Boons and Benefits, the Forging of a Weapon
I did a write up of Liriel's various trinkets and talismans previously, and I figure something similar might be good to know about Liriel herself. As with the sort of kit available to someone in the highest socio-economic circle of a culture that lives and breathes magic, there's rather a lot to keep track of when Liriel is essentially an artisanally-crafted designer baby mad science experiment.

First, there's the obvious. Drow, dark elf. What are they and what can they do? This is an area where there are some fairly important distinctions in how the crunchy tabletop RPG rules from sourcebooks are intended to be indeed for a game based on narrative stories, a way for game mechanics to reflect a novel setting while conforming to an agenda with elements like balance and streamlined compatible logic with wider systems so that players can pick it up and do something with it. The qualities and abilities of drow change a great deal across editions in mechanics and fine details, but still more or less cover the same stuff one way or another that is representative of novel portrayals. In crunchiest format, 2nd edition rules are both the most comprehensive and complicated/unwieldy for gaming, but a story isn't burdened by that, save by the caveat that even this listing being laid out here isn't necessarily exact when in-universe real-world application may (may) be more organic—such as, say, the exact mechanics of "3/day".

So, what do drow do? What does it mean to be drow?

To start with, something of a semi-unhelpful baseline of comparison to humans.

In crunchy terms, the "statistically average generic adult human NPC" sort of person, well, kind of doesn't exist, because even the supposed utterly generic fellow in the background who is a Level 1 Commoner still has a history to them from a narrative perspective that can readily justify variation when their stats ostensibly should be 10 in everything but the actual average peasant farmer dude is probably pretty used to hard work, and so on, plus there's the question of how well the stat system itself even represents... but those crunchy terms gotta try to start somewhere, so... generic adult human: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.

And those radial modifiers for the analogous "average" dark elf? +2 Dex, -2 Con, +2 Int, +2 Cha. The snobbishness drow have about being a superior race that should look down upon everyone else isn't entirely unjustified. On average, yeah, even the uninspiring drow has that, well, elfiness to them that lends some ephemeral grace like a back-alley cutpurse or trained dancer, but they're definitely slight of build look like they can't take take a hit like that other guy in a bar brawl for a reason. But there's also a reason why drow have so many goddamn wizards everywhere and keep coming up with convoluted schemes because maybe they are cleverer than you, and just ooze the elfy grace even though you know the one in front of you is a black-hearted bastard as dark as that distinct skin that... maybe doesn't need a moisturiser? Stupid dark elves cheat somehow, they're evil and pretty!

That's all before they, you know, have a life, do stuff, get experience and grow up. Advance in levels or do stuff that in-game is established to justify change, and numbers go up (or down), the Level 4 Fighter decides to get +1 Str because they've been training a lot, the old sage is in fact plain old and accumulated some experience of a different sort to see physical and mental stats tilt. Or, y'know, applicable to Liriel, maybe the little kid actually grows up grows up, because right now Liriel has some size modifiers to her stats compared to a typical adult human, in addition to canon-Liriel herself simply not being anything like average and importantly Liriel is also just a reincarnated freaking shapeshifter.

Itty-bitty Liriel right now: Str 8, Dex 18, Con 11, Int 17, Wis 16, Cha 34

All that out of the way, onto that point about elfy elfiness.

Like all elves, drow have exceptionally keen eyesight and though humans may have a hard time wrapping their heads around it, drow eyes are in fact so keen as to see heat, able to process infrared just as well as the normal visual spectrum. Magical sleep also has no effect, nor does for some reason the paralytic touch of ghouls and only ghouls. Mind enchantment to beguile their thoughts is also of limited effect, requiring an expert tough to accomplish much with reliability. This isn't anything supernatural, just a product of what they are.

On a related note, as well, because elves don't really undergo conventional sleep, dreaming reverie (or awkward shutting down for a while in the case of many drow) offers rest at about a .75:1 ratio compared to human needs. Perhaps it should count as an incredible eldritch power, but elves actually see nothing wrong with being an early riser and don't need coffee. Notably, in Liriel's case, her Ring of Sustenance lets her get by with only a quarter of an elf's needs. An hour and a half is that mythical healthy full night's sleep?! Now that's magical! (Actually the real magic is subsequently casting the Healthful Rest orison that "just" halves sleep requirement.)

Somewhat bridging natural qualities and magic, however, there's also the topic of magic resistance. All drow have a measure of resistance to magic, and it gets stronger as they get older. An important point, though, the opposite is also very much true; in drow children, their natural magic resistance is not just rather weak but also fluctuates, and quite considerably, before later stabilising, whilst Liriel is, y'know, five. Normal practice for families of means is for supplementing potions the way some human warrior might quaff one if expecting to face a wizard, but in Liriel's case, prolonged artificial resistance to magic was actually judged to be bad for her growth.

Liriel has a measure of resistance to magic being worked against her, but what that resistance actually is? Who can say?

In terms of spell-like abilities (innate magical powers that may be subject to a degree of skill and training to use better, but come naturally to them), Liriel and most drow have the following abilities closely akin to the spells:

Darkness—This spell-like ability summons into existence a typically spherical blot, a supernatural darkness that impedes all sight save some forms of magical vision. Further out, the region affected seems to smother illumination the closer to its heart, and the scope of total non-light is normally in Liriel's case up to a 30-foot radius. Plenty of older drow can conjure larger areas of darkness, but Liriel is secretly inordinately proud to have pushed her darkness to respectable size.

Intensify Darkness. Inspired by a memory of something the other Liriel does at one point making a great wall of darkness and aware that it should be possible, Liriel has also figured out a way to twist this power, holding it in and building it up instead of just casting it forth. This results in an effect akin to the Deeper Darkness spell, a much larger inky cloud three times the normal size, and it can linger for days instead of the hour and a quarter that her normal darkness currently lasts. It isn't something that can be whipped out quickly, though.​

Dancing Lights—Will-o'-wisps, basically. This spell-like ability can bring into existence balls of illumination like lanterns or torches, able to be moved around with a thought. It should be possible to get creative with them. Liriel doesn't have much practice with this power, and she doesn't know any drow who does, not that that's saying much.

Faerie Fire—The drow favouite. This spell-like ability conjures soft ghostly fire in whatever colour desired. It doesn't burn, but it's definitely pretty, and a similar spell with indefinite duration is a standard accenting decoration everywhere. Including on enemies hoping to lurk unseen (which makes for a culture touchy about "civil" usage on each other in public). As it happens, though, faerie fire also actually reacts in a number of ways to all sorts of things, potentially making it a useful diagnostic if one has the right knowledge. Liriel does. She also knows what colour is the best colour, and you're wrong if you say it's not amber-gold.

Usually expressed more strongly hereditarily, many drow—particularly in established nobility cultivating the abilities—may also feature this:

Levitate—Wingardium Leviosa. Float up and down, very handy in the Underdark; in fact it's handy enough that pretty common practice is for house insignias and the badges of office for the instructors of Tier Breche to be enchanted with the same power (especially since it wouldn't do for an instructor to obviously be a common-born nobody). It's more typically applied to oneself, but can be used on other things.

The Enemy Gate Is Down. Liriel has learned a way to apply the same magic in perhaps not so much a different way but with a different perspective. The magic moves the target back and forth along an axis, and that axis is relative. Force Push and Force Pull, just not very forceful.​

Know AlignmentI cast Morality Debate's Philosophical Introspection! This spell-like ability is a potentially rather complicated and not necessary actually all that useful divining magic, probably better for confirming than investigating. If the subject has some sort of significant metaphysical weight, concentrating on it can discern its nature. There are a lot of ways to get a less than helpful alleged insight, though.

Detect Magic—Is that thingy there magical? Probably, actually. This spell-like ability provides feedback registering and interpreting the aura of magic. Understanding that feedback, though, is one of those things where there's probably always more room for better mastery. In Liriel's case, that deedback is visual, though she does remember about a future mage who interprets smells. She has a long way to go before she considers herself adept discerning magical qualities with this power, but she's learning.

This innate magic... sort of isn't actually innate, though. If you want to split proverbial hairs. How much can these different magics be used? That's a product of environment. The faerzress of the Underdark is sort of like a magical radiation, and though it didn't always used to be there and dark elves didn't always used to have natural/"natural" magic either, they've been living in it for long enough to be changed by it; i.e., the magical radiation made them magically mutate, and like any proper radiation mutant with a skin colour change, more means more: in crunchy terms, drow living where there is faerzress get +1/day to their innate spell-like abilities each decade... which really adds up over centuries.

Liriel is only five. However, she has a mild obsession about optimisation and synergy and plans for the future. By crunchy terms, this mad science designer baby has the Magic in the Blood feat thanks to Lolth's augmenting; all 1/day spell-like abilities are 3/day. So:

3/day:
Detect Magic, Dancing Lights, Faerie Fire, Darkness, Know Alignment, Levitate


Lolth's priestesses are blessed with their innate magic being further augmented. The results vary somewhat, but in crunch terms, there are several spell-like like abilities that may or may not be gained 1/day for every level as Cleric, and there's a further chance of expanding those abilities from a different pool of possibilities even as there's a degree of ambiguity to the extent of those alternative possibilities. (It's almost like Lolth isn't big on standardised routine) Liriel's spell-like abilities are as follows:

Detect Thoughts—What are you thinking? This spell-like ability only works on other drow, but there's a reason why priestesses seem to have an unnatural ability to know when someone is thinking something that they shouldn't. They do. The power is somewhat limited in application even beyond its drow-only nature, not some full-on mind-reaming plumbing the depths of the subject's brain to uncover hidden secrets, but... be careful what you think around Lolth's priestesses. Unless you're one of them. Culturally, it isn't a done thing to throw this power around casually (almost as if drow don't like people snooping in their sneaky secret stuff), correlating closely with relative status—i.e., any priestess might assess any male's thoughts as a matter of course, but they'd have to be circumspect with each other, yet a Matron Mother would be well in her rights to pry into her own daughter's thoughts even as she may get away with assessing a priestess of some other house, but would likely want to enjoy a significantly greater station and think twice anyway if the lesser house should be playing host or the like.

Detect Undead—Exactly what it says on the tin. This spell-like ability is sort of both useful and not. If there are undead ahead, and the priestess in question uses this ability, she can concentrate and feel it. It is limited to ahead, somewhat lacks for range, and only registers undeath, plus it can be blocked by disconcertingly small amounts of stone and earth not uncommon where undead are concerned... but on the other hand, it's often hard to realise the presence of the insufficiently dead at all before it's too late. If undead are suspected to be a potential problem, it might be a good idea to fire this up; it does last a fair while, and any forewarning spoiling undead ambush might make the difference between joining them and being able to unleash clerical powers quite effective against their kind.

Clairvoyance—In canon, this is a magic that undergoes some serious change when the nature of magic as a whole evolves. Prior to the Time of Troubles (that is to say, in the current period), there simply isn't any range limit to this spell-like ability that is basically "Scrying-lite". There is a need to know where to look, requiring familiarity beyond what more typical scrying can get away with, but quite simply, Clairvoyance allows the user to see somewhere, provided that there isn't interference, anyway. Liriel likes to use this a lot; it's sharply curtailed in the Underdark thanks to faerzress being bad for divination and teleportation, but the surface is another story and it has long been sort of a form of escapism for her to peer about and explore areas of interest on the surface.

Dispel Magic—The default countermagic. It's sort of an art and one in which Liriel knows she lacks for expertise, but it also doesn't necessarily take an expert to metaphorically grab the other artist's easel and shake it around while they're trying to use it. Too, Liriel none the less knows some of the more tactical possibilities possible with this power. Generally speaking, Dispel Magic makes active magic expire, but does so by sort of forcefully evening everything out, and that enables some options for the targeting: if strong/skillful enough compared to the target to work, it can be cast on an area and dispel all magic around, or on a person and unravel magic on just them specifically, or on a person and interfere with active attempts at spellcasting, or on magical items to shut down or prevent function temporarily. Still, while it is a very nice ability to have, in Liriel's case, it's rather overshadowed by her house insignia being able to employ the same magic as enchanted by her father, making her own dispelling of niche utility.

Suggestion—Another useful spell-like ability when employed carefully, Suggestion is a power that lends greatly to skillful usage. It empowers words with a hypnotic quality to blur the boundaries of what is reasonable and make the target highly susceptible to influence... if it works. Generally, it doesn't actually work that well on drow. Elves with magic resistance and mindbending magic, not a good recipe for success. But then of course there's all those non-drow out there.

Detect Lie—Polygraph power, self-explanatory in the name. This fairly potent spell-like ability is another staple of Lolth's priestesses' ability to seem unnervingly aware. Even hampered by the innate magic resistance of any targeted drow, it's generally quite difficult to knowingly speak falsehood and get it past a priestess looking for it. That said, well, it works the way it works; all it detects is lies, not more general deception, or simple ignorance.

How much can she sling all this around? Being that these spell-like abilities are expressly a product of divine favour, Liriel indeed has things going in her favour compared to what passes for the usual when Lolth is involved, Improved odds of clerical spell-like abilities are a pretty normal way for her to reward service of her priestesses above and beyond the norm, and Liriel certainly qualifies. However, Liriel also has an important boon applicable. Kereska—the goddess of magic of the draconic pantheon specifically—rewarded the gold dragon sorcerer Larendrammagar with what crunch rules have as doubled spells per day and the ability to cast arcane and divine spells alike; for divulging some pretty big secrets about Eilistraee and giving her word to take action regarding it (as well as Lolth just wanting excuses to "simply be rewarding a dutiful follower" in a way that wouldn't attract attention), Liriel got something not dissimilar inspired by that: magic from Lolth doubled. With much rolling, it yields the following:

8/day:
Clairvoyance

6/day:
Dispel Magic, Suggestion, Detect Lie

2/day:
Detect Undead


That's more or less for an ordinary Liriel, though. Most standout in what has been done to her is her crafting as Lolth's champion. There's actually two different but very closely related qualities, there, and it's kind of hard to tell where one ends and the other begins; in fact, together, it's possible that maybe there isn't a division.

Template time!

Chosen of Lolth, and Lolth-Blooded.

Liriel was arranged from before her birth to be an ideal vessel for Lolth's power. Sosdrielle Vandree was possessed by Lolth—made Zedriniset by drow formal distinction—and when a deity possesses a mortal, it so much turns the mortal into an avatar; the difference is almost purely academic... but that difference is something Liriel knew to be all the difference in the world under very certain conditions. Mystra, the goddess of magic and general biggest fish around save the overgod who has to work overtime to keep her in her place, became the almost-but-not-quite-quite-technical mother to the famous Seven Sisters so as to square the proverbial circle formerly causing her trouble in the she found that she needed many Chosen and yet few could withstand it without being consumed in body or mind by her power. Liriel and Lolth conspired to do similar, and so Liriel is as close to a divinity as it is possible to be whilst still being able to cling to the advantages of being a mortal, unhindered by the considerable shackles and interferences imposed upon the gods as she acts upon the mortal world. Knowing a lesser but closely related possibility of empowerment, though, and one also lesser by far of an imposition for Lolth to make it an excellent investment of her power, the not-quite demigod newly born unto the world drank not of milk but eight drops of godly blood.

The Chosen and God-Blooded templates as expressed for Liriel bring a variety of changes, some notionally natural, others more magical in nature.

From a physiological standpoint, Spider-Girl here do be spidery. For one thing, uh, maybe don't share utensils with Liriel. It's a bad idea. Her saliva is an incredibly potent venom, and one that is as much a spiritual malady as virulent physical cytotoxin, though that actually sort of straddles the line between merely extraordinary and outright mystical ability. It's about what one might expect of the bite of someone empowered by a malicious spider goddess.

Being indeed spidery, though, maybe check out hands under a microscope. Liriel can actually get a surprisingly good grip without any magic involved, though results may vary depending on the surface, and she has a knack for handling webs more generally. More obviously, though, Liriel's palms actually have silk glands, and she's adept at weaving silk with her fingers in all sorts of ways; that includes doing as many monstrous spiders can do and launching entangling webbing.

Perhaps somewhat unsurprisingly, however, there's a degree of overlap in what she can do. More supernatural qualities for the Chosen of Lolth and Lolth-Blooded combination include outright supernatural capacity for being spidery, with several spell-like abilities and aspects of magical nature. Moreover, too, though, Lolth is a trickster goddess, and her champion reflects that.

Constant:
Speak with Spiders—In much the same way as some priestesses and niche mages learn, Liriel has a mystical ability similar to the Speak with Animals spell, but specific to spiders (albeit with a broad definition of what is spidery enough to count). Not all spiders are exactly great conversationalists, though. By way of this magic, Liriel can converse with even common bugs that by all rights shouldn't have the mental capacity for it, but that sort still might not have much to say anyway. Of course, plenty of spiders are more intelligent than nigh-mindless bugs, even if they may lack the means for conventional speech (though there are some weirder spiders out there that might strike up a conversation with you, probably about how tasty you look).

Charm/Control Spiders—This constant spell-like ability is somewhat akin to what some priestesses and niche mages can achieve, but more like what Lolth herself and an artifact she made can do. In effect, it is similar to both Charm Monster and Dominate Monster, enthralling spiders all around Liriel. Full-on mind-control allows her to puppet spiders as extensions of herself, but even spiders that have minds of their own don't care within her influence, and that influence lingers. The charming aspect makes them friendly and generally quite obedient and loyal even should they leave her zone of total control; for spiders with little to no real minds of their own, the charm influence may simply never fade. This thralldom is automatic for true spiders, which cannot resist it at all (no save), and spider-kin and other spider-like things with significant minds of their own whom may be inclined to resist still struggle severely to withstand its influence every moment they stay in Liriel's proximity (crunch: Will save every round at -5 penalty, or at disadvantage, depending on edition preferences); of note, the latter expressly includes beings whom may only be in spider shape, such as polymorphed subjects.

Improved Spider Climb—This constant spell-like ability is similar to what Liriel can do naturally, just supernaturally (albeit indeed subject to effects that may interfere with magical ones like an antimagic field, unlike extraordinary qualities). Quite simply, it lets Liriel crawl and clamber about like a spider, going so far as to be perfectly able to scuttle upside down on some slick ceiling surface; unlike the lesser Spider Climb spell, the Improved version also works regardless of things like gloves or shoes.

Immunity to Adherence—This constant spell-like ability makes it simply impossible for things to stick to her properly. Like oil on water, they just slide right off, allowing Liriel to easily navigate any web, her own or not, as well as shrug off similar hazards such as the magic of the popular Wand of Viscid Globs or Web spells, or the likes of some alchemical traps and such. The power is identical to a very special mask in Gromph's possession, the only other way to bypass the grand silver web fence of House Baenre, and for precisely the same reason in the nature of the magic's source.

