: Allows Sylvire to speak and understand any language.
  • Disguise Aura: Obscures or alters the magical aura of an object or being.
  • Animate: Sylvire can give an inanimate object a faux-life and consciousness and command it to perform basic actions.
  • Enlarge/Reduce: Allows Sylvire to alter the size of objects and individuals by up to double/half.
  • Erase: Erases magical or mundane writing from any surface, unless warded against such interference.
  • Enhance Speed/Strength/Endurance/Agility: Enhances attribute in one or more individuals for one minute.
  • Obscure: Protects an area against scrying.
  • Sense Scrying: Sylvire can tell if she is being scried.
  • True Sight: Allows Sylvire to see through illusions of any nature, and see perfectly in the dark.
  • Message: Sylvire can send a message in written form to any individual she knows by both name and appearance, to visualise them. Range of one thousand miles.
  • Dispel: Removes magical effects from an area, interrupts a channelled spell or removes a magical projectile, etc.
  • Ethereal Form: Shifts to the ethereal plane.
  • Phase: Sylvire becomes immaterial, but remains on the corporeal plane.
  • Slow: Slows the physical movement of an individual.
  • Water Breathing: Allows for breathing underwater (or in other such environments, excluding a vacuum)
  • Dimensional Anchor: Wards an area against planar shifting.
  • Remove Curse: Removes a curse cast by a spellcaster of equal or lesser strength to Sylvire.
  • Arcane Eye: Allows Sylvire to view things remotely.
  • Fear: Creates fear in a target.
  • Paralyse: Holds a target in place.
  • Transfigure: Forcibly shapeshifts a target without magical protection.
  • Remove Enchantment: Disenchants an item.
  • Apply Enchantment: Enchants an item with a known spell, applicable to the object.
  • Telepathic Bond: Channelled spell that allows allies within 20ft to communicate telepathically.
  • Divination: Sylvire has extensive command over divination magic, allowing for limited precognition, retrocognition and increased awareness.
  • Scrying: By the usage of a reflective surface, Sylvire can scry any location or individual she is familiar with.
  • Transmute: Transmutes basic substances into related substances - e.g. rock into mud, ore into metal.
  • Antimagic Field: Negates magic within an area up to 20ft.
  • Destroy: With intense focus and high energy cost, allows Sylvire to utterly annihilate a target without magical resistance or significant willpower.
  • Power Word, Blind/Hold/Deafen/Silence: Instantly applies the stated effect to a target without sufficient willpower to resist for up to a minute.
  • Silence: Prevents a caster from accessing their magic. Channelled spell.
  • Summoned Blades: Blades of arcane energy appear around Sylvire and engage foes, as well as protecting her.
  • Weather Alteration: Requires extensive warding of area in advance. Allows Sylvire to permanently or temporarily alter the weather in an area.
  • Imprison: With extensive advance preparation, imprisons a subject in an extraplanar prison.
  • Freedom: With extensive advance preparation, frees a subject from an extraplanar prison.
  • Gate: Allows for instantaneous travel between pre-determined locations on the same world. Both locations must be prepared in advance.
  • Ritual Magic: With research and sufficient preparation, Sylvire can cast a ritual to produce near any effect achievable by magic.

School of Illusion Magic: Allows for the creation of illusions in near any form, including the manipulation of senses to believe they see, hear, smell, taste and feel something that is not truly there. Extensive and inclusive. Examples below.

  • Form Lights: In varying forms, from a glow on an object to a floating orb to a beam or dazzling flare, Sylvire can generate light.
  • Darkness: Creates an area up to twenty feet in diameter of supernatural darkness.
  • Sounds: Generates sounds of varying degree.
  • Alter Appearance: Alters the appearance of an individual on a level indistinguishable from actual transformation without magic. Lasts for up to six hours.
  • Blur: Causes the form of an individual to flicker and shift, appearing in several places at once and making attacks difficult to land.
  • Mislead Scrying/Divination: Replaces the scrying or divination of an individual with false images and visions.
  • Triggered Illusion: Creates a 'trap' that generates a specified effect when triggered.
  • Magical Script: Creates a semi-permanent image that only the intended reader can see.
  • Phantasmal Pain: Causes extreme pain in a single target.
  • Project Self: Allows Sylvire to project an image of herself that she can command and remotely operate. She can also cast her spells remotely through this double.

