Erica
Shiny Browncoat
Nataline Silva
Basics
Name: Nataline Silva
Given Name: Nataline Angelica Silva
Current Alias: Liliana Chadwick
Past Aliases: Nataline Silva (“Naughty Nat”), Helena Napier, Ariel Fiels, Suzette Foster, Lena Pratt, Dawn Davenport, Leonor Cardenas
Age: 28
Race: Human
Gender: Female
Class: Mage/Thief (specializing in confidence schemes)
Guild: The Midnight Legion
Area of Origin: Rhodinar (Hillcrest)
Worships Ascended: Ylanedis (Deception) - but will claim to worship Oaxsoa (music, creativity)
Basics
Name: Nataline Silva
Given Name: Nataline Angelica Silva
Current Alias: Liliana Chadwick
Past Aliases: Nataline Silva (“Naughty Nat”), Helena Napier, Ariel Fiels, Suzette Foster, Lena Pratt, Dawn Davenport, Leonor Cardenas
Age: 28
Race: Human
Gender: Female
Class: Mage/Thief (specializing in confidence schemes)
Guild: The Midnight Legion
Area of Origin: Rhodinar (Hillcrest)
Worships Ascended: Ylanedis (Deception) - but will claim to worship Oaxsoa (music, creativity)
- Appearance
Height: 5'9'
Hair: Red, thick and shoulder-length. She wears it according to the need of her current role.
Eyes: Chestnut Brown
Body: Naturally slim build; Fit but not overly muscular.
Family & Affiliations
Parents: Count Lucas Silva (deceased) and his wife, Isabel Silva (formerly Isabel Quinn)
Brother (older): Marcel Silva
Son: Daniel Lucas Silva
Known Associates: Trevor "Trey" Atwell (conman, fighter - deceased), Devin Boyle (rogue), Adrian Sinclair (forger), Morrut Swordender (dwarf fighter and bodyguard), Violet Madison (forger, con-woman)
Appearance Notes
- Her style of dress varies based upon her current location and job, but she gravitates toward dresses, skirts and corsets that push (or openly defy) the rules of propriety. It is rare she isn't showing cleavage or lace - or both. Favors leather over lace, at least on mercenary jobs.
- Leather boots are her chosen footwear; she has them in black and brown. She will don more modest footwear for a job if necessary, but at this point on her life, she shies away from those jobs unless she's desperate.
- See magic section for magical items: garnet ring, emerald necklace and black leather bracers
- Almost always has a non-descript cloak on hand to quickly blend in if necessary, and every outfit has hidden pockets built into it.
- Her style of dress varies based upon her current location and job, but she gravitates toward dresses, skirts and corsets that push (or openly defy) the rules of propriety. It is rare she isn't showing cleavage or lace - or both. Favors leather over lace, at least on mercenary jobs.
- Personality
Nat’s perspective is strongly colored by her dark sense of humor and her unsympathetically realistic view of others. She has studied humanity from many angles and believes in a few constants. One: everyone is looking out for themselves. Two: everyone wants to get away with something; some secretly, some so that the world will know, but without fail, getting one up on your fellow man is a shared high among all beings. And three: there may be a better and more delightful distraction tool than sex, but if so, they haven’t discovered it yet. In short, she doesn’t think much of mankind. Or dwarf-kind, or elven-kind, or any race she’s run into. But don’t worry: she won’t hold it against you.
Despite being somewhat jaded, Nat likes to enjoy herself. She has no qualms playing a pauper or princess in her cons, but she enjoys the pauper a little more, because no one thinks twice if a poor girl decides to dance on the table. She is disciplined when it comes to her cons and absolutely devoted to her long-term accomplices - so long as they continue to prove their trustworthiness. But within the constraints of whatever game they’re playing, she prefers to have fun. Her father’s death taught her that life is short and can change without warning: she wants to live every moment with no regrets. Or at least ones worth sharing at parties. Her son inspires mixed feelings of regret, obligation, and guilt, none of which she wants to focus on for long. Mostly she distracts herself from these by sending money to help support him and enjoying herself with whatever new challenge or entertainment presents itself. She has little tolerance for those who attempt to judge her, as she finds it insulting and hypocritical.
