Nebel

Out there, somewhere, there's another world, one that is tied very closely to our own. Everyone in our world has a "soul mate", another self who lives in that world. It's a very different sort of world, though, and soulmates can have very different places. A housecat in our world could be a king in the other, and a young boy a mighty dragon. Magic abounds in the other world, giving life and power to wizards and familiar-keepers and alchemists, as well as all sorts of animal folk, from the fuzzy warmhearted tomte to the laid-back grimalkin. This world was once saved by a young boy named Oliver, and his deeds are still told in legend and song and fable, and thanks to him, peace has reigned over the other world for a very long time.

Nebel is a dweller in this world, a witch in fact! She's a pretty little thing too, with straight auburn hair in a hime cut and softly glimmering violet eyes that long to take in the world around her. She's a very friendly girl, too, her spells focused a lot more on utility than on turning foes into vapor. At the age of just fourteen, she's perhaps not the most powerful witch in the world, but she's content with what power she does have so far.

It certainly doesn't stop her from dressing the part, decked out in a sleeveless, shoulder-baring white blouse and shiny black skirt. The skirt's a bit on the short side, but she wears a pair of hunter-green shorts underneath that come right down to her knees. ("What, you expect me to risk the whole of Autumnia gettin' a look at my flippin' panties every time I ride a broom?") Wispy grey thigh-highs and black shoes with flaring tops keep her legs and feet covered, and over everything else she wears a long, dusk-orange coat that she never closes. And, of course, a black pointed hat that she keeps in perfect condition, what with her being a witch and all.

As for where she's from? Well, she's a traveler, so you can find her just about anywhere (except the Winter Isles, she hasn't mustered up the tolerance to go somewhere that flippin' cold yet), but originally she's from Autumnia, one of the two large continents that make up the other world. Specifically, a fairly new little town named Liesel, nestled up north of the main kingdom of Hamelin, in the Ghostly Gorge. This part of Autumnia plays host to the Tombstone Trail, a winding path littered with tombstones, spirits, and all manner of skeletons... several of whom have been running a casino since the days of Oliver. Liesel was eventually founded by people wanting to settle closer to their deceased friends, as well as to give a place for the few human workers there to relax and live among their living cohorts. Nebel finds a sort of dark, spooky charm to the place, and has spent a lot of time there; consequently she's quite comfortable around skeletons. (The walking, talking sort, that is.)

She's traveled around a decent amount since she got bit by the travel bug, mostly in the south of Autumnia and the southern Summerlands (the other large continent), as well as the numerous small islands to the southeast. However, the place she's spent perhaps the most time outside of Liesel is the isle of Teeheeti, better known to many as the Fairygrounds. Yes, there are fairies all around the other world, and Nebel's spent a lot of time in their home playing and learning from them. It's from the fairies that she learned about Drippy, Oliver's constant companion and the Lord High Lord of all the fairies in his day, and gained a healthy love of comedy, though she's no dab hand at it herself. She's also attempted to pick up the fairies' rather distinctive accent, though her success is... rather hit-or miss with it. Still, expect her to mix in Welsh idioms in with her regular speech. ("Nothing wrong with havin' my own style of talk, en't it?")

Anything else to note? Well, as mentioned, she's more of a supporting role player. In all the tales of Oliver's journey, it's the tales of him mending broken hearts that she held to the most, and that's always her first priority. Naturally, this makes Take Heart and Give Heart her first spells ever truly learned, and her Locket is her most prized possession. She wants to travel the world and help people; that is her foremost goal. Though she also harbors a close-kept curiosity and desire... but that is a tale to be told by meeting her, now en't it?


Inventory
Nebel's prized possessions. She doesn't possess a Bottomless Bag like Oliver did, so her space is somewhat limited. This section is optional, only read if you're bored or want to know more about what Nebel might have with her when you meet.



Magic Wand: The primary tool for any witch or wizard. Nebel's is specially crafted from pure steel by Hamelin craftsmen, set with a citrine she found herself exploring the southern Autumn Isles. Echoing Oliver's first wand, which bore the message "BRING HOPE", she has carefully carved the phrase "SEE ALL" in the Nazcaa runes onto the shaft.

