Alzara Yewdorei

Alzara Yewdorei is a Half-Troll Folk Magic Wizard residing in the lands north of the Empire of Eskarya.

Personality
Alzara carries an uncanny amount of uncertainty and awkwardness, stumbling over both her words as she attempts to make introductions and over roots and branches as she walks. Despite this, those she chooses to trust are offered kindness and compassion, even if the gestures are somewhat graceless in a mess of gangly limbs.

These mild demeanour has on occasion been seen to be shed, her words and actions burning with an unexpected and often destructive passion. Alzara displays a profound hatred for the followers of the deity Zitus, for whom she claims that both her father Xitho, and her adoptive father figure Fenn fell foul of. Though sharp of tongue and quick to anger when faced with the actions of those she considered bullying or cruel, she does not refuse to accept the consequences of her words and actions, an acceptance that she seems all too familiar with. This zeal and fire was also experienced at the village of Achlyne, where she rebuked the words and efforts of the supposed Avatar of Dagda.

Backstory
Vester Hills represents many things to the residents of the Empire. For the Imperial Royalty, it had surely represented an unexplored, unconquered region for a time, home to demons and dissidents - though both would in turn would be shattered beneath the Empire’s might, the lands guided into a new state of being, albeit still not as tamed as those further south.

For House Pyley and the Kolsan Council, the Vester Hills served at least somewhat as a buffer between the settlements they guarded and guided alike, and the bureaucratic meddling of the Empire to which they offered fealty. The presence was surely still felt, but hills and valleys still rumoured to be filled with all manner of monstrosities had a way of creating a towering wall, behind which all manner of diversity could flourish.

For vagabonds and criminals, Vester Hills was a haven, considered inhospitable to regular patrols of Templars of Zitus, as so the perfect hideaway for those that wanted to avoid the Imperial gaze. Not a location without danger though, and many delinquents likely found worse fates awaited them at the hands of marauding goblinoids and orcs that would have been faced before jury or judge.

For Alzara, it was simply home.

Her father Xitho made simple coin visiting Port Kolsa to sell wool, milk and mutton, collecting up the coppers and occasional silver piece earned from the family’s flock of sheep to purchase simple treats for Alzara and her younger siblings. More occasionally still, he would remain in the city come nightfall, selling artifacts and oddities uncovered from archaeological digs throughout the so-called Valley of Death. The finds were rare, said to be linked with the Sanctuary and surrounding outposts that once resided in the region, but for those few days that the coin lasted, the family would laugh and joke that they ate better than any noble in Eskarya, from the eponymous capital in the west to Asturcia in the east.

When Alzara got a little older, she would start accompanying her father on the journeys north to Port Kolsa, particularly after the family’s source of additional income started to dry up with growing threats haunting the roads. Nonetheless, used to living in a small woodland hovel, the town of Port Kolsa became a place of wonder, each and every street stone and brick splendid and marvellous. It would be on a journey home from one such trip that a change of fortunes would come, with the assault of a band of gnolls onto the trade caravans they were travelling alongside. The caravans had been hidden within a valley to hide their presence as the group rested overnight, but Alzara’s insistence for a fire to warm herself against the cold, having grown accustomed to the luxury of a hay-filled mattress of taverns in Port Kolsa was, as far as Alzara is concerned, surely to blame - a petulance that would near cost her life, a gnoll’s jagged blade pressed to her throat, breaths shallow and weak from the tattered arrow pierced through her shoulder.

It would be the actions of a spellcaster, hooded in ragged robes, that would save the caravan and Alzara’s life, holding off the attack until chance would bring a dignitary’s patrol accompanied by Templars of Zitus drew close, driving off the remaining marauders. Inspecting the wounds of the fallen gnolls, and the one of their own slain in the confusion, the Templars were quick to surmise the presence of a user of the arcane, unregistered and unlicensed, and started interrogating those present with increasing fervency. Lamenting that his wounds would surely mean future journeys to Port Kolsa and even simply tending to the flock would be an impossibility, Alzara’s father Xitho would take the fall for the hedge wizard, not wishing to be a costly burden to his family and in acknowledgement of saving Alzara’s life. Despite all her protests, efforts that would yield naught but a swift backhand to knock her once more to the dirt, Alzara’s father was hauled away for sentencing.