Getting to know her is an odd dichotomy: she is generally friendly and outgoing, and will genuinely enjoy her time with new people. Fascinated with the many nuances of human nature (and required to study it for her trade), she will take interest in those she has to work closely with: especially if they appear unique. But despite being easy-going and friendly, she rarely lets anyone in beyond superficial friendship. That requires months if not years of trust, and she is usually not in town long enough for that to happen. She’s quick to tease and crack dry jokes, especially if it gets a rise out of the listener. She secretly loves attention when she can afford it and has a strong competitive streak.
- History
Nataline Silva grew up in western Rhodinar near Hillcrest. Her father, Count Lucas Silva, was a renowned magic user who had helped Lord Theun Meinhardt come to power in Hillcrest. He was rewarded with title and some land. Meinhardt was from Myrisano and attempted to set up his estate and power structure like a formal court. This inflamed political infighting among those closest to him. Nataline grew up witnessing her father outsmart and sidestep his rivals’ attempts to eliminate him or strip him of power. He noticed her natural talent with magic (okay, it wasn't that natural, but she was gifted enough that tutors could fan it into skill) and encouraged her. He doted on her and encouraged her curiosity about court politics. Many of her childhood evenings were spent discussing why he made the moves he did - with critical details often revealed after the fact with a theatrical flourish. Nataline took more interest in this than her brother, Marcel, and adored her father’s showmanship.
While not perfect, her life was certainly better than most. She had money, her father had power, and she had strong marriage prospects and a promising future. She was even unofficially engaged to Marcellus Liber, the son of another Count, and they were in the kind of love only teenage hormones can inspire. Then, when Nataline was 15, her father was poisoned. Several up-and-coming mages and political rivals were suspect (Freduric Artsen, Eduard Jarret, and Edmund Stedwick, to name a few), but Nataline’s family would never find out who was behind it. Their position with Lord Meinhardt hinged upon her father’s skill and reputation. With him dead, they were turned out and their lands given to the next person who proved particularly useful to Meinhardt. Her father's death taught her an important lesson: how quickly power and influence can dry up along with future prospects.
After her father's death, Nataline went to live with her mother's family. The Quinn family was conservative and didn't approve of her practicing magic. Or her "modern" dress styles, which showed too much leg and cleavage. Her mother, never strong to begin with and currently devastated by the sudden loss of both her husband and her status at court, did little to defend her daughter. When Nataline's pregnancy came to light, this only confirmed their suspicions of the “reckless” teenage girl. To make matters worse, Marcellus Liber denied the baby was his, calling Nataline a liar and an ambitious whore. Seven months later, she gave birth to a boy. She wanted to name him Lucas, after her father, but the Quinns frowned on it and Isabel was too wounded and numb to deal. So she named him Daniel with Lucas as his middle name.
Nat loved her son but rebelled against the trappings of motherhood, especially coupled with the stifling expectations of the Quinn household. Her aunts and grandmother exploited every chance to highlight her faults - or so she felt. Arguments became a way of life, and her refusal to acknowledge or in any way change in response to their poor opinion of her didn't help. If anything, it made her rebel further. They doted on her son, but Nataline was miserable. She considered running away with him, but not for long: she wasn’t cut out for motherhood when there were others to support her - she certainly wasn’t going to attempt to raise him on the streets with no assured income. Over time, Nataline decided Daniel would have a better life with the Quinns and everyone would be happier with her away from the Quinn family. Especially her.
Nataline looked for trouble. It wasn't hard to find. She started gambling and fell in with a boy named Trevor "Trey" Atwell, who convinced her to join in with a local gang and help with their cons. She was a natural, especially with her gift with illusions. She and Trey also started a romance. This time, though, Nat was determined not to get swept away.
The Quinns attempted to rein Nataline in, but this only made her rebel more. And when Trey suggested she join The Midnight Legion, a guild of thieves and conmen, she didn't say no. More than anything else, the required blood oath to Willy Malone, the leader in Hillcrest, made her hesitate. But the thought of a new life away from the Quinns and surrounded with people like Trey persuaded her to join. She decided it would be better for Daniel; this way, she would be happy but could send coin home to support him.
Nat had a few challenges at first, but the guild's support saw her through and taught her the ropes. Her noble background lent perfectly to several cons where she posed as the illegitimate child of a lord or merchant. Depending on the mark's temperament, she would either blackmail them for her silence, to take care of her, or - for the more sappy marks - get to know them, then be "kidnapped" and "killed". As she grew into womanhood, her cons included seducing men (and women), gaining either their trust or simply exploring their dirtiest desires, then threatening to expose their most depraved secrets to "good society". Or a simple pregnancy scare would be utilized, but Nat found that approach distasteful unless the mark was a clear asshole or reminded her of Marcellus. It just hit too close to home. Regardless, Nat learned the herbs to avoid pregnancy and kept them on hand.