School of Malevolent Magic: Magic centred around specific degenerative effects, listed below.

  • Basic Curse of Fatigue/Weakness/Life Draining/Mana Draining/Bad Luck: A curse that causes the stated effect, generally lasts two minutes. Bad luck is extremely exaggerated to the point of ridiculousness.
  • Apply Disease: Allows the infection of a target with any non-crippling disease.
  • Apply Poison: Allows the infection of a target with any non-fatal poison.
  • Weakness to Disease/Poison/Magic/Damage: Applies the stated effect.
  • Greater Curse: A more severe and lasting curse, requires significant power and conviction. The effect can vary hugely depending on the caster's will.

School of Benevolent Magic: Magic that encompasses basic healing, protection and restoration, as well as specific effects listed below.

  • Numb Fatigue: Numbs the target of fatigue, allowing them to operate as though they were full of energy. Negative effects of over-exertion still occur, but are unnoticed unless the subject is careful.
  • Moonlight: The sorceress banishes the darkness with a radiant beam of moonlight, illuminating even the darkest of spaces and showing demons and their foul ilk true fear, as well as granting allies relief from their fears and filling them with strength.
  • Starlight: The sorceress summons the light of the stars to fall on their allies, offering a divine protection against harm. The spell places a starry aura on its subjects, that blunt any blade that seeks to strike them (to a point), meaning that what might otherwise have been a severe gash becomes but a bruise. Magical powers and demonic weapons are most effected by this, weaker spells failing completely on contact with the aura and demons burning if they touch it.
  • Drain Fatigue: Fully cures fatigue from an individual by sucking it into the caster.

School of Summoning Magic: Magic that involves the summoning and control of extraplanar creatures.

  • Summon: Summons an entity of varying (specified) strength to do the caster's will, generally arcane in nature.
  • Banish: Banishes a summon or extraplanar creature to its plane of origin.
  • Suppress Summoning: Prevents the summoning of extraplanar creatures within an area of up to 20ft. Channelled spell.
  • Create Object: Creates an object of limited complexity from pure arcane energy that lasts until dismissed. Object cannot involve anything more than basic mechanics e.g. hand-whisk level complexity.

School of Necromancy: Magic involving interaction with the undead, and with death.

  • Turn Undead: Repels undead from an area.
  • Quell Animation: Forces the energy out of an undead summon, returning it to a regular corpse, so long as Sylvire's power exceeds that of the necromancer.
  • Destroy Undead: Annihilates weak undead summons, providing Sylvire's power exceeds that of the necromancer.
  • Soul Trap: If cast upon a subject up to ten minutes prior to death, traps their soul within a designated gem.

School of Elemental Magic: Sylvire can command all four elements at a masterful level, specifics unnecessary due to generic and expansive nature of such magic. However, some unique abilities are listed.

  • Attunement: Sylvire attunes herself to an element, granting her increased power in its manipulation and a heavy resistance to its effects. She also adopts physical traits reminiscent of the element - e.g., flaming extremities, levitation on an aura of air, rocky armour, or swirling streams of water around herself.
  • Elemental Morphing: Sylvire can alter her form to either fully convert into an element she is attuned to, or partially convert. This state lasts only up to ten seconds and is taxing magically, and she reforms where the greatest amount of the element is located regardless of separation.

School of Divine Magic: Sylvire can access holy magic related to the god of her home realm, known only as 'the Light'. This includes healing and protective magic, as well as more specific effects.

