(no subject)
Feb. 7th, 2015 08:14 pm〈 PLAYER INFO 〉
NAME: Sarah
AGE: over 18
JOURNAL:
IM / EMAIL:
PLURK: sarahthesilent
RETURNING: New
〈 CHARACTER INFO 〉
CHARACTER NAME: Sabriel
CHARACTER AGE: 18
SERIES: Old Kingdom Chronicles
CHRONOLOGY: After she and Touchstone have dug up Kerrigor's body, as they decide to take it to Wyverley College.
CLASS: Hero
HOUSING: random, with roommates please!
BACKGROUND: Wikipedia!
For more about the world!
And now, for what happened ingame? Sabriel arrived in February 2015, which meant her introduction to the world of imPorts involved the Hornets attacking Heropa during the swear-in, and she jumped right into helping track down and break up the organization, participating in the rescue of Kitty Jones and using her bells to reverse the Hornet's attempt at rewriting the minds of imPorts. Around this time, Sabriel became friends with Magicman. She also became friends with Melkor, who she knew as 'Manfrea', up until he decided to steal her bells and attempt to raise an undead army- at which point he was thwarted by several imPorts, and Sabriel got her bells back. At this point, Sabriel became rather more reluctant to discuss the necromantic aspects of her abilities, but she did baptize and train several imPorts in Charter magic, becoming good friends with Touka in particular. She also joined the vigilante group Archangel and helped take down a rampaging dragon.
Shortly after this, Sabriel joined RISE- and found herself both intimidated by and deeply admiring her commander, Olivier Armstrong, who encouraged Sabriel to be more ruthless with her abilities. Time passed, and Sabriel went on a mission to Finland and bound Tobias Matthews and one of his progeny after she learned he'd been turning native civilians into vampires, and helped RISE track down Scarecrow after his attack on the swear-in.
The next significant event for her was the Russian kidnapping and invasion, and Sabriel found herself putting what she'd learned of planning and tactics to the test- and during the invasion, ended up taking her first life, an experience that left her both revolted and resigned to the necessity of it.
After the Russian invasion, life mostly continued on as normal for Sabriel- spending time with her friends, occasionally getting dragged into imPort nonsense- up until she found herself Ported out and back in- having spent enough time in her own world to experience her father's death and the knowledge of what she needed to do next.
With time, she found herself recovering from her grief, slipping into a more subdued version of her previous routine- though shortly before she was Ported out, she found herself facing consequences for binding Tobias, as an inquiry into RISE's methods revealed some criticism for her actions.
After being ported back out again and then back in, Sabriel reconnected with her friends, only to find them being ported out. The events that had the biggest impact on her were her clone going on a rampage and setting off a minor outbreak of the Dead- giving her an unpleasant reminder of the dangers her powers could present, and communicating with the Porter as part of Kaneki's plan- something that reminded her how easily plans could go awry, and how little she understood some parts of the world.
PERSONALITY: Sabriel's first scene in canon where she isn't a newborn features her reviving a rabbit from the dead, and then playing the role of stern prefect to the little girl who snuck out to chase her pet... While conveniently letting her get back inside school grounds without any trouble. Sabriel has a drive to help people in need, even if she has other things she should be doing; Sabriel is only dissuaded from putting her plans to rescue her father on hold to save some children being used as bait for the Dead by being reminded that they're currently outnumbered, and they do not have enough time.
For someone her age, Sabriel has a surprising amount of experience in dealing with danger- she's been traveling in and out of Death since she was twelve, and can come across as surprisingly mature in some ways- She's fought and defeated a handful of Dead that managed to get as far south as her school, and the only characters to match or exceed her knowledge of necromancy are her father and Mogget. Sabriel is perfectly willing to take charge and solve problems herself, and isn't short on self confidence- or courage. Even after realizing that something or someone extremely powerful is sending the Dead after her, she carries on with her plan to rescue her father, heading to his body even though she knows she's probably walking into a trap. Her sense of right and wrong is firm, and she won't hesitate when it comes to helping people in trouble, and she derives satisfaction from doing so- part of the reason she revives Touchstone immediately rather than wait and come back to help him later is that it's the first problem with a straightforward, immediate solution that she's faced since she crossed the Wall.
Having spent much of her life at a school for "young ladies of quality", Sabriel has received a firm grounding in social etiquette, though she tends to apply her lessons for dealing with troublesome servants to people who she dislikes, rather than her social inferiors- She's polite to almost everyone she meets, and prefers diplomacy to physical or verbal confrontation- though she will not shy away from it she sees something obviously wrong or harmful happening.
