☄️┊Comet
Strawberry-Dreams
- Created
- 6 months, 5 days ago
- Creator
- Strawberry-Dreams
- Favorites
- 8
Profile
Scourge Aasimar
Race
Amnesiac
background
??? appears mid 20s
age
Stargender
gender
She/They
pronouns
Panrom Asexual Polyam
orientation
Alive
Status
Comet
The Lost Star Who Wanders
I wish to become Someone soon.
I wish to explore this New World that lies beyond the church’s gates. The night calls to me with a strange yearning. Those same beautiful stars look down at me fondly; I think I can hear them whisper to me, the secrets of the world and beyond.
How lucky I am.
[ 5 ]
level
Divine Soul Sorcerer
class
Chaotic Neutral
alignment
Have you seen her?
Freckles scattered across her dark skin, as many as the stars in the night sky. Shiny and light eyes, golden and warm like a beacon in the night. How she sparkles and glimmers every every shifting motion- literally; she seems to be covered in glitter and jewelry.
She's small; small enough to go unnoticed at a glance. She thinks it funny, ironic in a way, given how bright and colorful her body and soul are. Dark skin, absolutely covered in freckles and spots, making her look beloved by the Sun's grace, though her energy sings of the night sky. Deep and rich brown hair streaked with gold and glitter hangs in coils and curls, swaying and bouncing with every step. She's thin petite, like a strong breeze might just take her up to the stars. Golden eyes, big and round, always staring at something or someone. A warm smile, genuine and otherworldly. Etherally strange and enchanting... She disarms with her smile, despite the teeth that look as though they belong to a predator: sharp and deadly.
-1
[ 8 ]
STR
0
[ 11 ]
DEX
+1
[ 12 ]
CON
-1
[ 9 ]
INT
+1
[ 13 ]
WIS
+4
[ 18 ]
CHA
New Constellations
Ryn Weaver
You can ride to wherever you want to now...
And those dizzy stargazers who dreamed of the black
kept their heads in the clouds and they never looked back.
They kept wandering and never did they look down...
Adventurous ☽☾ Lively ☽☾ Captivating ☽☾ Observant ☽☾ Gracious ☽☾ Passionate ☽☾ Resourceful
Determined ✦ Peculiar ✦ Leisurely ✦ Whimsical ✦ Impressionable ✦ Spontaneous ✦ Curious
Tactless ☽☾ Forgetful ☽☾ Uncanny ☽☾ Fanciful ☽☾ Careless ☽☾ Uninhibited ☽☾ Gullible
Comet is quite odd, quite the conundrum, quite the enigma... Just who are they?
One could describe her nature as that of a cat. She walks around quiet and observant of the people around her. With a strange and unnerving stare, she seems intuitive to people’s feelings, as if she knows things she shouldn't. They have a strange way of speaking, whispered and soft... almost melodic, but also far off as if it doesn't belong here. She smiles and laughs, brightly and full of life, with a taste for adventure. Not one to look before jumping through perils, she chases after the rush of the unknown. She cherishes what she has and sees beauty in everything, perhaps through rose colored glasses. They have an air of displacement everywhere they walk, asking questions no one would think of- or of things that are innate knowledge. They seem to live in a haze, memories and thoughts fleeting and slipping through their fingertips. As if her mind is clouded, one can only hope to aimlessly search for answers.
She seems rather gullible, likely to believe just about anything told to her. Likely to listen to the commands of others, why would she not, after all? She is curious, mysteries and questions left unanswered call to her. Never does she shy away from pursuing the things she wants; it would take tremendous force to stop her once she's set her mind on something. Her wanderlust knows no bounds and so she searches for answers. Her mannerisms are fluid and take a near otherworldly feel, like a fairytale that walked right out of the pages of splendor and whimsy.
Ideals
- Unrestricted. My past is not something that lingers in my mind; I focus on the now and let my feet walk on their own without worry of how I should act.
- Stardust. There is more to this world than people say there is. I see past the veil and the stars whisper secrets to me.
