Alkali

xmoriartea

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3 years, 10 months ago
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xmoriartea
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A L K A L I

triton cleric death domain

gravekeeper chaotic petty

16

Level

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Pronouns

she / her


Age

38


Orientation

polyam bisexual


Overview

The ocean is a dangerous place and few know this as well as the folk who call it home. Alkali embraces that danger and is as wild as the sea itself. You might try to predict the tides, but there is no certainty to what lurks beneath.

Though a holy woman, Alkali is by no means a good person. She is charming and alluring, to be sure, but dangerous and petty all the same.

Still, she maintains a strong sense of what is acceptable and what isn't, though not all may follow her same code. She will let a sailor who refused to pay tithe to the Sea Bitch drown in her waters, but save a girl tossed overboard in a lake. She'll wine and dine with vampires, but remove the hand of one who forgets his manners.

Death Domain

Alkali's primary introduction to the surface was in wreckage and drowned sailors. Raised under the Sea Bitch's teachings, Alkali has spent most of her life honing her necromantic craft in the realm's largest cemetery: the deep sea.


Background

Ideals

You trust in the chaos of storms and seas for they are how your goddess speaks and you are her emissary.

Bonds

To disrespect the sea is to disrespect Umberlee - a crime to be met with death.

Your word is more ironclad than death itself.

Flaws

You are easily blinded by fury, revenge, and the love of those closest to you.


High Priestess

While trapped in Barovia, Alkali began to refer to herself as a High Priestess, being that she was the only priestess of Umberlee in the valley. With the acknowledgement of Umberlee herself, Alkali has kept the title.

16

STR +3

+3
Athletics

12

DEX +1

+1
Acrobatics
+1
Sleight of Hand
+1
Stealth

16

CON +3

11

INT +0

+0
Arcana
+5
History
+0
Investigation
+0
Nature
+5
Religion

22

WIS +6

+6
Animal Handling
+11
Insight
+5
Medicine
+6
Perception
+6
Survival

14

CHA +2

+7
Deception
+7
Intimidation
+2
Performance
+12
Persuasion

Coins


500

copper pieces

1150

silver pieces

2289

gold pieces

1150

platinum pieces

Magic Items


Wave's Embrace Holy Symbol

An ancient relic with disputed origins, this amulet was once kept safe by Alkali's family in the wreck of Starseeker. While wearing this choker, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. This choker has 5 daily charges which can be expended to either summon a water elemental (3 charges) or create a tidal wave centered on you dealing 2d6 cold damage (2 charges). The wave also requires targets to make a DC17 STR save or fall prone and be pulled towards you.

Weapon of Certain Death Spear

An old spear once salvaged from the wrecks of the Laothea Trench, this weapon has since been enchanted by artificer Kalina Frostwhisper. With this weaponn, you gain an additional +3 bonus to attack and damage rolls. When you damage a creature with an attack using this magic spear, the target can’t regain hit points until the start of your next turn.

Eyes of Charming

These crystal lenses fit over the eyes. While wearing them, you can expend 1 of the 3 daily charges as an action to cast the charm person spell (DC13) on a humanoid within 30ft of you, provided that you and the target can see each other.

Animated Shield

While holding this seaglass shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1min, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Tome of Understanding Blank

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your WIS score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

18

AC

+1

Initiative

30

Speed

16

Passive Perception

Cantrips



Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round


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).


Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M
Duration: 1 hour


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.


Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Up to 1 minute


You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.


Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous


You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. You can salinate the water. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Necromancy cantrip
Casting Time: 1 action
Range: Toucht
Components: V, S
Duration: Instantaneous


You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute


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.

Favored Spells



1st lvl Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round


You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


3rd lvl Evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M
Duration: 1 round


You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.


3rd lvl Necromancy
Casting Time: 1 action
Range: 20 feet
Components: V, S, M
Duration: 10 minutes


You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.


3rd lvl Necromancy
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Up to 1 minute


You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.


4th lvl Divination ®
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous


Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.


5th lvl Divination ®
Casting Time: 1 minute
Range: Self
Components: V, S, M
Duration: 1 minute


You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.


5th lvl Necromancy
Casting Time: 1 hour
Range: Self
Components: V, S, M
Duration: Instantaneous


You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.


5th lvl Divination ®
Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: Up to 10 minutes


You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.


4th lvl Abjuration ®
Casting Time: 10 minutes
Range: Touch/40000 feet
Components: V, S, M
Duration: 1 day


You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.


4th lvl Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Up to 1 minute


Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

LOWER PLANES: You are immune to fire and poison damage and the poisoned condition. UPPER PLANES: You are immune to radiant and necrotic damage and the charmed condition. Spectral wings appear on your back, giving you a flying speed of 40 feet. You have a +2 bonus to AC. All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Rituals & Feats



1st lvl Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Up to 1 hour


You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.


2nd lvl Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Up to 1 minute


A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.


3rd lvl Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Up to 1 minute


You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.


1st lvl Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour


You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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. The creatures must be within 30 feet of each other when you target them.


