Seraphina Vale
Seraphina Vale
At the table
Voice
A low, sand-papery whisper that occasionally cracks into a high-pitched rasp.
Raspy and hurried, filled with military jargon and strange nicknames for the weather patterns. She often starts sentences in the middle of a thought.
Speech patterns
How to play them
She is initially hostile, only becoming cooperative if the players show they have no intention of surrendering to the fog.
Goal
To find the 'Heart of the Fog' and kill it, believing it will end the siege.
Motivation
To outlast the 'White Breath' (the fog) and find a moment of silence where her heart doesn't feel like a drum for the Chimera to follow.
Appearance
Seraphina is a haunting figure clad in the charred remains of scout's leathers, patched with strips of grey ash-stained burlap. Her movements are erratic and bird-like, characterized by sudden freezes and sharp tilts of the head as if listening to things beneath the wind. Her face is permanently smudged with soot, making her cloudy amber eyes appear to glow with a sickly light. Contrasting her filthy exterior, she wears a pair of pristine, white silk evening gloves under her fingerless gauntlets, a fragile heirloom she refuses to let touch the mud.
Clothing
Tattered leather armor, a heavy charcoal-grey wool cloak, and well-worn boots muffled with rags.
Body language
Crouched and tense, frequently looking over her shoulder at the swirling mist.
- Height
- 5 feet 6 inches
- Build
- Wasted and lithe
- Eyes
- Cloudy amber
- Hair
- Matted chestnut with premature white streaks
- Skin
- Sallow and ash-smudged
- Age
- 29 years old
- Gender
- Female
- Size
- Medium
Distinguishing features
Personality
12 traits and drivesSeraphina is a paradox of military discipline and shattered nerves. She is intensely generous with her tactical knowledge of the Siege-Bred Chimera, yet she will threaten to kill anyone who looks at her moldy bread crusts for too long. She speaks to the fog as if it were a petulant god, negotiating for safe passage in whispers, but treats fellow humans with a cold, analytical detachment. She is hyper-vigilant to the point of exhaustion, believing that relaxation is a precursor to death.
- Alignment
- Neutral
Quirks
Habits
Traits · 4
Flaws · 2
Fears · 3
Wants and needs · 3
Combat
AC 12 · HP 6 · 30 ft.She refuses to engage in direct combat. She uses smoke bombs made of ash to escape and hides in crawlspaces.
Seraphina Vale
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Broken Signal Horn (trinket)A copper horn that is functionally useless for signaling but used as a focusing object.
- Ash-Stained Leather Armor (armor)Tattered armor that provides minimal protection but aids in camouflage.
Possessions
Background
Once a celebrated pathfinder for the Citadel of Valen-Thur, Seraphina's life ended in all but name when the Grey Cinders were engulfed in the current siege. During the first week, her unit was caught in the 'sentient fog' she describes. She watched the Siege-Bred Chimera systematically hunt her friends, its three heads arguing over the spoils. She escaped by hiding in the soot-filled fireplace of a hunting lodge. Now, she spends her days charting the monster's predatory patterns in the soot on the walls, convinced that the fog itself guided the beast to her friends.
Role in the story
Seraphina acts as a high-stakes guide who can provide the players with the only safe path through the siege lines, provided they can handle her instability.
“During the first week, her unit was caught in the 'sentient fog' she describes.”
- Faction
- None (formerly Border Wardens)
Known connections
Media
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