- Wanderlust. I see far too much wonder and joy in the world to be wary of it. I prefer to take the less traveled path.
Bonds
- I have a journal where I write my thoughts and discoveries of this world. I rely on it heavily to hold my fleeting memories.
- There are stars in everything; this knowledge compels me to find magic and meaning in even the smallest creature. I am drawn to the strange and unknown.
- The Night Sky feels like home to me; it calls to me and I follow the path that is laid before me... Wherever that may be.
Flaws
- I cannot get a restful sleep unless I know The Stars are watching over me; I will always sleep outside wherever I can.
- My memories are fleeting, not only the ones from before now... but the ones I make currently tend to wander from my mind. I would be lucky to find them again.
- I find myself walking towards things that catch my eye before my mind can even form a thought. I do not think much of the consequences of my impulsive nature.
EQUIPMENT TRAINING & PROFICIENCIES
Weapons
- Daggers
- Darts
- Slings
- Quarterstaffs
- Light crossbows
Tools
- None
Armor Training
Languages
Celestial
- Comprehend
- Spoken
- Literature
Common
- Comprehend
- Spoken
- Literature
Elvish
- Comprehend
- Spoken
- Literature
Slyvian
- Comprehend
- Spoken
- Literature
Inventory
Gold Bangle
Arcane Focus. Permanent jewelry that has intricate designs engraved on the inside.
Silver Moon Pendant
Pendant that shows the phases of the moon. Gift from Ronan. (Stolen by the Hags)
Saoirse's Journal
A small leather bound journal belonging to Saoirse Lachlann. It has entries from the last 6 years.
Sleep Mask
A mask that helps you remember your dreams if you wear it while you sleep. It is a dark blue mask with detailed silver embroidery. Comet has discovered she had this before Saoirse.
Diamond
Worth 50 gold pieces. Used for Chromatic Orb.
Crown of the Witchlight Monarch
An elegant crown of shimmering golden butterflies bestowed upon carnivalgoers by Mister Light (And this year Mr. Witch).
Charm of the Monarch. You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying speed equal to your walking speed, and you gain a +5 bonus on all Charisma-based ability checks. These effects last for 1 hour. After you use this charm three times, it vanishes from you.
Cupcake of Invisibility
When you eat the entire cupacake, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Glove Puppet Wizard
As an action, you can move the puppet's arms to cast the Minor Illusion Cantrip. After three uses, the puppet disappears in a puff of smoke.
A Small Bottle
A bottle with a rolled up parchment inside. On the parchment is a crude child's drawing of an oni. This is a tricket that belonged to someone taken from the Witchlight Carnival.
Crochet Socks
Magenta and purple socks with specks of yellow lovingly crocheted by Sterling for Comet.
Magic Item Attunement
Slot 1
Slot 2
Slot 3
class features
Metamagic
Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Favored by the Gods
If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Magical Guidance
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Racial Traits
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Celesital Resistance
You have resistance to necrotic damage & radiant damage.
Healing Hands
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
feats
Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
background
Amnesiac
You wake up with fragmented memories, a puzzle of your past scattered in pieces. What was once a clear and coherent identity has become a haze of uncertainty. You are an amnesiac, someone whose history has been shrouded in the shadows of forgotten experiences. You don't remember your name, your family, or even the circumstances that led to your memory loss.
Enigmatic Memory
Your lack of memory brings challenges. You are haunted by the persistent feeling that you're searching for something important, something that could unravel the mystery of your forgotten past. Dreams and fleeting recollections offer glimpses into who you might have been, but these pieces are often maddeningly incomplete. The desire to uncover your true identity is a constant companion, driving you to explore and piece together the puzzle of your own life.
Your amnesia could have been caused by a magical incident, a traumatic event, or even a deliberate act by an unknown entity. Perhaps you were a scholar researching ancient artifacts, a spy caught in a web of intrigue, or a hero who sacrificed everything for a greater cause. The circumstances that led to your memory loss are as enigmatic as the fragments of your past that occasionally resurface. In the case that a memory resurfaces, roll a D20.