5th lvl Necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S, M
Duration: Up to 10 minutes


You beseech your god to part the veil and allow a spirit from beyond to come forward. While at the known resting place of a deceased creature, you can summon its spirit by speaking the creature's name or by using something that once belonged to the creature as a focus. So long as the creature is not Undead or unable, the spirit will be summoned knowing what it knew in life, including Languages. The spirit can also learn and understand information from after its death, and may share this information with you or another creature present. The spirit is under no Compulsion to tell the truth or cooperate. If the spirit has been targeted by this spell within 10 days the spell fails.

The spirit is trapped within the range of the 10 foot sphere and cannot leave unless it becomes Hostile and tries to break the spell by making a Wisdom Save against your spellcasting DC. On a failure, the spell ends and the spirit returns to its rest as if the spell had reached the end of its duration or been dispelled. On a success, the spirit becomes a Poltergeist with the associated stat block. The Poltergeist may attempt to attack or flee, though it cannot leave the boundaries of its resting place.

If you cast this spell two or more times before your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that the spell will fail without summoning a spirit. The DM makes this roll in secret.

Summoning a spirit from beyond the veil of death can be challenging. If the resting place of the spirit you are trying to summon is outside of your god's domain, there is a 50 percent chance the spell fails without summoning a spirit. The exact reach of your god's domain is at the discretion of the DM, but takes into account your god's pantheon, influence, and portfolio.


6th lvl Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous


You create water in the lungs of the target. The target makes a constitution saving throw against your spell save DC. On a fail, the target's hit points drop to 0, and the target is treated as if it has suffocated. On a success, the target begins suffocating. Coughing and other attempts by the target to physically expel the water fail.

Another creature can end the effects on the creature by making a successful DC 15 Intelligence Medicine check on the target. If the creature was rendered unconscious by the spell, they return to 1 hit point.

Undead, constructs, creatures that don't need to breathe, and creatures that can breathe water are unaffected by this spell.

At Higher Levels. If you cast the spell using a spell slot of 7th level or higher, you affect another creature for each slot level above 6th.

Background


Shelter the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you.

Spirit Medium

You’re aligned with spirits and can serve as a conduit for their insights and goals. You have advantage on any Arcana or Religion check you make to remember or research information about spirits and the afterlife.

Proficiency


Languages

Celestial, Common, Draconic, and Primordial.

Skills

Deception, History, Insight, Intimidation, Persuasion, and Religion.

Saving Throws

Wisdom, Charisma.

Armor

Light Armor, Medium Armor, and Shields.

Weapons

Simple and Martial Weapons.

Tools

Augury Bones.

Triton


Amphibious

You can breathe air and water.

Guardian of the Depths

Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Emissary of the Sea

Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Darkvision

Thanks to the dark depths of your home, you have superior vision in dark and dim conditions. Tou can see in darkness up to 60 feet in front of you in shades of gray.

Bioluminescence

Native to the darkest depths of the sea, your skin is uniquely patterned with bioluminescence. Creatures with exceptional darkvision can make out these markings without the aid of darklighting.

Venemous Spines

As a bonus action, you can frill the deadly spines along your body. At the start of each of your turns while the spines are out, you deal piercing and poison damage to any creature grappling you or any creature grappled by you.

Death Cleric


Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Touch of Death

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Inescapable Destruction

Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

The Gravekeeper of Laothea

Born the grandchildren of an Umberleean priestess, Alkali and her twin brother Hadal were raised with with Granmama's sacred teachings. The sea and its storms were mighty things not to be disrespected. And as the resident priestess of the Laothea Trench, keeper of the wrecks that lay in its depths, Granmama made sure her little ones knew what happened to those who lacked respect.

Though their mother never followed her mother's holy path, the twins eagerly did. Hadal's wild nature drew him to the surface and the storms where he trained as a ship guard with the coastal temples. Alkali, however, loved the deep and from the time she was a child and had a connection to the spirits her grandmother praised. She trained in the trench, set to take over for Granmama when she finally retired. It was a relatively quiet path for a young priestess to follow, but it was hers.

So when a cherished relic was stolen from one of the shipwrecks in their care, Alkali set out for the surface to hunt down the culprit: a sea elf bitch priestess of Istishia. It was supposed to be a quick trip. Hunt her down, retrieve the amulet, maybe leave her body somewhere dry and terrible, and head on home. Easy. She was set to meet Hadal back at port in two weeks to celebrate.


The Priestess In The Mists

Instead, she got tangled up with Dr. Tanner Fensik, a biomancy professor on forced sabatical. While looking into the disappearances of some continental children with him, they somehow tracked both the children and her sea elf quarry into the Mists. Barovia is a long ways from the sea, but Alkali had every intention of returning — ancient curse be damned.

Barovia, of course, wouldn't make that easy. Despite a prophecy predicting that she and Tanner, with the help of a young Vistani girl named Arabelle, could break the curse, they had every obstacle possible thrown in their way. Even Mina, the sea elf she hunted. But with the relic retrieved from her and a bigger enemy to them both, they mostly managed to learn to work together. Anything to try and make it by while Strahd, the vampire lord of Barovia, did everything he could to stop them.