When she's frustrated, Sabriel stays polite at first, but gradually grows more snippy, sarcastic, and condescending, speaking to to Touchstone as though he's twelve before finally snapping and harshly telling him that she wants a useful friend, not a fawning servant. Sabriel doesn't seem quite sure what to make of Touchstone- she hasn't had much experience with men her own age, though she admits to having 'curiously fond feelings' for him, and has an surge of embarrassed jealousy when she thinks he's with another woman.
Mogget is Sabriel's familiar, and while she sometimes treats him like a cat, she never forgets that he's an ancient, powerful Free Magic spirit who will happily kill her if she removes his collar. However, while his collar is on, he's bound to obey her and serve her- mostly by offering his advice and knowledge about the Old Kingdom, and Sabriel relies on him for this, even as she's exasperated by his mockery and cryptic references.
Sabriel is still a teenage girl, and before her sudden journey into the Old Kingdom she was perfectly happy to do normal teenage girl things- sneaking out to see movies and drinking brandy with her friends (and regretting it.) In some ways, she's still naive- Before she entered the Old Kingdom, she had no experience with human death, and she didn't realize how paranoid the soldiers at the perimeter were about using magic until she got herself into a great deal of trouble by trying to play a trick on a pompous soldier. It's only after being chased by a powerful Dead creature that she realizes that all the Dead she'd faced so far had been weakened by being so far south, and she doesn't know nearly as much about Charter Magic or her own father as she thought she did- and that her near-total ignorance about the Old Kingdom is a bigger problem than she thought it would be.
Sabriel's father was her only living family for much of her life, and despite only seeing him once a month, (With actual physical visits twice yearly) she seemed to be closer to him than anyone else, discussing not only magic and her studies with him, but also her hopes and dreams. Still, she never realized that Abhorsen was his title, not his name- or that he wasn't simply a necromancer who'd chosen to use his power for good, or how unusual it was for the two of them to be capable of wielding both Free and Charter magic. Still, she was willing to head into extremely dangerous circumstances for his sake.
While Sabriel denied that her father is truly dead and insists she can still return him to life and corrected Touchstone and Mogget when they call her Abhorsen, some small, unconscious part of her seemed to have accepted the truth- her father was dead, and she had to take up his work. Consciously, she insisted she was only acting as a substitute until her father is rescued- and that she's only out to save her father, not the kingdom. She might have identified herself as Abhorsen to a group of villagers who were troubled by the Dead before assisting them, but she didn't truly consider herself to be an Abhorsen yet.
Once she meets her father again does she face the truth- he's spent too much time in Death, and cannot return to Life for longer than he needs to give her a chance to escape, and finish his work. His death leaves Sabriel shaken, but though she cries briefly, she knows there's too much left to do to mourn- and the best way to honor his sacrifice is to finish what he started- even when she's mentally and physically exhausted and fully aware of the danger and scope of the task, Sabriel presses on, fully accepting both the the title of Abhorsen and the responsibilities that entails.
Sabriel's attitude towards her abilities seems somewhat ambivalent- when she's considering moving south to go to university in Ancelstierre, she sees losing her access to magic as a loss- and losing her connection to Death as a benefit. She's still frightened by the grimoire she learned necromancy from, though she's willing to read it again. Sabriel doesn't shy away from journeying into dead when she finds it necessary, and uses necromancy instead of Charter magic as her first resort when dealing with the Dead- in any other circumstance, where force is required, she relies on her skill with a blade and Charter magic, rather than turning her bells on the living, generally preferring to counter and incapacitate rather than seriously harm, except when she's fighting the Dead. When dealing with them, Sabriel attempts to take them out as quickly and completely as possible- no clever banter or threats, she'll just use her bells and sword to end things as soon as she can.
In-game developmentSabriel's time in the world of Mask or Menace has softened her in some ways, and hardened her in others- while she's grown more comfortable with casual speech and acting like a teenager, and grown willing to let her guard down on occasion, facing living human enemies has left her more willing to use lethal force against them. Her adventures with her CR and time with RISE have honed her ability to think tactically, and she's grown more used to dealing with responsibility, given the position she attained within RISE, and the fact that she often found herself one of the least reckless people in her group of friends.
Finally, she's become slightly less hostile to the undead, especially if they don't need to feed on the living. Mostly because she understands there's nothing she can do to make undead imPorts pass on, but it's progress.