- [ 1-4 ]. You overload with emotions as flash after flash of light consumes your vision for a turn. You cannot understand, see, or even sense the memories floating through your head at blinding speeds. A searing pain seemingly scorches the back of your eyes, pulling at your consciousness as you feel every feeling of every memory you have felt in your lifetime. And then, it passes. All that is left is the pain behind your eye, and a feeling of numbness.
- [ 5-9 ]. You sense something on the edge of your mind, something pulling at you, yet you cannot understand what, or why. Nothing else happens.
- [ 10-16 ]. You see a flash of a person, item, or place that holds some unknown significance for you. Roll a D20. On an 18 or above, the events behind the flash, although miniscule, become clear to you. This small piece of who you were before remains in your head, never to be forgotten again.
- [ 17-19 ]. You see a detailed memory of a small event relating to who you were, someone you knew, or a minor event in your life. Roll a D20. On a 15 or above, you are able to hone in on a few specifics of the memory, such as the name of a place, person, or item relating to the memory. This memory will remain.
- [ 20 ]. In the moment, you see nothing. However, on the next short or long rest you take, a memory comes to you in the form of a dream. A major event in your life will play in a dream, as you (re)live hours of your past life. Many things start to piece together, unraveling the bigger mystery at hand. Though few things are left unnoticed in your memory, your name is always somehow blurry to you.
Fresh Perspective
As you navigate the world, you find that your amnesia has granted you a unique perspective. Freed from the constraints of a fixed past, you are a blank slate, unburdened by preconceived notions and biases. This gives you a keen ability to observe, analyze, and adapt to new situations without the baggage of old grudges or attachments. You approach problems with a fresh outlook, often seeing solutions others might overlook.
Gain advantage on checks relating to creative or uncommon solutions to a problem. (As defined by the DM)
portraiture
INFP-A [Mediator]
mbti
Sagittarius ♐︎
zodiac
Charity
heavenly virtue
Entertainer [7w6]
Enneagram
The World [XXI]
Tarot card
Sloth
Deadly Sin
Baby's Breath [w]
flora
Autumn
Season
Starry Night
Fragrance
Domesticated Cat
fauna
Aether ◯
Element
Lemon Bar
Flavor
Vis Vis
color
Choleric
temperment
Purple Goldstone
Gemstone
Paintbrush
Artifact
Wanderlust
Feeling
I Am Who?
trope
delight
Painting, The Night Sky, Having Conversation, Dancing, Summer Nights, Rain, Four-leaf Clovers, Laughter, Camping, Small Creatures.
dismay
Wearing Pants, Blood, Nightmares, Being Hungry, Bordeom, Destruction, Sorrow, Headaches, Cold Nights, Theft, Not Sleeping under the Stars.
Music
Enya
Voice
Aesthetic
[ 29 ]
Total Hit Points
[ 0 ]
Initiative
Boons
None
I'm singin' in the rain, just singin' in the rain. What a glorious feelin', I'm happy again...
Banes
None
Yeah, I'm a missing link of this illusion. I am not really here, I'm an intrusion...
weapons
Sling
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Range [30/120]. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Dagger x2
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown [20/60]. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
cantrips
Light
Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Comet knows this spell because she's an Aasimar.
Concentration
Ritual
Material
A firefly orphosphorescent moss
Thaumaturgy
Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Comet knows this spell because she's an Divine Soul Sorcerer.
Concentration
Ritual
Material
Chill Touch
Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Comet knows this spell because she's an Divine Soul Sorcerer.
Concentration
Ritual
Material
Toll the Dead
Necromancy
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Comet knows this spell because she's an Divine Soul Sorcerer.
Concentration
Ritual
Material
Mind Sliver
Enchantment
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Concentration
Ritual
Material
Message
Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Concentration
Ritual
Material
A short piece ofcopper wire
Magic Stone
Transmutation
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
Comet knows this spell because of the spell sniper feat. Wisdom is used to cast this spell.
