BACK to COTW archive index


Celephais of the Mirror


Celephais in a House of Mirrors; Fantasy/Swashbucklers Seeress

(c) copyright 2000 Volker Bach

Total Points: 211.5 Points

Age about 25; 5'2"; 94 pounds; a shy, fragile young woman with long, dark hair severely tied back, grey eyes, and very pale skin. Celephais' fingernails are usually gnawed, and her hands often ink-spotted.

ST  7 [-20] - thrust 1d-3, swing 1d-3, fatigue 11
DX 10   [-] - basic speed 5.25, move 5, dodge 5
IQ 14  [45]
HT 11  [10] - hit points 7
WL 14   [-]

ADVANTAGES: Ally Group (small group, servants, all the time) [30]; Appearance (Attractive) [5]; Literate [10]; Sense of Perception (requires equipment [mirror], -10%; requires 1 hour preparation, -50%) [40]; Exoteleport (Power 30; requires equipment [mirror], -10%; requires 1 hour preparation, -50%) [48]; Status 2* [5]; Wealth (Filthy Rich) [50].
  *includes +1 from Wealth

DISADVANTAGES: Attentive [-1]; Edgy [-5]; Mute [-25]; Shyness [-10]; Skinny [-5]; Unfit [-5].

QUIRKS: Always wears something blue; Rarely leaves home; Prefers to have conversations both ways in writing, though she can hear fine; Keeps odd hours; Afraid of sudden or violent moves and noises. [-5]

SKILLS: Artist-13 [2]; Astronomy-13 [2]; Calligraphy-11* [-]; Cryptanalysis-12 [1]; Cryptography-12 [1]; Gesture-18** [4]; Heraldry-13 [1]; Illumination-11* [-]; History-14 [4]; Literature-13 [2]; Mathematics-12 [1]; Occultism-14 [2]; Philosophy-14 [4]; Poetry-13 [1]; Thaumatology-14 [8]; Theology (Comparative)-13 [2]; Writing-14 [2]; Savoir-Faire-14*** [-].
  *default from Artist
  **includes +3 for Mute
  ***free with Status, and modified (-2) for Shyness

LANGUAGES: English (native)-14 [-]; Latin-14 [2]; Greek-12 [1]; French-13 [1]; Italian-12 [.5]; German-12 [.5]; Arabic-12 [1]; Hebrew-12 [1]; Aramaic-11 [.5].

EQUIPMENT

Celephais rarely leaves home, so she hardly ever actually carries equipment. She dresses plainly - for an aristocrat - and prefers comfortable robes and morning dresses to elaborate evening wear; blue is her favorite color. A writing set is always to hand for use to communicate with outsiders. At home, she keeps an extensive library and a great collection of mirrors, most of which she keeps covered.

While Celephais' powers could work with all mirrors it seems that she is limited to only three. These are not magical in themselves - though they may well be thought to be so, even by herself - but are instead foci with which she is familiar and comfortable. Her 'scrying mirrors' are one small, hand-held mirror she takes with her on travels and an elaborately carved and gilt oval wall mirror she keeps in her study. She is firmly convinced that the latter allows her to see farther. (GMs might allow a reduction in the distance penalty.) Her 'gate mirror' is an unadorned but almost perfectly clear and flat mirror, about door-sized and framed in ebony. Should she ever be deprived of her mirrors she will probably try out new ones. If it matters, the base chance of a new mirror working is 4 on 3d. This is modified down for cheap, ugly or new mirrors, upwards for beautifully made mirrors or those she feels drawn to. No mirror that is otherwise magical will work.

BIOGRAPHY

Born as the only child of a wealthy gentleman, Celephais had a sheltered childhood. Her parents were crushed to learn that their daughter was mute, and it was only at a relatively late age that she was taught to read and write and so given the opportunity to communicate with the outside world. She was a very bright child and received a fine education from her bookish father, but was never introduced to social life due to her disability. After her parents' deaths she almost completely withdrew from the outside world.

Celephais loves mirrors, though she is far from vain. (In fact, she considers herself ugly.) Most of her collection was acquired for their artistic merit, but some have greater powers. Some of them contain mirror ghosts (p.CN74) or have other arcane powers, but the main source of Celephais' fascination with mirrors comes from her own powers. She discovered early that she could sometimes see distant places through a mirror, and has honed this ability finely. After about an hour of meditation she is able to look at any one place within hundreds of miles. No actual image appears in the glass, though, since the mirror itself functions as a focus of an innate power. Later she found - much to her own surprise - that she could send things (and people) through mirrors. She believes these powers to be magical and has studied magic to find out about them, though so far she has been disappointed.