At Will:
Alter Self, Spider Form—This power is closely resembles two different shapeshifting magics. A normal Alter Self spell allows the caster to physically transform into another being similar to the original form, though a "close enough" difference may be surprising; Liriel is perfectly capable of assuming the form of an adult human as easily as a deep gnome despite being a small drow girl, though she also has zero intention of advertising the fact. She doesn't hide that she has a fluid sense of body, but obfuscates the extent, because while the normal Alter Self spell can't manage it, she herself can much more expectably take spidery form, despite that being very different from what passes for her normal shape; she can transform between drow and spider and between in hybrid, drider-like form, save for not being hideously malformed the way they are. Notably, Liriel has trouble bulking up as a spider, able to assume a Large size but not reach Huge, though this may change as she grows, and it is also an outright transformation to spider, not merely donning the likeness in costuming shape, and so Liriel may take the special abilities of spiders in question, such as having a Phase Spider's phasing, or the Truesight of the flying chasm hunter species. Ulviiravin has also been teaching Liriel to shift quickly and fluidly in the way yochlol do.

Spidereyes—With a touch, this spell-like ability allows Liriel to see through the eyes of spiders. It's quite handy in conjunction with her ability to control those around her, though also potentially limited by the eyesight of the spider in question. Most spiders do not perceive colour, and many spiders have poor eyesight generally, especially compared to elf eyes. Still, plenty less normal spiders do in fact have decent or better sight, and it's certainly an advantage to have at all. There is a significant caveat, however, in that the link does not work across planar boundaries, which break it.

Spider Strand—Liriel can naturally create silk from her spinnerets, but she can also conjure webbing; this spell-like ability works as the spell of the same name, launching a thick strand of incredibly resilient silk that can easily wrap around and restrain a subject. The magical cord of spidersilk fades to nothingness after a while, but Liriel likes to think of it as "Spider-Man meets Mandalorian".

6/day:
Web—Like the standard spell, but similar to as if with the Widened metamagic augmentation, this spell-like ability conjures a clingy, sprawling mass of unnatural spiderweb. The magical web has to be fixed to something to actually work well normally, but anyone caught within is going to have an almost impossible time forcing their way free, if they can at all. The conjured web is easily burned, though. Liriel's arrangement with Lolth allows her to employ this magic more than she otherwise might.

Other qualities:
Divine Grace, Lolth's Favor—These two interrelated empowerments were inspired by ways that Lolth blesses some of her other servants. In crunch terms, apply Charisma modifier (+12!) to all saves and Armor Class. Liriel is still coming to terms with this power, and doesn't understand her nature very well.

+10 Charisma—Gods often empower their Chosen to hold greatness somehow, beyond normal mortal ken, with the hypothetical champion of a deity like Tempus, god of battle, perhaps being some herculean figure evoking tales describing such a mighty individual as having the strength of many men and it not actually being an embellishment (canon has the orc Chosen of Gruumsh wrestle a giant and win handily, for instance), or a Chosen may be like some almost (and maybe not even almost) literal shadow; alternatively, the Chosen in question may be less standout for any one aspect and just sort of generally better. In Liriel's case, it's all in on gravitas and her force of will and presence, with an absurd Charisma boost that brings with it the kind of transcendent, unimaginable beauty that normal mortals cannot possess... and may go mad for trying. There can be no doubt; in Liriel Baenre there is a power divine.

Beyond that, however, Lolth and Liriel have cooked up a fair bit to apply to her, or just to try out and see what works. Some of that isn't entirely metaphorical cooking.

Liriel is only five, so, can't really make puns about the girl with ludicrously high Charisma being hot, but they're definitely sitting there waiting.

Liriel's nature is fire.

Before she was born, Liriel thought long and hard about what to do with herself and what a path to self-improvement might be, and one of the possibilities that really stood out in her memory was the Fire-Souled template. She ended up figuring that she could probably enact something like that herself without any help, eventually... but the alternative was to get a god to do it, and, well, Lolth. Get a deity to do it, as a reward for revealing to her the over-ambitious machinations of Bhaal and Bane and Myrkul to try to get one over on the overgod. Fair enough, though, Lolth thought it a good idea too, because it is indeed well suited for their shared aims, even if Liriel herself also just had a thing about always wanting to be fiery.

It's not actually the only fiery thing she has going for her, though. Liriel put together a whole list in her head of all the feats she could think of that had to do with spell-like abilities, because feats were something she identified as often actually a pretty good guide for ideas in how to make herself more more—many of the RPG feats simply recognised that something had been done to the character, rather than reflecting some sort of advanced training or racial quirk or whatever. One that stood out to her was Soul of The North. Put right next to Fire-Souled, though, with a deity making it happen, it got her thinking... why not an inversion of Soul of The North? Soul of The North wasn't actually one of those feats describing how something could be done to someone to yield some sort of benefit, but if they were already doing something to her soul to make her fiery... and it would address her dissatisfaction at Fire-Souled not actually being fiery enough to suit her such that she made plans to find a particular type of magic ring to burn herself alive for the sake of automatically coming back orange with some actual fire magic...

Fire-Souled, Soul of The North Soul of Flame:

The most obvious, Liriel is a girl of fire. Fire doesn't hurt her any more than it does a salamander or a red dragon. She isn't too big on cold, though. Thankfully that's not too much of a concern underground. Incidentally, this also has the interesting side effect of making her silk likewise fireproof (though not her magically conjured web, just her natural silk). The fire subtype also makes her stand out oddly to the infrared sight of other drow, giving her the look as if she's almost feverish or something... though people with a fever don't heat up everything around them the way she does, do they? When Sosdrielle's mind was hers enough to function, she thought Liriel delightfully snuggly.

What Liriel remembered of the actual Soul of The North itself: You possess a magical understanding of the nature of cold. Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—chill touch, ray of frost, resistance. Save DC 10 + spell level + your Cha modifier. The effect, in game terms, was to simply add some chilly theme to a character. That wording about "understanding" was for all similar feats and made legitimate sense by her reckoning but wasn't something she figured she could work out for herself, which... she really didn't like for her prospects of getting magic powers and specifically fire magic. For a Fire-Souled Liriel, though, the effect of the experimentation was surprisingly easy, largely a matter of perspective that unhelpfully Liriel can't actually explain properly to Lolth; Lolth's attempts purchased by divulging an opportunity to claim the godly portfolio of Ibrandul before a preoccupied Shar just worked all of a sudden, because... it's fire, you know? (No, Liriel, people don't know when you give feedback like that). Consequently, the variation of Soul of The North likewise yields spell-like abilities equivalent to one 1st level spell and two 0th level spells:

Ray of Flame—Light 'em up! Another one of those abilities exactly what it says on the tin, this spell-like ability is nothing to write home about, really, but it allows Liriel to shoot fire, and in her hands, it has now grown to something respectable enough. A noteworthy point is that, unlike Soul of The North itself, thanks to either something Lolth did or compounding consequences of Liriel's Fire-Souled nature, or possibly just Liriel not actually understanding how "game" elements translate in real-life, it functions the same as any spell-like ability would be expected to, growing with the user instead of being locked in at a Caster Level 1 equivalent.

Flamefinger—Who gave a child the ability to play with fire?! (Oh, right, an evil goddess of chaos.) 0th level spell effects (cantrips or orisons or what have you) are usually very minor things, at least in this age, though under the right circumstances they may still be surprisingly useful—they are still magic, after all; this one lets Liriel turn her finger into a blowtorch, and, indeed, you might be surprised what a Liriel can get up to with a blowtorch, especially when she can keep it up for a good ten minutes if she concentrates. Liriel has practiced this innate magic enough to control a gentle candle flame so much turning her fingertip into a lighter... and may have caused a very teeny tiny, small, completely overlookable and perfectly understandable bit of damage trying to vary the flame to be more like a welding torch or a cutting torch.

Fire Eyes—This spell-like ability offers niche benefits, but handy benefits within that niche, and it might not exactly be "niche" for Liriel. The magic allows a supernatural clarity of sight through fire and smoke and—to her sight, if not in actual truth—burns through mist and the like, allowing unimpeded vision, even if, say, in the middle of a burning building. A related benefit Liriel has found, it actually also helps with the fact that she isn't actually all that fond of sudden bright flaring light in visual-spectrum total darkness, and summoning gouts of flame tends to do that. It has become almost reflexive for her, though it indeed does nothing for light not generated by fire. She is aware that in theory this magic should probably be able to be bestowed on others as well, but it's never come up, and she can't be certain if the effect she experiences actually directly correlates with her academic knowledge of the magic believed identified (she isn't working with some kind of actual character sheet, after all).

The Fire-Souled template itself also brings a number of other qualities beyond the fire subtype and interaction with other investitures:

Haste—Gotta go fast! This spell-like ability allows that buoying drive within her to be fanned and embraced to run wild, straightforward in consequence as a superspeed effect. It has an only modest duration (though it does grow as she herself does), but a girl can do a lot in that time when she's fast-fast-fast!

Liriel is still learning what it means to be herself and is intellectually aware that some of it should be about external perspective, but this burning fire in her soul should have a number of other consequences following a general theme of incredible inspiring verve and passion, of fire, in the more metaphysical sense than just in burning things. Part of that, though, is indeed to be more of what she is, +4 Charisma. Even in the dark, Liriel burns bright.

3/day:
Haste, Ray of Flame, Flamefinger, Fire Eyes


Moving on, one of the other big points about Liriel, the circumstances of her birth. This was an area where Lolth and Liriel kinda went hard on the experimental mad science angle.

From mentally reviewing those feats, she got the idea of the Necropolis Born feat—another of those ones like Soul of The North—being something that perhaps actually could be arranged, a scenario set up to provide that intimate understanding of life and death and mortal dread that blurs the line between how one defines the world as natural and supernatural; she was careful to stress to Lolth, however, her expectation that aiming for such with other individuals of the sort Lolth generally preferred might very well result in a subject not quite alive and not quite undead, given her ideas about the Tomb-Tainted Soul feat and similar qualities. With that as a starting point, though, Lolth indeed had a pretty good understanding herself of what might align to produce the desired consequence when her role as a deity indeed is to preside over the souls of the dead and the afterlife of her worshippers.

On the demonic plane of the Demonweb Pits, the 66th layer of the Abyss, Sosdrielle possessed by Lolth gave birth to Liriel within the Mausoleum of the Yor'thae. It was... not exactly a pleasant affair. For anyone.

Cause Fear—Boo! This spell-like ability is actually surprisingly potent in this era. Liriel shares with the subject her ordinarily ignored intimate perspective of just how terribly fragile life is, and it insinuates to the forefront of awareness to quite possibly become an all-consuming, shattering terror before the victim regains their wits.

Ghost Sound—What's that noise? Life coming into existence has a profound metaphysical significance to it so fundamental that it's hard to understand even when so obvious, and this spell-like ability is an example of such. Liriel perceives a considerable difference between these powers aligned with necromancy and her innate fire magic, coming just as easily, sure, but... different; where with her fire she just has to do fire, want to burn and blaze, Ghost Sound is more like remembering, and perhaps simply being, both at once, and she gives life to something that was not alive, something that didn't exist until she brought it into the world. It comes as sound, and she can get fairly creative with it, able to bring to life practically any sound she can imagine people making to the extent of several people together.

Touch of Fatigue—Dying... is effortless, just a matter of giving up and letting it happen; it's living that's hard. This spell-like ability has only a modest effect on those full of the vigour of life, but Liriel impresses upon the subject in mind and body the forced realisation that... it's just hard to be alive. The subject can get over it after a while, but Liriel knows the profound difference of being dead and the continuous effort to be alive that ordinarily becomes so routine as to go unnoticed.

Beyond that, though, and possibly magnifying it, Liriel was born dying.

Being impaled and ripped from Sosdrielle's body will do that.

Liriel had a clever idea, perhaps a bit too clever for her own good, maybe. See, the nature of a being as they are born is that that very act of coming into existence indeed quite literally defines them; an aspect of this is the question of what counts as the being's home plane of existence—that's why fiends can be banished back to wherever they came from when they are summoned up or invade some world other than their own, and why many entities cannot die a true death unless slain on their home plane. Liriel, however, saw this as an intriguing logic puzzle, because she remembered an intriguing magical item, typically made as a ceremonial scepter or rod, that is imbued to be very "very" of the plane of existence on which it is crafted, capturing that plane's essence such that a being holding it counted as being on their home plane and thus unable to be banished "from" a different locale... so what if a person was born under the influence of two of those? And that seemed to fit with an informed theory she built reflecting on what she knew of the quasi- and para-elemental planes defined by non-definite boundaries with the four elemental planes proper, the nature of the interaction with the Plane of Shadow with the deepest reaches of the Lowerdark, and what she remembered of canon when in that timeline serious shenanigans occurred that made the Underdark and the Abyss bleed together enough for demons that should be unable to enter the mortal world to cross that gradient anyway. What if a person was born where one plane and another somehow mingled and coexisted in the same place, rather than just being coterminous like an overlap of one only atop the other?

Dual-citizenship? For Lolth, a fell goddess with many a demon servant and always ever more being birthed from the souls of her wicked followers after their mortal lives, it was an intriguing experiment to consider for her too, well worth trying out.

There's just the small matter of subjecting the unborn individual to those twin influences.

Rather the traumatic experience for everybody involved, yes. Lolth, Liriel, and Sosdrielle for how much she was actually there did not have a good time.

Still, even that did itself contribute to another aspect that Lolth and Liriel wanted to try. At least more than they wanted to not do it, anyway. Liriel drew inspiration from a variety of sources before she was born, and though she was uncertain about Pathfinder elements, well, from her perspective, some things might be worth a try; everything should be okay with a literal goddess invested in making things work out in the end. Two items she reckoned might be deliberately arranged were the Traits Sacred Conduit and Sacred Touch:

Sacred Conduit
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.


Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.


Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.


Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Under more ordinary circumstances, Liriel being speared through twice over and ripped from the womb would have been a thoroughly fatal experience for mother and child. With a goddess possessing Sosdrielle, though, in the very center of her power, it was a simple matter for Lolth to flood Sosdrielle's body with enormous healing energy during the process. As a result, Liriel's nature in that morphic moment of definition is reflective of it, and she is a wellspring of a tingling, almost electrically energetic power of life inordinate to her form and spilling out of her like her own body heat. These qualities are not spell-like abilities, just her nature, albeit a supernatural nature somewhat warping the strictly literal sense of the term.

Beyond that, though, Liriel indeed had pondered greatly over the mutability of a person being born and ways that a person so being born might be influenced to become something more. Within that, her considerations about feats led her to inspiration from 5e ones. Fey Touched, Shadow Touched. Your exposure to the Feywild's magic has changed you, Your exposure to the Shadowfell's magic has changed you... Exposure?

Liriel and Lolth conspired to arrange and prepare for her birth. Faerûn has not been in close planar proximity to Faerie for some time, but only by mortal standards, and Lolth is an old existence who remembers much and has done more. Not too dissimilar to those other items acquired for Liriel's birth describing the interior of the mausoleum as both part of the Abyss and Faerûn's mortal world, Lolth was convinced to take not inconsiderable (but reusable) efforts to acquire two different crystals: one an old, old gem suffused with the energy of the Plane of Faerie, and another a dark sliver hailing from the Plane of Shadow, both themselves warped reflections of the mortal world in their own ways. In addition to making Liriel more more—+1 Cha, +1 Cha—the exposure resulted in the following innate magics:

Misty Step—This spell-like ability is only theoretical. Liriel has not dared to test it, though she is more confident than not that it should be possible. She is also confident that it would be a Bad Idea to employ a magic that is supposed to work by taking a shortcut existing more in Faerie than in Faerûn where they overlap yet do not directly corelate (take a few steps in Faerie along a shorter path that ends in Faerûn many steps from where she started) when both the two worlds are far apart presently and the part of Faerie that connects to Faerûn's Underdark is not a place she wants to visit. Faerûn's own Underdark is a dangerous place, and the Feydark is an all the more exaggerated version. Perhaps she is paranoid, but she does not care to risk the attempt when she has other avenues for what is effectively short-range teleportation; trying to take such a shortcut might fail completely, or work too well.

Charm Person—Isn't she just charming? Actually, Liriel might be perhaps too charming; this spell-like ability is indeed a spell-like ability, a natural innate magic, not a more deliberate act of touching upon the Weave to yield a mostly-predictable effect as a cast spell. It convinces the subject that she's a friend, and gosh, that Charisma score... It's very easy to like Liriel when she wants to be liked, so easy that the subject just might find themselves liking her even if Liriel both wants and does not want to be liked, where one may outweigh the other more than she consciously realises. It doesn't help that Liriel didn't choose this magic as the way that exposure to the ancient jewel's influence expressed itself, just gained it as the most natural consequence of who and what she is. It is also worth noting that in this age the mental beguilement may last a long time, too, depending on the subject's ability to properly grasp that they are being bewitched and shake it off... though they may have a hard time wanting to do that. The enchantment is however limited in target type and perhaps thankfully is not very effective against her fellow drow.

Invisibility—There's nothing there... right? There may in fact be an invisible monster about to eat your face. The Plane of Shadow is all about almost-possibilities and undefined insubstantial nothing that isn't nothing, negative impressions that have whatever meaning is given to them. Liriel is somewhat averse to touching on shadow magics because she actually knows more than a little lore about such power and the consequences for her should she deliberately or not brush against the goddess Shar's Shadow Weave, but whatever confluence of her understanding and the energies of the crystalline splinter bleeding darkness that presided over her birth, Liriel grasps how to pull about herself an illusion formed by tucking away her image in nothing-space between here and there. The magic of this spell-like ability is rather simple, really, and in some ways superfluous when she and near any drow wears the ubiquitous piwafwi offering its own invisibility with but the lowering of a hood, but all the same, it's invisibility on demand, and unlike her piwafwi, she can just as readily steal away the image of other things, not limited to her own person.

Phantom ThreatThey are out to get you, it's them! Not all illusions can be seen. Some are all in the head, and the combination of factors in Liriel's birth appear to have resulted in a reflective result in this spell-like ability, which afflicts the subject with a mental phantasm blurring the line between enchantment and illusion; an individual afflicted by this magic feels a sharp, gripping paranoia of omnipresent danger, and thus can readily end up quite discombobulated and off balance, trying to react to threats at once ephemeral and larger than life. That can make it quite hard to simultaneously deal with any true threats in their midst... though it could potentially also provoke something drastic.

Though Liriel herself is not actually aware of it, Lolth took it upon herself to attempt an additional element of exposing influence that Liriel had noted as a plausible option, yet personally judged not worth the modest possible benefits when it might well interfere with much more promising prospects or simply not work. Lolth disagreed, and their little project together was as much for her own interest as their mutual benefit, and so Lolth, herself far more versed in many ways than the however insightful unborn child collaborating with her, introduced in the mausoleum a seed. She did not deign to tell Liriel of where she got it when Liriel needn't know anything at all, but it could hardly have come from a purely ordinary tree, and if Liriel was aware of Lolth's little duplicity here, she might grow suspicious over what she knows of a fallen and banished goddess's now haunted dominion in Arvandor, where the elven pantheon preside. After all, the secret addition had to be something to fit the passed up reference from another Trait of Pathfinder:

Green-Blooded
You are touched by the supernatural essence of nature, marking you since birth as something other than purely mortal.


Benefit(s): Choose a single 0-level druid spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level.

