Clarity Callisto

Clarity Callisto is an archmage of Port Vrall, an experienced evocation shaman, and a Council member of Port Vrall. She lives in her heavily enhanced and guarded mage tower, at one point the most expensive (and still among the most recognizable) building in the city. She is also the co-owner of a very lucrative transportation business (Callisto's Capitolan Connection) with trade routes to Capitol and Kabyta, via her teleportation circle spell.

She is likely the most famous person in Port Vrall, with a total of 31 Port Vrall renown. She currently has a beauty bonus of +12.

## **Port Vrall Character Introduction**

*"More ALE!" bellows a tall man from a table in the back of the Dozen Dogs Inn. Clarity Callisto sighs to herself and finishes wiping down a table before turning to fill two more mugs of ale at the bar. She fills both glasses at once, tilting each at a 45 degree angle so the foaming liquid flows smoothly, without splashing onto her apron.*

*"Ale, ale, why is it always ale?" she mutters under her breath. "These townsfolk sure could be more adventurous in their choice of drink... though to be fair, I could probably stand to be more adventurous in my choice of lifestyle."*

   *She nimbly weaves between chairs and tables to deliver the drinks to the surly patron, using her long violet tail to help aid her balance. She stops at one point to step carefully over one of the owner's many mutts, without spilling a drop from the near-overflowing mugs of ale.*

*Clarity stands out like a sore thumb in this inn— not only for her violet skin, bright eyes and curling horns, but also for the abundance of curious and suspicious looks that get cast her way. If Clarity notices these looks, she chooses not to show it, instead laughing and chatting with some of her favorite patrons at the bar. As the night goes on, she mixes these patrons a couple of brightly colored drinks, both of which glow and sparkle unnaturally for a few seconds before they're eagerly gulped down.As the evening turns into night, and then eventually into late night,* *the customers slowly trickle out of the the tavern to their rooms upstairs, with bellies full of good food and good drink. Clarity follows soon thereafter with a near-burning mug of tea, shutting the door to her room, locking it, and dragging a chair under the door handle for good measure.*

*As the rain pours down hard, beating against the exterior tavern windows with incredible force, Clarity slowly sips her scalding tea and stares at the soggy street below. "Well," she mutters to no one in particular, "I think it's high time I started putting my skills to real use. There's only so many times I can cast minor illusion on the same old pints of ale and glasses of wine before it begins to lose its charm. And as much as I love mixing drinks, a shaman like me ought to be out using her REAL skills, not just scrubbing someone else's tables. Maybe next time I see one of those adventuring types in the Dozen Dogs, I'll pour them a pint and see if they're interested in talking about their experiences..."*

## **Background**

### **Origin and ties to the Elemental Plane of Earth**

Clarity was born to human parents: two farmers by the name of John and Prudence Callen. John and Prudence lived in a small town with mountainous terrain, where the unpredictable and bitter frosts made crop cultivation exceedingly difficult. She was told that her father made a deal with a devil after a sparse and frustrating harvest, promising his soul in exchange for a field of flourishing crops and a pregnancy for his barren wife. She also heard that her mother died in childbirth, and when her child emerged horned and purple, her father was exiled from the town. Lastly, she was told that her father cursed his luck, and blamed her for his fortunes-- abandoning Clarity, his tiefling child, on a frozen mountainside to die.

Recently, however, this story of her birth has come into question, when she met a being calling herself the Earthen Guide in on a trip to FerRoc (Expedition 56: The Ash Lord is a Bro). The Earthen Guide told Clarity that she was friends with her parents, and sought to repay them for kindness they had shown her. She said she was the source of Clarity's powers, and had a hand in the circumstances of her birth.

Later, Clarity meet Mr. Du, a diviner visiting Vrall, who explained more about the circumstances of Clarity's birth. He told her that while her mother is dead, her father is still alive on this plane. He also told Clarity that she was influenced by two beings in her birth: an elemental and a fiend.

