Saoirse

**Saoirse** is a player character in *Shazza's Angels*, serving as the wizard of the eponymous party.

Introduced in 'Throne', Saoirse is a bibulous and flirtatious extrovert with an interest in the arcane. A competent wizard, she is capable of many magical feats, but her studies are often dropped in favour of her need to socialise.

## Appearance

Saoirse is a female half-elf with fair skin, red-to-green ombré hair in a tiered braid, and all-black eyes. Her ears are large for a half-elf, more akin to an elf's ears. Her clothing consists of a belly dancing top and long skirt that are various shades of purple. She also wears a black diadem, black earrings with feathers, black choker, black bangles, a black cloth around her left arm, black and sliver rings on her left hand, black-painted lips and nails, and black, curled slippers with purple heels and soles. Her jewellery features multiple black and purple gems.

## Personality

Saoirse is lively and personable, approaching anyone and initiating conversations without hesitation. In social settings, she is the 'life of the party'—she can be found easily among a large crowd due to her loud voice and outlandish antics. Saoirse's greatest trait is her benevolence: she believes it is her responsibility to use her abilities for good and that everyone should do whatever possible to aid each other, but she does not tolerate hostility or disrespect. If law and order serve the greater good, then Saoirse will abide by them—however, she will oppose oppression strongly and has no qualms about overthrowing tyranny for the benefit of others.

The arcane has been an area of interest to Saoirse from a young age, turning to studying as a means of coping with her isolation. In later life, as this feeling becomes increasingly deep-rooted, this is substituted by drinking and other gregarious behaviour. Evidently, these antics are Saoirse's way of gaining acceptance to compensate for the rejection that continues to haunt her.

## Abilities and Skills

Having studied for the majority of her life, Saoirse is an intelligent and wise individual. Her dipsomania has not seemingly impacted her mental acuity or peceptiveness, as she remains extremely inquisitive and a good judge of character upon first impression; if anything, her socialite status has made her more charismatic and strengthened her constitution. Saoirse's fey ancestry provides darkvision, resistance against being charmed, and prevents magic-induced sleep.

### Combat

Saoirse is capable of wielding a multitude of weapons, including daggers, darts, slings, quarterstaffs, and light crossbows. She is proficient particularly with quarterstaffs, able to attack with one using one or both hands and move with a graceful fluidity. Saoirse's greatest asset is her spellcasting: her speciality is evocation, though her skills are not limited to summoning of fire, ice, and lightning.

### Equipment

* **Quarterstaff**: A black, wooden staff wrapped in black leather and lavender cloth, Saoirse's quarterstaff is her primary weapon. Not only does it keep opponents at a distance, but Saoirse can use it to channel some of her spells.
* **Dagger**: A straight, iron dagger, Saoirse can use this weapon in close quarters or it can be thrown as a ranged attack.
* **Slippers of Spider Climbing**: Stolen from an elderly village wizard, these slippers grant Saoirse the ability to manoeuvre vertical and upside-down surfaces.

### Spells Known

* **Cantrips**
	+ Light
	+ Mage Hand
	+ Ray of Frost
* **Level 1**
	+ Burning Hands
	+ Charm Person
	+ Feather Fall
	+ Mage Armour
	+ Magic Missile
	+ Shield
	+ Sleep
	+ Witch Bolt
* **Level 2**
	+ Darkness
	+ Invisibility
	+ Magic Mouth
	+ Magic Weapon
* **Level 3**
	+ Fireball
	+ Lightning Bolt

### Other Skills

Saoirse's studies have increased her knowledge exponentially: she can recognise countless magical items, symbols, and traditions, and has researched deeply into historical events and ancient civilisations. Saoirse is a brilliant detective also, able to detect clues, make deductions, and judge if someone is being truthful. Saoirse's studies have granted her polyglotism also: she can speak Elvish, Halfling, Sylvan, and Undercommon.

## Biography

### Early Life

Saoirse was orphaned at a young age and has never discovered if her parents are deceased or if she was abandoned. Regardless, she grew up at an orphanage where she was subjected to bullying for being neither human or elf. Saoirse began reading as a hobby, fascinated by history in particular. Eventually, she discovered the arcane and the endless possibilities that awaited. Feeling a connection through her fey ancestry, she channelled her negative emotions into intense study, determined become the greatest spellcaster imaginable.

Reaching adulthood, Saoirse leaves the orphanage to lead her own life and continue her studies; despite spending her childhood within one environment, she proves to be surprisingly charismatic. However, it becomes apparent that the isolation Saoirse felt had been masked, rather than resolved. As a result, Saoirse discovers the others opportunities that the open world presents. The more Saoirse socialises, the more she turns to drinking as a method of coping with her deep-rooted depression in place of her arcane studies. In addition, her behaviour becomes increasingly promiscuous and she develops a habit of using her beauty to gain what she wants.