She was so good at these tawdry schemes that the guild nicknamed her "Naughty Nat" and she had to start moving around to avoid being recognized - or gaining a reputation. Meanwhile, she devoted herself to Ylanedis, the Ascended of deception, and worked with illusionists and other magic users to learn spells focused on manipulating and deceiving others. Willy supported this - But still she owed him a cut of all her jobs in addition to her dues to the guild. She never complained. Instead, she set him up while testing a theory about Trey.
Her experience with Marcellus Liber had left her wary of men. Trey was fun and largely kind to her, but she suspected he was out for his own interests - even at the cost of hers. Malone was an opportunist; smarter than the average thief, but not a brilliant mastermind. He had been keeping her skills under wraps so he could keep taking a cut for himself - one he was no doubt omitting when it came to sharing his profits with the guild. She couldn’t prove that of course, and she didn’t try to: it was a strong gut feeling that was better not to question. The Legion had taught her the first rule of theft: never be noticed unless it’s for a very specific purpose. Instead, she decided to test both Trey’s loyalty and tempt Willy Malone’s opportunism. If neither took the bait, she would be no worse off. But if they did, she would free herself on multiple levels.
Through a combination of luck and skill, she had learned a secret of one of the Midnight Legion’s leaders. Erwin Crane had a daughter he had hidden from the guild and the public, intending to expand his domain and business through her name and clever mind. He planned to expand into prostitution, which the Midnight Legion did not allow in the name of good relations with already established brothels and slave traders. So he kept his daughter, now 14, under guard through a false name. At face value, this was of little use to Nataline. However, the girl was unknown to nearly everyone but the nature of her protection implied she was important. And Crane’s efforts to mask her identity implied a host of possibilities - all of them lucrative to those who could exploit them. Nataline spoke of the girl to Trey, telling him that she had traced her parentage back to a local wealthy merchant (the cover story that Crane had set up) and that she had some more research to do, but she hoped to trade this information to Malone to finally clear her debt to him.
As she expected, Trey told her to hold off and proceed with caution. He then turned around and offered the information to Malone to free himself instead. Only when Malone jumped at the plan to kidnap the girl, he found himself on the wrong side of Crane’s ire. Malone was killed - after giving up Trey. Under torture, Trey pointed to Nat as well, but she played stupid when questioned and barely escaped the swift consequences of the failed attempt. Crane didn’t want to draw any more attention to his daughter, and Nataline’s utter silence and cooperation secured her life going forward. It was a close call she hasn’t forgotten.
Free of her debt to Malone, Nat began to expand her skills and her domain, but slowly. She had no wish to be a leader in the guild, managing other thieves and always wary of a knife in the back. Instead, she accumulated a small group of useful allies. She trusts them to behave in accordance with their nature; and so long as she continues to bring them wealth, she trusts they will be loyal to her - or rather, to the coin. Among them are a rogue named Devin Boyle who assists largely with getting into (and out of) tight places and works with her on cons; an accomplished forger named Adrian Sinclair who has a thing for sweets and avoiding the outdoors; Morrut Swordender, a dwarf fighter she often uses as a bodyguard and muscle when needed; and a fair forger and less experienced conwoman named Violet Madison, who proves useful when identifying marks and working cons requiring another woman.
Over the last nine years, she has used multiple aliases in towns large and small. She prefers medium to large cities where she is less likely to be remembered long-term. Periodically hiring herself out as a mage to gain a credible reputation, she works the noble classes. Most of her cons involve blackmailing noble men and women after discovering - and sometimes exploring - their darkest sexual secrets. But that is not her only angle: any juicy secret will do, and she enjoys utilizing a mark’s greed against him. The vast majority of her cons rely upon the mark not wanting anyone to know they were taken. This allows her to continue operating throughout the town before leaving. And she always leaves, knowing that pride can inspire rash action. She avoids the heavy hitters who prefer sending goons to sending a missive. And she maintains an identity as Nataline Silva as a mage-for-hire of some wealth and means out of the Hillcrest area. She keeps enough coin for herself to maintain that pretense, but sends much of her ill-earned funds home to her son, who she has only visited on average every 12-18 months since his birth.