It was the last time Alzara saw her father, and filled with shame, deigned not to return to her family. Instead, she bid another of the survivors to carry a message home to her mother and siblings, declaring both of them slain in the attack, for surely such a lie was kinder than the truth that Xitho lay at the mercy of a council of nobles, Paragons of Zitus and Elders of the Conclave, accused of unlicensed magic and the murder of a Templar, and that Alzara was the one that had brought such trouble unto them both. Instead now, she continued to travel with the trade caravan, taken in by the hedge wizard - an Earth Genasi called Fenn - a simple kindness offered in return out of obligation and responsibility alike. Alzara would have little chance to learn much though, for but a few years later in 195EF, Emperor Lucious Thorne’s enforced conscription would catch the pair unawares during a visit to Voskia, and with it Fenn press-ganged into service against the Samerians while Alzara narrowly escaped.

The years since had echoed with the rumbling of a belly rarely more than half-sated, and eyes ever watchful for those that would come for her too. The northward surge of refugees has carried her to safety for now, but the lands to the south remain filled with questions unanswered, worries unresolved - and decisions yearning to be undone.

Anastasia Ekatarina
Alzara's time spent with Ana has been minimal, owing to the latter's proclivity to spend long stretches of time away from Freehearth, and a seemed lack of crossover in the adventures, journeys and quests that they have set forth on. In contrast to a number of other residents of the settlement, Alzara seems to have also shirked the opportunity to sit before Ana's Tarot Deck.

On their first trip together as a party, Ana inadvertently dealt Alzara a scathing wound when she targetted Antlers, the flying steed upon which Alzara was perched. In spite of this however, the pair did not come to blows, with each individual acknowledging the burdens willingly shouldered by the other - regardless of the reason.

Ered
In many ways, Alzara and Ered have proven to be kindred spirits in their short time travelling together, offering a calm perspective on matters. Alzara also seems to respect Ered's devotion and determination to his beliefs - as well as his talent for remaining steadfast while squarely in the front lines.

Killian Kir'we
More so than most of the other residents of the settlement, Alzara did not seem overtly unsettled or otherwise distrustful of Killian initally. Nonetheless, she reacted to his efforts at colloquial chatter with a muted suspicion, avoiding answering questions she deems too personal. Nonetheless, she acknowledged his spellcasting competency, accepting that collaboration on the creation of a magic shop in Freehearth to aid them in their further studies.

Though she dismissed it at the time as the least of the party's concerns, the shock and horror upon Alzara's face at his deliberate dismemberment in the tunnels beneath Elderfall was abundantly clear to see.

However, after the altercation with Aleida Darkdraft near the southernmost leystone, their relationship soured significantly. Dismayed and betrayed at Killian's seemed familiarity with the spellbreakers that sought to capture them, as well as his immediate willingness to engage the hostile force in a private conversation, not as a parleying diplomat, but as allies. Later that night she confronted Killian, seeking to do so in a calm, almost maternal manner, questioning him on whether he was naïve to how his actions could be construed, or rather flagrantly uninterested or unconcerned. Learning of Killian's familial - by nature of affiliation, rather than blood - relationship with Aleida, she has since held him with further caution.

Pickle
Alzara treats Pickle in a manner akin to that of an elder sister, simultaneously delighting in his excitement and naivety, while they simultaneously serve as a cause of great concern and distress for her. She has repeated cautioned him against acting without considering the repercussions, but has never yet raised her voice to scorn him - instead preferring to crouch low and explain her worries in calm and genuine conversation.

Suzuki & Raisuboi
Having travelled across the border from the south with the racoonfolk and half-oni, Alzara naturally gravitated towards the pair during their early days at Freehearth, solidified further by Suzuki's insistence that Alzara stayed within her recently constructed lodgings until Alzara had the time and coinage necessary to commission the construction of something of her own.