Travelling from town to town and frequenting every tavern, Saoirse meets Kangol and Shazza in Rungar's. On that fateful night, the trio encounter circumstances that progress into their first adventure, forming Shazza's Angels effectively. It is unknown how or when the party first encounter Vergil.

### Throne

Prior to this mission, Saoirse ventured on her own for a time. In a village close to Wreathwood, she encounters an elderly wizard and the two spark a connection. Upon returning to the wizard's tower, they continue their conversation and demonstrate their arcane abilities, but the wizard falls asleep in his armchair. Seizing the opportunity, Saoirse investigates his quarters and happens upon a pair of extravagant slippers. She takes the slippers, hiding them under her skirt, and bids farewell to the still-sleeping wizard.

Saoirse returns to the Tree of Life that night and tries on the slippers, feeling a wave of arcane energy she does so. Drawn to the walls, she takes a step and discovers she can walk across the vertical surface; she progresses to the ceiling, then returns to the floor. Saoirse deduces quickly that the has found Slippers of Spider Climbing, which she intends to use to their maximum extent.

The following morning, Saoirse and the party receive a letter from Commander Petyre of the Halberd Isles, requesting their presence for a mission befitting their expertise. Saoirse departs for the islands with Shazza and Vergil while Kangol returns to Gongorr to complete his faith pilgrimage.

Arriving at Halberdia Docks, the party proceed to Krag Keep where they meet Commander Petyre. He explains the purpose of his invitation: Jarl Erik Bertram of the Halberd Isles perished at sea and the thanes must meet to elect a new jarl; however, the clans do not see eye-to-eye and Petyre suspects the session will collapse. Hence, he has recruited the party to ensure the council proceeds accordingly.

With time to spare before the council, Saoirse remains with Petyre to learn the history of the Halberd Isles. Petyre divulges what he knows: the islands were inhabited originally by dwarfs until humans arrived and warred with the dwarfs, destroying all but two dwarf clans. The humans were Clan Bertram, who reconciled with the remaining Clan Skaldway and Clan Heimar to form the Halberd Council. Together, they elected the first Jarl of the Halberd Isles. Clan Roderick, the elves, joined after they migrated to the islands. Saoirse enquires about why the clans are at odds, but before Petyre can answer, footsteps and voices are heard entering the keep.

The party return to the main hall of the keep, where the ceremony has begun and the heads and candidates of each clan are present. The party are encouraged to interact with the guests—Saoirse takes the opportunity to introduce herself to as many people as possible. Sven Bertram, son of the former jarl and now-head of the clan, gathers the party, thanking them for attending and leading them to an adjacent room. He asks the party if suspect anyone of plotting, adding that he has trust in Clan Heimar. The conversation is interrupted by commotion from the main hall where three huge bears have appeared and are rampaging. The threat is diffused quickly, but inspection reveals the bears are larger than normal and have opposable thumbs. In addition, they bear symbolic markings, indicating berserkers transmutated by magic.

Permitted to investigate, the party search for entry to the keep aside from the gates while accompanied by Jordain, servant of Clan Bertram. In the cellar, Shazza notices the scent of one mead barrel differs from the others while Saoirse deduces it has been laced with felicis mushrooms. At this moment, Jordain drops his torch between the party and the cellar entrance to trap them, but they escape through an unlocked hatch.

The party proceed through a subterranean tunnel to discover an ogre zombie attacking a nothic. The party aid the nothic and defeat the ogre zombie, the former expressing gratitude by revealing that he witnessed Jordain poison the mead.

Returning to the keep, the party see Jordain among the crowd, who flees at the sight of the party. The party catch the servant after giving chase briefly. Jordain denies any wrongdoing, but Vergil intimidates him into confessing that he was persuaded by Eberron Roderick to taint the mead and release the berserkers, who scoffs at the accusation. Forbidden by Halberdian tradition, the clans cannot deliberate the traitor, but the party are permitted to investigate further.

Saoirse speaks to Rita Heimar, who is approachable and willing to answer any questions. Rita states that her clan depart the Freya Mountains only for something significant and to use their powers for evil is an affront to her people. Rita confirms that berserkers are cursed to transmutate, whereas druids control their magic. Determining that Rita is innocent, Saoirse reconvenes with Shazza and Vergil. The three discover that Eberron is indeed guilty, casting a protection spell on his son, Ledmorr, prior to the council so that he would survive the berserker attack and become jarl.

The party inform Commander Petyre of the truth, who sentences Eberron and Jordain to death for treason. For their assistance, the party are rewarded with 600 gold pieces and named friends of the Halberd Isles.