Locket: Another of the wizard's primary tools. The Locket is a special tool for storing pieces of the heart drawn out by the Take Heart spell (see below) until one who needs it is found. A couple of fairies put their heads together to make Nebel's, and she prizes it greatly.

Creature Cage: A special item that allows a wizard's familiars to be cared for and fed various treats and gems. Nebel only has one familiar; consequently she's spoiled her rotten, especially on cakes.

Outfit: As noted above. Kept in prime condition using the Rejuvenate spell. Mess with a witch's outfit at your own peril.

Swimsuit: Usually only worn in Castaway Cove, where everyone is required by law to wear swimsuits (it keeps people from concealing weapons). However, she'll also have it on hand if it comes to swimming! Two piece, in deep blue, with a wrap around the lower half like a half-skirt.

Spellbook: Even with the world at peace, copies of the famous Wizard's Companion aren't exactly easy to come by. Nebel's is a bit threadbare and has damage to some of the pages, leaving her to have to puzzle out some of the runes or learn them from someone with a less incomplete copy.

Cauldron: If there's one thing Nebel is a dab hand at when it comes to wizardry, it's alchemy. Though specializing in whipping up delightful treats for familiars to enjoy, she's also got a handful of useful recipes for crafting all sorts of tools, and always keeps an eye out for more. For a girl who travels and keeps careful note of where you can find various ingredients, this is a useful skill indeed!



Spell List
A compendium on the various spells of the other world, at least those known or being learned by Nebel. Optional section, obviously.



01. Form Familiar
A basic spell that allows a wizard to create a familiar to fight in battle. Nebel's is an Auroralynx (eventually an Umbralynx and then Astralynx), a playful creature of magic that knows many healing spells and, eventually, can use light itself to harm foes.
[Final Tricks: Purifying Pulse, Healthy Glow, Rise and Shine, Healing Rain->Second Wind, Crosswind, Twinkle Twinkle, Upsy-Daisy, Lease of Life
Specialty Types: Vermes, Arcana, Demonia]

03. Healing Touch
A basic spell that any wizard should know. Heals a small amount of damage and mends minor wounds. A spell that draws on the kindness in the caster's heart.

04. Draw Poison
A spell that cures the caster or another of poisons. The spellbook tells, "There is always hope if you are able to draw this rune." Nebel hasn't yet found a situation where this is proved false.

06. Take Heart
Hearts, so it is told, are made up of eight virtues: enthusiasm, kindness, restraint, courage, confidence, belief, love, and ambition. People sometimes possess one or another to excess (at times, a dangerous excess indeed!). From these people, a small portion can be safely drawn off and stored in a wizard's Locket for later use. This spell can only be used on a willing target; it is said that the djinn Shadar could take pieces of heart by force, but the method by which he did is thankfully lost to time.

07. Give Heart
As an excess of virtue can be had, hearts can also be lacking in it. These people are called the Brokenhearted, a very dangerous state to find oneself in. Even with Shadar gone, people can still fall into such situations (in our world, we might call it "losing heart"). If the right virtue is stored in a wizard's Locket, they may use Give Heart to grant that virtue to a brokenhearted person, restoring them. Care must be taken, however, in ensuring that the right virtue is gifted.

10. Levitate
This simple spell allows a wizard and their companions to temporarily float a short distance above the ground. It is of most utility in avoiding traps by simply flying over them, but also useful for someone who just wants to fly around a bit.

14. Veil
This spell conjures a thick fog that hides the caster from sight or scent of the various creatures that roam this world. If the enemies are too powerful in an area or the party too tired, this is a highly useful spell for making one's way through quickly to the nearest waystone or back to a safer haven.

15. Magic Lamp
A simple, easy to use spell that sheds light around the caster. Thought its time is limited, it will light the way ahead clearly. It can also be used to light torches or candles, though it is too small to start campfires.

16. Nature's Tongue
While hostile creatures are unlikely to wish to stop and chat, the various animals of the other world are often intelligent, even lacking human speech. Nature's Tongue bridges that gap, transforming an animal's noises into speech intelligible to human ears. Note this only works on one animal at a time, and must be re-cast to speak with another.