Arriving in Highport a week ago with Devin and Morrut, she has been seeking a method to establish a solid reputation. Ideally, she would like to find a position as a House Mage or a high-profile contract job that will establish her as an upstanding mage and perhaps gain her some valuable allies. Of course, if the right opportunity presents itself, she may find it hard to resist.
- Magic/Spells
Nataline’s magical instruction was divided between the two phases of her life: she learned largely elemental spells as a child from the tutors her parents arranged. Then later, as she focused on her devotion to Ylanedis, she learned more subtle spells of deception and illusion. Due to the combination of her devotion to Ylanedis and more frequent utilization, her proficiency is greater in illusion and deception. Nataline makes a concerted effort to maintain her skills in the elemental spells more commonly taught to the nobility; this aids in her common cover story of serving as a house Mage or tutor. As a result, her above-board reputation marks her a good but largely unremarkable Mage.
With elemental spells, Nataline can talk a good game and teach others, but relies on scrolls for the more complex spells. The spells she can cast by only referencing her book are noted below. She keeps scrolls on hand for her role as a tutor, partly because the students can use them, too. The deception-based spells are more familiar to her and several are easier for her to cast. Again, the ones in her book are available to her by reference only. She utilizes scrolls for the more rarely cast spells.
Her spellbook is enchanted to keep the strictly deception-oriented spells hidden by default. To reveal them, she must draw a symbol of Ylanedis and speak a simple spell word. (This is a fairly common technique used among Ylanedis’ followers for hiding multiple items; the difference is Nataline has exercised it to hide only a portion of the spells in her book.)
While Nataline has the ability to cast a wide array of spells, she is of course limited by the corresponding drain. Her habit is to plan out a con and cast manipulative spells in advance, spacing out the effort and drain. When serving as a more typical mage for a mercenary party, she will often refrain from casting unless absolutely necessary, knowing that the more draining spells may be necessary in combat.
Spellbook Spells
These are spells she can cast by only referencing her spell book. They are divided into those visible by default and those hidden until revealed using Ylanedis’ symbol:
Visible in the book at all times:
- Light - Casts light (strength & range depends on caster’s intent and has corresponding drain)
- Detect Magic - Says what it does, does what it says.
- Soften Earth - softens the earth/ground. Harder to cast on harder materials (i.e., stone would be nearly impossible to convert)
- Wind Shield - deflects projectiles, including thrown magical spells (i.e., fireball)
- Sonic Shield - Wall of sound diverts missile attacks (in either direction) and causes damage to anyone attempting to pass through it. Normal sound cannot pass through it, so if there is a spell requiring the target hear the incantation, that spell will not work on her while this spell is in effect. Caster must keep speaking throughout the spell, and the barrier/wall moves with her. Sounds to others like a loud but harmless buzzing unless they are in within the barrier itself.
- Firebolt - Lesser version of fireball. Projectiles of flame.
- Call Fog - Requires some moisture in the air to be coalesced. Brings fog for obfuscation.
- Comprehend Languages - ability to read (written words) or comprehend (spoken words) any language native to this plane.
- Minor Illusion - Nataline spent a great deal of time on this spell as a young student. As a result, she is quite adept at making illusions, although her specialty has been inanimate objects (i.e., a necklace or chest). She can make illusions that move, but they require more time and concentration - and they aren’t nearly as perfect. She is also very good at casting brief auditory illusions (i.e., a whisper down the hall, the sound of footfalls at a distance, etc.).
- Haste - speeds up target (can be cast on self); after sped-up period, they must act slower.
- Sleep* - Causes target to grow weary and sleep. Can affect multiple targets (at the cost of additional drain)
- Confusion* - Causes target to become confused/stunned.
- Silence - One of the most common defense spells, but also difficult to master. This spell triggers silence within a 5’-10’ radius of the caster’s choosing within 100 feet. It is most effective against other spellcasters. It does not stop those within the spell’s effect from speaking, but the sound is muted, effectively preventing others from casting any magic. The easiest way to counter this is to move out of the area of effect.
Hidden by default:
- Silver Tongue* - Allows the caster to lie without detection. This does not make up for poor planning or execution in the lie, but rather smooths over the other clues that might tip off the astute. It also allows her to fool any creatures that can naturally smell or otherwise detect falsehoods. If someone casts a spell specifically to detect lies (or confirm the truth) while she has this spell in place, the two spells conflict and the stronger caster will generally win out.