> "The Elemental, as you call it, was rescued by your parents. Warmth given to a form of frightful cold, order given to a creature tossed by sea and storm. Once rescued, it was grateful, and gave to them three boons. A field that would never falter, a home that would never grow cold, and a prodigious child, one without the limits they felt."
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> "You have met the Mountainlord once, in a plane that neither it nor you would call home. You have never met the fiend, but for the day it laid its hand on your mother's stomach.
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> "The fiend afflicted you before your birth, in a pregnancy that the elemental had enabled. The fiend corrupted all the gifts that the Mountainlord had provided, and you were one of them. It came to your parents under the guise of a priest, and told them the false ills of the creature they had rescued from the snowbank."
>
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> "Those three boons were matched in turn by three curses: A field turned to brambles, a home set ablaze, and a child left to wander beyond the limits of their field and arms."
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>

Clarity is interested in seeking out more information, and intends to meet with the Earthen Guide again in the Plane of Earth when she finds the way to the elemental portal. Interestingly, she has visited the plane once before when using the *Find Plot* spell, where she shaped a panther from earth and breathed life into it, creating Shabeel, her earth elemental companion (who later died in Expedition 87: Unleashing the Tidehulk). In return, she was tricked by a creature named "the Aunt," who talked her into giving up her ability to deceive. She effectively could not lie until she regained the power of deception on her second *Find Plot* visit to the elemental plane of Earth. To regain her deception power, she made another deal with the Aunt and traded her an expensive statue in return-- a great work from a Port Vrall sculptor.

### **Magical and Personal Development**

Clarity spent most of her life moving from one place to another, taking lessons from mages in different cities and towns in Baltir, studying at the University of Capitol, and now learning from her friends and acquaintances in Port Vrall. While she has learned a variety of spells and skills on her travels across continents, she was seldom given a chance to join a community, make friends, and form real connections. Upon arriving in the East, Clarity was hired by Krex Kingfisher to work at the Dozen Dogs inn, but found her work there uneventful and boring. In addition to her thirst for adventure, her desperation for real friendship and connection led her to join up with what would later become her first real friends: the adventurers of the Ironwood Compact.

She landed the killing blow on the dragon turtle in A Good King, in the session A Look of Clarity.

### **Council of Vrall**

Clarity's landmark piece of legislation, The Equality Act, was codified into law on Monpel 30th.

Port Vrall City Council Vote History
 Monpel 11
 Monpel 18
 Monpel 26
 Monpel 26

## **Attunement Items and Inventory**

Clarity is currently attuned to Beryllite Cornumenti, Luckier Stone, and the Sunsewed Cloak of Phasing

The full inventory list is below, mainly for Ursula's reference. I understand that not all of these are "items" so to speak.

## Clarity's Spellbook

Cantrips (6 + Thaumaturgy prepared, in bold)

* **Chill Touch**
* **Eldritch Blast**
* **Firebolt**
* **Guidance**
* Mage Hand
* **Message**
* Minor Illusion
* **Shocking Grasp**
* **Thaumaturgy (Tiefling Spell)**

Level 1

* Absorb Elements
* Armor of Agathys
* **Cure Wounds (Specialty Spell)**
* Detect Magic
* False Life
* Find Familiar
* **Hellish Rebuke (Tiefling Spell)**
* Heroism
* Hex
* Mage Armor
* Magic Missile
* Protection from Evil and Good
* Shield

Level 2

* **Darkness (Tiefling Spell)**
* Detect Thoughts
* Enhance Ability
* Find Plot
* Gift of Gab
* Hold Person
* Invisibility
* Lesser Restoration
* Mirror Image

Level 3

* **Counterspell (Specialty Spell)**
* Dispel Magic
* Fireball
* Fly
* Intellect Fortress
* Phantom Steed
* Protection from Energy
* Revivify
* Sending
* Tongues

Level 4

* Banishment
* Blight
* Greater Invisibility
* Polymorph

Level 5

* Animate Objects
* Bigby's Hand
* Teleport Circle
* Raise Dead

Level 6

* **Disintegrate (Specialty Spell)**
* Heal
* Word of Recall
* Mass Suggestion
* Otto's Irresistible Dance

Level 7

* Teleport
* Plane Shift
* Etherealness

Level 8

* Control Weather