The open kindness of the pair has already done much to increase Alzara's sense of generosity, providing her with a sense of community that she had been otherwise lacking.

Crossing Blades with Celestials
On her first journey away from the thus far unnamed settlement on the Chronicle Coast, Alzara and Suzuki served as principal navigators, quickly coming across a seemingly enchanted pool which proved to be home to a Morgen, a malign water spirit that sought to charm and drown much of the party. Using her magic predominantly to aid her newfound companions rather than go on the offensive against the fey entity. Aided by a large black hound, they defeated the Morgen, the remains interred at Alzara's request - the grave covered in flower blossoms through liberal use of Druidcraft. After a brief encounter with soldiers of the Kingdom of Elderfall, the party found themselves looking upon their quarry, a lighthouse standing tall and bright against a sea littered with shipwrecks. Acting with curiosity towards the animated lanterns-like creatures floating within, Alzara found quick confrontation with the guardian of the Tower of Light, recognising them as a devout and unyielding follower of Zitus. While deigning not to seek to free Sabathiel, the source of the light of the tower, she refused to return the goods collected upon the ascent, declaring that they had simply gathered centuries of dust under Asteraoth's supposed "ongoing usage" of them. Such defiance and reluctance to bow to the whims of the individual she deemed a bully espousing the ideals of an unjust deity near resulted in her death through a so-called atonement, but the party managed to escape with their lives nonetheless, through aid from Hoji.

Graverobbers and Homeraiders
A few months after her first adventure, Alzara once again travelled out into the wider world with a group of her companions, bound for the lands to the west. At a river crossing, she and they came across a band of bandits - familiar to some amongst her party - attempting to brute force their way into an old tomb, claiming they were doing so to reclaim the treasures within for Queen Ciara. Unconvinced but nonetheless curious, Alzara managed to solve the puzzle necessary to open the tomb but is unable to do much to prevent the would-be grave robbers from entering and triggering the defensive magic contained within. After using a mixture of enchantment and persuasion to help encourage the surviving robbers to return what they had stolen, the party promptly departed, sealing the tomb behind them and burying those few amongst the dead they managed to recover.

After a few days, Alzara and her companions arrived at the settlement of Killeith, home to a large number of animalfolk, led by the Badgerfolk Elder Brochroot who provides them with information about their quarry - a group of beastfolks led by the ratfolk mercenary Cormac. Using her talent for enchantments to get the party into the house through exploiting the somewhat lacking mental facets of a goatfolk called Billy, the party negotiated the bandits' departure, but not before gaining a few new trails upon which to pull - namely a wealthy benefactor with the initial of W, and the evidence of Green Dragon Wyrmlings and prisoners in the basement of the tower.

Of Blood & Bone
With introductions made to a new arrival, the wizard Killian Kir’we, Alzara and the rest of the party of adventurers from Freehearth set forth for Elderfall to investigate rumours of a creature stealing children from their homes. On the way, the party encounters a herd of Morvaks, a type of horse capable of walking atop the surface of water, giving Alzara a moment of contemplative piece as she feeds the creature from her palm. Later, the group stumbled across a travelling circus, made up of a number of curious characters, and led by the enigmatic and dramatic Bazaar. Disappointed at Kreev B. Earbender's lack of caution with regard to their origin, Alzara utilises Detect Magic to survey the surface thoughts of many of the circus performers, relaxing somewhat in finding little of note. Alongside Ered, she expressed concern for the wellbeing of an owlbear cub in the circus' possession, subsequently promising to aid him in the journey to bring it home. After arriving at Elderfall, the party started their investigations, finding themselves promptly venturing into the flooded catacombs serving as a sewer system beneath the city. After encounters with oozes and the Juvenile Freakish Bandit Rats, Alzara and her companions found themselves surprised to observe their new companion Killian detach his hand from his body and use it to fight independently from himself. Shock, distrust and concern were amongst the primary responses, but Alzara and Ered were quick to remark that now was not the immediate time for such matters, with the steady closing in on the so-called Bloody Bones taking priority. After a sustained battle with the undead creature and their brutish creation Raw Head, Alzara destroyed the manual used to create the golem but tearing the pages and then fixing them with Mending, erasing great swathes of the text contained within permanently.