  • Blessing: Invigorates allies with increased courage and strength for the duration of the next combat. One cast per day.
  • Bless Water: Makes water holy.
  • Divine Favour: Makes Sylvire's next spell cast either for heavily decreased mana, or with increased power. One cast per day.
  • Doom: Makes single target suffer heavily increased damage for the duration of the combat. One cast per day.
  • Sanctuary: Shields an area totally for up to an hour, but prevents those within from affecting the outside world or leaving the area. One cast per day.
  • Align Weapon: Weapon becomes 'good', increasing damage against 'evil' or demonic creatures.
  • Calm: Fills a group of individuals with supernatural serenity.
  • Status: Allows Sylvire to track the physical and mental condition of allies within twenty feet.
  • Daylight: Generates light that has the same effect as sunlight for the purposes of harming creatures vulnerable to such.
  • Remove Curse/Disease/Poison: Regardless of power level. One usage per week.
  • Commune: Speak with the recently dead (within the last week) for thirty seconds. One cast per month.
  • Detect Truth: Allows Sylvire to tell if she is being lied to, when cast prior to an exchange.
  • Mark of Justice: Lays a dormant curse on a target, as greater curse but a specific action will trigger it.
  • Word of the Light: Sylvire announces the Light's true name. All evil enemies in earshot suffer extreme damage and suffer from the effects of power words hold, deafen, blind and silence. One usage per week.
  • Regenerate Limb: Allows for the growth of a severed limb back to its original state. Extremely taxing on Sylvire, but not on the subject. One usage per month.
  • Holy Aura: For the duration of a single combat, Sylvire is surrounded by the aura of the light. Demonic creatures find it near impossible to approach her, and allies near her have a passive regeneration. One usage per week.


Grimoire of Light: A tome of great power, the Grimoire of Light is Sylvire’s spellbook, and within its pages are the above spells. While she has most memorized, and can cast the spells without the accompanying chants, her spells are more powerful when the incantations are recited, which are contained within its pages. Anyone with any Magickal ability could use the Grimoire of Light to cast Sylvire’s spells with sufficient study.

Soul: The stave which Sylvire wields is aptly named as Soul, for its magical channelling abilities stem from the souls of her powerful ancestors, who devoted a large portion of their magical strength and very beings to the staff in their final moments, a tradition of the line. The staff is passed down through the generations to the most powerful magic user, and he or she has instant access to the power and advice of the spirits within.

Weaknesses:
Magickal Limitation: Sylvire has a limited pool of magickal energy, or mana, to draw upon. When this is used up, her spells fail and she becomes no more than a skilled fighter with few weapons.
Dark Magick: Due to the protective and restorative nature of her spells, any shadow wielder can dispel them before they achieve their full effect with corruptive and decaying abilities. In addition, Sylvire’s Light Magickal protections are less effective against Dark Magick offensive abilities, unless otherwise specified (although the opposite is true as well, her offensive spells are more effective against Dark Magickal protection).

Personality: The woman known as Sylvire is a forward, outspoken individual, who while easily able to maintain her cool in a political or more formal scenario, sees no benefit to remaining silent on matters outside of such places, where every word one speaks is taken as gross innuendo to one’s real intentions. The Great Game of houses is played everywhere within the city of Amarathia, within its noble elven populace. Even the commoners play their own version, with lower stakes but just as great deceit. Many see this as a flaw in the elven persona, but they themselves see their political manoeuvring as their greatest strength, and few can outwit an elf of Amarathia, be they a member of the noble houses, the royal line or a lowly peasant. Despite this political strength, Sylvire is a benevolent and kindly individual, dedicated entirely to the 'greater good'.

So begins...

Sylvire Nasazura's Story

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Sylvire Nasazura "I have taken this into consideration, yes. I still believe you a capable individual, suited enough to possessing an artefact. Perhaps it will even help the situation, somewhat - the artefacts work in unpredictable ways, at times."

