Estel

A very young girl mysteriously turns up in Vaasa with no recollection of her past. Playing in Lost Control, The Shears are Forged campaign.

Description
Estel is a young girl around the age of 10. She has soft blonde hair curled up into Odango's held in place by small golden circlets. Behind her sparkling blue eyes hides the knowledge of a sage though one must look past her appearence to notice it. She is dressed in a pink gi with golden trims along its edges held closed by a beautiful jewel encrusted belt. Underneath her gi hides her chain mail. Dangling from her long open cream colored sleeves are bells and tassels, her hands and wrists are wrapped in red cloth paying homage to her god along with all the red cording of her outfit.

Personality
Unable to recall her past, Estel is always seeking knowledge. She knows much, seemingly far too much for her age about the world, about magics and religion but anything related to her past is all but a fog.

Estel is ever cheerful and optimistic even in harsh times and places. She is never without a smile in the company of others though when she is alone, she is often lost in thought trying to recall her past. She always tries to see the good in people though she is quite impressionable and often clouds her judgment. Even so, Estel is quite good at judging ones characters and discerning if one is being honest. Its as if those eyes peer right through most people and looks deep into one's soul. She is very curious and she wants nothing more to help those in need.

She enjoys reading, picking flowers, writing, and making friends with a wide variety of people. Lately she enjoys playing with her pet Pseudo-dragons and amassing gold to buy all the worlds rituals.

Family & Relationships
Unknown, revealed as found out.

Character History
Unknown, revealed as found out.

Early Years
Unknown, revealed as found out.

Current Whereabouts/Activities
She is currently in Vaasa, in the town of Talagbar. One could wonder how a small girl like her ended up in such a dark region of the world all alone. Though she wasn't alone for long, she can be found at the side of Azurra Taurtryo most of the time.

Rituals
Raise Dead (500, Heal): ''Duration Instantenous. Casting time 8 hours.'' To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature’s life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but permanent conditions remain. The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones. You can’t restore life to a creature that has been petrified or to a creature that died of old age. The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.

Affect Normal Fire (25, Nature and Arcana): ''Duration 8 hours. Casting time 1 minute.'' You gain mastery over nonmagical fire. For the ritual’s duration, or until you take an extended rest, you can manipulate nonmagical flames within 10 squares of you as a minor action. You can make a fire that normally provides dim light produce an equal amount of bright light, or you can double the radius of bright light a fire produces. Alternatively, you can diminish a fire’s light, reducing its area of bright light to an equal amount of dim light, or reducing its area of dim light to darkness. Reducing a fire’s light to produce no light does not extinguish the flame. You can extinguish 1 square of nonmagical fire as a minor action.

Endure Elements (20, Arcana and Nature): ''Duration 24 hours. Casting time 10 minutes.'' The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather. An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit, and the creature’s equipment is likewise protected from the ravages of these temperatures and of precipitation.

Sending (50, Arcana): ''Duration Instantenous, Range varies on Arcana check. 9 or lower (10 miles), 10-19 (100 miles), 20-29 (500 miles), 30-39 (1000 miles), 40+ (Anywhere on same plane). Casting Time 10 minutes.'' You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result.

Speak with Dead (140, Religion): ''Duration 10 minutes. Questions asked based on Religion check. 9 or lower (0), 10-19 (1), 20-29 (2), 30+ (3). Casting time 10 minutes.'' You ask the corpse of an intelligent creature questions and receive answers. The corpse knows what the creature knew in life, what has occurred near the corpse, and no more; the spirit has (usually) moved on to another plane and is not present in the body. Your Religion check result determines the number of questions you can ask. At the DM’s option, questioning the departed spirit might require a skill challenge using Diplomacy.

Traveler's Feast (35, Nature): ''Duration 24 hours. Casting time 1 hour.'' You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on). Any food or water created but uneaten disappears at the end of the duration.

Water Walk (20, Nature): ''Duration 1 hour. Casting time 10 minutes.'' You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.

Make Whole (Special, Arcana): ''Duration Permanent. Casting time 10 minutes.'' A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

Enchant Magic Item (Special, Arcana): ''Duration Permanent. Casting time 1 hour.'' You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create. You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling). There is no component cost for this use.

Disenchant Magic Item (25, Arcana): ''Duration Instantaneous. Casting time 1 hour.'' When you finish performing this ritual, you touch a magic item and destroy it, turning it into a quantity of residuum valued at one-fifth of the item’s price. The item must be your level or lower and must be something that can be created using the Enchant Magic Item ritual.

Discern Lies (140, Religion): ''Duration 5 minutes. Casting time 10 minutes.'' Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in your presence during the duration. If anyone aided you while performing this ritual, they can’t help you make the resulting Insight checks.