Subsequently, Alzara used her share of the gemstones to fund the creation of Chalk & Charm.

Steadfast Like Stone, Against Stone
Alzara was amongst the party that travelled to Elderfall at the start of 201EF to help defend the city against the threat stirring from Dun Therra, as established by previous exploration efforts. Though initially hesitant - brought on by the lingering melancholic spirit housed within the Staff of the Snail, previously gifted unto her by the kobold Pickle, Alzara showed a capable commanding tact, coordinating her magic with that of two garrisons of longbowmen from upon the walls of the city. Through use of evocation spells, she sundered a number of elemental spirits as they rose from the earth, before being thrown from the battlements by the genasi Onyx who cast Earthquake using his greatsword Golem's Might.

Saved by means of her racial Regeneration, Alzara would continue to coordinate her efforts with the longbowmen she was fighting alongside, slowing a number of key figures as to assail them with repeated volleys with increased efficiency. Near the end of the battle, she proved critical in subduing Therraczar through use of Sleep, allowing Ludithas to cast Magic Circle on the elemental, and thusly recover the Terra Stones. Subsequently, the reclaimed Stones were split between the kingdoms to keep them apart.

Wandering the Wilds
Having spent time recovering from the battle at Elderfall, Alzara set forth with an adventuring party, bound for the lands north to scout out the suspected territories of the New Elysian Empire. With the goal being predominately that of a scouting mission, they made trying to find capital of the region their priority, travelling by means of Phantom Stead. After spending a small amount of time investigating a Leystone, they, at Alzara's request, swung by the fork in the river as directed by the bandit Cormac. To their surprise, they found the bandits present are familiar with Killian - much to Alzara's dismay - being a member of the Conclave and a pair of Spellbreakers, breaking into a short skirmish with the group when they try to capture the individuals capable of casting spells. Spiteful, Alzara causes one of the Spellbreakers to fall in the river as she steps back at her commander Aleida's command. As Killian parleyed and/or caught up with an old acquaintance, the warming relationship between Killian and Alzara quickly spiralled downward through tactful use of Detect Thoughts. Later that night, Alzara confronted Killian, questioning the nature of his relationship with the Conclave, before cautioning him on how his actions might be seen by the rest of the party. After continuing to offer a cold shoulder his way, the party discovered a number of points of interest with aid from some shepherds farming Nyx-Fleece Rams, including a forest pervasively enchanted with alluring whispers, a hove with a execution site serving to deliver death by falling, a seemed holy site upon a hill, a haunted village and a trail of gastropod mucus. They stumbled across the cause of the lattermost the following day, having seen something harried from above by winged creatures, when the party discovered the remains of a gargantuan snail - the supposed First Son of Danu. In the wreckage, Alzara encounters a creature encased in a shell, supposedly linked to the Staff of the Snail. The mollusk, having introduced themselves as Molly, responded well to Alzara's compassion offered unto their woes pertaining to their cursed nature, before accepting her offer to carry her back to Freehearth to keep them close to the Staff of the Snail, as well as the locale's healing groves.

On the journey south, Alzara cautioned the party in getting too involved with a ritual to the Autarch Inferno at a nearby stone monolith seemingly warded strongly with Abjuration Magic. Instead, she and the rest of the party delayed the ritual sufficiently so to allow a patrol of celestials and constructs to break up the ritualists' efforts - although one, a fire genasi Helia - manages to escape.