19. Vacate
While shunning the longer-ranged Travel spell, Nebel does possess this useful technique. For the merest modicum of mana, it can return the witch and her companions to the entrance of any sort of dungeon area, useful if she's gotten herself in too deep over her head - or for rescuing someone else who has!

20. Seek Fortune
Hidden across the world are tiny caches of various useful ingredients and provender. Nobody knows their origin or why they seem to recover after long months, but Seek Fortune allows a wizard to find them, letting Nebel augment her gathering skills with extra fodder for her cauldron.

21. Rejuvenate
A powerful spell that can undo the effects of time and weather on an object. It can fix broken machines, restore ancient writings, or just fix a rumpled and torn hat.

22. Fuse
A spell normally used only by the fairies, and taught to Nebel by them. This spell can meld two ingredients, provisions, or equipments together to form something wholly new... or just an ugly burnt mess. There are rarely recipies to casting Fuse, the fun is in the experimenting!

28. Bridge
One of the most important spells for a traveler, this spell can create a pathway over water and ravine to allow exploration into much further corners of the world.

33. Burden
This spell has a very simple effect: it increases the weight of the object targeted. While this can be used for many different strategies, the most common useful effect is to drastically slow an enemy's movement, allowing for a counterattack or time to escape.

36. Shrink
A faerie spell, like Fuse, and one Nebel is particularly proud and fond of using. As the name implies, it reduces the caster to a mere few inches of height, along with all their possessions and anything carried. Casting it again allows Nebel to return to her normal height. It can only be used on the one casting it, however, and so cannot make a natural or cursed "tiny" human-sized.

39. Cloudburst
A more advanced spell that conjures a rainstorm. Useful for putting out out-of-control fires, it can also be used in battle to lightly damage enemies. More importantly, it can "nix" enemies, rendering their special abilities and spells utterly powerless. Nebel seems to have a better rate than usual with nixing enemies using this spell.

41. Fireball
Nebel's sole proper attack spell, a cheap and low-power technique that blasts the enemy with flames. It can also be used to spark a campfire, unlike its lesser cousin Magic Lamp, but the flames cannot be held in any way, making them useless for light.

50. Broom Broom
A spell that can breathe life into brooms and the magical flying devices known as Cloud Sweepers. The latter being complex and rare, Nebel usually uses a regular broom when she can find one to borrow to fly around the islands. Crashing her first time trying to use this to explore the islands was what led to her washing up on Teeheeti the first time.






02. Gateway
An old and very special spell that opens a path between our world and the other world. Nebel has been trying a long time to master this spell and see the world that Oliver came from, but hasn't yet managed.

05. Healing Hand
An advanced healing spell that can restore any target to the absolute peak of health, and can restore any wound, even the most fatal, as long as life still lingers. As might be imagined, this is a demanding spell and very difficult to properly cast.

24. Ward
Though supposedly simple, this spell still eludes Nebel's mastery. When properly cast, it creates a powerful barrier that can lessen the damage dealt by tricks and magical attack. At present, it just makes her look shiny. If she's lucky.

26. Secret Ingredient
While Nebel is certainly no "killer chef", it's said that this spell can improve the flavor of almost any dish, although it's best saved for special occasions. A useful spell to have when provisions run low or something goes wrong at the campfire... if she could get it to work, that is.

29. Spirit Medium
The other world is full of spirits, and unlike the skeletons Nebel's familiar with, ghosts can very rarely speak in a way that humans can comprehend. When properly cast, this spell fixes that problem; currently Nebel can only hear scattered bits and pieces of words.

31. Insight
A rather unusual spell, Insight allows a wizard to view the thoughts and desires imprinted onto a person's closest possessions even after they are gone. Another useful way of helping the departed or those they have left behind, but mostly a curiosity to Nebel; unsurprisingly, she has yet to master it.







23. Breach Time
One of the most powerful and dangerous spells imaginable to cast, this spell allows a wizard to step through time. However, no wizard, even the legendary Wizard King himself, can cast it more than once in their lifetime. Nebel has managed from long study to perfect the rune of this spell, but lacks the magical power to cast it. Why learn, then? So that she can in turn teach it to any luckless wizard that might find themselves cast adrift to a foreign time. With time and training, what she knows can become that person's ticket to their home time, and that's reason enough for her.