In a small country house surrounded by a walled garden, Celephais lives with her servants. She rarely receives visitors, and usually refuses entry to anyone who comes uninvited. Her powers are not public knowledge, and she will take much convincing before she uses them for anyone's benefit. Her greatest happiness is with her books and her letters - she corresponds with a number of scholars, not all of which are aware of her identity. Some know her only by assumed names (this is an intellectual affectation with no sinister purpose).

ENCOUNTERED

The most likely way in which PCs will contact Celephais is through correspondence. She rarely allows strangers into her house and even more rarely goes out. When she meets anyone she is likely to have her maid do the talking at first, though if the person finds her interest she might well join the conversation. Bear in mind that Celephais communicates almost entirely by writing. She finds using gestures to make a point painfully humiliating and tries to avoid it. Any character who responds in writing earns a favorable reaction, but she will not request that this is done. Celephais is almost painfully shy. She shrinks from noise and commotion, preferring sheltered quiet, and even mildly fears strangers. She is also very lonely, though, and if she were to meet someone who genuinely impressed her she might well become close to - or even romantically involved with - that person. She will not act upon such impulses, though. What impresses Celephais are, above all, intelligence, gentleness and refinement. Brashness, an overpowering physical presence and any hint of violence will put her off, which means that typical PCs will have to mind their manners around her.

CANONICALITY

Celephais uses the optional ST=HP/HT=FT rule (p.CI7). Her supernatural abilities are described in terms of one Super Advantage and one Psionic Power for convenience' sake; they could equally well be defined in terms of magic or super abilities, and GMs should not feel bound by the implications of such choices if it does not fit the campaign flavor.

WHAT IF?

Celephais works well as a helpful NPC in any kind of magical quest. Her powers are such that any adventuring group will be glad to have her assistance, but GMs should be careful not to allow this to become a shortcut. Bear in mind that she dislikes 'performing' for others and will need very convincing arguments. It is possible for her to become a Patron to a number of adventurers whom she would employ in her search for rare books and magical mirrors. An educated and unworldly PC could even find a soulmate and love interest in her.

As written, Celephais belongs into a pseudo-Renaissance 'magical Swashbucklers' setting. That is easily changed, though.

Fantasy: In a typical fantasy setting, Celephais would merely have to know different languages (old Elvish and Dwarven would be likely candidates), and would otherwise remain a viable character.

Modern: In a more modern setting, she could be the daughter of an eccentric millionaire. She would probably know Computer Operation and develop an internet persona, and her Skill list should be enlarged to cover Archaeology, Psychology, Driving (Automobile) and Typing. Her muteness is not treatable at any Tech Level .

It is important to note that Celephais is not a traditional spell-caster or psionic. She will be familiar with whatever magic system the campaign uses (if necessary, replace Thaumatology with Ritual Magic or Rune Lore), but unable to get any magical effect by traditional means. Her own powers are, in turn, inexplicable to other mages. She herself is torn between a desire to understand and an intense need for privacy. In bleak moments she thinks of herself as a freak, and at any time she is as likely to discourage speculation - let alone research - of her abilities as to welcome it.

ADVENTURE SEEDS

A Stranger at the Auction: The PCs are outbid for a book that they direly need by a strange, silent woman in a veiled sedan chair. Investigation will yield little beyond the name, and perhaps a short family history, of Celephais, and rumors of her strange powers. If the PCs decide to talk to her they will have to win her confidence - not an easy task. If they opt for a more direct approach and break into her home they will face devoted servants defending their mistress, and quite possibly the powers of some of her odder mirrors. Celephais may be willing to listen to their story, and even part with the book, but this is the worst possible way to start the acquaintance.

You!?: One of the PCs has long maintained a correspondence on magical matters with one 'Specularius', a knowledgeable - if somewhat mysterious - scholar. On his visit to that esteemed colleague's home town he decides to drop in. Meeting Celephais should come as a surprise, and exploring her house is probably adventure enough for one session or so.

I Have My Sources: Celephais - known perhaps through correspondence, or even personally - turns to the PCs with a problem. She has witnessed a terrible crime through her mirror and is at a loss what to do. Certainly this is not admissible evidence, and even if it were she would be the last person to come forth in court and present it. However, the PCs can investigate further and may be able to bring the perpetrator to justice, with a little help from Celephais.

Burn the Witch!: Rumor is rife in the imperial city. A member of the gentry - the mysterious Celephais - has turned to demonolatry and dark magics. The PCs are charged with assembling evidence to try her. Of course, if they know their stuff they will prove her innocent - but how can they explain that to the howling mob outside her gates?

- written by Volker Bach (volker_bach@public.uni-hamburg.de)
- editted and formatted by andi jones (andi@angelwerks.com)

TOP

BACK to COTW archive index

SJG's
GURPS website | GURPSnet archives | email me at angelwerks