God Amongst Men, As Man
After delivering a number of parcels to various members of the town - recent commissions from Silk & Grace - Alzara was amongst the party bound west to follow up on claims of a supposed Avatar of Dagda, travelling via Elderfall to the villages around the Elder Hills. Taking the length of the journey to catch up a number of members of the party with their recent adventures in the north, including that of their encounter with what remained of the First Son of Danu, and the rescue of Molly Mollusk, the journey was disrupted by the wails and cries of a trapped fey spirit within a Shrine to Nuada. Although the group was initially keen to aid the whimsical being, through use of a targetted and prying Detect Thoughts, Alzara uncovered its malign intentions, leading to the party's sudden shift in efforts - paired with the creature's efforts to shape evil-aligned symbology out of flowers within its place of entrapment. After a pitched skirmish, in which Alzara found herself repeatedly harangued by the spell Whirlwind, she would eventually destroy the creature with a thunder-imbued Chromatic Orb. After collecting a sample of its blood to try and study how it changed freely between an outwardly normal and monstrous form, the party continued.

Arriving at Banard after encounters with both the Bards of Infinity and Yangant and an arcanaloth called Amenti seeking to beguile Pickle into a new pact with Mother Caoránach, Alzara tended to her injuries, chatting briefly with Seònaid Mcguinness with regard to the insects attacking the village, before setting off for Achlyne. With the arrival of the subsequent morning, they found the village aflush with activity, taking particular note at the sense of community present in the reconstruction efforts, and the long queue of soon-to-be satisfied patrons of the so-called Avatar of Dagda waiting in the centre of the settlement. Amongst the other questioning remarks of the group come their turn, Alzara asked a pair of questions - the first inquiring to the timing of his manifestation in a more mortal form, to which the Avatar gives a reasonable answer with regard to the lands calling out for aid and being able to offer more assistance as a physical entity. While much of the rest of the group offers up further questions, Alzara proved less swayed, having thus far even declined to give the Avatar her name. After confirming that in his higher form, in which he has existed for an age and more before manifesting a physical form more recently, he would have heard the prayers of a girl pleading for aid and help, to save home and hearth, Alzara offered up a final question - "why didn't you answer them?". Although the Avatar was quick to apologise, claiming that not every prayer is answered, Alzara immediately hit back that her prayer was, but by the wrong entity. Through a scowl, she lambasted his lack of action in twisted words, rebuking his efforts to help, should she only tell him how - if he truly was Dagda, he would know what she prayed for. Incredulous, she storms from the building.

Waiting for the rest of the party at the southern gates of the settlement, Alzara is attacked by a Redcap when it leaps off a roof at her, the first of numerous malign fey to start attacking the village. The party, alongside the Avatar and a number of priests rush into action, evacuating the civilians while holding off the oncoming forces, led by a wizened woman - seemingly Drachmas, or rather Agnes Marshcradler - and a coven of sea hags. Catching all but one of the hags in the distorting and slowing magics of her staff, Alzara stems their impact for a time, all the while fighting alongside Auxley St. Crow against the foes more in her vicinity. After he is knocked unconscious by a Korred's greatclub, and shortly afterwards lumbers back to his feet again, she manages to dispatch the fey, not by violence, but by charming it through use of Suggestion to start painting a nearby wall with its hair. Elsewhere, the rest of the aggressors are either destroyed or sent into flight, and with it the party finds themselves bound back for Freehearth, though not without a promise from the Avatar of Dagda that he would aid Molly overcome her curse, and likewise stand with them in battle against Agnes in her lair somewhere within the Bowels of Tal'Dosh.

Rotten Heart & Soul
Along with a number of other adventurers from Freehearth, Alzara travelled north via Dazomar's Lair, bound for the overgrown village of Ballyargus to the north. As the party travelled close to the edge of the mountain ridge - keen to uncover both potential entry points to the Underdark for sake of continued caution, but also as a buffer of land to the supposedly pirate filled seas to the east, they stumbled across a treasure chest laid as bait by a pair of Ettin. After Alzara used her magic to beguile one of the pair into returning to his early afternoon nap, the party quickly subdued both of the giantkin in turn, with Pickle claiming the Snugglebeast in the chest for himself - although allowing Alzara a chance to examine it in hope of adding it to the repertoire of her shop's stock.

