Ilyzbet “Ilyze” Quentiss
Ilyze had no great beginnings, and certainly had never thought in her life that she was adept in the arcane. Being born and raised in Dogwood, her life was simple, and although she had her doubts that she could be content, she never objected as she helped her parents in their work. They got by, neither rich nor poor, hard workers who crafted practical, useful things. Her father made kitchen utensils, her mother's weaving and pottery were more of a hobby, but now and then she'd sell some things. And little Ilyze watched, learned, and did what she was told. She learned the fires of the forge and the strike of a hammer, the rhythm of the loom and the whisper of the pottery wheel. From her mother she was also taught how to garden, and she accompanied her father when he joined a few of his friends out hunting on occasion, firing his rifle as he held it steady for her until she was big enough to do so herself.
Things changed when her mother found a tutor for her. The woman was relatively new to Dogwood and was willing to teach in exchange for room and board while she adjusted to things, and while Ilyze's father had his reservations about it, her mother thought that someone who was travel-experienced would be a fine tutor for Ilyze and her insatiable curiosity. The woman's name was Ranna, and Ilyze took an instant liking to her. She had many stories, she taught her the craft of words and the importance of detail. She emphasized the importance of rules and laws, of cleanliness and organization. And then, when Ranna believed Ilyze was ready, she taught her the beginnings of magic.
Never did she outright say that it was, but Ilyze knew somehow. It was one of those things that she knew wasn't approved of in the city, and perhaps it was that sense of knowing that appealed to her. Ranna had sensed the ability in the girl, and after getting to know Ilyze, decided to also give her the choice. Classifying things as being of a chaotic or ordered nature made sense to her, understanding that either extreme meant to some degree oblivion, and that even the smallest tasks also influenced destruction or solidarity. First came the understanding. Then came the practice. Ilyze was a fast learner, and she understood the need to be subtle in what she did. She began to see those auras of black or white that people and objects and powers embodied. She worked with small things, lighting a candle, chilling water, hiding objects from sight. It held her interest longer than anything she'd ever learned before. And then she began to apply it in other tasks.
It wasn't so suspicious at first. Plants thrived a bit more in the garden, the pieces she helped her father with were as perfect as one could hope for. The pottery became more stable. Little by little, more order was instilled within the modest shop, and soon attention, unwanted attention was attracted. Ilyze's father and mother bore the brunt of it, experiencing firsthand the prejudice bred from suspicion of those who distrusted any sort of change and already harbored jealousy. It hurt Ilyze to witness, and it angered her knowing that her parents were the innocents in this. Being the spirited girl that she was, Ilyze sought to confront one such persecutor. The swirling chaos of the man's dishonesty and hate repulsed her, so she did the only thing she could think of, ease it with the blackness of order. In binding that chaos, she robbed with him the ability to lie, doing more harm than good as the terrified man only left to proclaim the existence of a witch in their midst.
Ranna was of course blamed, once Ilyze's father had found out what had happened. And yet what struck Ilyze as strange was that his heart did not seem in his words, conflicted to a milder but similar sense as what she'd detected from the man she'd ordered. She knew Ranna could sense it too, but the woman did not argue it. Instead, she simply said it was time, and that she would take her leave. But she wouldn't be going alone. It was almost begrudgingly, and Ilyze could sense the pain and sadness in her father as he spoke to her then, but he told her to get her things together as well. Ilyze would be leaving with Ranna.
Her feelings were conflicted on the matter. Of course she was stunned, upset and afraid. But for all that, she understood the need, and yet didn't understand the why of it all. She began to suspect that there was some deeper relation between Ranna and her parents, but she wouldn't get the chance to have it clarified then. Before she left with Ranna, her father gave Ilyze his old rifle. She gave both her parents a final embrace, but refused to say good-bye to them, leaving with the woman mage under cover of night.
They traveled south, ultimately finding their way to Vesper where Ranna furthered Ilyze's training, and while Ilyze was never enrolled into the local Academy, she'd learned that Ranna had once attended, and made good use of her time whenever she accompanied the woman to the great library. The city itself suited her in keeping interests up for its variety and the changes it went through to allow its residents to thrive.
Years later finds Ilyze off on her own. Her latest preferred haunt is Saren's Rest, but she travels often to the mainland for things to keep herself busy.
Markswoman Mage of Dis-Orderly Conduct
She likes to color outside of the lines. While she knows and respects the need for order, she also knows that one can't deal in absolutes, and chaos is the spice of life. Ilyze wouldn't say she abuses her abilities, but she makes use of them as she deems them to be called for.
