Valtiria Azar Character in The Pact Kingdoms | World Anvil
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Valtiria Azar

Scholar Valtiria Azar

Valtiria Azar is a 27 year old Aasimar noble hailing from the magocracy of Barrister. She is the primary evocation wizard of the Fate Weavers. Born March 28th 1324.

Mental characteristics

Personal history

Long before Valtiria was adopted as a member of the Azar family, she met Devout Mahar, the Deva, for the first time. They described to her her greater purpose and destiny. Being young and oblivious, she did not know what that meant. After that day, Valtiria decided to become a spellcaster and went to Barrister, the place of magic, to learn. She was a prodigy when it came to Evocation magic. Unlike some of the other students who enjoyed explosions and creating ice. She was drawn to radiant magic. Not before long she attracted attention from the Evocation Mage on the Council of Aureon, Cyrnil Azar. Once graduating from the House of Aureon, Cyrnil, impressed by Valtiria’s adept evocation magic, adopted her into the Azar family.   Now Valtiria is a member of the Azar family of mages, a masterful lineage of mages in charge of the teaching of Evocation magic at the illustrious House of Aurum in the city of Neddinghallow. Her family also holds a seat on the Council of Aureon, the prime governing body for the nation of Barrister. She was offered a chance to take the seat of Cyrnil when she grew more powerful but chose a life of research instead. She was entranced by radiant magic and wanted to start experimenting creating magic. But she was not capable of such feats yet.   Valtiria caught wind that a group of adventurers set out to defeat the source of Death Curse, Soulmonger, and thought that would be a great place to learn about magic. Although it was not her type of magic she would definitely see types of magic that she was not aware of while there, so saw it as an oppurtunity. She soon finds herself traversing through a jungle, greeting the group of adventurers known as the Fate Weavers at the Lost City of Omu. The group had just lost their warlock, Katarina Deathblade, at the hands of Yuan-Ti cultists within the city. After many trials and tribulations and the loss of a party member, the party persevered and destroyed the Soulmonger, freeing the world of the Death Curse. Her victory in hand, Valtiria returned home only to realize that what she was searching for may not be in Barrister. Pulling upon the holy power ingrained in her since birth, Val has begun to experiment with ways of mixing the power of divine magic with the rituals and controls of arcane study, a traditionally taboo practice. After about 6 months, she was able to create her first Devotion Spell known as Heaven’s Fury, bringing down spears of light to pierce her enemies.   Since then new members have joined the Fate Weavers: Matt, a daredevil mystic, who reminds Valtiria of Razihel when they were in Omu, And Evelina, a virtuous paladin who seems to be having complications with vampires which they are currently trying to solve. But the situation becomes more difficult the more information that they find. Just before arriving at Orthombar, Valtiria has developed two more spells: Cleanse, which purges the sins from her enemies, and Judgement, giving divine punishment to those who are pure evil.

Education

Graduated from the House of Aurum as a master of Evocation magics. Continued her studies during her travels with the Fate Weavers.

Accomplishments & Achievements

Discovered a school of arcane magic that mingles with the divine known as the School of Devotion.

Intellectual Characteristics

Valtiria is altruistic, curious, and suffers from an inferiority complex. She has the best of intentions and wants to do well by whatever destiny she's been given, but when faced with Acererak she felt powerless before him.

Personality Characteristics

Motivation

Dreams of earning a seat upon the Council of Aureon via her studies into the hidden School of Devotion. Also hopes to one day fulfill the holy destiny that she was born into as an Aasimar.
Alignment
Lawful Good
Year of Birth
1324 28 Years old
Birthplace
Neddinghallow, Barrister
Children
Gender
Female

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Aasimar

Ability Score Increase
Size Tiny
Speed

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.  

Celestial Champions

Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.   From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.   Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.  

Hidden Wanderers

While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.   When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.  

Aasimar Guides

An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.   The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.   As part of fleshing out an aasimar character, consider the nature of that character’s angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character’s guide.   Angelic Guide   d6 Name 1 Tadriel 2 Myllandra 3 Seraphina 4 Galladia 5 Mykiel 6 Valandras   d6 Nature 1 Bookish and lecturing 2 Compassionate and hopeful 3 Practical and lighthearted 4 Fierce and vengeful 5 Stern and judgmental 6 Kind and parental  

Conflicted Souls

Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.   Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.   Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar’s guide is wise but not infallible.  

Aasimar Names

Most aasimar are born from human parents, and they use the same naming conventions as their native culture.  

Subrace

Three subraces of aasimar exist: Protector Aasimar, Scourge Aasimar, and Fallen Aasimar. Choose one of them for your character.

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