Concentration
Ritual
Material
Gust
Transmutation
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Concentration
Ritual
Material
1st Level
Bane
Enchantment
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Comet knows this spell because she's a Divine Soul Sorcerer.
Concentration
Ritual
Material
A drop of bloodDetect Magic
Divination
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Concentration
Ritual
Material
Magic Missle
Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Concentration
Ritual
Material
Chromatic Orb
Evocation
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Concentration
Ritual
Material
A diamond worthat least 50 gp
2nd Level
Locate Object
Divination
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Comet knows this spell because she is a Divine Soul Sorcerer.
Concentration
Ritual
Material
A forked twigShatter
Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Concentration
Ritual
Material
A chip of mica3rd Level
Melf's Minute Meteors
Evocation
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Concentration
Ritual
Material
Niter, sulfur, and pine tar formed into a beadBonus
+3
Proficiency Bonus
Battle Stats
30
Speed
13
Passive Perception
10
Armor Class
Spellcasting Ability
+7
Spellcasting Modifier
15
Spell Save DC
+7
Spellcasting Attack Bonus
I am nothing. I am the empty room. The dreamless sleep. The shadow's shadow.
Once upon a time, beneath vaulted ceilings where no dawn had ever touched stone, a being of divine blood was born into a temple of darkness. From the moment she first drew breath, her life was not her own. It belonged to shadow. To prophecy. To Her. She was meant for greatness and for evil; everyone around her told her as much. It was spoken over her cradle, etched into her lessons, whispered into her dreams. Days turned to weeks, weeks to years, and she grew beneath the watchful eyes of her cloister, molded with careful cruelty into the shape of her supposed destiny.
Ruthless. Unyielding. Devout.
Higher and higher she rose within the order. Deeper and darker her soul became. As intended. She did not question it. Power felt like purpose. Approval felt like love. She was becoming exactly what she was meant to be. But power does not inspire devotion alone. It breeds hunger. And hunger turns to envy. The peons told themselves they were just as worthy. That fate had simply overlooked them and destiny could simply be stolen for themselves if one reached hard enough. They watched her ascent with clasped hands and hearts dripping with bitter venom, convincing themselves that what was given to her could just as easily have been theirs. Envy is patient; all it took was a moment. Her guard lowered for a fleeting moment, and in that sliver of vulnerability, betrayal was all she got in return.
The disorientating and fracturing pain was the first thing she noticed as her vision grew dizzy. Trembling, she could not stand and stumbled off her feet, her warm blood spilling onto the ground. All she could see was the stars above... She stared into that vastness and thought of Her... of the destiny promised. Of the years spent becoming a weapon in service to something that now felt impossibly far away. What was it all for? The blood soaking into the ground did not answer. The stars did not blink.
As the silver moon waxes & wanes, so does all life. Turn to the moon & I will be your true guide.
Her story does not end there. Though the pull of the Raven Queen brushed close, death was not the only power watching. High above the betrayal, beneath a sky scattered with those bright twinkling stars, Selûne turned her gaze downward to the weak and helpless. Selûne's watchful eyes had seen what had transgressed, and her hands guided her faithful clerics who, as fated had it, were traveling nearby. They found her... divine blood pooling, breath shallow, her soul slipping its tether. Magic moved quickly in steady, practiced hands. They held her soul close and warmly... and it stayed.
When she awoke, there was nothing. No idea of a dark temple. No prophecy hanging over her shoulders. No burning betrayal. No self. A blank canvas of a person. Magic can heal grievous wounds, perform miracles unlike any other, but it cannot always fix everything. The clerics stayed by her side. They spoke gently and carefully but there was that warmth. The one that saved her stayed. It should not have surprised anyone when she asked to join them, to become a cleric for Selûne herself. What else is one to do when they do not know themselves?