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Sylvire Nasazura nodded, smiling. "I had a feeling I could count on your determination." she said, reaching into her bag and producing from within an amulet. "This is the Beholder's Spectacle. It will enhance your mental abilities, as well as provide you with the power of astral projection. Use it wisely, for your body will be vulnerable while you are projecting."

Sylvire then handed Whisper a piece of paper "This lists the current members of the Orsa Terminus. Do all you can to conceal your possession of the artefact from them, or indeed anyone, until such a time as I contact you again."

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Sylvire Nasazura "On the contrary - once the artefacts are fully distributed, I will inform you of the others' names. I believe the risk of compromise upon capture is counterbalanced by the support we can provide each other. Alone we would be overwhelmed by the strength of the Orsa, but together we stand a chance."

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Sylvire Nasazura "Very well. I will speak to you again in the future. Goodbye, Whisper, and good luck." the sorceress said, turning and fading back onto the corporeal plane, where she would vanish in a flash of light, back to her home. Further distribution could wait - a tired sorceress was a vulnerable sorceress.

The setting changes from Terra to Gambit's Bar

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Sylvire Nasazura entered the bar concealed within her cloak, hood pulled up over her features and the main body wrapped around her form. A casual observer would note that either she was remarkably cold, or she had a desire to avoid identification. However, this would not be enough to be remarkable, as many of the Gambits patrons were of a type that would prefer not to be seen.

The woman cast a glance at Ty, surveying his injuries in a moment, before passing over him and turning her attention to Dinaeus. With swift and purposeful steps she approached the man, taking a seat on a barstool beside him.

"Good day, Dinaeus." she said, inclining her head, a lock of her long brown hair escaping the confines of her hood. "Might I request a moment of your time?"

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Sylvire Nasazura blinked in surprise as the Haywire Gem within her bag began to react, humming lowly as a magical wavelength brushed it, its innate power to disrupt such things activating and scrambling the wavelength to oblivion and back, disrupting whatever effect it was supposed to have.

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Sylvire Nasazura smiled to Dinaeus "Thank you. The matter I wish to discuss with you is of some importance. I have been observing you for a while now, though you will not know it, and I have identified you as a resourceful and good-hearted individual. I wish to make a proposition to you, for the benefit of all."

The woman's eyes flicked to and from Anastasia and Radegast, unnoticeable beneath her hood. "Though perhaps here is not the best location to do so. Will you accompany me upstairs?"

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Sylvire Nasazura 's Haywire Gem would also be scrambling whatever signal was coming from Tristan's laptop, incidentally.

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Sylvire Nasazura laughed lowly, "You misinterpret my intentions, sir. But your cooperation is appreciated. Please, follow." she said, alighting from her stool and making her way toward the stairwell. As she did so, she would communicate telepathically with any artefact bearers within the room.

'I would advise that you depart this bar. As soon as I leave the area, a signal that the gem I carry is disrupting will be able to locate you, and single you out. Good luck.'

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Sylvire Nasazura proceeded up and into the stairwell, and as she did so, the effects of the Haywire Gem would cease to affect Anastasia's signal.

The setting changes from Gambit's Bar to Gambit's Hotel, 2nd Floor

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Sylvire Nasazura emerged out onto the second floor, before turning to face Dinaeus once more. "I apologise for this inconvenience, however there are those who would wish harm upon me, and by association, yourself. My name is Sylvire, an elf of the Nasazura line. My family, in their glory days, protected the world from a great threat - an ancient and dark being trapped within a prison of magic. There are a number of artefacts that when brought together, are the key to his release, that we guarded across the globe. Unfortunately, I am the only member of my family left alive, and all the artefacts have passed to me alone."

The woman took a few paces away toward the window, before continuing. "A group has arisen recently, the Orsa Terminus. It is their intention to take the artefacts back, and release the Sealed One. I am no match for them by myself, so I have been seeking out capable individuals to take artefacts, and act as their guardians, before eventually taking the fight to them."