Come nightfall, Alzara took watch, confiding in the spirit contained within her staff as kindred spirits, contemplating the presence and merits of emotions, and whether being trapped into a perpetual state of sadness would be preferable to cycling feelings of guilt, helpless, apathy and anger. '' "What does it feel like, to only experience sadness, melancholy? Does it still sting with each memory, or perhaps a burdensome weight ever present, unshiftable, unavoidable? Maybe by now it means so little, of so little consequence? Tears long spent, eyes long since dry. You beckon more, because you feel you should, but they linger no longer. Perhaps it is just a numbness now, and acceptance." ''

'' "Hmmm…imagine." ''

'' "And yet, if sadness is all that is known, perhaps it spares one from what else might choose to loom and haunt. Guilt, regret, they can carry a weight too, straining upon shoulders and back, psyche and being. Never enough to maim or crush, no, but balanced so one might never grow conditioned, never strong enough to bypass it. Would you feel it too, do you think, if this curse hadn’t also stripped you of your senses, of your emotions, all but one?" ''

'' "Were we to swap places, for a few minutes, a few hours, a day or two, do you think you would do as I do? Stretch a face unfamiliar into a smile, play at things that once forged happy memories. The thrum of theatre, a celebration of dramatics, of music and majesty, seeking to lose your thoughts in something, anything else? To laugh at japes, to weep but in the knowledge that it was make believe, just a long tale, and that mother, father, brother, sister, it’ll all work out in the end. The villains are just made up, creations of fancy, and the lines between good and evil are easily drawn in the dirt." ''

'' "Maybe instead you’d try your hand at crafts taught in lessons of childhood, hoping that reflex and muscle memory will whisk you away, but find fingers less deft or dextrous than you remember them? You fasten the buckles just a fraction too tight, let the needle catch your fingertip from time to time." ''

'' "Or perhaps you’ll give into anger, confronting any which those that you blame for your own mistakes, your own misgivings, secretly aching and yearning that maybe, just maybe they’ll deliver unto you the one thing that you want, but don’t deserve, not yet." ''

'' "Hmmm…imagine." ''

'' "There might be a way to get rid of this, Molly, if you want. But to do so would be relying on a path that has failed in the past, perhaps not for you, but nonetheless. I want to offer certainty, an answer clear and definitive, to say with confidence that this option is as they claim to be, but, I can’t. I can’t. I’ve placed myself in their hands before. They might not even be the same hands. Huh, I’m not sure it even matters really. I don’t know what you were really like, before well, this. Would you have run into his arms, grasping at the promises of happiness, of cheer and comfort? Would that be forthright, or just a desire to feel something, anything but sadness?" ''

Shortly after swapping watch with Pickle, Alzara was subsequently awoken by a drow raiding party, nearly falling foul of their warrior leader. Alzara stood by and did not interrupt as the decision was made to dispatch the surrendering survivor, remarking that they were are armed combatant that sought to cut them down, or drag them to a fate worse, and so the drow should be aware of the risks drawn by it. Come morning, and a few further hours of travel, they arrive to find Ballyargus covered in decades of fungal growth, and the shambling remains of the villagers now animated by the spores. Through her hardy constitution and her innate half-troll tolerance for noxious substances, Alzara avoided the worst of the danger, but still found herself surrounded until being rescued by Pickle's steed Antlers. However, while flying to safety, Alzara found herself inadvertently targetted by Ana when a third-eye sprouted from her forehead to fire upon the fey. Alzara offered nothing but sympathy in return however, acknowledging that Ana simply wields the weapon for its power, accepting the burden and curse to use it for good. Alzara tended to her injuries, readying herself for the descent beneath the village.