In truth, it worked, though, as in fact predicted, it didn't actually do much, exactly, beyond assuage Lolth's curiosity and yet grow it further.

Heat Water—Something something fire burn and cauldron bubble, but hold the fire. It is difficult to say how much of this spell-like ability is a product of Liriel being subjected to something suffused with the essence of nature at birth and how much is due to her own nature being that of fire, or if there's much of a difference, and it isn't helped by the fact that Liriel doesn't understand this magic in the first place even as she knows perfectly well that magic in general can be enigmatic and weird, but... Well, Liriel has found that, sometimes, things just get hot when she wants them to. Semi-reliably, she can make her tea scalding and bubbly, just the way she likes it. It sort of makes sense?

3/day:
Ghost Sound, Heat Water, Touch of Fatigue, Cause Fear, Charm Person, Phantom Threat, Invisibility, Misty Step


That could be argued to be it for the individually big things about Liriel's nature—for now, anyway, until Liriel manages to move plans further ahead—but she and her goddess engineered a considerable number of more minor alterations and enhancements to their design for her. Foremost is one that is only minor depending on how it's looked at.

Yet further drawing inspiration from feats that were intended to describe the nature of a character, Liriel postulated that, for the conjunction of other factors with her being so undifferentiated newly born, so born in the body of an elf, and bathed in Faerie's influence, it might take only a very slight nudge by someone with great power and a long memory of the ancestor's of the modern day's elvenkind, when they had not yet left the intense and less grounded Plane of Faerie for Faerûn. The very term "eladrin" is a terribly vague and unhelpful categorisation for scholars because many elf and elf-like beings take it for themselves, yet for good reason, even as some of them are undeniably more fey than others. Liriel and Lolth managed to almost not even truly change her at all and none the less see her quite different than she might otherwise be. For doing almost nothing, and for a price Liriel considered a scam tattling about Eilistraee and her special sword to be collected regardless of bonus payment, it made her more of what she is, or perhaps merely uncovered it. In effect, it is that which would be expressed by the feats indeed intended for flavouring a character as extremely strongly influenced by a fey heritage more or less fully realised: Fey Heritage, Fey Power, Fey Presence, Fey Legacy, Fey Skin, resulting in the following:

Disguise Self—Fey glamour. This spell-like ability is a staple of many feylike beings, a minor illusion, but one that allows the user to assume practically whatever likeness they please, even fudging height to what is often a surprising degree for those duped by such magic. In Liriel's case, it may be debated to be somewhat superfluous when the power of Lolth allows her Alter Self at will, but in Liriel's clandestine experience, if her shapeshifting has the capacity to emulate clothes and other affectations the way that some other shapeshifters manage, she has yet to figure out how, whilst glamour makes it easy to fake it. She is also of a mind that layered duplicity may trick people with a disguise within a disguise should the suspicious find what they seek in illusion and cease looking deeper for physical transformation.

Deep Slumber—Go to sleep... sleep, sleep, and set your worries aside to rest your weary head untroubled. Liriel has limited practice with this spell-like ability when she doesn't get out much in the first place and drow are unaffected by such magic, plus she has found it tricky to differentiate this magic from Suggestion, but like that other spell-like ability, she has learned to lace her words with a hypnotic quality that in this case ensnares the minds of those around her to immediately fall into an enchanted slumber. She surmises that it should be perfectly possible to work the effect without needing to verbally entice subjects—and she knows that they needn't even truly understand her enchanting words—but she has yet to figure out how.

Charm Monster—Aye, she is terribly charming indeed. This spell-like ability is akin to Charm Person, but where that magic is limited to "people-y" sorts, this can beguile the minds of nearly anything with a living mind to be effected. It's very easy to listen to her and think well of her. Besides, why not?

Confusion—Wh-What is going on?! A further mental bewitchment, this spell-like ability has a passing duration, but can be a doozy while it lasts, especially for the difficulty to resist. It wraps the thoughts of subjects caught in the effect in acute insanity causing almost completely random behaviour as their minds reel in abject turmoil unable to properly interpret reality. It has considerable trouble latching onto drow, but such a magic should sink its hooks in, the result are bound to almost inevitably incite violent mayhem of one sort or another.

Dimension Door—Over there is better. Somewhat limited compared to many other translocation magics, this spell-like ability none the less offers meticulously precise short-range teleportation, that even works blind, able to reach an arrival point relative to the known departure point in a way that some of those other translocation magics can't... though they also don't have risks in such maneuvers that involve terms like "telefrag" and "shunted into the Astral Plane" (that is to say, it can make a blind jump, but it will make that jump whether or not it's a good thing; safe teleportation is line of sight teleportation). The actual spell version of this magic more typically creates a doorway wormhole sort of thing, but in Liriel's experience, she can just very deliberately step where her stride should not be able to take her and yet does anyway. She can also take things with her for the trip, though if there's a way to overcome the disorientation that comes with it, she hasn't worked it out yet.

Summon Nature's Ally V—Call for aid, and maybe a bunch of horses do answer. This spell-like ability is one that Liriel is still exploring, because she's pretty sure that this sort of magic is the kind to always have more to understand. The possibilities are almost open-ended, and therefor potentially quite powerful or highly useful for a given situation, but whatever the specifics it involves summoning something that just fits in the natural order of the world. Or possibly several somethings. In practice, Liriel is fond of calling up elementals, though she's careful to employ this magic judiciously.

Other fey qualities as a result of engineering something akin to an ancestral throwback include a knack for mind magics in general and a superior ability to throw them off even by elven standards, and a fair ability to just shrug off that which does not have the bite of cold iron. Crunchy form: +3 bonus to Will saves versus enchantment, +1 to Caster Level and Save DCs for her own enchantment magic, Damage Reduction 5/cold iron. Lolth finds it amusingly ironic that for all that Liriel tries to set herself apart from Lolth's other servitors, Liriel and demons alike both share that vulnerability to cold iron.

Additionally, though the emphasising of fey heritage was considered an exceedingly excellent mere slight touch needed for considerable results at a bargain expense, Liriel personally had a thought to perhaps take it a step further, even with diminishing returns and additional bartered costs. Drow are themselves highly magical, more so than other elves; it is likely, she has surmised, as a result of environment, as denizens of Faerie so emphatically suffused with magic were and are indeed considerably more, well, magical than their counterparts who have long naturalised to the Material Plane in which Faerûn resides, even as local elvenkind steadily diminishes in the long term as this world's magic is progressively weakened more and more. Her theory fits solidly within what she knows of the nature of magic, such as why Thay has so many wizards in it because a big floating rock under Thaymount drenches the whole region in heightened magic; the faerzress in the Underdark has a lot of mystical effects, and the drow are practically swimming in it. To that end, Liriel bargained with twin similar viable plans for significantly diminishing the personal power of Ghaunadaur and—if desirable as a bargaining chip with other parties—the demon lord Demogorgon—for a boon from Lolth to so much poke her trying to make something happen along the lines of Innate Magic feat, but directed and guided towards a specific intention. The result:

Prestidigitation—Magic tricks! This somewhat quirksome spell-like ability is a magic easily learned but difficult to master because, at least to a minor degree, it can in theory do practically anything. Though a little nothing of a cantrip, it is one she is amused to think of as "Least Wish" after the far greater magics for that unstructured versatility. Fundamentally, it's less like a spell as training wheels, in a sense, enhancing an individual's ability to more easily grasp and direct magical energies for a time to do... whatever they try to make them do. That's why it was thought to be easily done and why Liriel wanted to acquire such a power; it's excellent practice, aside from admittedly also convenient a lot of the time. Liriel is aware of many possibilities, but it's almost too open-ended. Presently, she has managed to figure out how to make things clean, and to temporarily colour things gold. She also once amused Sosdrielle intently focusing on a fork to slowly put a bite in her mouth with no hands after a lot of covert prior trial and error, but she has since stopped that line of practice.

Possibly or possibly actually not unrelated, Liriel's highly fey incarnation coupled with hopeful deliberate effort and maybe Lolth secretly putting her thumb on the scale has also resulted in her achieving an attempt to make realised another point inspired from Pathfinder Traits, where there is listing in Nature Magic of the possibility for a person "to use simple spells by drawing on nature's raw majesty", corelating with more informed supposition about the nature of druidic magic, how Eilistraee learned the moon magic her priestesses now use, and explanation by Ed Greenwood, "Magic is a shorthand for harnessing the natural forces of the world. Tidal, convection, kinetic like avalanches and landslides, the winds, magnetic, the flowing water. All the natural forces of volcanism, all of that stuff. Magic is a way of harnessing some of that energy and getting predictable or semipredictable results out of it." It gives her the impression that maybe she has caught a clue about why a lot of elves sneer at humans not really understanding magic just for studying a bunch of musty old tomes, even if they are great and mighty mages for it. It also has enabled a small but no less real measure of magical ability to do with that:

Know Direction—Exactly what it says on the tin, again. Quite simply, Liriel doesn't lose track of which direction is which. This spell-like ability is constant, and by her reckoning is less a magic that she does, per se, and more a matter of perspective, having a sense of the world around her. Certainly, it's quite possible for Liriel to get confused as to where things are relative to one another on a small scale, with the twisting labyrinth of the Underdark making it easy to forget a path in abstract, the same as a person might mix up any other jumble and forget things, but the world around her is in its orientation and she knows her own orientation relative to it. North is north, and so on.

Naturewatch—What is there to see? This spell-like ability... may or may not actually be a spell-like ability. Liriel isn't sure. She's leaning towards thinking that maybe it's something perhaps so fundamentally ordinary as to actually be special, because she has found that, sometimes, if she just... just looks, really looks and pays attention and tries to understand what she's looking at... she does? Is that magical? She suspects that anyone could do it if they really tried, but then she also knows that the stone beneath her feet could tattle on her if she sticks around long enough for the slow attention and that trees talk to one another, but most people can't understand without a spell even as some don't need it. Whatever the case, it's good for checking up on her little spider buddies to see how they're doing.

Notably, though, as these latter magics are not a part of her, to thus subject to the compounding benefits of the Magic in the Blood quality that has practically turned what runs in her veins into the mystic equivalent of pure oxygen, nor provided by Lolth and subject to Liriel's pact with the goddess, this latter nature magic kind of lags behind by comparison.

Constant:
Know Direction

3/day:
Prestidigitation, Disguise Self, Deep Slumber, Charm Monster, Confusion, Dimension Door, Summon Nature's Ally V

1/day:
Naturewatch


Keen to amass as great and as many advantages as possible, and with a perhaps too enthusiastic of a goddess collaborating Liriel also bargained, argued for, and simply had pressed upon her a number of more minor boons and blessings. Many of these were drawn from references that stood out to Liriel as more likely for Lolth to grant than others, or especially useful relative to the cost for Lolth and herself. Some benefits were also less granted by Lolth as simply possible because of her if but Liriel pursued them, if anyone did for awareness of those possibilities.

Significant amongst the relatively not so significant benefits Liriel acquired is the gift of foresight. She is of a like mind to her father in that knowledge is the most potent power of all, and from reading two different entries in the time before her elven incarnation, she thought it entirely possible to hold it twice over in complementary fashion, in a way that might well save her life even without input on her part.

Predict Outcome
Sometimes you can learn the outcome of a situation before it happens.
Prerequisite: Cha 13+, Wis 13+
Benefit: Once per day, you can cast augury as a sorcerer of a level equal to your character level. This is a spell-like ability.


Seer
You receive flashes of insight from your god.
Prerequisite: Charisma 13, Divine Fervor, patron deity
Benefit: You gain a +1 luck bonus on Listen, Search, Sense Motive, and Spot checks.
In addition, you can call upon your god once per day for limited information about the future in general, though this usage of the feat temporarily depletes your capacity for divine insight. The effect is similar to that of an augury spell, except that there is no material component and you can see only about 10 minutes into the future. This usage of the feat is a spell-like ability requiring a full-round action. Once you have used the feat in this way, the luck bonus it normally provides is negated for the rest of the day.

Augury—Is that a disturbance in the Force? This spell-like ability is a queer thing to Liriel. It is probably complicated by the fact that she can in a way sort of do the same thing two different ways, except doubling up on the foresight has probably resulted in something indeed both together and neither one alone, even as part of it is from her and part of it is from Lolth... except the difference between her and Lolth is also complicated. Or maybe reading the future is just weird and often unhelpfully vague? Whatever the case, Liriel has learned to... just sort of think, except differently than normal, and... it works? She needs to grow into a much more learned wizard before she can explain very well a lot of what comes almost instinctually (or not even almost, sometimes), but it does work, and she can get an at once vague but concrete insight into aspects of the future: is something specific she thinks about going to be good or bad? Something exactly specific, though, which itself might be good or bad depending on how careful she is and what knowledge she already has to work with. Of course, even without trying to figure anything out, she can still sort of look without looking. ...the whole thing's complicated.

Indeed, Liriel is all sorts of complicated, and more than a little of that is her own fault.

Divine Fervor—Become greater. This is a supernatural ability, not a spell-like ability, though the difference is somewhat academic (save for all those brave knights who mistakenly believe that enchanted armour that resists spells will save them from dragon fire). It also isn't something Liriel entered into any sort of pact with Lolth for or the like, and nothing that she is aware that Lolth has dropped onto her of her own accord either, just something that Liriel can do, draw upon divine power to make herself a little stronger, or a little faster, a little more more. It lasts for about a minute and a half by her less than precise reckoning, and has slightly worried her for a lot longer.

Liriel... might have succeeded too much in her attempts?

A further item Liriel and Lolth agreed upon, one in which Liriel thinks the got the better of Lolth and isn't sure if Lolth doesn't think she pulled something on Liriel herself, was inspired by something for Krynnspace where Lolth's has little influence, but could manage this perfectly well when it is so on theme for her: Divinely Favored, "A god chose you to carry a spark of their power." The blessing gave Liriel additional aptitude for peering at the future, able to wield her Augury spell-like ability all the more, but also an additional magic.

Protection From Evil—Deny the wicked. This was a gamble on Liriel's part, but a calculated one. In the timeline that would have occurred for the other Liriel, the many children sired by Bhaal, Lord of Murder, had very real power thanks to their divine parentage, half god, half mortal, but just how exactly that power expressed was very pointedly shown to be highly dependent upon who they were despite it's blackest origins that tempted but could not truly force them to evil. Liriel, who already held great power as a Chosen, pondered the possibility of a comparatively far lesser investiture, but one more hers rather than something she, in a way, sort of just held onto as a vessel for it. It is a small spark, a spark, no great flame, but it is one that, indeed, she has made her own. This spell-like ability now a part of her is a ward and imposition against the evil, helping protect her from those who work it and the works themselves of such a nature, and it rejects outright the touch of those truly defined by evil in their essence. It also inhibits the effects of mental influence, despite not actually affecting the cause.

More concerning for Liriel, however, there are a couple element for which she holds uncertainty, one thought neatly mutually beneficial and one that by her judgement corelates to something from Pathfinder that she had reviewed in her early brainstorming with Lolth, but dismissed as undesirable and irreconcilable:

God Touched
Your deity has recognized your devotion and gifted you with a small spark of divine power.
Prerequisite: Patron deity

Benefit: Once per day, while performing an act related to one of your deity's portfolios, you can call upon your deity as a free action and gain a +1 luck bonus on any one die roll. For example, a character devoted to Moradin (whose portfolios are dwarves, creation, smithing, engineering, and war) could gain a +1 luck bonus on any attack or damage roll, a Craft check, a Profession (engineer) check, or a Knowledge check relating to dwarves or dwarf history.

The benefit of this feat cannot be used at the same time as the benefits from the Divine Fervor, Divine Fury, or Divine Fortification feats.

Minor Miracle
You can call upon your deity for a minor miracle.


Prerequisites: Wis 12, Knowledge (religion) 5 ranks, alignment must match that of your worshiped deity.


Benefit: Choose two domains associated with your deity (if you have access to one or more domains already, the chosen domains can be the same ones you already have access to, or different ones). Once per day, by presenting a holy symbol of your deity and calling out in supplication, you can cast the 1st-level spell associated with either of the two chosen domains as a spell-like ability. You choose which domain's spell you cast at the time you use the ability. Your caster level for this effect is equal to your total Hit Dice, and the saving throw DC, if any, is Charisma-based.

The former is a shoe-in for taking up, essentially business as usual for a god and just more so; when also to Lolth's benefit as much as Liriel's, it was an easy, token price to pay to get Lolth to provide it, glad to see it used. Was Lolth perhaps more forthcoming than she should have been, though? And to her knowledge, Lolth plain never provided the latter, period, and it shouldn't work... probably—but she also can't rule that out when she distrusts Lolth and much of what a given person can manage that has to do with a god is indeed because a god is involved making it work—and in the end, she, who has in fact never needed a holy symbol to channel her clerical prayers in the first place, can enact two different magics for which she has no other explanation, and which fit domains of godly purview associated with Lolth:

Protection from Law—Liberty unchained. Similar and yet so very different to Protection from Evil, this spell-like ability is a power that comes unnervingly easily to her if she lets it get to her. Perhaps she is just projecting or something due to her feelings about working under Lolth, and maybe she has gotten unreasonably impassioned by her own philosophical musings a time or two, but if she embraces the feeling she sometimes gets, lets it fill her when she just can't stand the very idea of oppression and subjugation anymore, it spills out of her as something made manifest.

Cloak of Dark Power—Metaphorically literal. The other spell-like ability that has Liriel unsettled, this power is in many ways all a drow could want if they actually had any limits, despite it actually being a quite modest magic. Liriel has but to want, and the power within her responds with a wreathing shroud of twisting unlight as if she simply isn't as illuminated as everything around her, which is actually much the case, as even the direct noonday sun or even magical light a fair degree more potent than the cloak cannot pierce it, less a shadow or a black darkness as not shone upon where light cannot touch. Though she has never had need of it—actually an intellectual curiosity when the Demonweb Pits are not the Underdark—she is aware that it should also shield faerzress-wrought magical items from the sun as well, and empower her clerical authority over undead, whilst also putting spiders at a disadvantage even if they do somehow try to act against her. It would just be nice if she understood why she can do this, because it's actually a small comfort to her that she cannot wield both spell-like abilities together when her attention can't help but be drawn to the fact that deities are supposed to be able to naturally wield all the magic expressed by their domains.