- Invisibility - This requires devotion to Ylanedis. She uses it with discretion as others observing its use will be able to tell she is devoted to the Ascended of deception.
- Detect Secret Doors - Says what it does, does what it says. Can fail if the door is crafty enough.
- Far Ear* - Hear whispered conversations at a distance
- Dome of Silence* - Protect from being overheard. Does not actually silence the sound completely; people who cannot see the conversation hear nothing. Those who can see the conversation happening hear unintelligible whispers. Does NOT actually create silence that would prevent a spell from being cast.
- Smitten* - Charm effect to persuade others. Tied to her sexuality and therefore ineffective for those who would not find her attractive. This can be activated up to a few minutes in advance, but the last word must be spoken to the target (who then forgets it).
- Locate - Locates a specific item. She must have minimally seen the item (but in that case, the spell may find a forgery or look-alike); best results will come when she has been in physical contact with the item sought. Better used in spurts (i.e., find the general direction, then cast again to narrow down the room, then cast again to narrow down the chest/drawer/closet), as this can be extremely draining.
- Suggestion - Plants suggestion in the target’s mind. Suggestions must be fairly simple; targets have a greater chance of resisting if the suggestion is contrary to their moral code or nature.
*Nat has practiced these spells using minimal voice necessary (i.e., a whisper) in case it is needed in a social situation.
Scrolls
For these more rarely-cast spells, Nataline caries scrolls. The scroll is consumed upon usage. She uses a color-coded system to help distinguish the spells from one another.
- Sleep - as above, but in scroll form
- Cloud of smoke - advantageous over cloud of fog because it does not require moisture in the air.
- Ball of Ice
- Fireball - Nat keeps this spell in scroll form for the purposes of instructing others. She will use her rod instead if this is needed.
- Detect Traps
- Send message - Can send a message via the wind up to a hundred miles. Caster must know target location; message is delivered via voice to target, spoken only once.
- Displacement - Displaces her image, allows for quick get-away (useful in combat). Can include sound, but that significantly increases the drain.
- Major Illusion - Specific planned illusion of a group of five mercenaries approaching. It starts with sounds of them in the distance, then quickly escalates to them rushing the targeted area.
- Major Illusion - Specific planned illusion of a rabid giant boar chasing after game.
Devices
Nataline also carries several devices on her with varying purposes. These must be recharged periodically.
- Rod: Fireball - Holds up to 12 charges
- Ring: Vertigo - Subject must be touching (ideal) or within 5 feet of caster. Causes disabling dizziness and disorientation. Garnet ring. Holds up to 10 charges.
- Necklace: Smitten - Like spell above, activated by playing with necklace and speaking a single word. Holds up to 20 charges. Emerald necklace in the shape of a heart on a fine chain.
- Bracers: Slip the Noose - Must be in an urban environment (small city or larger) for this spell to work. Facilitates quick escapes in tight quarters. Upon casting this spell, the caster blends into the city environment, easily finding the right paths through buildings and alleyways and discovering the best dark corners to hide when necessary. Meanwhile, anyone following the caster is made more readily apparent to her. Black leather bracers with embroidery. Holds up to 10 charges.
- Light - Casts light (strength & range depends on caster’s intent and has corresponding drain)
- Equipment
Due to the nature of her typical work, Nat often wears only a simple knife at her waist and a second, smaller blade, strapped to her inner thigh. Depending upon the part she is playing, she may wear even less and rely upon her allies for protection. She owns three bags - suited for varying occasions and appearances of wealth - all charmed to carry more than their standard capacity. The smallest will not hold her spell book, but it will hold a few scrolls - and she will usually keep at least two upon her person: one a sleep spell and one for conjuring a cloud of smoke.
The largest bag is a satchel, used when traveling with a group of mercenaries or traveling between cities. That holds her spell book and several scrolls besides. In these situations, she also carries a small crossbow with her.
See the "Magic/Spells" section for information on her spellbook, scrolls, and devices.
- Other Info
Nat abhors poisons and has little respect for those who use them.
She has a natural tendency to be clumsy. She has purposefully trained herself to overcome this through concentration and lots of practice for sleight-of-hand requirements, but when overly tired or distracted, she is just as likely to bump into a wall, trip, or drop objects. Strangely, though, she does not struggle with this when inebriated. She is graceful when buzzed or even slightly drunk. Obviously, there’s a line when all coordination is severely impaired, but before that, she’s almost better off a little tipsy. This may explain her love of wine and rum.