Arcane Lock (25, Arcana): ''Duration Permanent. Casting time 10 minutes.'' You lock a door, a window, a gate, a portcullis, or some other means of ingress. You can open the door normally, but those who don’t have your permission to use it find it locked. Your Arcana check, with a +5 bonus, sets the DC for Thievery checks or Strength checks made to open the door. When you perform the ritual, you can allow for certain other creatures or types of creatures to pass through the door normally, ignoring the ward’s effect. You can choose any or all (or none) of the following options: Password: You can set a verbal password. If uttered within 5 squares of the portal, the speaker can ignore the ward for the next minute. Individuals: You can designate up to ten other specific individuals who can ignore the ward at all times. Descriptions: You can describe one or more categories of creatures who can ignore the ward at all times, using specific, observable characteristics such as species, type, size, or equipment carried or worn. The Arcane Lock remains until you dismiss it, the door is destroyed, or until the ward is defeated, such as by the Knock ritual or a successful Strength or Thievery check. Wherever you are, you instantly know if your Arcane Lock is defeated by one of these methods.

Gentle Repose (10, Heal): Casting Time 10 minutes. This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.

Silence (30, Arcana): ''Duration 24 hours. Casting Time 10 minutes.'' You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.

Last Sight Vision (25, Arcana): ''Duration varies on Arcana check. 19 or lower (2 rounds), 20-29 (4 Rounds), 30-39 (6 Rounds), 40+ (10 Rounds). Casting Time 10 minutes.'' When you perform this ritual in the presence of a corpse or a skull, you witness an auditory and visual replay of the moments before the death of that creature, as seen from the creature’s perspective. You cannot perform this ritual on headless corpses. Once you have performed this ritual, you must wait until you have gained a level before using it again on the same remains. Your Arcana or Religion check determines the length of time prior to the target’s death that you experience.

Bloom (20, Nature): ''Duration Instantaneous. Casting Time 10 minutes.'' Upon completion of the ritual, you cause all outdoor terrain within 20 squares of you to bloom with new growth and foliage. The entire area becomes difficult terrain. Alternatively, the ritual causes crops and fruit-bearing plants within 20 squares of you to yield food. The plants produce enough food to feed five people for a week.

Pyrotechnics (20, Arcana): ''Duration 10 minutes. Casting Time 1 minute.'' You send a barrage of small, colorful explosions into the sky. The explosions blossom into whatever color or shape you choose for 1 minute. At the end of each minute of the ritual’s duration, you can choose a new color and shape. At night, the lights are visible within a 10-mile radius. During the day, the lights are visible within a 1-mile radius.

Comprehend Languages (10, Arcana): ''Duration 24 hours. Casting Time 10 minutes.'' When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.

Animal Friendship (50, Nature): ''Duration varies on Nature check. 19 or lower (1 hour), 20-29 (8 hours), 30-39 (1 day), 40+ (1 week). Casting Time 1 minute.'' When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action. Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the animal is unable to carry the object due to the item’s size or weight, the animal enlists the aid of other creatures of its kind to fulfill the task. Perform: The animal performs a simple trick, such as rolling over or playing dead. Seek: The animal scouts ahead and examines an area for anything that’s alive or animate. The animal can travel up to 20 squares away from you and uses your passive Perception check to determine if it notices hidden creatures in the area. When the animal returns, you learn from it whether a creature occupies the area. The animal cannot communicate any other information aside from the presence or absence of a creature. Watch: The animal remains in its current location and watches that area. When you assign the animal the task, you designate creatures that are allowed to enter the location. If a creature that you have not designated enters the location, the watching animal informs you by coming to you and making a noise. If you move more than 20 squares away from the area, the animal leaves its post and rejoins you. Unless otherwise commanded, the animal accompanies you for the ritual’s duration, perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed attack never damages the animal. Your Nature check determines the length of time the animal remains in your service, but you can release an animal from your service as a minor action. At the heroic tier, you can have one animal at a time bound to your service using the ritual. At the paragon tier, you can have two animals bound using the ritual. At the epic tier, you can have three animals bound using the ritual. You must complete a separate ritual for each animal you bind.

Brew Potion (Varies) ''Duration permanent until consumed. Casting time 1 hour.'' You create a potion or an elixir of your level or lower. The ritual’s component cost is equal to the price of the potion or the elixir you create.

Knock (35, Arcana, 1 Healing Surge) ''Duration instantaneous. Castin time 10 minutes.'' The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it. Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check. If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end.

Transfer Enhancement (25, Arcana) ''Duration permanent. Casting time 1 hour.'' You transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the ritual. The receiving item must occupy the same magic item slot (head, waist, armor, and so on) and be the same type (wand, rod, weapon, and so on) as the original item. The enchantment to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon properties to melee weapons, cloth-only armor properties to chainmail, and so on. You can transfer an enchantment to an item that already contains a lower-level enchantment, but the receiving item’s previous magic is lost. For example, the enhancement bonus and power of a suit of +1 barkskin hide (5th level) could be placed into a suit of +1 curseforged scale (3rd level), but the scale armor’s existing power is lost in doing so. You cannot transfer an enchantment to an item that already has a higherlevel enchantment.

Misc
A rehash attempt at an old character idea, kind of, new character art coming soon =)