More on the topic of divine magic easily cast, Liriel and Lolth have come up with several ideas that Liriel likes to think of as a business plan. One of which was inspired by the Minor Divine Spellcaster feat, which is a pittance for Lolth to provide, barely the slightest expansion from what she does normally already, and blesses an individual to wield power much the way a novice entering a clerical order might possess before learning to handle "real" spells... but the capacity to enact a partial handful of 0th level spells is also only something that Lolth has to bestow once, and then usually has people praying to her a whole lot more and a whole lot harder for upkeep, because it's just proactive marketing, really. Liriel is a beneficiary of this pushed to its limit; whether or not that's saying much is debatable, but it does allow her to cast seven different orisons, collectively up to six (which is actually twelve) times daily, and it's in addition to her normal spellcasting, though it is indeed standard spellcasting, not a big batch of spell-like abilities. Liriel's chosen minor prayers are thusly:

Cure Minor Wounds—This channels a bit of positive energy to heal. It's almost nothing, but still indeed something. A little can also add up.
Petition—This beseeches Lolth to nudge things a little for her. How much is a result of the magic itself and how much is Lolth's favour may be difficult to discern.
Disinfect—Though not actual healing, exactly, this spell is adjacent, and allows injuries to heal as if ideally taken care of mundanely. It's also just generally good for sterilising things.
Remove Pain—Severely underrated, this is also sort of adjacent to more thorough magical healing, but it also really helps.
Preserve—It keeps stuff fresh, also underrated, especially for someone looking to become a wizard always needing all sorts of spell components. Also especially for, y'know, anyone who eats food.
Consecrate—Not to be confused with a more potent prayer, this generally blesses stuff, and is actually great for enhancing spell components.
Incense—Another thing Liriel expects to need a lot, this can take any slightest remnant of whatever smelly stuff and make it anew.​

Somewhat similar, Lolth also provided Liriel with another blessing sought by a Pathfinder reference deemed realistic, actually twice over:

Magical Talent
Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.

Firefinger—This spell-like ability is very similar to the indeed similarly named Flamefinger. It also, though, was something that Liriel could actually consciously choose, and... Lolth may have been more accommodating than perhaps expectable in order to get the girl desperate for fire magic to at least hopefully be a little less inclined to commit suicide because "it'd totally be okay!" and a Ring of the Phoenix would let her come right back able to shoot fireballs and control fire. Instead (or in the meantime), Liriel can use this magic to spout off small but surprisingly intense jets of fire. It has been tricky for her to differentiate similar magics, and she's not convinced that there actually is a difference, but she has figured out how to pretend very hard to be a fire-breathing dragon, and very promising and exciting are her experiments to see how she can better manipulate this magic inspired by what she knows is possible with Darkness, to sort of combine multiple uses together for not so small, surprisingly intense jets of fire.

Summon Spider—Initially unbeknownst to Liriel, Lolth simply bestowed Liriel with this spell-like ability without prompting and of her own accord, "whimsy of the gods" indeed. As a minor little cantrip, it's an unimpressive working, and simply snatches up some ordinary little spider from somewhere in the broad multiverse to bring to Liriel. Still, there's actually some variability in where it can be summoned, anywhere in her immediate proximity, not necessarily in her hand per her usual practice, and combined with some of the other things Liriel can do with spiders, there's understated potential with creativity. It also is simply appropriate by Lolth's reckoning, and unbeknownst to Liriel, she fairly often does similar things from time to time as that aptly described whimsy finds her.

Lolth's capriciousness is considerable, however. Liriel's thoughts prior to her birth on how she might gird herself for the future were many and varied, and had Lolth reading over her shoulder, sometimes literally. In Liriel's memories, Lolth's attention caught on a delightful section dubbed "Dark Gifts", for gaming intended for the Demiplane of Dread, but thematically all too appropriate for the Abyss as well. She also was rather fond of a character Liriel spoke of in one of the book series she used to read (Nicodemus Archleone, of The Dresden Files, just Lolth's sort of guy), and confronted Liriel with a choice, to pick what Dark Gift Lolth would "grant" her. Liriel reluctantly selected the one she thought least bad, as Lolth knew she would:

Living Shadow—Liriel's shadow is a thing its own. Often it follows Liriel and emulates her as a normal shadow ought, but... often it doesn't, as well. Liriel's shadow sometimes takes it upon itself to move independently, and almost seems to take a sly amusement in instead acting as a shadow shouldn't be able to, growing despite illumination not changing, casing itself in the opposite direction, or such. More significantly, Liriel's shadow can also do things that are less contrary and more supernatural, interacting with the physical world as if that which casts the shadow rather than the shadow itself, and even occasionally lifting straight from its surface; this also means that indeed it can do things with people, and Liriel's shadow has been known to react violently towards others enough for it to matter, strangling people of its own accord with more than insubstantial hands or tripping them. Liriel is unsettled however by the prospect that just maybe her shadow doesn't have a mind of its own with a will to be an inaccurate reflection of her, but might simply be... freer, maybe. Perhaps more disturbing for other people, though, is when Liriel and her shadow actually cooperate, because Liriel can control her supernatural shadow as well, and exploit its unnatural abilities and link with her to act through it to deliver touch-based magic or to reach from afar. Related, this also allows Liriel a capacity to make a completely detached shadow hand, though Liriel does not know if there may be any interaction between this Dark Gift and the influence of the Plane of Shadow presiding over her birth.

Mage Hand—Telekinesis-lite. This spell-like ability is derived from the power of her living shadow. The same magic that enables her shadow to be much more than any shadow should be also allows her to deliberately cast a shadow of her hand where none should form, and to use it to reach out and manipulate things with the disembodied floating shadow hand as if it were her own, albeit without her strength... though still indeed more than a mere shadow and one without an attached arm should manage.

At Will:
Mage Hand

6/day:
Augury

3/day:
Firefinger, Summon Spider, Cloak of Dark Power*, Protection from Law*, Protection from Evil


*mutually exclusive

Lolth has invested Liriel with great power, but Liriel has also initiative of her own to acquire greater means, or in some cases at least to make realised greater means that could be argued to be provided already. One of which was to essentially do what she was already doing, but more, and so benefit much as she already was, but more. Lolth enabled Liriel to be a sorceress, and with the intended role for Liriel as a weapon against her enemies. Liriel, thus, thought it quite appropriate to indeed take up that mantle and be a Sorcerer much like a Cleric in a way known to her, a way she already knew Lolth would allow despite their differences.

Divine Sorcery
A deity, probably the patron of your race, grants you power usually reserved for his divine followers.
Prerequisite: Sorcerer level 1st, alignment within one step of patron deity.


Benefit: You gain access to a cleric domain, giving you the domain's granted power. Each day, you can add one spell from the domain's spell list to your sorcerer spell list. You cast the spells made accessible by this feat as arcane spells.
You do not have to choose a domain you already possess from levels of cleric (if any). If you don't have levels in cleric but later gain them, you do not need to choose the domain gained from this feat as one of your two cleric domains.

For this, Liriel wields the power of Destruction. Liriel's sorcerous talents are limited in scope—indeed, that's one of the main differences between a sorcerer and a wizard, even when they aren't just beginning to learn the art of magic—but Lolth's fury is within that expanded scope; in so actively trying to be a sorceress like a priestess, it... just sort of clicks in her head, and makes sense how to do it. Do what a priestess would do if a priestess was a sorceress. Part of that is also the act of bringing to bear divine power aligned to Destruction:

Smite—SMITE! Liriel can smite. This supernatural power cannot be used so frequently as many of her spell-like abilities, but also probably doesn't need to. For all that she is a tiny little girl of five, she can wield the power of Destruction to strike with an intense and brutal metaphysical weight behind it utterly beyond her physical form. It's called smiting for a reason. Many of Lolth's priestesses can do it to, and she could have herself as a priestess if other aspects of Lolth had not resonated with her more first, but few people expect it from so small a figure, and fewer expect it twice.

As a priestess of Lolth, however, to her, what it meant for Lolth to be Lolth was Pride and Trickery, and Liriel's philosophical approach toward her relationship with her goddess reflects that in consequential ways. Her connection with Lolth through the lens of Pride grants her a corresponding domain power that in crunch terms would mean that Natural 1s on saves are retried, and in actual effect... sort of means that she just doesn't ever have a bad day. On a good day, could a foe take her? Maybe, maybe not. A foe on a bad day would do worse, and it'd be bad for them if she was on a good day... but they're just not going to get her doing her worst, because it doesn't happen. She's above it, won't allow it of herself, and has divine energy coursing through her to force herself to live up to her own higher standards. It's a subtle thing in the narrow focus, but hard to miss in the big picture.

Trickery, though? Even more than Pride, Liriel really gets Trickery, and in her eyes, it's essentially one and the same as simply being smart, being normal. Liriel is of the opinion that everyone is always trying to influence and manipulate everyone, and that though the drow sometimes make it easy to think otherwise, it isn't some bad thing, just communication. Want to get an idea across? That's influencing them, doing something with the deliberate intention of making them thing something; the act of talking is to follow the principles of Trickery, for good or ill, and most people just do it without giving it much of a thought. Liriel embraces it. Consequently, she has Trickery's domain power, which gives her an outright more than normal sense of how to shape thoughts and perspectives and fit within them—Bluff, Disguise, and Hide are considered class skills by crunch terms, a fact of life the way they might be for a Bard or a Rogue. Liriel's perspective on Trickery—perhaps also enabled by foreknowledge or expectation that might also be faith—also allows her to do more though:

Simulacrum—Are you sure you see what you think you see, because you might actually be less and more right than you think! The expression of the Trickery Devotion feat, this supernatural ability uses divine power to bring into existence something between an image and a force in Liriel's likeness which in truth is no more and no less than an extension of her. Right now, she can only use it up to five minutes and it's closer to an illusion than "real enough", but as her power as a priestess grows, the difference between her and her simulacrum becomes less and less relevant.

Divine Intercession—Actually, you missed. A more forceful expression of Trickery, this supernatural ability uses quite a bit of divine power to allow Liriel to play Schrodinger, blurring the difference between her being in one place and another nearby to allow Liriel to flit through that ambiguity in a form of short-ranged teleportation. If Trickery Devotion lets her be glad that no one who gets the reference can here her think Kage Bunshin whenever she does it, she thinks Divine Intercession as her budget Izanagi. She is curious just how "budget" it may be though when she's philosophical about Trickery and the Buddhist view that what one makes of reality being real enough and untrue enough to also matter. Liriel has mused before that if she had somehow incarnated in Kara-Tur instead of Faerûn (or technically the Abyss), maybe she might be a xianxia protagonist following the Dao of Trickery... and if maybe she is anyway.

Liriel has also been pretty busy since she was born, too. Further, she has spent the last five years with honestly a pretty serious idea of what to do or what could be done, after having done a whole lot of planning about it. She has been paying attention, often with little else to do in the first place, and the combination of both being a nigh helpless infant and really, really wanting to pursue magic as much as she absolutely possibly can... that has had an impact. There are some 5e feats that she thought intriguing, a variety of them that follow a general trend of being designed to flavour a character as someone of a particular class or inclination but also managing to dip their toes in other areas and pull it off without it being any great imposition or needing to actually commit to some alternative path. And amidst that, Liriel had Ulviiravin and Lolth as the main people she interacted with outside of her mother.

Stick a nanny right in front of a bored, terribly restless, and desperately yearning Liriel, and make that nanny a Bard who can literally sing magic into existence?!

In Liriel's head:

Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.


Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Magic, magic, magic! Get! Ulviiravin was living the example right in front of her! The magic of music, something so intimately tied with emotion and idea as to almost be one and the same as magic, and maybe is magic in and of itself in this world! How could Liriel possibly not try to grasp that? When she had an informed reference point in the first place, she succeeded. She isn't a Bard, but, well, her nanny did indeed manage to raise her, more than Ulviiravin and Lolth actually would have preferred, and so Liriel has a limited but genuine grasp of how to work magic in such a fashion:

Lullaby—"Hush, little fire-baby, don't burn it up..." Elves are not subject to sleep magic, but a soothing ensorcellment of calm and drowsiness is not the same thing (though it's still trickier with elves to pull off mind magic generally). Liriel has a lot of experience with this sort of magic, enough to pick up on the melody herself. It's an actual spell, rather than a spell-like ability, but Liriel isn't sure if there's truly much of a difference fundamentally.

Message—Oi! This spell is another that Liriel has seen done in front of her a great deal, and before Ulviiravin caught on that, indeed, Liriel actually was learning what she was doing, the demon nanny actually delighted in carefully demonstrating to show off for the easily amused and terribly pleased child. Give Liriel a bit of copper wire, and she knows how to shift her words to carry what she says to where someone listens.

Focusing Chant—Clear your mind... It's a meditative chant, one of Ulviiravin's very commonly used spells, especially since she often uses it to help Liriel in her studies with her. Liriel doesn't know how to do whatever Ulviiravin does to impart the guiding focus to another, but she is very familiar with the spell, and can perform the meditative chant herself. Ulviiravin is of conflicted opinions when it is deemed a distraction from Liriel's studies as a priestess that she uses for such; Lolth is herself displeased with Liriel being sidetracked but deeply amused by her handmaiden's plight and Liriel's capacity for causing trouble.

Ulviiravin is not the only demon Liriel has made a concerted effort to learn from, though. Lolth is a goddess. She was not always such, however. More specifically, Lolth is herself a demon who has managed to attain divinity, and more specifically still, to regain divinity, as she was long ago stripped of her godhood by Corellon Larethian—king of the gods of the elven pantheon, who had elevated her in the first place—and banished to the Abyss, but since manage to work her way back to becoming a goddess in her own right. The fact that she is a demon and just one who is also a goddess, though, is important in Liriel's thinking. Liriel had given thought to warlocks and how they develop their powers, and, indeed, Lolth is a demon.

In Liriel's early considerations for paths to power and avenues for accomplishing things, several points stood out prominently: many options that in game terms were encompassed as Classes seemed to fall into two distinct categories, as what a person simply was, and what a person did. She could not somehow make herself into a Sorcerer, but had to be born that way or otherwise somehow or another just happen to end up that way due to whatever causes outside her control, but she could dutifully undertake martial training as per a Fighter, or study like a Wizard, or such. She also reckoned, however, that sword-swingers standing shoulder to shoulder with those who worked magic really was only a game mechanic; a cut throat was a cut throat, regardless of "HP", and there was a reason why the real movers and shakers of the world able to get things done as individual, personal powerhouses were almost exclusively magically powerful. Thus Liriel's choice to take the path of a priestess to get Lolth to give her mystical might and of a wizard to learn to work such forces more directly, aside from convincing Lolth to so make her a sorceress. But there are considerable parallels between a Cleric and a Warlock, and Liriel was already tied to Lolth anyway, so... Eldritch Adept.

Liriel has not diversified her attentions to focus heavily on how to work magic as warlocks do, but Warlock is a very tempting forth choice down her list that just misses out because other options are all the more attractive. She has not ignored it entirely, though, because she indeed recognises that it's something that she can do that can—and does—bring results at a high return for her investment. She is a priestess of a goddess who is also a demon, and the great and mighty rulers of the Abyss are amongst the most common backers of warlocks; for her, it's an obvious option, and something she brought up with Lolth as part of her "business plan" ideas—Lolth is something of an exception amongst the great powers of the Abyss in not making an outreach toward mortals to serve her as warlocks because priestesses are analogous, but she could, and indeed just recently has expanded that outreach, under the raised consideration that, as it happens, many mortals (particularly non-drow and on the surface, where Lolth seeks to expand) may in fact be more open to that kind of relationship than worshipping her as their goddess, and yet the two are closely analogous regardless of the particular flavour of mortals' opinions.

Bestow Curse—Liriel has learned from Lolth a limited ability to work certain dark energies so easily accessible to her as Lolth's Chosen. Though she could expand upon this field and experimented a little bit previously, figuring out some more potent invocations as she grew, she had to focus on one at a time exclusively when the power escaped her novice skills when she tried to make it do multiple things, so she settled fairly quickly on a particular invocation, learning to weave curses. Limited though her warlock skills may be, she has gotten good at curses. Turning that ready malevolence into curses is something that comes easily to her as silk spinning, and given Lolth's nature, Liriel figures that the two might well be in fact interrelated. Her one warlock invocation is a spell-like ability that she can lay with a touch—or her shadow's—and she has made use of this skill to such an extent that it almost becomes rote and thoughtless, leading to her leaving about cursing energy almost as much as her hair and cobwebs get everywhere, making Ulviiravin often chide her as "such an untidy child".

In terms of things closer to her actual classing, Liriel has also picked up what could be described by the feat Divine Spell Power as something she learned for herself. In effect, though, it's actually quite straightforward, with her simply doing what she already knew perfectly possible and just using divine power to make her spells stronger; in crunchy terms, it raises the caster level of the so boosted spells. The most basic, classic use of divine power as employed by clerics against undead is something she hasn't ever used in actual practice, but she knows the theory well enough and figures that she has ample power to spare to make it work should the need arise. She instead is currently trying to figure out all that "metamagic" goodness and pursue ideas about wielding divine spells as arcane and vice versa as per the practice amongst priests in Mulhorand, attempting to use her sorcery as a basis, but she hasn't made much progress there when she has been quite busy with all sorts of other things as well, particularly her innate magic and ways it can be wielded differently and combined together.

To that end, Liriel's magic as a Divine Soul Sorcerer is actually somewhat behind in breadth compared to depth (though given the similarity between spell-like abilities and sorcery, one might argue that the progress is simply expressed slightly differently). Thus, her arcane repertoire:

Cantrips
Cure Minor Wounds—This channels a bit of positive energy to heal. Yes, Liriel made a point to work out how to do with her sorcerous talent what she could already do quite well with clerical ability. Yes, Liriel is paranoid.
Light—This is the generic spell of bringing forth illumination. It's one of the most basic tricks there are, but that also made it something Liriel could work out for herself easily, even if she's not a fan of it.
No Light—Not darkness, but a lack of light, because the two really are quite different things. This can still counter equivalent minor light magic, and Liriel learned this spell and Light together as opposites.
Scorch—It's her magical microwave spell. It literally does to the target what a microwave oven does, sans all the electromagnetism considerations, and can actually be surprisingly destructive without any true fire involved.

1st Level
Magic Missile—This is the classic basic magical attack, stabbing bolts of energy that don't miss and actually aren't all that minor for anyone vulnerable to magic on the receiving end if they don't think getting shanked is minor. Liriel can shoot two at once.
Benign Transposition—This minor teleportation allows Liriel to switch places with a willing nearby ally, but a spider under her thrall counts as willing. She's glad no one knows that she is cringe for getting inspiration from Naruto.
Cure Light Wounds—This channels a modest but appreciable degree of positive energy. Liriel is pretty sure she's going to need a lot of magical healing at her fingertips in the days ahead, and the past already suggests she's right.​

Of these, her most recent personal endurance test puts her at being able to churn out nine cantrips in a row, and seven 1st Level spells in a row purely with sorcery, a testament to both her enormous force of will and experimentation upon her in the womb that significantly strengthens her sorcerous abilities, as well as a boon bought with insight into Mystra and where her tolerance and intolerance lay. The experimentation was pioneering work that Liriel merely surmised should probably be possible one way or another based on references she didn't consider actually reputable guides in a very direct sense, but the idea behind a link between inborn sorcerous aptitude and influenced natal development made sense, separate from the fact that Liriel knew that her counterpart just really had a gift for wizardry in a way that she herself presumed to and could likewise be so blessed to have such a gift for sorcery, the Spellcasting Prodigy feat twice over in different ways and benefits inspired by what Liriel had read in the Ghostwalk sourcebook. In effect, crunchy terming is that Liriel treats her Charisma as +6 higher than normal where spellcasting is concerned (and Intelligence +2 higher as well where wizardry is concerned, thanks to what she and her counterpart indeed both got from Gromph).

