Eris Saravi
Eris Saravi
At the table
Voice
Clear, chest-carried, and dry-edged, with the projection of someone accustomed to giving orders across a wind-beaten battlement. Her consonants are crisp; her breath is usually controlled and audible only at close range. When shaken, a single high catch breaks her breathing, and the ends of her phrases roughen until she steadies herself.
Her voice is carried from the chest with a clear, dry edge, shaped by years of calling orders over wind and iron. She articulates place names sharply and clips unnecessary words. When rattled, she takes one shallow breath that catches audibly, then speaks with a roughened breath at the ends of phrases until she regains control. The name Aurora, when she says it, is especially soft and rounded, unlike her hard-edged commands.
Speech patterns
How to play them
Treats visitors as potential sources of information until their actions establish otherwise. She offers a clear task or a precise question rather than empty courtesy, and listens closely to how they describe risks to civilians. Honest disagreement earns respect; evasion about casualties does not. If a visitor has useful skills, she may give them a limited, consequential responsibility and judge them by what they do with it.
Goal
Secure the compromised lower gate and restore a reliable evacuation route before the next iron wind season, without letting clan politics dictate who gets protected.
Motivation
To prove that a fortress can be powerful without treating the people inside it as expendable materials.
Appearance
Eris has the statuesque poise of a ceremonial figure and the unsettling readiness of a drawn blade. Her platinum hair is tightly bound in a high knot, with short wisps at her temples turning white with rime whenever Aurora stirs. Her aqua eyes hold steady even when the rest of her face is unreadable. She walks with long, economical strides, favoring no side, and can come to a complete stop so abruptly that people often notice her only when she is already watching them. In a role associated with steel and severity, she keeps a tiny paper-folded bird tucked into her collar and replaces it whenever it gets wet.
Clothing
A layered dark-blue command coat over articulated steel-and-leather armor, with pale quilting at the shoulders to catch wind-driven snow. Her gloves have reinforced palms, and her cloak is pinned with the nine-point mark of a high blade captain. She wears no crown or ceremonial train while on duty.
Body language
She stands balanced with her feet just wider than her shoulders, hands usually visible and relaxed near Aurora's hilt. Under pressure, her breath catches once high in her chest, then settles into measured, audible exhalations; frost feathers briefly across the air in front of her mouth. When angered, she does not loom or fidget. She turns her whole body toward the cause and watches without blinking until she has decided what to do.
- Height
- 6 feet 1 inch
- Build
- Tall, long-limbed, and athletic, with the hard balance of a practiced duelist rather than a soldier built for brute force.
- Eyes
- Piercing aqua
- Hair
- Platinum white
- Skin
- Pale ivory with a cool undertone
- Age
- Adult, 146 years old
- Gender
- Female
- Size
- Medium
Distinguishing features
Personality
14 traits and drivesEris wants every person under her command to come home, yet she knows command sometimes demands choices that guarantee someone will not. She is patient with questions and impatient with excuses. Around soldiers she is composed, exacting, and protective; with Ezra she permits dry humor and open argument; alone after a costly decision, she becomes restless and rehearses alternatives aloud. She admires courage but distrusts anyone who treats fear as a weakness.
- Alignment
- Lawful neutral
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 4
Combat
AC 19 · HP 170 · 30 ft.Controls routes and sightlines first, using Aurora's ice manifestations and defensive position to separate threats from civilians. She favors precise sword strikes and spends Steel Resonance only when it can change the shape of the fight. She reserves Cataclysmic Recall for a decisive battlefield turn, following the exact zone effects defined by the campaign's class rules. She protects allies by making the enemy's approach difficult, not by standing still and absorbing every blow.
Eris Saravi
Actions
Reactions
Legendary Actions
Services they sell
Rewards they can give
Equipment
- Aurora (bonded magical weapon)A frost-steel magical longsword bonded to Eris. Its awakened manifestations include ice walls, simple constructs, and simple ice elemental guardians; its specific powers emerged through Eris's bond and training.
- Fortress command armor (armor)Articulated steel plates over a fitted leather and quilted command coat; represented by AC 19.
- Command kit (equipment)Nine-point captain's pin, gate keys, map case, signal whistle, and folded paper birds.
Possessions
Background
Eris was born into a minor Kiri-clan household that repaired storm-damaged gates and bridge chains. She learned to judge weather by the pressure in her teeth and to read a fortress by its sounds. As a young keeper, she bonded with Aurora, a frost-steel blade whose awakening reflected her habit of turning defensive positions into weapons. The turning point came during the White Gale breach: a collapsed outer wall trapped defenders and refugees in a kill corridor. Eris used Aurora to raise an ice barricade and simple guardians, holding the breach long enough for survivors to escape, but the sudden cold also sealed in several wounded allies. Since then, she has treated every spectacular display of power as a decision with a human cost. She now commands the Iron Keep's defenses and is one of the nine high blade captains of the Steel Keepers. Her marriage to Ezra Kiri, Master Rivaan Kiri's eldest son and fellow captain, is affectionate, politically scrutinized, and strained by their opposing elemental blades. She is currently trying to replace a compromised lower gate before the next iron wind season, while investigating who has been quietly changing the fortress's evacuation plans.
Role in the story
A formidable fortress commander, potential strategic ally, and moral counterweight who measures victory by who survives it. Eris can recruit the party to investigate sabotage, secure the lower gate, or negotiate with rival captains before the Iron Keep's defenses are tested.
“She learned to judge weather by the pressure in her teeth and to read a fortress by its sounds.”
- Faction
- One of the nine high blade captains of the Steel Keepers; commands the defenses of the Iron Keep, capital castle of the Kiri Clan in the Land of the Iron Wind.
Known connections
Media
0 imagesNo images yet.
Turn Eris Saravi into a sheet
A high-res, share-ready sheet you can post or print.