They gifted her with 'Saoirse' as her new identity. Under Selûne’s soft guidance, Saoirse built herself piece by piece. She learned the rhythm of tides and phases of the moon. She spent much of her time learning about the world she lived in and the marvels it had to offer. She made friends. Laughter echoed in temple halls as she molded and shaped herself with every interaction. Ronan was among those who had saved her. There had been something immediate in the way their eyes met the first time she was strong enough to truly look at him.
She learned to create, layering thick paint across canvas in abstract swirls of moonlight and forest greens, gold bleeding through like something half-remembered. She learned to dance in the rain, laughing as if the sky itself had chosen to bless her. She discovered her favorite foods, songs, and stories. She collected memories, assembling a self from joy. In six short years, she built a life that felt miraculous in its ordinariness. Community. Respect. Devotion freely given rather than demanded. A husband who looked at her like she was something to cherish. It was marvelous.
But destiny is patient and tragedy does not forget unfinished business. Something went wrong during a mission. An accident. A misstep. A moment of vulnerability. Tears fall down Saoirse's face, sobbing as she screams Ronan's name. He was gone. And so was she. The world fractured around her, and where Ronan had been, there was only absence. He was gone and with him, the gravity that held her steady.
Saoirse had always struggled with memory, with staying in the present. Ever since the day she was pulled back from death, there had been a softness to the edges of her thoughts. A haze that threatened to swallow details whole. Ronan had been her tether, a steady warmth she could hold on to. Without him, the haze thickened. Grief hollowed her. Saoirse drifted... at first metaphorically, then almost literally. Wandering roads without recalling when she’d chosen them. Forgetting conversations mid-sentence. Losing days as though they had slipped between her fingers. Piece by piece, she unraveled. Until there was nothing. Again.
Not all those who wander are lost...
And once again… her story does not end there. Saoirse wandered Talvonia as a fragment of herself, untethered and thinning, until one day she simply was no more.
A young woman opened her eyes beneath a vast and endless night. It was the first sky she had ever seen. Her first breath felt new. The air was cool, the world quiet, and above her stretched a tapestry of glittering stars. She stared, transfixed, as one brilliant streak of light tore across the heavens. It was bright, fleeting, and so very dazzling. Later she would learn the word for it. Comet. She chose it as her own. She discovered she was not empty-handed. A worn satchel rested beside her and inside were curious treasures: enough coin to travel, preserved food, and quite a few books. There were texts on constellations and celestial movements, a volume detailing various religions and tucked carefully among them, a small leather-bound journal. Its pages belonged to someone named Saoirse Lachlann.
Reading it stirred something quiet and distant within her. The journal told the story of a woman devoted to Selûne. Brimming with love, loss, a husband named Ronan. The words felt familiar, like a melody half-remembered, but they did not feel like hers. Not quite. Comet kept the journal close and began adding to it in her own hand, acknowledging the echo of that life before her. Whatever Saoirse had been, Comet would be something new. And so she set out, unbothered by the weight of a past she did not feel obligated to carry. The world was wide, and she meant to experience it.
Comet moved through Talvonia with curiosity, seeming not to notice or care about its darker edges. One night, her carelessness had nearly gotten her trapped with people who would have meant her harm, but thankfully, an Eladrin that was there did not. River stepped between Comet and a band of travelers whose intentions were less than kind, guiding her away with firm insistence. It did not take River long to realize Comet was… unusual. Her stares were somewhat unerving, that trust she gave away so freely, how she was brimming with strange enthusiasm and little sense of self-preservation. If left alone she might wander straight to her own peril. So River took Comet along. Comet saw no reason not to follow River. She had nowhere pressing to be. Wherever River was headed seemed as good a direction as any.
That direction happened to be Jipson, and beyond it, the Witchlight Carnival. River had been there before, as a child. Comet had not, but the idea of a traveling carnival filled her with sparkling excitement. Lights, stories, wonders? How could she resist? As they traveled, the two grew close, laughter and shared miles weaving friendship easily between them. By chance, they encountered Sterling along the road, a Shadar-kai elf who had once aided River at a previous Witchlight Carnival. The reunion was joyful, full of easy conversation and shared memories. Comet listened happily, absorbing every detail and writing down interesting things.