Recap summary:

Liriel Baenre, Lolth-Blooded Fire-Souled Drow Chosen of Lolth
Cleric 5/Sorcerer 3/Wizard 1
Str 8, Dex 18, Con 11, Int 17, Wis 16, Cha 34

Constant:
Know Direction, Speak with Spiders, Immunity to Adherence, Improved Spider Climb, Charm/Control Spiders

At Will:
Mage Hand, Spidereyes, Alter Self, Spider Form, Spider Strand

8/day:
Clairvoyance

6/day:
Augury, Web, Dispel Magic, Suggestion, Detect Lie

3/day:
Detect Magic, Dancing Lights, Faerie Fire, Fire Eyes, Firefinger, Flamefinger, Ghost Sound, Heat Water, Prestidigitation, Summon Spider, Touch of Fatigue, Cause Fear, Charm Person, Cloak of Dark Power OR Protection from Law, Darkness, Disguise Self, Phantom Threat, Protection from Evil, Ray of Flame, Invisibility, Levitate, Know Alignment, Misty Step, Deep Slumber, Haste, Charm Monster, Confusion, Dimension Door, Summon Nature's Ally V

2/day:
Detect Undead

1/day:
Naturewatch

Elf Qualities, Light Sensitivity, Divine Grace, Lolth's Favor, Poison, Web, Fire Subtype: Immunity to Fire and Vulnerability to Cold, Inspiring, DR 5/cold iron, Sacred Conduit, Sacred Touch, Seer, God Touched, Divine Fervor, Living Shadow, Destruction Domain Power, Pride Domain Power, Trickery Domain Power, Trickery Domain: Simulacrum, Trickery Domain: Divine Intercession, Divine Spell Power, Empower Turning, Enhance Turning, Extra Turning, Heighten Turning, Ignore Turn Resistance, Improved Turning, Intensify Turning, Planar Turning, (Greater) Enhanced Sorcery, Spellcasting Prodigy: Sorcerer, Spellcasting Prodigy: Wizard, ...demon ninja maid nanny & watching Lolth


All told, Liriel has accrued a ludicrous degree of benefits and advantages. She was born utterly beyond anything remotely normal and beggars belief as a mere five-year-old. And yet, she considers this to but be hitting the ground running, and has much more in store for the future.
 
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Chapter 11
The stars were beautiful.

I floated in the air and just... watched, that twinkling serenity so far beyond.

The jaunt up here ordinarily held by most as some onerous quest was nothing by comparison, even though the surface was held to be so far away above the roof of Menzoberranzan. The stars were... vast. And yet we stood in the midst of them, adrift in an astral sea of our own never needing to leave this plane to witness it.

It made the flight through the Ethereal a pale thing.

At the time, I had been excited and a little anxious. The spell itself to shunt Kharza and I into the ghostly plane of existence next to the material world was nothing new for me, but the sheer distance flying through what I remembered was supposed to be more than three kilometers of rock had been daunting and making my Etherealness prayer last long enough—even with combined levitation and flight—called for injecting enormous amounts of divine energy into it, drastically supercharging the magic to something well on the order of what a Matron Mother might ordinarily accomplish... but without the finesse. If Kharza had actually registered what I felt a sloppy brute-force approach, though, he hadn't shown it.

But now Kharza and I hovered above the river Surbrin raging fast and strong on glutting snowmelt with the silver-blue gems of the night sky bathing all in brilliant starlight.

"We should not be so exposed!" Kharza hissed anxiously.

"Why, Kharza?" I didn't look away from the vault of the heavens as I murmured back. "The faerie elves of the Moonwood would be the only ones with the bows and eyes to mark us... and why feather us when they could watch the stars?"

Besides, I doubted any such arrow would actually accomplish anything against either of us, but... that didn't matter.

I couldn't imagine anyone wanting to tear their eyes from the starlight skies just to stick an arrow in me.

"Faerie elves?!"

They really were so pretty. Maybe if I sailed to Evermeet Queen Amlaruil would let me sail aboard one of the crystal-hulled starwings?

"Yes," I offered back distractedly, thinking back to the history of Queen Amlaruil's line. "It's something of a misnomer. Dark elves had already settled in Faerûn from Faerie with most of our other kin; the survivors of Tintageer followed millennia later after Ilythiir established local identity, and became the most prominent to us."

...and with that, the mood was ruined.

I scowled to myself.

Barely a few dozen gold elves escaped Faerie fleeing the consequences of their own actions loosing destruction upon their enemies with High Magic, with one sea trader moon elf swept up in the exodus, and the ancestral patriarch of the Moonflower line was the very epitome of elvenkind exactly the sort to inspire those who took after him to greatness overshadowing many of the established peoples, but...

I wanted to spit just thinking of Durothil.

The vainglorious brat of a princeling the only survivor of Tintageer's royal family not to recklessly kill himself, whose ego was so wounded at his handful of shattered people giving up want or need of a king in his absence after his lost wanderings of an age that he became an archmage out of jealousy and spite, devoted himself to an evil god for naked power, made a pact with a red dragon to murder a silver one and kidnap her child...

That the fool regretted his actions in his dying breath did not somehow miraculously undo everything, nor convince those whom he had brought to him to change in the slightest.

Oh, let's recklessly use High Magic to smash the world into our liking! Everyone knows Tintageer is just a fable! But no inviting any dark elves for our vision of perfect harmony, some of them make us look bad, so let's break the world asunder and wound magic itself without them! Nyeh, nyeh, nyeh~! Why are the Ilythiiri so belligerent after we destroyed their capital?

And somehow we were the unconscionable ones beyond all pale.

It was an unfortunate quality of elvenkind; for all that we had naturalised, we were not from a mundane material plane and did not quite follow its norms, with children of a union of different elven races cleaving to whichever one they were most like without any regard for mere genetics, and so a bare handful of gold elves was all it took.

I scowled to myself as I flew down to the pebbly western bank before the rising mountains across from the Moonwood. Gold elves were an infection that just... ruined everything...

I wanted to hurry up and get this over with. One of Durothil's line busily worked to exterminate Evermeet's entire royal family recognised by his own house as divinely ordained, and that was another item I had to address sooner rather than later, because it wasn't like anyone else was going to fix it...

"You have the seeing orb?" I glumly grouched at Kharza as he joined me.

The wizard produced the scrying device, and I took it in attracting pull to my hand.

But...

The paranoid part of me hesitated before bludgeoning the sphere of polished crystal with my will.

I had no doubts that I was under close observation one way or another, and likely several ways. I couldn't esc-

I forced a mental derailing, focusing on a chord of a song from Before and the building thrum of Attack on the Winter Wall.

Observation...

Father could be safely presumed to be keeping tabs on me, and I thought Matron Baenre doing the same likely as well if for no other reason than simply to step with me as we orchestrated something. There were way too many potential over-curious wizards for comfort, though. And where better to strike than somewhere far out of the way, isolated from prying eyes and aid in a distant buried human tower nobody knew about?

I decided to take a gamble.

I was ignorant of much of magic, but so too were there some secrets that I did know about, that I wasn't sure many did. Many a spell had "magic words" of some sort, and for a time Before I had been quite confused on that topic, as there was considerable variation in different peoples' many ways—I remembered two different contemporary incantations for a Fireball, for instance—but a lot of them were just ordinary words in the caster's own tongue or that of some earlier race. And there was a reason for that.

"Repeatedly used Weave trigger words increasingly influence the Weave to respond in certain ways."

It was that simple.

And yet, the depth of that implication, the consequence and what it meant for how magic occurred... I couldn't help but think it made it all the more truly magical, actually. Much mystical mystery was entirely naturally occurring, after all, even as a great deal of magic was no concise spell, per se.

And all but untrained though I was in how to shape the Weave of magic as a deliberate, manufactured art instead of just doing it, I did know a few significant Words of Awakening, a legacy of a wizard of earliest Netheril who had merged herself with the Weave where some part of her might remain. The Weave reacted with familiarity, and sometimes voices in the Weave listened.

"Make ready to don your hood and move us to the place shown," I instructed as I held up the orb in one hand and touched my house insignia with the other. I kind of just assumed that he could see the invisible just fine.

Kharza blinked rapidly twice, but nodded with a look of sharp focus.

I blasted our surroundings with my father's dispelling dweomer that rent and unraveled most controlled workings, and whispered a carefully enunciated pair of words others had long since used for bidding the Weave to smooth out active workings, the meagerest that I thought might work when I didn't truly know the how of it.

"Orprel Ereth."

Faint sizzling pops sparked around us momentarily—from which cause I did not know, nor care at the moment—and it felt almost as if the air itself shivered slightly, or maybe it was me.

Then I threw my will into the orb.

So much of magic was about visualisation. I knew the look of the region I sought. I imagined the map of Icewind Dale, pictured in my head zooming in on the region of Ten Towns, at the largest lake of Maer Dualdon. I tried to sharpen the image of my thoughts, paint in the detail, how ice-crusted Maer Dualdon's sort of stomach-like or vaguely kidney shape cupped the dense Lonelywood and sported thinner trees of mostly evergreen across the bank.

It was that other bank I highlighted in my mind as I drew in on the orb.

Something stirred in its transparent depths.

The point of the outside curve straight across from the inner curve around the Lonleywood, that was where I sought, in starlit permafrost under a cold sky, where a great oak once mighty stooped with a forked crown bent low away from the lake over the underbrush of a shallow depression.

Show me!

The orb bloomed to life.

I smiled, presenting the orb.

"Our destination."

On the bank of the Surbrin, two dark elves vanished from sight, and the unseen voice of Kharza-kzad spoke a single mystic word.

Teleportation was... an experience.

It was like falling in some timeless space for a barest instant that might have been forever and didn't matter. It was different from the short-range jumps I could do, or the simple switching of places I did with my spiders, almost somehow like plunging face-first through a misty curtain and-

Gyah! Cold, cold, cold!

I almost screamed as I found myself abruptly in an absolutely frigid starlit wood rimed with frost.

How did anyone live in a place like this?!

Why was Icewind Dale so cold?!

A breeze cuttingly sharp stirred through the trees and scrub and I cringed, huddling in on myself and gripping my piwafwi to hide from the horrible, hideous cold!

My ears hurt! My nose was going to fall off!

"Ugh, why is it so cold?" Someone said while I pointed a finger to my open mouth, spilling out and swallowing a jet of flame seeping fleeting warmth back into me.

Still shivering, I chattered through a token benediction, and sighed with relief as the power of a fell goddess strove mightily against the far eviler opponent.

"We are far to the north," I answered the aggrieved wizard shivering himself, and extended another such benediction against temperature, tapping him on the hip with the aid of my keen-eyed and insufficiently fluffy tarantula friend huddling in my protective warmth. "That should last four hours, plenty long enough for our business here."

"Forgive me if this might be overbold, Yor'thae, but... that would be?" The nervous-looking wizard asked as he swept over the sparsest region of the woodland. "I believe there was mention of a tower?"

I nodded, and turned about to examine it myself.

"The better part of a century ago, a necromancer came from the big tower to the south in Illusk," I explained with a vague wave that direction as I surveyed the overgrown glen. I wasn't actually sure how to name the tower properly. "Luskan, as they've taken to calling it recently. The rather stupid human built himself a tower here as well, but..."

I stepped lightly through the hardy-looking scrub growth and slender young pines to a blocky stone rising from the earth like a small menhir. I spotted more now that I knew where to look through the foliage, forming a ring.

"Human mages living in towers generally know little of the earth and how to actually make those towers."

I tapped an invisible dress-shoe-shaped boot upon the hard permafrost.

"Setting a tower atop frozen earth does not make a very stable structure," I commented wryly over my shoulder back at the following wizard. "Especially not when summoning fiends and losing control of them as they set everything ablaze."

I sidestepped a bush and stood in the center of the ringing stone.

"We have come up. Morienus's tower," I pointed, "is straight down, sunken in mud and folly."

I could feel spiders below. This was the right place.

And so now was the time to bring in a little help.

I bent down and placed a hand upon the discordantly cold-but-not-too-cold earth, and...

I wasn't really sure what I did, honestly. It just felt right.

There was a certain quality to the world, almost like something I might see out of the corner of my primary eyes but never catch with others, and it was stronger but also indiscernibly different here, just as Menzoberranzan was from the Demonweb Pits. If I hadn't had an idea what it had to mean, I'm not sure I ever would have realised it, but it was... some connection with the world. Or maybe just the way things were.

It was a fey thing.

And if one had the inkling and the will to just do it, it was possible to... Well, it was sort of like reaching for something out of sight but knowing exactly where it was.

The world was already everywhere around, and in some fundamental way, that meant that entities that knew how to walk that path from here to there when both were one and the same could be invited, summoned.

My preference was for elementals. Nobody minded elementals; they just were, simply and uncomplicated. I was pretty sure I could invite other things, but I dreaded to think what might happen if I called a unicorn or something. Plus, air elementals could fly.

I wasn't planning on an elemental of air, here, though.

With intent, I yanked my hand up, but not off the ground.

Earth surged upward as I sprang off.

Elementals, at least when they weren't outright gated in, were formed of their element; that was why air elementals were so easy to bring over, and why bringing forth fire elementals was traditionally done with braziers, or alternatively an enemy's fireball as I had done earlier.

And the crenelated highest spire of Damien Morienus's castle-like tower of artificially worked stone peeked out below the earth.

I dropped nimbly next to Kharza who took an uncertain half step back as the rising mound of earth and animate small pebbles rose up, drawing in frozen soil from within the tower turret's crenelations like water sucked through a straw. The earth elemental loomed, big, with ropy roots bristling out and defiant vegetation sprouting almost like hair.

I smiled up at Kharza.

"Tada! The top of the sunken structure!"

"You... have it under control, right?" Kharza asked with a blind pat around his pockets as the hulking mass took on a vaguely humanoid shape within the exposed turret roof. Even recessed, the elemental even more imposing than any of the minotaur or ogre slaves still peered down with a slab-like protrusion devoid of face atop the heavyset shoulders.

I waved cheerily up at the elemental while pulling back the hood of my piwafwi to ripple into conventional visibility.

"Hello!" I called in something approximating the closely-related different dialects of the Elemental Planes. ...or at least I hoped I did. I'd heard air elementals repeat the same word in their windy accent, and it probably wasn't oi, sod off! since it was similar to some of the ways to say hello in Abyssal, anyway, and they were all in the Primordial language family.

The ambulatory crag shifted.

Gradually, the mound a suggestion of a head rotated. As if cocking its head?

Thrumming rumbled from the elemental, like some industrial tumbler polisher that someone had thrown a brick or two inside.

I... did not catch that.

At all.

Kharza side-eyed me, still invisible.

Do not act clueless, Liriel! I told myself.

Which was a slight problem when I had no clue what the elemental just said. Or... quite if it had actually spoken its Terran language and not just, what, sneezed in earth elemental or something?

"It's better in the long term to cultivate a productive relationship with summoned entities," I half improvised in casual explanation.

And it was true enough. Summoning had always felt a weird subject for me, because even if a being departed soon after, it still happened, and usually for suddenly jumping into battle without explanation. The magic of this sort of summoning carried with it a sort of rapport, but it felt a lot more natural to me to just "want" at elementals for them to do what they wanted to do already—that was why air elementals were good for sharing a ride through the air and the couple of times I'd called up fire elementals I'd simply willed them to burn things. But earth elementals, as I understood it, were pretty content to, well, sit there like a rock.

I swept both hands in a circular gesture to the side, trying to indicate to the earthen bulk to step aside and mentally impress the idea of wanting to go down belowground.

The earth elemental's ponderous reaction was to gradually tilt its headlike extension the other way, before half-stepping, half-flowing up and out of the hole excavated by its summoning. The elemental acted as though looking in uncertainty.

I got the impression that it wasn't sure if maybe I wasn't too bright, but at least the elemental was considerate. I gave it an expressive smile and agreeing nod for lack of anything better to communicate, and floated down to the exposed turret.

The elemental, for its part, merely drew back slightly as if indeed in bewilderment, before the calling power I had issued faded and the mound of soil and shrubbery slumped into an inanimate pile.

I heard an unsubtle relieved exhale from up above. I paid it no mind, though—Kharza really did need to take baby steps toward being more than only a great wizard on paper—and set a finger once more to the mithral token at my throat emblazoned with the sigil of House Baenre, activating another of its magics.

The loose dirt over the roughly cut stone began to sweep away, as if by invisible hands, because it was exactly as if by such. To the eyes of my spider buddy, the semisolid little whorls brushing aside the debris of the excavation were real enough, the same as what I had observed assisting Father in the manor; both were the product of his mind, and to Gromph Baenre, it just didn't do for a noble of the first house to not have an Unseen Servant dweomer available on demand, much the same as the minor ward against potentially embarrassing little mischiefs, and a Shield spell.

"Ready to go in?" I called to the inevitably anxious-looking Kharza while triggering that latter protection. It was time to do some dungeon delving!

Kharza drifted down on his own levitation, and I brought my insignia to bear upon the cleared-off trapdoor leading down inside close to the edge of the crenellations. With a horrendous crack and bang of rusted iron trim and frozen rock unsticking to fly open and crash against the turret roof-floor, the Knock opened the way.

I leaned over, peering into the square hole.

It was dark down there, not that that mattered to drow eyes, but the thick curtains of dusty old cobwebs obscured everything anyway.

Kharza strode over and did likewise. He blanched at the sight.

"Those ones are long abandoned," I offered, just by looking at them. I felt a few spiders tucked away as if at the floor or lower level's ceiling, but these webs were old.

The wizard gulped above me.

"Ah... Is... Would that be entirely certain?" He asked hesitantly. It was a reasonable question, though; back home, disturbing an occupied web was, predictably enough, a fatal offence if caught, leading to the awkward architectural normalisation of token steps in front of windows and drow actually helping one another if someone got stuck inside. In front of the Yor'thae, well, Kharza-kzad indeed was not a stupid wizard.

In response, though, I simply crouched down at the opening and reached a pointing finger inside. I ignited another small jet of flame the length of my forearm.

Fwoosh, went fire, and the old webs all but evaporated as a flare raced through a sudden expanding, deepening ring across dusty strands. With a low hollow sound, the entire room below lit up and the updraft tickled at my hair.

"Daring adventure awaits!" I proclaimed cheerily, raising a finger high. Then I gave Kharza a professional mild smile. "After you," I gestured.

Gulp again went the wizard.

He peered inside, jaw tightening, then he stepped over the rusted iron lip and drifted down into a dungeon!

...it wasn't an actual dungeon-dungeon, but a tower castle buried underground absolutely counted as the adventure type of dungeon, so Kharza-kzad was finally going on a proper foolhardy adventure for magic and ambition!

I hopped in after the timid wandmaker. I couldn't help the small grin as I did.

This was already infinitely more alive than sneaking out to find spider scouts or watch wizards at work!

I alighted upon the disturbed floor, with the familiar scent of burnt dust and hot dampness lingering in the air, and an odd sensation the moment my glamoured boots touched down between the fallen rungs of a rotted ladder; this too was... almost familiar, vague and indistinct but somehow akin to the feel when I wove curses. There was a curse upon this place, I knew, the dying spite of a priest of Myrkul, but I hadn't expected to feel it like this.

