A dashing adventurer, unknowingly gifted in the magical arts, Sorilae raids long-lost catacombs, tangles with ancient
Curses, and overcomes seemingly impossible odds with ease. Her courage and bravado knowing no bounds, she prefers to improvise her way out of any situation.
Characteristics
Physical features
The
Dwarf rests a fist on a warhammer holstered at her hip, head bowed and eyes shut in prayer. With her other hand she wields a shield emblazoned with the hammer-and-anvil symbol ubiquitous among dwarven iconography, but in this case no doubt meant to honor
Ornn. Such devotion is common among dwarves of all stripes, but something about this dwarf’s presence hints at power behind that prayer.
Mental traits
Sorilae is an intelligent and cunning young woman who appears to be arrogant and narcissistic. She exudes self-confidence and is always getting into trouble, often disregarding the potential dangers and consequences of her explorations.
Beneath her confident exterior, Sorilae is a deeply wounded individual, using her bravado as a shield to hide her trauma. She is highly critical of others and the city she grew up in, seeing her own flaws reflected in them.
Despite her outward self-centeredness, Sorilae is tormented by her inner demons, unwilling to confront her true feelings and emotions. She avoids looking at her own reflection in the mirror, unable to confront her own self-image.
History
Early life
Sorilae was born and raised in a wealthy neighborhood of
Montmend as the daughter of two renowned members of the
Explorers' League. As such, they were often away for extended periods of time on expeditions and Sorilae was taken care of by her uncle, professor Lymere.
Sorilae was used to her parents' absence but her imagination was fueled by the stories they told her when they would return home, growing her desire to join them on their travels and 'fill the blank spaces of every map', as her parents would put it. Her father would often tell her everything they saw during their travels and also shared his plans for future expeditions. The most ambitious and secretive of these ambitions was a search for Ornn's forge,
Uldaman.
The rest of the time, she spent at her uncle's, who really didn't like to have such problems taking care of, and often arguing with such a rebellious child. His solution was to assign her strict tutors, to teach her subjects like advanced cartography, and ancient histories of the Ice-Pek Concord. Surprisingly, Sorilae quickly became adept at just absorbing the information, passing her assignments easily with virtually no preparation, and with time found studying a waste of time, angering her uncle, while her days became more roaming around the
College of Lore, and less attending to classes. Some of her favorite activities included evading the campus wardens, navigating the tunnels beneath the lecture halls and going over the library rooftops, and even lockpicking her way into some areas like the teacher’s offices with time, where she rearranged whatever she could find for her own amusement.
As Sorilae grew, the absences of her parents became longer, until they did not return home, her uncle admitting in tears that the had most likely died during an expedition. Sorilae on the other hand, couldn't admit that. She had heard numerous times about their preparations, about the studies, everything... She is convinced they are still out there, somewhere: In the end. Sorilae made a decision: She abandoned the little academic practices she still attended to, deciding to go out on her own. She knew, if she was ever to find her mother and father, she had to start with Ornn's forge.
She started to plot her journey, as well as gathering various supplies from the university: celestial diagrams, translations of runic sigils, guides of godly planes, a shield, and armor and a hammer. And so she left, leaving a farewell note to her uncle as she snuck out of the city.
Going away from the mountain city, she followed her mother's notes to navigate through the realm, traveling with merchant caravans and adventurers group. She finally managed to find some ruins beneath the ice, facing off various 'unspoken dangers' guarding the chambers below. Sorilae could picture herself each time closer to finally knowing what happened to her parents.
Finally, she managed what they evidently had not. Buried in a chamber deep within the dungeon, Sorilae found an empty room, except for Whelm the legendary hammer.
After returning to Montmend, the explorer's league approached Sorilae, with an almost perfect sense for treasure-seeking, from lost cities to mystical temples; places that the people back at the university only could read about in books. As her reputation made her fame grow -even if she felt the stories made up about her adventures would rarely portray the true nature of her actions- she had an idea: If she could make a name for herself as the greatest adventurer in the world, then her parents would surely return, attracted to her after hearing about her prowess.
From
Tana's Empire to the
Lightfoot Kingdom and the
Green Earth Union, that is Sorilae's plan: Chase fame and glory, uncovering long-lost artifacts and solving the riddles of history, now with the explorer's league, to have her parents back. And even if some may dispute the details of her anecdotes or call her methods into question, she never answers her critics.
Encounter with Zac
During one of Sorilae expedition in
Calames Jungle, she found the lost city of
Daoine Gloine, and her, she found waht zould become an adventuring companion of her:
Zac.
Zac, as many call him, is a peculiar creature – a @plasmoid discovered and adopted by Sorilae. When Zac was found, he was still a juvenile plasmoid, incapable of coherent thought, yet possessing the memories of a previous existence. Under Sorilae's tutelage, Zac was introduced to dwarven culture and came to appreciate their way of life.
Comments