The caverns below were filled with further fungal growths, corpses reanimated with spores, a roaming animated Cloudkill-esque haze, a Hook Horror and a Fomorian Druid. Acting primarily to slow down a large number of foes with her staff, she served as a ranged combatant, all the while repositioning her unconscious comrades away from hazards - and closer to those more able to heal them. When Ana turned once more due to the influence of her sword, and instead decided to cast it down and reject its presence, Alzara collected up the cursed blade in her cloak, deigning not to leave the weapon in a foul place such as this. Shortly after, with the Fomorian slain and his captive freed and invited back to Freehearth 'on vacation', Alzara bore witness to the steady decline of Kreev and Pickle to the illness caused by the spores throughout the village - the pair having suffered more so than her other companions. Although Kreev could be healed conventionally using the measure of Keoghtom's Ointment found within Goll's Cavern, they had not a way to save Pickle - and so at her protest of "agreeing to an entity's terms in hope of nullifying distress in the moment" guided the kobold into signing his contract with Caoránach.

Current Items

 * Spellbook - A ragged and dog-eared book that has clearly demanded replacement of its cover on at least one occasion.
 * Trinket Toy (Wondrous Item, Common) - Possessing a limited sense of sentience, this childhood toy was given to Alzara by her father, having acquired it whilst trading in Port Kolsa.
 * Component Pouch - Shaped from brown-tan leather complete with a green felt trim, this belt pouch has compartments to hold all the material components and other special items that Alzara requires for her spellcasting.
 * Staff of the Snail (Staff, Uncommon) - Gifted by Pickle, this Staff possesses a curse that slows the movement of its wielder as well as shackling them to the mournful entity contained within. Nonetheless, Alzara is known to speak with the entity, candidly as almost kindred spirits. It was later established that the mind within belonged to the body of a cursed individual known as Molly Mollusk, who Alzara rescued and carried home back to Freehearth from the remains of the First Son of Danu.
 * Myceliaweave Mage Armor (Wondrous Item, Rare) - claimed from the fomorian druid Goll in response to growing incidence of hostile encounters and experiences necessitating a bolstered state of personal constitution and defence. The clothing is, much to Alzara's chagrin, also cursed, and so capable of weakening her should she find a way to remove it.
 * Woollen cloak spun from the coat of a Nyx-Fleece Ram - Enchanted to allow the wearer to use Calm Emotions (DC 13) once per day.

Cantrips

 * Druidcraft (Transmutation)
 * Frostbite (Evocation)
 * Mending (Transmutation)
 * Minor Illusion (Illusion)
 * Silent Sanctum (Illusion)

First Level

 * Absorb Elements (Abjuration)
 * Cause Fear (Necromancy) - taken from the spellbook of the necromancer Carrion.
 * Charm Person (Enchantment)
 * Chromatic Orb (Evocation)
 * Disguise Self (Illusion)
 * False Life (Necromancy) - taken from the spellbook of the necromancer Carrion.
 * Rapport Spores (Divination) - taken from the Tome of Miasmic Blight.
 * Ray of Sickness (Necromancy) - taken from the spellbook of the necromancer Carrion.
 * Shield (Abjuration)
 * Sleep (Enchantment)
 * Silent Image (Illusion) - copied from a spell scroll purchased at Chalk & Charm.

Second Level

 * Blindness/Deafness (Necromancy) - taken from the spellbook of the necromancer Carrion.
 * Calm Emotions (Enchantment) - gained through attunement to the Nyx-Fleece Cloak.
 * Detect Thoughts (Divination)
 * Gentle Repose (Necromancy) - taken from the spellbook of the necromancer Carrion.
 * Mirror Image (Illusion)
 * Misty Step (Conjuration)
 * Spider Climb (Transmutation) - copied from a spell scroll discovered in Ballyargus.
 * Suggestion (Enchantment)
 * Wither and Bloom (Necromancy) - taken from the spellbook of the necromancer Carrion.

Third Level

 * Counterspell (Abjuration)
 * Dispel Magic (Abjuration)
 * Haste (Transmutation) - copied from a spell scroll purchased at Chalk & Charm.
 * Slow (Transmutation) - gained through attunement to the Staff of the Snail.

Floristic Symbology
At some point in the past, Alzara has picked up an understanding of the symbology of floristry, a means of conveying thoughts, emotions and beliefs through the presentation, arrangement or provision of flowers.