Huh. I gave a mental shrug of acknowledgement. Neat.

Kharza, however, had his own discovery.

The wizard stood staring sharply at the large, rust-ravaged and flaking cauldron before him, the most obvious feature of the circular chamber and exactly at its center.

"Ware," he cautioned almost sharply as he held back a warding hand in front of me, not looking away. "That is a containment circle."

Inwardly I preened as I obligingly stayed where I was. Exposed by the brief swirl of heated air, the dusty floor exposed a design set within the stone encircling the cauldron and reaching out in a broad band almost to the upturned chair on its side past the sorry old pot. As I remembered, what I saw now would be a circle against evil, for demon summoning, and faced with a familiar problem, the old but inexperienced wizard found the courage to take initiative.

After all, he was nothing if not survival-minded, and messing with an unknown containment circle was bad business.

Kharza slowly took a measured step as he approached the edge of the circle.

"There is something... not right about this," he spoke. Then he straightened up, cocking his head with a suspicious air. I didn't actually see him do anything, but he immediately thereafter relaxed, and I suspected a sensing of the magic before him. "Illusion," he added in little self-satisfied tone, before he deliberately placed a foot across the design's border.

With my house insignia's lasting Levitation dweomer, I sat back on a nonexistent chair to watch the ensuing show, morbidly curious how this would go.

At first, a grumbly growl came from the cauldron as Kharza gave it a surreptitious check, but oddly it came flat for something that should echo inside such a big metal bowl. I knew Kharza to be right, but I had a less than flattering opinion of the wizard behind all this, and kind of wanted to see this play out if only to heckle it.

Kharza drew back with a sourceless building wail, like innumerable voices howling louder and louder in a way that too did not echo and reverberate within the unringing stone the way it ought, off pitch and distorted as if for a different sort of room entirely. Abruptly they cut off, sharp and complete.

Kharza snorted delicately and moved to another trapdoor set within this floor too, exposed by the swirls of scattered dust. As a hand rose as if to flick it open with a gesture, though, dead fire exploded up out of the cauldron in a queer almost-bright flash and roiled out upon the unchanging ceiling. It dawned on me then that this was the effort of a human with human eyes to work an illusion of something intensely hot; of the shades of infrared, there was simply nothing to the illusion.

Only a wielder of the Sharingan can deceive the Sharingan! I mentally mocked overdramatically.

From within the muted, flat fire at once lifelike and not, a figure began to emerge. It was a surreal experience to watch as the towering figure yet managed to impossibly fit under the too-low ceiling above, like a perspective drawing made real as the demon grew out of the column of fire.

A balor.

Kharza dismissed the image and gestured at the trapdoor at his feet, revealing stairs beneath this one. The hulking mountain of rippling muscle and flame threw its wings out wide as it pointed an accusatory taloned finger at the descending mage with one hand, and raised a brutal-looking sword to menace with the other. The "balor" opened a fang-filled maw and began yelling some indiscernible portents, sounding vaguely Nordic but certainly not Abyssal.

I nodded to myself, hopping up. This part was actually semi-decent.

I strode floatily over the cauldron through the warping and distorting image, thinking Morienus good at what he knew, if clearly a wizard of narrow experience.

It was ironically apt that Kharza should be his Morienus's bane and use what was left of the necromancer as a stepping stone to move past such.

I followed in Kharza's wake, down a tightly spiraling stair, to where the elder drow faced more webs strewn across our way. One of these did bear its maker, lurking in a little crack between stones of the arch overhead. Two broad steps in front of me, Kharza ducked low beneath with a face of consternation and eyes locked on the cozy little critter.

I had half tempted to make it jump down at Kharza, but decided to leave it be but for linking sight, just in case someone followed. I willed others to clear our path, though.

The stair opened up into a squarish chamber under a dozen me-sized paces a side and curved along one face across from a closed door, following the outer wall. Kharza stopped on the bottom stair, not setting foot upon the floor.

Cautiously, the wizard peered about.

There wasn't much to see.

One door. No guardian statues or traps. Dust, cobwebs, more dust, a human skull upon the floor cracked and missing part of its top, more dust and cobwebs.

I wondered if Kharza would spot the obvious, or if it was too normal to him.

The moment the sole of his softly tailored boot disturbed the old layer of dust upon the stone floor, the skull twitched.

Kharza inhaled sharply as I watched, hand diving under his piwafwi.

Sullen embers kindled to life in the empty sockets of the skull's eternally grinning visage. It rolled, sitting up on its mandible bone despite lacking any means to do so. The skull chattered in place with rapid clacks bobbing the head back, and bounded forward.

Kharza did the worst possible thing. He froze.

Springing across the dusty floor by its jaw, the animate skull propelled itself at his ankles, and finally Kharza shrieked and kicked at the clacking undead head.

Maybe Kharza-kzad could play kickball if wizarding didn't work out for him.

Smash went the skull upon the uncaring hard stone wall across the chamber.

I gave him a double clap from the steps above the startled wizard.

"Thus does a wizard strike his blow, a mighty kick to lay low,
Restless living dead his foe.
What spell from the wizard's list?
Nay, but where thither does a skull go, this I do not know,
But wizard sayeth 'twas too slow,
And ware ye next I casteth Fist!
"

I giggled to myself, absolutely not caring at all if I quite got the format right. I didn't have the drowish vocabulary for such wordplay, but I cared not at all of that either as I skipped over and stooped to examine the shards of bone by the ill-kept door.

"You got it," I declared very decisively, then spun about and swept presentingly to the way forward. "Onward, ho?"

Kharza's cheeks were warm, but he held a look of conflicted curiousness.

"Was that... Jotun poetry?

I blinked.

"Nei?" I denied deliberately unhelpfully with a spur of the moment Nordic word. Then I triggered the spell of opening of my house insignia and threw the door banging open without further preamble.

I sensed something ahead. Not in the room—though likely it was—but ahead of now.

I had reviewed this place in my dreams but two weeks ago, though; I suspected I knew.

The slowly rebounding door began to noisily creak on sticking hinges, and Kharza took the hint.

He approached and held the door ajar with the toe of his boot, surreptitiously peeking through the narrow gap when I gave him nothing further.

Though now that he had, it was time to change that.

"Clearly no trap awaits for the door to be opened, save potentially for the likes of a lasting reception upon the doorhandle." I spoke softly at his leg. "What does Kharza-kzad do now?"

He looked down at me, an expression of confusion in his eyes.

I raised my hands. "Oh, no, this is your expedition, mage of House Xorlarrin. I accompany to see that an investment for the future does not die unduly. Probably," I added, very, very neutrally.

For some oh so mysterious reason, dear Kharza didn't seem to find that overly reassuring. He took on a pinched look, and withdrew a wand, not unlike the one I possessed now with a similar delicate flame pattern filigree.

Cautiously, he nudged the door open, and stepped inside with wand held tight to his chest as if ready to thrust into whatever imagined lurking attacker jumped out.

"Mm, I do wonder how long he can hold his breath in a place like this," I mused aloud as I followed him within.

The larger room comprising most of the turret interior like a distorted semicircle was an old, ruined mess as Kharza again shot a glance down at me.

"What do you mean, if I may ask?" He clutched the wand in his hand all the tighter as he spoke.

"Natural fire needs air to burn," I replied offhandedly as I surveyed the bigger room, with a dilapidated, once-grand four-poster bed mouldering away to my left, and a burst-open window between it and a desk and wardrobe across from the bed, with a sloping ramp of earth filling most of that side of the room. Between the intrusion, hanging cobweb drapery, and indentation to my right for another door jutting into the room, it was almost as cramped as the chamber at my back despite the larger size. "Magical fire may or may not, but often drinks the air all the same. How much air is in here for you to breathe, do you think? It pays to consider these things, Kharza, at least when yet you need breath."

Kharza stared down at the held wand. He dug around in his vestments, and held up a whole handful of other wands that he considered.

I bent down and touched a finger to the even thicker dust of this chamber—more a layer of dirt over the matted furs, really—feeling at the curse upon this place. It felt "blocky" compared to what I did, if that was the right word for it.

"With the curse upon this tower and the skull, the dead seem a likely menace, no? In wands of slaying magics, biting chill may serve poorly as well. Lightning, so often a favourite with fire, may strike walls of stone and turn exciting depending on the spell. Yet acid too might weaken walls if cast without care. Yet those also are all variations on direct blasts of elemental power. Choices, choices. But how long to decide?"

With that, threw my hands out at the wardrobe across the room and conjured cords of heavy silk. One of the doors opened with a yank, before the hanging ratty and moth-eaten collection within was ripped out as I hauled back. Behind the remains of robes and cloak stood a dwarflike statue unmoving and not so heavily built with a childlike torso.

Sightless, staring bright eyes shifted. The neck visibly stitched to its misshapen shoulders turned with a shedding of dust.

The diminutive construct of flesh immediately charged into motion.

"What- Ah!" Kharza howled in thoughtless panic, before leveling one of his wands at the onrushing automaton drawing back an oversized gnarled fist. "Fwilfthin, fwilfthin!" He shrieked.

Sharply cerulean bolts exploded from Kharzas wand in a spray to arc and stab bitingly into his attacker below me, for I was now invisible and at the ceiling, but the pieced-together assembly of body parts crashed through them to drive its fist hard into Kharza's chest.

The wizard went down with a strained wheeze, and his newest foe stomped with heavy booted foot.

Kharza desperately rolled away as the foot thumped down, wands spilling from his hands, and snatched at the discordantly cheery elf-face pendant sliding around his neck. In a blink, the distressed wizard vanished, instantly popping into place by the wardrobe in momentary vertically-oriented sprawl as if rotated straight from the floor.

But the hunched-over dark elf struggled to regain his breath, and the short-ranged teleportation left him senseless.

The unliving creature turned.

Without a word, it barreled forward once more.

The instant before Kharza's attacker would have been upon him, I saw a terrified focus come into his eyes even as he gaped silently for air. He did something in a flash with a small stone he streaked through the clinging dust all over him, and with a streak of pallid greenish radiance snapping forward, the dwarf-sized flesh construct just... dissolved.

Between one footfall and the next, it came apart utterly, no more than a thin dust falling forward in a cloud into the gasping, hacking wizard.

A wordless Disintegrate, using the dust he already had on him as one of the elements to shape the construction of the spell. Well now... Perhaps we just might make something of Kharza-kzad after all. That was probably his proverbial ace he kept in reserve. And he'd ended up using a limited but safe and reliable wand, too, though I didn't know how much of that was calculated.

I descended to the floor, doffing my hood and approaching the wizard still straining to breathe as he staggered to support himself with a hand to the old writing desk.

Kharza gasped and finally seemed to be able to get a lung-full again, only to cough and splutter as his eyes turned pained and he held his other arm to his chest.

I floated to eye level with the wizard trying to bring himself under control. Then I placed my palm flat against his dust-streaked chest.

He stilled, or at least tried to.

I drew in, fanning the flame at my heart with my will, a flame that, in my head, I tuned to an azure conflagration, and channeled that soothing warm glow seeping from my fingers in white to sink in and revitalise, to kindle anew and be a life-giving deep breath.

"Cure."

Before my eyes, with the force of my will made manifest, that very evidence of power at work bloomed into existence.

Because I had consumed way too much Final Fantasy at an impressionable age to not know to my very soul how organising four escalating tiers of healing magic worked and was too much of a linguistics nerd to not know a proper diminutive suffix following the only reasonable format for a backstepped Cure Minor Wounds. And... it just made sense? Cura was for emergencies.

...I was so glad that Ulviiravin didn't properly understand anything.

Again Kharza gasped, and this time with relief and breathing easily. He stared at me, wide-eyed.

"I did say I was here to keep you among the living," I replied. And as I panned over the room with my borrowed eyes, "I am also here to pick up a few things," I added, and dropped to the floor, heading for the desk.

Like everything, it had seen better days, I was more interested in the contents. I had indeed considered this place in my dreams not long ago with several other promising easy opportunities... and Liriel needed her a new writing set!

"As ever, mind for traps to discourage unwanted fingers even if not pilfering other drow," I spoke aloud for Kharza's sake, watching from behind as he recovered his wands.

I promptly popped open all three of the writing desk's drawers with the power of my house insignia, and a small metallic peal twanged from the underside of the shallow wide one in the middle as the drawers sprang out. No jabby needles for me, thanks!

The little trap was there for a reason, though.

I plucked up the ring in the center drawer, a heavy nugget-like adornment with a wide, flat crown with an indentation rather than any stone. I tossed the trinket over my shoulder with my little spider buddy's help.

"Your target's signet ring," I explained as Kharza deftly caught it.

Now, which was it, left or right?

Ah, right.

The left drawer had remnants of old writing scraps and ruined parchment; the other one held the small rectangular box I wanted. I opened the carved wooden case with its delicate little latch, and found within a trio of still fine-looking writing quills set in a velvet lining or some similar material, which also was moulded for places for the three inkwells of cut crystal.

Nice!

I ran my fingers along my palms, pulling at silk, and fashioned a simple belt to more securely hold the writing case than the silky sash at my waist, nestling the case at the small of my back. I liked my dress, delightfully swishy, but it was hardly intended for hauling things away. Just secreting a few small items like knives or valuable jewels, of course.

And speaking of knives...

From the tray-like central drawer, I also palmed the dead-but-not-gone Morienus's ornate letter opener. If I remembered right, it was silver; one never knew when there would be a need to stab a devil of the Nine Hells. Besides, it was pretty. I left the sticks of sealing wax, though.

I turned back to the dark elf examining the signet emblem closely.

"This is the master bedroom for the late Morienus," I explained. "Most likely, the former necromancer is to be found where his raised fiendish servants slew him, atop the spire across from this turret. Depending on your chosen path, you may find the route there... interesting," I finished lightly, with a patiently expectant look to the wizard.

"Ah... Oh, uh, we should... probably continue on, then?" Kharza fumbled hesitantly, gesturing to the inset door. The one through which we had entered had fallen shut automatically in the scuffle and closed very flush to the wall, but it was hardly concealed to elven eyes that knew where to look.

I nodded amiably, and Kharza, whom I imagined to have some magic similar to my own house insignia, waved the passage open as he had the earlier trapdoor.

Manually opening things was so out of fashion, apparently. (And indeed, meeting something unfortunate for putting hands where they shouldn't be was terribly unfashionable!)

These stairs curved along the inner face of the outside wall, descending down into a mostly circular former sitting room. Nothing awaited us here, but I felt more and more spiders about, some larger and not far off. Mostly, though, there was just the hallmark of neglect and time; half-rotted tapestries clung to the walls and the several previously fine chairs with their small tables all showed signs of rot and damp.

I was a little unsure where Kharza would go from here, though, actually. What I remembered of a script for a game with new adventurers was that this room held an important detail obvious to some, but... I surveyed the room, noting my own reflection quite clear in the evenly-spaced windows in shades beyond red, and how difficult it was to see out... Some things were not so apparent to those who did not use higher illumination to see by.

Kharza seemed almost to be waiting for me to do something, or to take the lead somehow, but I remained unhelpfully noncommittal, and Kharza swallowed, evidently taking the hint that this was up to him. He magicked open the only other door in the musty-smelling parlour to another curving stair.

One problem with enspelling doors to open, though, it wasn't the sneakiest entry.

The door below me set into the side wall swung wide, and from beyond I heard a stirring.

It sounded like bones.

Dry, restless bones rasping and rattling together, in a tower cursed by a visiting priest of Myrkul for Morienus's folly, that the necromancer and that all who died here rise as undead.

I held back a wry smirk as Kharza on the landing ahead backed from the door until he abutted the wall, hand trembling with an outstretched wand. It looked like Kharza had found the late residents!

The starkly clenched grip on his wand squeezed twice, and he turned the wand as if a key, his fire wand, and an angry spark lashed out across the stairway before me.

Kharza lunged back up toward me as the hungry roar of a Fireball erupted beyond the door! Heat and brightness spilled out up the stairs in a smelly, thin wind, and almost without conscious thought I shifted my vision, a little magic from within me that rose in response to fire with fire that lent my sight a quality more true to my nature.

"When in doubt, Fireball," I asserted with friendly confidence to the nerve-wracked wizard now next to me. "I think you got them!"

I peeked around the smoldering door frame, an unwise move if I wasn't actually confident that Kharza had just fired the literal blazes out of all the grumpy skellies.

"All good!" I chimed back, signing a cheery positive expression with it. "We should probably get through before we suffocate and die, though!"

Disjointedly there-but-not-obscuring to my sight, thicker and thicker smoke began to fill up the room as Kharza's fire consumed the wood of a door and old benches and trestle tables, curled up walls to consume dry painted plaster, and thoroughly cremated the half dozen bodies with crumbling ruins of swords fallen into the swirling ash. The draft was beginning to stir around me, up the curving stair like a chimney.

"Follow me!" I merrily suggested with a grab of Kharza's hand, and promptly strolled right in.

I struggled very hard not to giggle. I was playing it up a little, but it was funny!

I led Kharza through the smoke and swirling embers, ignoring the no longer separated small room that looked like a privy within, and to a turn as the turret finally led into the main body of the tower at an unmarred door, beyond the Fireball's reach.

Beyond—and Kharza and I closed the old door firmly behind us—was a formerly grand wide hall opening up to my left, with a smaller passage across directly ahead that ended in rubble coming down from the collapsed ceiling riven with cracks threading through the right wall coming towards us as well. At the end of the hall leftward, though, beyond several doors and the open entrance of another adjoining corridor, was a rusty plate suit of armour upon the far wall.

Dead eyes stared out through the slit of its visor.

I looked up at Kharza, who had seen the same thing I did.

As if to himself, he shook his head.

"No." Up came the wand he had used against the pieced-together flesh construct. "Fwilfthin."

Out leapt the stabbing bolts, and they raced down the corridor to drive into armoured zombie. It staggered as they struck, and without fanfare, it pitched forward in a hard clatter.

The furthest of the three doors on the right-hand side of the hall opened up.

"Good job, Kharza!" I encouraged. "That's some proper paranoia!"

A helmed skull poked out.

"But what about the other one?

A mailed skeleton clacked into the hall, eyes alight with aware malevolence as it twirled a broadsword negligently at its side. Unlike the theme for this place, unlike even the remnants of the skeleton's clothes and helmet, its blade and mail all but gleamed even in the sight of heat as the fleshless face grinned.

The skeleton sprinted.

Oh, but it came at me?

Kharza yelped and fumbled with his wands, but I glared at the onrushing skeleton.

Alright, buddy, I decided. I could treat this as a training exercise too.

I had never done this before, the classical staple of a cleric beyond wielding miracles. Where better to learn than here? What better target than this insult?

I stepped forward, and thew wide the connection to a goddess.

"Know the power of Lolth."

Everything exploded.

The world seemed to tremble as a blackest surge of crackling scorn that howled with silent thunder in a shockwave that crashed over the reeling skeleton.

Oh.

Uh... That... That worked.