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Sylvire Nasazura nodded "Some of them are, indeed. Though those of lesser power, any discovery is undesirable. Anonymity is our greatest defence against their more powerful members" she said. The woman turned from the window to face Dinaeus once again, "I take it you have made the link, then - that I wish to request that you join my cause, and become an artefact bearer?"

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Sylvire Nasazura smiled. "Now, I present you with your artefact." she said, reaching into a bag at her side to produce a small brooch. "This is the Swordsman's Friend. It can erect a barrier to any and all magical energies in front of you, protecting you from even the most powerful spells. Physical attacks are not prevented, however, but I am certain you can deal with such things ably." she said, holding the artefact out for him to take. When he did so, she would then pass him a small list. "This contains all the information we have on the members of the Orsa, enough to recognise them. Be wary of them, for they are all powerful. Once I have spread the artefacts out, I shall contact you again, with a list of the guardians, whom you can rely on for aid."

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Sylvire Nasazura smiled, bowing her head in thanks. "I can ask no more." she said, "But I am afraid I may need to depart already - I fear that I sense a confrontation brewing below, and if I cannot avert it, I can at least aid my guardians. I would suggest that you perhaps step back on this conflict, to allow for your preserve anonymity, as long as possible."

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Sylvire Nasazura laughed lightly. "It is always something high on my list of priorities." she said, with only a hint of wry amusement in her voice. With a last bow of her head, the woman proceeded back toward the stairs, and descended.

The setting changes from Gambit's Hotel, 2nd Floor to Gambit's Bar

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Sylvire Nasazura entered the bar silently, her cloak and hood pulled closely about her form. She moved with the manner of someone wishing to avoid detection, or recognition. The woman made her way over to where Marxan had sat purposefully, her strides long, despite her slightly hunched form. As she proceeded further inwards, it became apparent to her that there were no enemies present.

As a result, the woman straightened, and removed her hood, allowing her long hair to fall freely down over her shoulders. She was far more imposing now, as she approached the man. "Good day, Mr Green. Might I request a moment of your time?"

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Sylvire Nasazura smiled. "I wish to make a request of you, of some importance." she said, taking a seat beside the man. "I have singled you out, because you are a capable individual, willing to risk your life for a cause, and you are - at heart - a good man. By any chance, pray tell, have you heard of a group called the 'Orsa Terminus?'"

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Sylvire Nasazura "The Orsa Terminus are a group of self-proclaimed 'evil' doers, whom intend to release from his prison a powerful dark entity, known only as the Sealed One. Millennia ago, my own line were powerful and influential in the world, the ruling power amongst the elves. Those days are long gone, now, but our legacy remains in his imprisonment. To free him, the Orsa requires the key, and the key, as it is, is formed from a set of artefacts."

Sylvire paused for a moment to allow this to sink in, before continuing. "Previously, my family were the guardians of these artefacts, spread across the world - but one by one, we were wiped out, categorically. I am the last of my line, and in my possession were all of the artefacts. The Orsa needed only slay me, and they would be able to free the Sealed One, bringing untold misery and destruction to the world. As cliche as this sounds, I need guardians. I need those willing to put themselves on the line for the greater good. I need you, Marxan Green."

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Sylvire Nasazura reached into her bag, and pulled out a rod. "This is the artefact I thought most suited to your possession." she said, proffering it to him. "It is aptly named the Sceptre of Judgement, and its power are centred around divine, or light based power. It can fire various different forms of energies, either pure holy magical energy, searing white fire, or pure light." she explained.

"I will provide you with the means to make contact with the other guardians at a later date, but in the meantime..." Sylvire offered a slip of paper. "Here is information on the known members of the Orsa Terminus. You should attempt to avoid them, unless supported by other guardians. Anonymity is our greatest weapon, to begin with."

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Sylvire Nasazura observed Marxan's exit with some amusement. The woman then turned and made a beeline for Doryn.