In Jipson, while resupplying before the journey onward, they met an older man named Madryck. He spoke with worry of his warlock patron, a powerful archfey named Zybilna, whom he had not heard from in quite some time. Something, he believed, was wrong within Prismeer, Zybilna’s domain. Something connected to the Carnival. Madryck offered the trio a proposal: investigate what had befallen Prismeer and Zybilna in return for a reward of great treasure. So Comet, along with River and Sterling, set off toward the Witchlight Carnival, toward Prismeer, toward whatever strange threads of fate awaited them.
What waits for them at the Witchlight Carnival remains to be seen.
5'3" | 163 cm
height
Medium
size
Covered in Freckles
Skin
Black ✦ Irish-Egyptian
Origin
Long, curly, brown & gold
hair
Big, wide, shining & golden
eyes
Design notes
- Her golden bangle on her left wrist is not optional because it is permanent jewelry.
- Her silver moon necklace is semi-optional, it depends on what point in the story she's in. The moon phase on it can be any moon phase.
- Her teeth are sharp, like she's a predator. They are uniform and VERY sharp. No fangs.
- Her hair as shiny golden streaks in it. Her lashes are also streaked with gold. You may draw them completely gold if that's easier.
- You're free to change up the hair ornaments she has, though please avoid sun iconograpghy or anything planet wise. Stars and moon are pretty safe.
- Unless asked you're free to draw her in different clothes and patterns because she's really just throwing shit on. Just generally keeps this sort of space-y type color scheme going.
- NEVER wears pants. Anti-pants all the way. Leggings are fine if needed.
- Please don't draw her in an outfit that shows cleavage.
- Open to wearing make up and face paints.
Scourge Mode
Scourge aasimar are imbued with a divine energy that blazes intensely within them.
During Radiant Consumption Comet's eyes begin to brightly and blindingly glow a searing golden light. This also comes from her mouth. Her freckles turn golden and shine in a bright light and the streaks in her hair grow brilliantly. This display is intense and terrifying as this light Destroys everything around it.
Scars & Marks
Unseen by most because of the position and hair, but she has a large, almost star shaped mark on the back of her head. One can only see it if they push apart her hair in a certain way. It looks as though it was a healed gash.
She has freckles everywhere!
- Comet suffers from amnesia. She has a very difficult time retaining newer information in the long run.
- Sometimes she wanders... acts confused and unsure of things, but she ends up reverting to her usual self after awhile. She can never remember what you were talking about.
- Is convinced she can see auras and 'stars'. She is able roll Insight to gather personality information or Arcana to gather magical information in the name of 'Reading the Stars'.
- She is convinced she can hear the Stars talk to her.
- The magic she casts that comes from the Sorcerer spell list is depicted as a sparkly star themed presentation. Magic from the Cleric spell list is depicited as dark and completely void of light.
- If the food is edible- they consider it good food and will happily eat it without complaint.
- Easily gets sick and cannot hold their liquor at all. It doesn’t take much to get them drunk.
- Suffers from migraines on a regular basis. They make her dizzy and confused.
- Has nightmares somewhat often. She has a hard time remembering what they are when she wakes up. They leave her restless.
- Has an averison to blood (that is not her own). She HATES seeing it, it makes her uncomfortable and queasy.
- When she ritual casts spells she always paints sigils and ritual aspects in her book.
- Paints with thick strokes (Impasto) and finger paints... Just covered in paint often.
- Enjoys sketching and drawing animals and plants. She can do people but there is a preference for the former.
- Can often be seen walking around barefoot, shoes seem to be forgotten often.
- Prefers to sleep outside because they love to sleep under the stars over anything else.
HTML by ChiiAka
Skill Boxes by Aurorean
Snippet Layout inpos from iahfuyu & NIGHTY-ART
Amnesiac Background by AziGoGrr
Major Edits by Strawberry-Dreams
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