The skeleton was doubled over, curled in on itself and sunk to the floor as the domineering insistence took hold, and almost like I directed my spiders, I exerted an incontestable insistence of my own through that influence to stand and sheathe sword.

The skeleton did.

"Well, that worked well," I commented with forced lightness, trying not to show my own stupefaction as Kharza stared bloodlessly in awed terror and I felt other dead stand at my command below.

A lot of them.

Anyway!

"There are two rooms I would like to check on while we're here," I broke in as if nothing, absolutely nothing was wrong, as if I hadn't just probably dominated every single undead within the tower proper in an explosion of divine power trying to stop one skeleton. "As I recall, Morienus had a treasury on this level—not terribly impressive, he spent most of his fortunes and was never as successful as he imagined, but I'm looking to collect gems for magical study—and the guest room should have the personal effects of a priest of a human death god he had invited to consult."

Kharza blinked.

"...indeed," he managed to get out in a distant voice.

I plastered on my most convincing smile in response, and magicked open the other doors of the hall with a pulse from my house insignia.

Come to me, I called.

The library and hidden treasury should be the lone door by itself, I thought, and one of the two rooms alongside the skeleton's was the guest room I sought.

At a glance, the guest room in question was the first in line closest. It was the one with a large, heavy iron footlocker amidst the dregs of former finery.

Unhesitatingly, I threw it open, ignoring the wave of fire that belched forth. The glyphs here were old and feeble, and fire was fire anyway... though I did think there was some lightning glyph somewhere in the tower?

It didn't matter.

Inside rested a rolled-up tube with writing scrolled across it, a spell scroll. Slipped inside it sat a well made flanged mace looking uncharacteristically pristine amidst the tower's dilapidation, the way my newest minion's mail and blade did—magically enchanted, no doubt. With them, too, though, were a pair of emerald-cut jewels a little bigger than my (admittedly not very big) thumb nail.

The church of Lolth thanks you for your donation, Myrkulyte, I quipped as I scooped up the contents, secreting away the stones within the writing case and hefting the amusingly oversized mace on my shoulder.

I snickered to myself. This thing was just silly.

I found Kharza in the library across the hall.

"There is a trap- ...there," Kharza exclaimed next to a bookshelf as I strolled right over the pressure plate equally obvious to me. Nothing happened.

"I'm tiny!" I explained, not that I cared about the trap even if it had gone off.

"...right." Kharza had a complicated expression. "I have detected another trap on the other side of this bookshelf as well," he added, gesturing to the wall before him, like the others with at least half its contents strewn about on the moldy old rug slowly decaying away with it.

I detected a trap of another sort beyond the bookshelf, I suspected, but I didn't tell Kharza.

He murmured a word, not bothering with whatever hidden mechanism normally opened the hidden way, and the bookshelf rolled to the side creakily, covering the library's cold fireplace.

Beyond was a small room, more the size of a large closet, with four almost stereotypical, perfect "treasure chest" chests, one against the shorter walls to our right and left as we looked in and two next to one another just ahead, with a little round table beside the chest centered between them. A book sat innocently atop the table, almost begging to be picked up.

Except I felt the presence of a spider in that tantalisingly placed volume, oddly stilted but unmistakable.

Damien Morienus had been guarded his riches jealously. Pity for him that he hadn't been up to the task of guarding against a wizard of House Xorlarrin's calibre and the Chosen of Lolth.

Said wizard nodded to himself, and raised his dexterous hands before him to touch the empty space.

I drew upon my own innate magic as I suspected Kharza himself might be doing, and as I had with the Burrow-Warden Krieger, I beheld the... mm, flavour of energies at work, that was probably how to describe it, interpreting the aura of magic as different glows.

Before the drow wizard, I focused and registered primarily an ethereal whitish luminescence that wasn't really there, what I was pretty confident now signified the type of power aligned to abjuration, though it was also shot through and suffused with yellows and something else that spoke to me as fire. Around Kharza's hands, though, a similar hard and uncomfortable whitish—different from the whitish of healing—grew as well. "Estierran nha death," he enunciated as he interwove his own whitish glow with the other and pulled it apart in a mutual easing as everything leveled out and faded.

Huh... That was a dispelling, a typical one, I was pretty sure. The invocation Kharza had used, though, I recognised that; part of that had been elvish of the surface tongue, Espruar, and one of the few pieces that I had managed to put together in my dreaming studies matching spells with verbal invocations from stories I had once read—that one was part of the invocation for Mordenkainen's Disjunction, but blended surface and Underdark dialects for something different. I itched to get my hands on some decisive, comprehensive book on elven linguistic drift!

With the burning glyph dispelled, though, the way was clear (or, well, it was now clear for Kharza; I could have strolled through just fine).

"One more trap," I piped up as the abruptly confident-then-not wizard halted mid-stride. I slipped past him and picked up the volume from the table. I stared Kharza straight in the eyes, then in my flattest deadpan, "Oh no, a spider."

I flipped the cover open, and from within the false interior, a tiny little spider plopped out to the floor, but swelled even as it fell. In the space of two breaths, a spider almost too big to fit through the door dominated the library. As I was not of a mind to attack myself, it stood there doing nothing.

Kharza actually snorted with his own amusement.

"Not the most effective safeguards for drow," he commented. "Least of all the drow in question."

"Quite." Then I crouched down to study the chests, eye level with their lids. "I do not believe there are any further traps."

Once again, knock-knock goes Knock, and pop went four a top; there was indeed a reason why my father invested the dweomer in the House Baenre insignias.

The chest by itself against the shorter right-hand wall leading in was filled almost to the brim with coinage, but with a prompt little glow of faerie fire from Kharza in a silvery blue hue, the reflective colour showed it to be copper minting all. Here out in frozen nowhere beyond the Spine of the World, it was probably actually more useful than gold, and I wondered if Morienus had held some brief stint as a banker for the Uthgardt barbarians.

One of the other chests, however, had goodies more my style. From it I withdrew a long faceted stone the size of my little finger, and in the soft light of Kharza's faerie fire, it had a similar tinting to the faerie fire itself, and I thought it a variety of quartz by its shape—hexagonal prism coming to a point on both ends, a natural shape for quartz crystal without needing any cutting. If it was light-bluish (though admittedly it was hard to tell colours with coloured illumination sometimes), then then this was... good for sight-related magics, I thought? Or maybe if it was the type that broke magical darkness and transformation, actually pretty adjacent? The chest also, though, held an ornamental scroll case.

I held up the ornate cylinder of delicately engraved ivory cut to a relief of vinery and stylised scrollwork—an amusing ironic pun, I noted to myself—and ornamented with end caps and the... whatever it was that attached to the end of a scroll to grab and unfurl it from the case, in chased gold of similar decoration.

And wonder of wonders, I "just so happened" to have just the thing to put in a scroll case!

I promptly slid the rolled up parchment—probably technically vellum—from the haft of my normal-sized, giant-sized bonking device, and gave it a new home that I tucked into an improvised loop of silk at my hip.

Kharza looked into the other lone chest across from the one stuffed with coppers, and I split my attention with my multiple pairs of eyes to see as I also examined the other chest by the table. Kharza let out a low musical whistle as golden coin was revealed, not the heaping pile of the coppers but, well, gold, and still a whole freaking lot of it! This last chest, however, was filled to bursting like the one stuffed with small-denomination coinage, but with a variety of odds and ends.

This chest... was a little sad, in a way.

Morienus's story wasn't a happy one, as I remembered it. His obsession with death and all-consuming need for power had ruined what he had. A woman had loved him once, but not the man he became, enough to flee the necromancer and in so doing precede him summoning fiends bent on vengeance that had proven his undoing.

Within the chest was a silken gown that looked when I held it up as though someone had torn at it in fury, golden heart-shaped earrings and a lady's cloak that had seen better days, along with a matched set comb and hair brush of some darkly polished lacquered wood with gold handles and inlay, as well as an untarnished, still gleaming silver hand mirror. Beneath it all was also some old and cracked stationary and a second quill case, this one for a single quill only but wrought of gold and embossed with repeating twin characters of a script I didn't know, but intellectually knew to be the former necromancer's former wife's initials.

I adopted a mask and turned a smile on Kharza.

"Look, Kharza, treasure! Gold! Adventuring loot! You're rich!"

Kharza blinked rapidly, cheeks warming up.

He coughed.

"Ah, yes... It... is a lot of coin," he said, not seeming as enthused as someone who just got inside a no longer held treasure room ought. I didn't let it show on my face, but I had a sneaking suspicion he was hesitant to imply any kind of want in front of me.

"Well, do you have any pockets bigger on the inside?" I prompted. "It's a lot of coin!"

"Well, yes..." He allowed.

"Well go on, then!" I prompted. "How else are you going to carry all your treasure? There's a bunch of it!"

And I for one didn't have a handy Bag of Holding. And besides, this was supposed to be about injecting some boldness and spirit into the desk wizard, and foster a good relationship between us!

Kharza's face took on an uncertain expression, but I tagged the copper-stuffed chest with a Levitate and scooted the weightless container towards him before busying myself quickly weaving a quick little baggie to hold the stuff I was taking. I mentally walked the big spider over to help and inserted myself within its eyes, and we made swift work as the wizard who seemed to finally reach some conclusion in his head proceeded to take both coin chests under his own levitation, pouring them out into his piwafwi in almost comical fashion.

Weighed down but of lightened spirits, we exited the library, and checked in on the other guest room. It was as run down as the rest of the tower, but standing out in the detritus and ruin was a great big, unnaturally pristine framed painting displaying the branching, tree-like Hosttower Morienus hailed from.

I met Kharza's look and gave it a nod. "It's big, but... know anyone interested in art? Might be worth something to a collector; the tower does have a history."

Seeming more relaxed now, Kharza eyed the large painting, holding his chin thoughtfully. He raised a finger, before immediately lowering it again, squinting.

Kharza stepped further into the musty-smelling room, examining the painting closely while holding his hands out as if trying to take in its dimensions. Then he nodded to himself and did. With a lot of mumbling and finger-wagging, the panting shrank down, and he unceremoniously stuffed it in a pocket.

I began regaling a progressively more interested and avaricious-looking Kharza with an abbreviated and slightly censored history of the Hosttower as we checked through the skeleton's room with said skeleton in tow under my will, telling him of the other tower's construction by Netherese refugees fleeing the depredations of the phaerim creating the Anauroch desert, and how barbarians had chased later wizards within who rebuffed repeated invasions as liches until a Chosen of Mystra had sealed them within, and been unsealed recently.

There was nothing of note in the skeleton's quarters or a smaller round chamber much like the one Kharza had set aflame, save broken stairs and a weapon rack that had not a speck of dust upon it and quivered slightly as we entered, but all the while, I felt the dead under my sway gathering closer.

I considered how they might be of use as Kharza halted, staring at the incredibly suspicious weapon rack still with a single slender longsword set on it, likewise in atypically fine condition.

"That is a trap," Kharza deadpanned.

"Mhmm."

The weapon rack shuddered, as if longingly.

Then it blur-melted, and in its place sat a very large chest, with the hilt of the sword just poking out from beneath the raised open lid.

Kharza's eyebrows went up as he shook his head. "No." He said too lightly to be having a good day despite his new coin. The dust-covered and disheveled wizard stepped back out the guard room door that he held open while I followed behind. "No, no," he asserted casually, still shaking his head, and out came the Magic Missile wand. "Fwilfthin."

Once more, seeking bolts of biting power sallied out and stabbed into the begging mimic. The would-be chest squealed as Kharza tensed at the ready to throw the door closed and fluid oozed from the punctures.

The lid drooped and fell with a hollow thunk.

Not to be taking chances, Kharza promptly blasted it again.

I skipped into the room as Kharza reentered, big spider and sword-wielding skeleton accompanying me and carrying my own additional treasure for me. Kharza still stared daggers at the rack-turned-chest, wand likewise still at the ready, but I lifted up the lid—it felt weird, like a heavy hide rather than wood, and it tried to cling to my hand—and grabbed the scabbarded longsword. This too had a slight almost-resistance to it for a moment, but the power invested in me as Yor'thae flowed through the weapon the moment I grasped it and no such impedance could restrain me.

I side-eyed Kharza, then gave him a wicked grin as I decided to mess with the wizard, and all whom no doubt would press him for every detail later.

After all, I had an enchanted longsword now! Never had I held such a weapon before in this life, but that was this life.

I took my mother's familiar shape, wrapping glamour about me as I did to spin into being the semblance of a priestess's robes in replacement of my dress that would not change as readily as myself and my cloak and boots.

I slid the blade free of its sheath, appreciating the very fine steel; it wasn't my preferred English longsword, or quite any I was familiar with when Faerûn such a different history to it, but it was close.

I grinned, reuniting blade and sheath with a click.

"And now I'm not tiny!"

I tossed my skeleton the mace and cackled with laughter as I vaulted lightly down the crumbled stone where stairs had been. "Onward!"

Below was a room much like the floor above in layout, as if originally Morienus had wanted to build another turret for this corner of the tower as well but changed his mind part way up, save that this mostly circular chamber held an awaiting small army of the dead.

"I've recruited a few friends," I quipped to the wizard following down after me with his own levitation.

"...friends," escaped said wizard having a very long day as he eyed the assembly with an almost vacant, too calm look.

Eight skeletal guardsmen in rusty mail over barren bones with a huge former ogre or maybe hill giant akin to them, almost half a dozen zombies with some looking to have once been servants and others more guardsmen, an intensely creepy trio of undead zombie cats, and a shimmer in the air floating above the floor in the almost unseen outline of a person. Oh, and the ghoul responsible for them all, still with a pendant about its neck dangling with a black upright triangle emblazoned with a bone-white skull, the symbol of Myrkul.

"I imagine this could make things a tad easier!" I threw in lightly. "There should be a way to where Morienus lays at the opposite corner. Shall we go?"

I turned Kharza an expectant smile even as I marched off to the door that I had held open for me by one of the skeletons (because they weren't as smelly as the zombies, after all).

Through my big spider's eyes, I saw the wizard close his own and take a deep breath before letting out a short sigh to himself, and following.

Down a few stairs and a landing, down a few more stairs, I found myself looking down another wide hall, this also similar to the floor above, and where it turned left to a smaller corridor at the far wall, the steps ahead here fell away to reveal the outside.

Morienus's tower had sunk into the earth when the fire unleashed by his summoned fiends turned permafrost to so much mud with no foundation supports built through it, but the tower had not settled purely into mud.

As the aggrieved wizard sidled up next to me, we stared out through the rent in the tower wall where the structure had impinged upon a cavern as the Underdark's fringe reached up, and amidst the sludgy-looking mud down here where Icewind Dale's bitter chill did not penetrate yet stone did not yet dominate, the ground sloped down where the spire of Morienus's testament to ignorant architectural engineering had ripped from the tower and toppled over in what must have been an absolutely enormous splat.

There were also many, many spiderwebs scattering across the cavern, almost as if half the visible curving wall was a patchy cocoon.

And that was why I had picked here as a good place to take Kharza: good place to get something he would want that I didn't want (but did have other stuff I wanted), and spiders and lowly undead for the main trouble—not trouble, and a great first introduction to real-world experience for a drow who had never killed before.

"Morienus and your book should be in there," I gestured to the collapsed spire that had slid some distance away, only visible from this angle as a torn underside exposing what lay within. Directly below, the base of the spire was still apparent where stone and mortar had failed and exposed the original ground level, but I kind of figured we were done with the main tower propre, actually; I thought Kharza had come a long way already, and all that was left now was to finish this.

Kharza surprised me a little, then, because it seemed he was of the same mind, and he levitated down, striding forward toward the fallen spire below.

I floated down myself, and my big spider dropped a line for the undead to climb at my direction as it swarmed down to the lowest level with me. The mud here was visibly to be liquidy underfoot, and instead I ended up further employing me levitation to not even really walk upon it at all beyond pushing off to stride forward almost the same as the ghostly undead at my command; it was the only one to have an easy time, though the spider fared much better with its considerably more feet.

I picked up another "small" giant spider along the way who had come to investigate

The spire, though, was honestly kind of a fun experience going through. The whole thing was on its side and the slope it had toppled onto and slid down had everything further pitched at least a good thirty degrees or more, so that everything was almost halfway upside down. Kharza and I walked along the bowl of a vaulted ceiling, then went straight up into the riven stonework and as much climbed as descended down a curving stair going deeper in, and I couldn't help but think that this would all be terribly difficult for more typical delvers lacking levitation and elven grace or spideriness; aside from the ghostly one, the dead I pulled along mentally behind me sure didn't have an easy time of this either, even if they were uncaringly dedicated.

We all drifted and scrambled and scurried down-slash-up, past a landing leading sort of out and sort of up to second (or third?) level, and into an absolute disaster of a room where the door had burst from its squashed and cracked frame as the whole thing had come crashing down. It was completely impossible to tell what this room had once been. Amidst the upper of the piles of debris that had slid down to the lowest corners of the L-shaped corridor, though, was an almost fiend-like statue looking embedded within the mess.

"Gargoyle," Kharza muttered flatly.

We both looked at the modest horde of monsters scrabbling along behind, and the at least supposedly trapped beasty subtly eying us back with an unblinking granite eye fixed on Kharza.

Kharza and I stepped back to allow the minions to do as minions did, and they collectively scrambled forth at my bidding. The gargoyle snarled and spat angrily, one rocky arm lashing out and catching the first skeleton to reach it, but even with the awkward orientation and need to practically climb where wall met ceiling, there were quite a few undead, and I had my giant spiders fling binding silk at the free limb while it claimed the expendable sacrifice. The skeletal ogre and spiders made short work of it, then, and the way was clear... or at least as clear as an inverted and shaken up veritable tunnel got, anyway.

I did feel more spiders nearby, though, and skittered up the wall or floor or ceiling or whatever whatever was to a door along the corridor-and/or-chute, and found within a semicircular chamber with a couple more spiders like my tarantula riding my shoulder still. The room itself was, predictably, a total disaster, though, with another four-poster bed flung to wedge itself into the low corner with a smaller dresser than the occupied one from earlier smashed into the bed's underside.

I did espy something small beneath the bed with my growing number of eyes, though, a dagger. This one held a cut stone in the pommel, and had the distinctive preserved look of at least a minor enchantment.

Sweet!

I fastened this new blade about my waist, opposite my new similarly imbued longsword.

I found Kharza investigating the other room where the passage hooked around the corner with the gargoyle.

"Just broken furniture," he gave a dismissive shrug.

"Too much to hope for two treasuries."

In what had once been a ceiling above the bend, though, there was a trapdoor, and this one too came flying open with a wave of magic and we invaded through. It was regrettably too small for my biggest spider to squeeze through, though, and the skeletal ogre, so I gave it a pat on the head and set the fuzzy critter off.

It was a good thing we could levitate, though.

This newest canted room smelled much wetter than before, and spanned the entire breadth of the spire. Splitting cracks in the walls had allowed water in, and evidently carried mud within as well. It filled much of the mostly barren circular chamber. Whatever had once been in here was buried in the muck, save for a wooden ladder spanning notional floor to ceiling. I didn't want to even touch that ladder, though, and for that matter was not overly fond of coming into contact with any surface in here.