But after the longest month of their lives in Barovia, they've managed to put a bit of fear in Strahd that he hadn't known in centuries. The Heroes of Vallaki, were maybe still new to Barovia, but there was no denying they got results. Even if taking the hand of the ruling vampire lord might have been seen as rude to some, Alkali just considered it effective.

Done with their meddling, Strahd called upon the powers of Blood Moon, raising the dead across the valley and forced Alkali, her friends, and all of Barovia to deal with the fact that a cornered vampire lord is a dangerous one. After paying their debts and making sure their friends were as safe as they could be given the circumstances, they prepared to take the final fight to Strahd and end his reign once and for all.

Their assault on Ravenloft was perhaps a little bit unorthodox, but so are they. With the artificer Tanner, his newly-wed paladin-artificer wife Kalina, the Istishian priestess Mina, the fighting baker Rowan, and of course the prophetic Arabelle, they destroyed Strahd in his very own tomb. The assault ends in minutes, but their work was far from over.


High Priestess of Umber Lake

With Strahd dead, the only things that remained was removing the dark powers that created him in the first place and fixing all he'd done to Barovia in four hundred years and one incredibly devastating month. Easy.

Alkali focused her attentions on Lake Zarovich, the large northerly body of water home to more merfolk than she had ever anticpated when she first arrived. The lake waters were polluted with undeath and filth and it would be a long and grueling process to restore the lake to good health before she even factored in the healing magics required to save its residents. So Alkali said a prayer and, remarkably, her goddess answered.

An avatar of Umberlee formed over the lake and ripped the pollution and remaining monsters and servants of Strahd out of the waters before raining down clean, salt water, straight from the Plane of Water in their place. She flooded the northern half of the valley, extending the lake's reach and carving out trenches in the silt until Lake Zarovich was more of an interior sea. Of course, there was a cost. And her self proclaimed High Priestess had a job to do to pay back this debt: build a temple to Umberlee here and cultivate new followers.

In the weeks that followed, renaming the lake was an easy thing after the literal act of god reshaped it, but now, with the dark powers destroyed and Barovia finally at peace, Alkali has to make good on her words. With the aid of the Fensiks, a temple was erected on the southern shores and Alkali has allowed it to become a place of neutral meeting for the various sects around the valley and their guests. She's introduced old and new followers of the Sea Bitch to its crystalline walls, and she's satisfied with the work she's done.

With the mists no longer choking the valley and the route between her trench and her lake open at last, Alkali doesn't mind so much that she spends more and more of her time on the surface. She has her goddess and her loves (mortal and undead both) wherever she may be.

Hadal

twin brother

The storm to her sea. Though their faith pulls them in different directions, they know Umberlee will always guide them back to one another.


Mina

life partner

Their Barovian journey began with them at each other's throats, but Alkali would tear apart anything that even dares to harm the Istishian priestess.


Tanner

teammate

An afront to nature, Tanner has been her one constant since arriving here. They may see the world differently, but they keep each other grounded.


Arabelle

ward

Far more than some destined ally in their fight against Strahd, Alkali will give anything to uphold her promises keep the prophetic Vistana safe.


Ludmilla

dearest

The ex-vampire matriarch of the Estate, Ludmilla is a maker of possibilities. Even in light of her husband's death, she and Alkali have become dear friends.


Volenta

dearest

Chaos given vampiric form, Alkali adores the youngest lady of the Estate immensely. She longs to show Volenta the thrill of hunting beneath the waves.


Escher

dearest

A melancholic soul, Escher is the future ex-vampiric professor of literature at Vallaki. Though dramatic to the extreme, his passion is endearing.


Anastrasya

dearest

Anastrasya is a perfect blend of seduction and danger. Though she loathes being controlled again, she trusts Alkali enough to attone herself with Umberlee.


Strahd

trophy

The deposed incel vampire lord who sat at the heart of Barovia's corruption and ruin. His skull now adorns her belt.


Nyneve

bitch

By all accounts, Alkali should hold quite a bit of repect for the Temptress who's lent her divine aid again and again. But it's so much easier to want to plunge her spear into her chest when she threatens Mina.

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  • Teal skin gradually fades to darker markings at her extremities.
  • Bright, nearly luminous pink eyes and black sclera can be alarming to some.
  • Long wavy, deep purple hair is often kept loose. She will pin it up with coral and bits into a bun on occassion.
  • Reminescent of a lionfish, her fins expressively fan and frill with their venomous spines.
  • Alkali has an alluring, muscle-toned figure befitting of a siren.
  • Like most aquatic folk, she has gills on either side of her throat.

Bioluminescence

These markings are NOT visible at all times. Primarily, they can only be seen in the dark or by creatures with exceptional vision. Unless specified, you do not need to include these marks in commissioned art, but are more than welcome to include them in gifted art if so desired.

Notes on Design

Most often, Alkali dresses in water-logged, mismatched armor and faded gowns of tulle. Most things she owns have been pulled out of the depths and show their age, but Alkali will wear rags like runway pieces without hesitation.