The Traveler
MUSE & Captain
Swan Rose Meadowlark Tenenger
MUSE & Merchant
Age: Looks 36-ish
Species: MUSE (spirit of inspiration) / possessed mannequin
Height & Weight: 5'9" & 230 lbs
Relationship: laughable!
Titles: Captain (current), Admiral (past)
Occupation: MUSE to all who tinker, Build, and Create
Also: Merchant, Trader, Ship Captain, Artificer / Rune Writer, Occasional Thief
About the Captain
Within Simul: Has found Simul during travels in her black sailing/flying ship The Dark Wren (where she lives). Stops in various areas to trade and find/buy items of interest. Occasionally takes commissions for jewelry and small trinkets, and other larger creations or machines (if the trade/payment is good enough). Will sell weapons and armor (when available); occasionally fill commissions for them (rarely - hates the forge). Particularly enjoys Korrig, Sudbury, and an occasional jaunt through Eleutheria. She is a known merchant (flying about as she does) and is known for helping Korrig rebuild after it's destruction.
Within Other Places: Very much a visiting merchant.
Physical Stats
Strength: Lift / carry up to 500 lbs
Stamina / Endurance: Run the length of her ship and climb the ropes to the highest point without issue within 5 minutes, keeping this pace for up to 30 minutes
Mental Fortitude: Overall 5/10
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Against Charms 7/10 (cannot be charmed)
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Against Illusion 9/10 (has Magic Eye, listed in abilities)
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Against Ideas: Can be pulled in / trapped by equally/higher ability people with higher creative/functional minds
Magic Resistance: Overall 7/10​
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Can see in absolute darkness natural & magical (Magic Eye)
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Mannequin body has runes of protection (listed in items/body)
Immunities: Overall 6/10
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Immune to ailments of physical bodies (poison, toxins, disease, sickness)
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Immune to rot (the mannequin body)
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Immune to fire (natural & magical)
Physical Prowess: The mannequin does not tire and it does not have a 'power source' (as Tenenger's possession of the mannequin is its power) but Tenenger does fatigue albeit not as easily as physical beings. Of the many things the mannequin is enabled to easily do, its arms, hands, and fingers are most dexterous. This is partly due to the life on ship but mostly due to her need and desire to create and accomplish well-detailed work.
​Looks: She is a Muse/spirit, and does not possess a physical body anymore. She has to use a construct of herself in order to interact with the physical realm. She inspired a magician and an engineer to work together to create a 'body' for her that resembled her former self. It is, essentially, a wooden and metal mannequin, with an odd assortment of attachments, gizmos and gadgets, most of magical origin. The magical items help create a veil that cause the construct to look and act with human movement. Although a discerning eye would notice that something just doesn't seem quite right about the 'body'. Magical items are also used to keep it from harm and theft. When she is not possessing the construct she is just a spirit.
She appears to have mahogany hair, with thin lips, a bright smile, and bright emerald green eyes. The mannequin's upper arms, stomach, and chest, are completely covered in runes that have been cut into the construct. On the left temple there are two horizontal slash marks and another running down the right cheek, at a slight angle from the bottom of the eye towards the nose.
The left leg is different from the mannequin right left. It is a prosthetic (below the knee) but is a high-tech variety which had been calibrated to her last physical body. It does allow the left leg greater sense of pressure within the fake foot and calf. There are some slots on the built-in boot which allow for storage of things like knives, screwdrivers, small vials of potions. (Enchanted as to appear wooden/metal as necessary) - listed in items
Special Markings: On the left temple there are two horizontal slash marks and another running down the right cheek, at a slight angle from the bottom of the eye towards the nose. These are remembered from her physical life and so she wears them on the mannequin too.
Wardrobe: The construct 'wears' heavy robes to hide the magic items attached to it. Tenenger will change to fit the place she is in as necessary but she loves things that remind her of her first/human life. When not in public and dressed heavy, she typically wears plain shirts with a jacket over top, or an occasional long sleeve blouse of blue or white. Her pants are usually leather or some heavy duty material that will not rip easily. On occasion she will wear something more 'uniform' as if serving a particular entity or organization (such as military).
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Personality: Generally kind and gentle, sometimes brutish and foul. Very protective when it comes to her ship or crew. She can become skittish and mildly paranoid (afraid of being 'captured' and used to invent/build at someone else's desires). Sometimes driven into a crazed state of invention.
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Brief History: End of Life
As a pirate and military leader Tenenger lived a long and wonderful life as a leader of her people, freeing them from slavery and supporting them to a renewed greatness. When it came time, she looked to her God and asked to become a point of inspiration for those that would come after. In this he called her Muse, and gave her the power to inspire those in her world. With conditions. She made a choice to break the rules for the good of 'the people' and was cast out of her new role and the after life, her spirit was left to drift until it could find purchase in another realm.
Many worlds called to her and all manner of ships intrigued her. One of the worlds she visited was able to renew her body and still with the powers of inspiration, enabling her to live a second, physical and fulfilling life. Unfortunately that too came to an end. Thankfully, not before she could make preparations (have a false body built for her).
After the second-death, she returned to some mild pirating before setting herself up as a true merchant. While she does not need a living crew (she has a magical/spiritual connection with her ship through her powers as a Muse) she sometimes finds recruits to live on her flying airship. It is a complete replica of the one she had in her first life (the ship changes look/function to fit the setting it is in). She retains the memories of her lives before but they can be disjointed and not whole. She spends her time now collecting and selling items and traveling the universe for fun.
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Skills & Training
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Engineering / Designing / Crafting: Her Blueprint ability has allowed her to learn how to make and build many different things, from tiny trinkets that fit in pockets, to large lift systems and machines of war. Occasionally she will take commissions on things like small trinkets and jewelry, and other larger creations or machines. She appreciates blacksmithing and those that are very capable of it but hates doing it herself and anything to do with the forge. She pays well to those that are able to turn metal into the items she desires, including outsourcing work on her commissions.
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Fighting: She uses anything at her disposal to fight but only in order to protect her 'body', crew, and ship which is loaded with tons of traps and other things designed to protect it from being taken. If confronted off ship she will attempt to flee before fighting. If she is forced to fight she is versed in hand-to-hand, short sword, knife, and multiple types of guns (from many worlds she has visited) combat.
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Sea / Air / Space Travel (Ship): Just like in her former life she found herself drawn to engineering and shipbuilding. The current ship she owns (The Dark Wren) is one she stole and modified herself. It works at sea, air, and space.