Everything was slimy looking, and stuff had been growing in the dark and damp.

Eww.

I nodded to the second trapdoor below next to that alleged ladder.

"What was once Morienus and your book will be beyond there. His summoned fiends slew him when they escaped his control, but I am sure you have noticed by now what happened to those who died here. I suppose in a way, he sort of got his wish after all," I mused. "Damien Morienus is no lich, and his skill with necromancy died with him, but he was still indeed a relatively gifted necromancer in life, and that was not without consequence in death when he has since spent every moment obsessing in the tower of a wizard; he should not be expected to be any mere mindless zombie, and may have developed a measure of magical ability anew with the resources at hand or simply his own restlessness, or not truly lost everything."

The dusty, now sweaty, and thoroughly done wizard narrowed his eyes at the news, and looked down at the hatch in the sloping wall-ceiling. He pulled the seeing orb from his robes.

"Mm, sensible," I encouraged.

He stared into the sphere that looked much smaller in his hands, and an image faded into place from within.

We both looked upon a dank, soot-smeared circular chamber as askew as this one. Small cracks shot through the walls, especially the side embedded in the swampy mud outside. The summit of the spire, though, held a tapering roof framed by blocky timbers, and this actually lent the interior a flat surface; unlike much of the tower, this space was cleared and orderly as if someone still used it.

That someone was Damien Morienus, who sat cross-legged there as if a robed skeleton in meditation, with a heavy bound tome in his lap.

And his sightless eyes flared to angry shine the instant the scrying probe inserted into the chamber.

The crypt thing shrieked, audible through the floor, snapping straight at the invisible spying dweomer.

Invisible to most sight, that is, I mentally noted to myself. Not to the robes Morienus wore, emblazoned with patterns of stylised eyes running in lines and bands across the fabric. A Robe of Eyes, the chief reason why I was here, beyond Kharza.

"Lloth spit on you!" Kharza cursed quietly at the figure in the image.

The skeletal former necromancer scrabbled at the sloping floor toward the mystical probe before Kharza cut the connection with the orb vanishing back into a pocket with the sound of clinking coin.

I could not find myself displeased, though; this was a good lesson for him to learn. Looking ahead had been sensible, just something he needed to keep in mind in the future as something that could potentially give the game away in and of itself.

And it wasn't as if the stakes were exactly serious.

I drew my longsword, and oh but it felt good to have a sword in hand and be big again.

Kharza had a wand in each hand and a fierce look of determination in his eyes.

My minions swarmed forth at my direction to throw silk bridging the span with the decrepit ladder as bony hands scraped at stone nearer and nearer on the other side.

"Forward unto battle!" I hollered in vibrant exultation with a thrust of my blade at the hatch as Kharza flung it ajar, and we charged. First through was the ghoul of the priest doomed by this now fellow undead, who howled in unnatural fury ahead.

"Yarmuth!"

I grinned fiercely as Morienus took the bait and with a thrust of bony hands the crypt thing spent himself banishing the ghoul away with a teleportation elsewhere. The skeletons and my wolf-sized spider swarmed in right behind the former priest with the freaky zombie kitties, though, and then Kharza and I were upon him with them.

Multitude grasping hands clutched with deathless strength in a dogpile. Kharza blasted Morienus straight in the face with a massed volley from both identical wands. Snaring webbing from my aggressive spider tied up the crypt thing's feet. And I swung my magic sword in a neat draw cut slicing through the fleshless neck.

Snicker-snack!

The still hatefully glaring, snarling skull bounced and rolled, but the bag of bones turned loose and uncoordinated.

Kharza stepped over to Morienus's head, staring down at the thing, which itself could only stare impotently at the floor, rolled to a stop in a joint between timbers. Morienus screamed hateful imprecations in some other language as the dark elf fixed the skull with a look of finality. Up came a stompy boot.

The wizard did strike his blow, a mighty kick to lay low restless living dead his foe!

And at long last, Kharza-kzad, hair askew and smeared with dust and sweat, worn and weary, stooped and with a satisfied sigh picked up the diary of Darien Morienus in which were penned a necromancer's studies of lichdom.

"You did it!" I cheered.

Breathing hard, a small smile crept across Kharza's face. "Yeah... I did. I... I did it."

He held up the volume as mentally I directed my minions to shake all the bones out of my new robes. He opened it, and began thumbing through its pages.

Kharza didn't seem to even notice as I centered myself and tried to draw the Weave up around me; it was sort of on the borderline of an actual spell and the act of framing a spell, something made enabled by my pact with Lolth that I had made a point to acquire for as much a training tool as the creativity possible with it. I was still just beginning to truly learn how to shape arcane magic as a deliberate and conscious methodology, but I did know how to pluck at some of those currents and almost-threads to make this happen.

At my direction, the foulness caking and embedded within the watchfully patterned robes became not. It was like a squeegee, my mystic scrubbing bubbles spellwork, and the Robe of Eyes became unrecognisable as something long worn by an undead in a buried dungeon delve, good as new!

I had one of the skeletons hold my cloak for a moment, and slipped on the pristine garment, straight through my mere glamour that I rewove to turn the robes to a semblance more in Baenre styling in the precise cut and the web pattern framing the large central eye across my chest.

I saw everything around me! If not for experience with my spiders, it would have been surreal as the robes somehow became almost a part of me and I peered out in every direction at once with myself at the center of it all. I even clearly beheld the ghosty haunt, a blank-eyed figure like a man with a gaping throat and wrapped in chains bound as much around him as myriad bottles and assorted oddities like spectral valuables and food, and a stained knife that suggested a tale of someone burdened by an unscrupulous past that proved his end. I could make it all out with stunning clarity!

Ha ha! No sneaking up on Liriel Baenre now! I've got my eye on you, bunches of 'em!

I turned my own back to my customary golden as I also turned to the wizard, mentally setting the zombies under my influence to mechanically destroying themselves as I did and letting go of the ogre skeleton and ghoul, wherever it was.

"Well, ready to go?"

Kharza blinked up distractedly from his book. "Go?"

"The return trip, of course! Gotta get back to Menzoberranzan; it's going to be awfully busy for the next few hours, I imagine, 'interesting', even."

The wizard turned thoughtful, also distractedly, and retrieved a second, much more slender volume from his robes. "I'll have to review my spellbook for another teleportation. The closest I can get us through the faerzress is Dead Dragon Gorge, but that's most of a week away from the city... unless you know one of the portals there?"

I grinned.

"Oh, Kharza, the trouble was only ever getting to here," I teased as I drew in my skeletons and spiders. "We're going straight to the Baenre throne room!"

"Wha-"

I triggered my insignia.
 
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Phenomenal chapter. I love how much lore/knowledge of the world and system you slip into your chapters; the story is clearly a labor of love and it makes it a delight to read as a fellow enthusiast.
 
A strange thought - now with Lirilel being "big" and presented before her family together with this (formerly timid) wizard looking like an experienced adventurer, he might go through a misunderstanding hoop where it seems like Yor'thae herself eye him as a potential husband. A great boon for his House, a great terror for the man himself
 
I don't even know what to say.
Liriel takes one look at the veritable quicksand goop of the subterranean cavern so close to a lake and figures, yeah, I ain't stepping in that. She's a little bit fussy about being clean, courtesy of a former incarnation with modern plumbing exacerbated by subsequently being a typically messy child but also one with literal magic for cleaning. Give her a field of slimy sludge to trudge through, and she'd really much rather just tiptoe across with the aid of levitation, much as she didn't care to take the smelly, rotting zombies with her despite the simple mass difference of an undead minion with its flesh arguably actually making it a good deal more useful for the role.

Mud like that is dirty...

Phenomenal chapter. I love how much lore/knowledge of the world and system you slip into your chapters; the story is clearly a labor of love and it makes it a delight to read as a fellow enthusiast.
A significant element of it is Liriel playing to her strengths. She wouldn't be able to give the same degree of performance if just dropped into any old place, but then, that's also specifically why she tries to pick and choose how to apply herself so as to not in fact end up in a less advantaged situation.

Of course, it also helps that Liriel just doesn't have downtime. Normal people sleep a good portion of their life; Liriel spends every single night (or, well, rest cycle; "night" isn't so applicable underground) reviewing and studying in her dreams and discussing things with Lolth. To a fair degree, if Liriel expects something to be likely in the near future, she can look things up and brush up on it and prepare. Then there's just the fact that, indeed, she studies a whole lot and has access to a great deal of information between what she lived in her previous incarnation and all that a collaborating literal goddess cares to impart or potentially unknowingly reveals. Plus Ulviiravin is a constant go-between as well and no slouch herself in the lore department. That's how it's been going since she was born and strangely enough even before that, when she hasn't had a whole lot else to do.

There's a reason why Liriel just sort of fell into the Cloistered Cleric variant class. She frankly kinda sucks at martial skill, but she sure is quite the intellectual, enough to make up for it... though there's also the kind of important caveat that she's bad at fighting for a superpowered shapeshifting spider monster horror of doom thing; most ordinary people are working a wee bit uphill against that whether or not it has trained with a blade too or whatever, and it just really isn't fair if it has.

I do find it amusingly ironic though that I personally actually do have proficiency with sword and bow. I'm by now means anything like an expert or even really skilled, per se, just, well, indeed "proficient", but that's supposed to be kind of just a cultural norm for elves to the point that gaming characters get racial proficiency. The norms are a little bit different for drow, but it's still funny to me that Liriel sorta fits it anyway even despite having just picked up a sword for the first time in her life. Liriel is properly elfy, even though she practically grew up in a box and hasn't actually grown up in the first place; she isn't trained... but of course she's familiar with sword and bow, she's an elf. What kind of elf just completely doesn't know what they're doing?

A strange thought - now with Lirilel being "big" and presented before her family together with this (formerly timid) wizard looking like an experienced adventurer, he might go through a misunderstanding hoop where it seems like Yor'thae herself eye him as a potential husband. A great boon for his House, a great terror for the man himself
Woe to Kharza, he and the ambiguous existence that is whatever Liriel is perceived as with no equivalency in mortal normalcy disappeared together and now he's showing up disheveled... and Liriel's family is filled with a bunch of drow; hand them an opportunity for comedy at someone else's expense, and don't expect it not to happen! Any one of them might delight in leading Kharza on and playing into it... but are they really?! ...gulp.
 
Liriel, what do your elves' eyes see?
Particularly now that Liriel just snagged herself a Robe of Eyes, I thought it good to elaborate on the topic of sight and perspective. Liriel is a dark elf. That has many an implication, but one of the simplest but also most pervasive is the fact that she just doesn't see the way that a human does. Sometimes its a difference able to be forgotten about, but other times it can really stand out, and it's normal for her. It's normal for all drow, and to a certain extent actually normal for a lot of races. That alternative normalcy may be a little tricky to grasp from a human perspective, though.

How do drow see the world?

It's a question that inconveniently has actually gotten different answers as the Forgotten Realms and more broadly D&D franchises have evolved over time. From a purely gaming standpoint, a game mechanic, you can flip open the latest rulebook and read the entry for darkvision and how it works, and the answer is that drow can see in black and white without light to a fixed distance... and that works for a game; it's neat and tidy and perfectly straightforward to let a game run smoothly and be fun. But it's unrealistic. It's not trying to be realistic. It also is something that makes the novels awkward when it's a straight retcon of infravision, which performed the same role, "see in the dark", but at once was complicated and awkward for gaming—with the rulebook having to make a stipulation that, oh, despite the name and how it's said to work for the most part, actually it isn't really sight in the infrared spectrum and totally does conform to game mechanics—yet worked very well for novels, and was so implemented for novels.

The novels took infravision as a thing and made a world that included it. Salvatore and Cunningham were really big writers developing the setting and bringing it to life as something fantasy but real, a lived-in world, so aspects were explored like tracking and camouflage in the optically pitch-black Underdark still indeed being something that people with infravision did, but did differently, the way how people who saw in infrared would need to do it, really conscious about background temperature and emissivity and time and the like... or even little things like just incorporating signal lights that simply were made slightly differently to work right for infrared instead of optical light. And people interacted with one another with infrared sight as a factor too, dissonance coming up between individuals flabbergasted that someone could see heat and others scratching their heads finding it odd that they actually can't, or unfamiliarity tripping people up when they suddenly magically gain thermal eyeballs or whatever.

Even in a world without fantasy elements, the ability to see in infrared is normal enough. Plenty of sci-fi aliens have it as just "normal" because they're aliens, nothing actually sci-fi about it, and infrared perception is a real-world thing, just ask vampire bats, some snakes, and plenty of bugs that see all kinds of different wavelengths that humans don't. So, fantasy setting people at home in the dark being able to perceive infrared? That fits well and it can also just be neat to explore for making a story.

To that end, especially when this story has it's timeline beginning and canon is written as what it is until infravision changes over to darkvision all of a sudden, and just... carefully never lets the point come up about having changed, as far as this story is concerned, drow have infravision and see infrared, and so do a lot of other things out there.

So what's that like?

Odds are, you've probably seen thermal imaging plenty of times. Anyone who has seen Predator or watched some police clip or played modern shooter games should be plenty familiar with it, and these days its even a common feature on plenty of smartphones. There are notably two different stylings of common thermal imagery as we typically do it, with everything looking kind of like just an old black and white television in odd brightness balance or with lots of colour coding where people look funny as red and orange-yellowy blobs on blues and greens almost like an elevation map. Both of those, though, are notably interfaces so that we can make sense of the infrared input with eyes that work with optical-spectrum photons, a machine translator for the eyeballs, if you will.

Drow eyes aren't quite like that, and there is also the big question of resolution, too. Where coloured infrared cameras we use normally portray bright yellow or white as really high infrared intensity, for Liriel, she just sees infrared and optical-spectrum light as one big, expanded colour spectrum; to her, there are colours are like red but go past it in the same way that we see red itself as "like orange, but less yellow" and so on. It's still a lot like Predator-vision, though. Except, indeed, what about that resolution?

Slight sidetrack to get to the point, but have you ever noticed how professional photography can have really expensive cameras, with huge lens things sticking out? How slow-motion cameras "merely" something like a thousand frames per second are pricy and yet bare basics compared to the stupidly high-performance ones that get millions and millions of frames per second in a dim little sliver of a view and cost something to make bank accounts shriek in terror? Good cameras are just expensive. That's why, for a lot of phones, you really pay for it if you want one with good camera options compared to a phone that is basically the same thing sans that. And that matters because usually, when you see a thermal camera, it's on the more basic end. Even military hardware for the individual person doesn't like to go for the kind of thermal imaging equipment with the really eye-watering price tags.
Here's an example of a "normal" sort of infrared camera of the kind you can get for your iPhone:

It works. But that's a thermal camera made to be readily available to the average person who might be interested. With it, you can make out infrared differences well enough make out hot stuff from not-hot stuff easily and sorta see in the dark. It's still several hundred dollars, though.

...and then there's the kind of camera for which you might otherwise be able to afford, say, a house:

This one is in greyscale, but it might offer some perspective on perspective. Eyeballs have some pretty extreme relative differences in how well they can see. Humans are pretty good, at least in the day. We have nothing on birds of prey, though, able to hunt by sight from way up in the sky looking at critters concealed in scrub way below and the like. Man's eyes are better than man's best friend's, though. Meanwhile, in fantasy-land, humans are themselves, but elven eyes are sharp.

Liriel has noticed for herself that her eyesight is a whole lot better than it was in her prior incarnation. That she's usually observing infrared light doesn't have any bearing on that; she just has comparatively phenomenal visual acuity, and the latter camera is a whole lot more representative of the kind of detail that she can perceive. Some other creature like, say, maybe a shit-eyed goblin may be analogous to the former video, but drow peepers are the real deal.

There's a reason why as a game mechanic elves get significant perks compared to the human baseline. Just how that's expressed varies across rules editions, but it used to be that an elf might notice a secret door without even trying just for passing nearby when a human could have a hard time despite specifically searching, and later editions go for different number-crunching with elves getting a racial advantage on Spot skill checks and suchlike. The Mk. I Eyeball Mod Elf is more like a bird of prey's, "eagle-eyed" being less metaphorical for them... though perhaps it might be more accurate to compare them to owls. Because she just isn't human, Liriel can see you better in the dark than you can see her in the day (if for no other reason than because actually she would probably run away, you know, details).

Related, too, though, there's that quality of emissivity that humans don't care about but can play a bit role for people who aren't human. Here's a quick little video about it:

Infrared light is still light, just a little different from optical-spectrum light. It behaves like light, so there can be an interesting dynamic in how it is reflected and absorbed even though you can't see it happening. You can't, but a drow and many others can. So, even though it's dark, there are still mirrors in the Underdark, for example; look into one, and if you can perceive infrared light, you'll see your reflection almost the same way as in daylight, and the denizens of the Underdark just need to also light a candle or something if they want to see how they look in that mirror with higher-frequency illumination. Windows, on the other hand, are probably about as opaque as any other sheet of stone to most folks if they're using glass, but that glass may or may not have some interesting properties for the individual in question depending on just how much and what kinds of infrared they can see, because glass blocks infrared very well but also reflects some and lets a little bit through.

It's all pretty normal for Liriel, though, and for almost everyone around her where she lives. Maybe you're the weird one? How strange it must be, to live in so limited a world.
 
I remembered how reading Salvatore books was amazing. Especially the first one about the Dark Elf, his youth still in society.
It was shocking, to look into, to read about this inhuman society was quite an experience for a teen I was at that time. Also, after that book I noticed what spiders loik me. I assume there is no link between that and some disturbing dreams.
But back to dark elves - the way even that difference in perception and cultural consequences was described was amazing. And I live how in this story we have almost the same descriptions. Nostalgic!

P.S. that Dark Elf in canon Salvatore' stories realized what he "lives in society" - I wonder how Liriel presence affect him in this one
 
Drow society makes little sense, it exists to be a evil faction, and is sustained by magic and Lolth, emphasis on Lol.

I read a lot of trash fantasy, and yes, I also think that the first Drizzt book while on Menzoberranzan was better for desperately attempting to show this backstabbing society\tyranny 'working' through the high turnover of its elite drow on the slightly less elite ones, but I remember more the immense disappointment that was reading one of the later books and seeing the matron baenre being hammered to death on by the dwarf party member (he was a king by them obviously) in a perfunctory 'lets end this saga' manner. Might even be the same supposedly old (magic elves, never know when the 30 year old is actually 3000 years) individual in this same story. Edit: checked the wiki, the party member is obviously the son of the same dwarf soul that was mentioned captured by her too, so it's this one.

To be clear I don't remember anything else. Just the waste of a supposedly paranoid conniving character dying in open battle with a dwarf party member. In the end that's all drow Houses are, just toys for Lolth, so the only wonder is that there aren't more nobles defection (the answer is of course, that Lolth is almost omniscent about the drow and sends them to be raped by demons or something).

So no, I don't think that the pseudo concept of this story being optimistic (chill out Lolth) is actually possible, but it's still fun if you turn off your doubts and ignore the protagonist cheerfully murdering.
 
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