Invoke: Whenever she decides to intervene. Or some might call it meddle, but once you witness things, sometimes you can't help but want to do something. Whether she uses magic or her rifle is entirely dependent upon the situation.
Compel: Sometimes it's probably better not to get involved, as who knows what sort of problems can come of it.
Balancing It Out
Too much of one side or the other can lead to disaster. The call of chaos is an enticing one, so much easier to wield than order. But many forms of chaos are basically corruption, both repelling and seeking to spread its corruption.
Invoke: Ilyze has been taught that naturally, order and chaos balance themselves out, although it is usually in response to whatever sort of destruction or strength has been brought to a place by other means. To her, it's an annoying game of tug-of-war, and she's never been much of a spectator.
Compel: It takes effort to do anything directly against an opposing force, and the more focus, the more chances of delibitating effects. After all, external balance isn't the only thing to keep track of.
Jack of All Trades
Being a very hands-on sort of person, Ilyze has never been afraid to try new things. She's dabbled in many sorts of crafting skills from weaving to woodwork and even a bit of smithing, but thus far nothing's called to her. She can tend a garden and when she puts her hands to work, can turn out excellent pieces however small and simple.
Invoke: There are certain things that make more sense to her through the application and eyes of order, and anything she attempts to learn or do is at that moment given her utmost attention.
Compel: Her patience only goes so far, and while projects may hold her interest, in the long-run she'll always seek something else. Partly this is to do with her early upbringing in Dogwood, and her not wanting to draw too much attention to certain abilities that lend to her fine eye in craftsmanship.
Major Gateway: Elemental Fusionist (Entropy/Ektropy)
At its core, with a world whose properties are steeped in ideas of balance, there are those who have (some may claim) oversimplified things by classifying them ultimately into one of two groups, either Order or Chaos. With such an understanding have come those who can manipulate these raw forces, capable of influencing anything that embodies these properties, giving them a vast realm of possibility.
Entropy is the magic of breaking things down with raw magic as opposed to by some other elemental or arcane force. The spells work - in the main - by speeding up an object or system’s tendency toward increasing disorder. Everything eventually breaks. Most inanimate objects can be encouraged to break faster fairly easily. Sturdy objects or living ones however resist decay, requiring more power and concentration to introduce chaos into them for less result.
Ektropy is the polar opposite of Entropy, the magic of ordering things, specifically. It’s the magic of repair, healing and stasis. The magic of introducing order into something or retaining the order it has. Ektropy spells tend to be restorative or defensive in nature.
The fusion of Entropy and Ektropy magic is less flashy than other forms of elemental fusion. Rather, this magic allows a mage to mix the two concepts and apply them to things other than physical objects. Chaos might, for example, be used to cancel gravity in an area and then order applied to fix it to some other strange direction. The one downfall of this magic is that like most magic it’s effects are fleeting unless tied to artifacts or cast by ritual.
Auramancy (Cost 1)
Mages have long been credited with the power to see things that others could not, and percieve that which is hidden. Auramancy specializes in exactly that. At its base level, Auramancy is about perceiving the world by understanding the way that energy flows through it as it relates to living beings. With practice, the windows of the soul begin to open up onto levels of reality never before imagined.
Tricks of the Light (Cost 1)
Illusion is the name of the game here. Causing others to see what is not there not by clouding their minds but by deceiving their eyes. This purview is about the manipulation of light at its basic level though as a mage masters it, illusions of bewildering complexity become possible.
Ardul and Hunter drop off someone to be detained at the Restorium and check up with Ilyze on any progress regarding the SRS. Jesana makes new friends and Jeshua tries not to get bull-ied.
Lab results for the nanites linked to the Sudden Rage Syndrome outbreak yields confirms the theorized information the Doctor and the Mage have discussed. It's the discovery of new information that leads them to form their next plan of attack.
Ever since the last few outings, the sickness plaguing the Orycto hasn't abated. What's worse is that other D-Bees arriving at the Restorium have been showing the same symptoms.
Upon reaching the Orycto village, Felipe, Ilzye, Hunter, and Ardul came across an emptiness that normally didn't bode well for anyone. The not-so-funny thing was the village wasn't abandoned. At all.
Similar interests of one sort or another draw the paths of a Dolphin Singer, a Chaos Mage, an Elven Technomage and a Living Crystal to cross.
After some fruitless research and a quick nap, Felipe, along with Ilyze and a fellow Restorium colleague Doctor Gredshun, revisits the Orycto patient to reassess the symptoms that have been plaguing her.
Sleep deprivation doesn't stop Felipe from his medical pursuits, but it factors into the problems he comes across within the Restorium. This one in particular involves a raging patient.
Stabbings and mental trauma affect Vesper. Something moves in the shadows...