VISUAL A pale woman with eyes that swirl like liquid gold and, at times, seem to be illuminated from within with thick, dark lashes, Evelyn's face has some uneven skin tone of differing shades of paleness that she often corrects with a light powder. Though her skin is soft and supple to the touch, the markings and discoloration resemble that of marble or alabaster β reacting to wounds and impacts as stone does, with fissures and cracks appearing.
Starting at her right temple, a small fissure travels down to her cheekbone. It is darker in color and harder to hide beneath the makeup, but with how she often wears her hair, it is easy to hide. Her lips are plump and full, though often chapped or irritated from the elements or how often she chews on them out of nervous habit.
Most of the skin from the neck down is more textured looking than her face save for her hands and chest β which itself has a nasty scar, just off center to the far side of her heart ( easily hidden beneath clothes ). It is a deep scar, like someone took a knife or dagger and stabbed a statue that shattered at the impact beneath, fissuring out over some of her breast and up higher on her shoulder. The deeper part is filled in with what looks like gold, simmering in the light, and only has a slightly raised texture despite how nasty the wound was.
She has a scar on her shoulder from when she attempted to fly as a child and fell from a tree; upon impact, she broke a bone that punctured the skin. Thankfully, there was no lasting damage other than the scar. She has a few on her arms and legs from fights and battles.
Her hair is warm honey blonde with streaks/strands of gold mixed throughout. It is long, wavy, and well-maintained. Often worn loose but kept within the confines of her hood, a few rogue strands falling loose. She will often wear it in a braid.
Evelyn's eyes are gold with a soft illumination from within. That same gentle glow radiates around her, more prominent with positive emotions she feels, and disappears entirely when she is in distress, feeling sad, or other negative emotions.
Two large white wings sprout from her back, turning a muted gold/rose gold towards the tips.
She wears her red and gold cleric robes closed tightly around the neck, showing very little skin save for wearing the red velvet dress when she has somewhere important or fancy to be. In battle, she wears scale mail armor, with vestments overtop, and when she's not in battle, she typically wears only her vestments and robes with a hooded cloak embroidered with gold filigree overtop to hide her wings.
AURAL Has a Western Heartlands/Baldur's Gate accent, which some say is similar to RP/BBC English. When she speaks Celestial or laughs, there is a ringing to her voice, like hand bells or chimes. She speaks Common, Celestial, Goblin, Dwarvish, and is picking up on Elvish as she travels with her party.
OLFACTORY Those with celestial blood have a naturally pleasant scent; Evelyn's is vanilla mixed with sandalwood and musk with a hint of orange blossom and tuberose. ( Giorgio Armani My Way Eau De Parfum is the inspiration I took for how she smells. )
DEMEANOUR Proper, yet warm and friendly. She is a woman who wears her heart on her sleeve, desperate to care for those in need, even if brings her pain in the end. Steadfastly loyal to her friends and family. She is extremely protective and will do whatever she can to help someone. Faithful to her God and lives by the dogma of Helm.
β πππππππ ππ πππ π ππ πππππ.
North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter's fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens.
Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which manifests as a shimmering curtain of lightβa beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day's sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter's dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else.
The people of Icewind Dale know Auril's wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and fauna that need sunlight and the change of seasons to survive.
Not all creatures are discouraged by what has transpired north of the Spine of the World. The long nights and sunless days are a blessing to Xardorok Sunblight, a duergar who longs to carve out a domain for himself on the surface and enslave the people of Ten-Towns in the process. Already, he has taken advantage of Auril's magic and raised a fortress amid the dark shadows of the mountains. From here, his underlings strike out across the tundra in search of chardalynβa crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns.
Despite Auril's blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They've come chasing rumors of a lost city buried under the Reghed Glacierβa fragment of the long-gone Empire of Netheril, whose wizards wielded magic that terrified the gods. Netherese magic has a way of attracting power-hungry wizards, as members of the Arcane Brotherhood often are. The cities of Netheril floated among the clouds, making them almost impervious to assault for centuries. Then, nearly two thousand years ago, this floating city crashed during the fall of the empire, and no one has found or explored it since. It is, arguably, Icewind Dale's greatest secretβa necropolis of Netherese wizards and the magic they left behind. What survived the crash is anyone's guess, but we're about to find out!