Following her second port-in, Sabriel's hostility to the undead has further decreased, provided they're not preying on the living. She's also grown more cautious about using necromancy- seeing how much destruction her clone caused was a wake-up call, and left her incredibly hostile towards the OTO.
The unexpected fallout from communicating with the Porter- and how badly things went off script from the plan left Sabriel incredibly cautious about meddling with it- or any of the world's metaphysics, such as probing into the mysteries of the afterlife.
POWER:
I will be putting up a permissions post for Sabriel's powers, since they can be somewhat invasive, and she's unlikely to use some of them unless it's part of a plot.
Also note that all of Sabriel's magical abilities tend to interfere with/be incompatible with technology. If she tries to enchant a car to go faster, or a gun to be more accurate, it will break and stop working. Minor spells won't cause any noticeable interference, but if Sabriel uses powerful spells, technology in her immediate area will break/shut down/malfunction for a few minutes. As long as she isn't using magic, Sabriel can handle/use technology without incident.
Charter MagicAKA the branch of magic Sabriel's likely to use most of the time. It's magic that's worked through symbols- they can be spoken, signed, whistled, written, or sometimes just visualized. (I'll just say the 'porter gave Sabriel the ability to access the Charter in this world) It's a magic that can be used for a lot of things, but it has some limitations. (no teleporting beyond making small nearby objects appear in her hands, no creation of matter, no unaided flight (although some mages have created magical aircraft, Sabriel does not have the knowledge), no shapeshifting (Again, technically possible, but Sabriel doesn't have access to this knowledge), and mental manipulation seems to be restricted to calming people down and suppressing- but not erasing- memories, and putting in plausible fake ones to cover them up.)
Charter Magic has other restrictions- Sabriel needs to visualize the symbols and mentally arrange them, meaning her magic isn't instantaneous- and some spells take considerable time to cast. Break her concentration and the spell will fizzle out or go out of control. Also, very powerful spells place a strain on her body- even with precautions, she'll exhaust herself after using a few, and without those precautions, she'd kill herself or end up in a hospital for a few weeks. Also, Sabriel can give this power to others via baptism, with the restrictions outlined here.
In terms of the spells she's most likely to use? Various forms of binding/warding, combat magic that includes both lightning bolts and fireballs as well as incapacitating her opponents through either blinding or immobilizing them. Oh, and healing.
Abhorsen So Sabriel is an Abhorsen, and the magic in her blood acts as a kind of foundation for the Charter. This grants her the ability to use Free Magic, which unlike the Charter, is rooted in death and chaos, rather than order and life. Sabriel has an intuitive connection to death, allowing her to feel when people or animals die, sense the presence of undead/ghosts, locate corpses and sites of death (And determine how long ago they died/if the bodies were moved/etc). In canon, she can also send her spirit into Death, a realm that's between the world of the living and whatever the true afterlife of her canon is, but this is irrelevant, given the different metaphysics of the setting. Still, she can see and communicate with the spirits of the departed.
Sabriel can also use necromancy, although she uses this power to control the dead and force them to actually die. Even without any instruments, Sabriel can exert mild control over the dead just by singing/whistling/clapping/making any sort of noise in a musical manner. Still, if she wanted to, Sabriel could revive the dead- even restoring them to true life if a) They've been dead less than an hour and b) Their body isn't too badly damaged. In canon, she revives a rabbit in this fashion, and later books imply that a post-mortem baptism may be necessary to preserve human beings who are revived in this fashion. This is a 'I will speak with the mods before ever using it' power, and it's one Sabriel may never use.
Magical Equipment: AKA her bells! While technically anyone can sound the bells, only a necromancer can control the effects, and the bells Sabriel uses will only work correctly for an Abhorsen. I'll put up a permission post for them, and they'll only work in person.
Ranna The Sleeper. Sends those who hear it into a deep sleep,
Mosrael The Waker. In canon, sends the ringer into Death, and the listeners into Life. but Sabriel never uses it for this purpose. It's also mentioned that it can be used to free bound spirits and wake them from dormancy- this is demonstrated when Sabriel uses it to free her father's spirit from magical captivity. In-game, it will weaken the ringer and strengthen any ghosts/undead who hear it. Sabriel is unlikely to use this bell.
Kibeth The Walker. Can grant freedom of movement to the Dead, or force them to walk where the ringer commands- including out of the world of life. Like Belgaer, tries to sound on its own, and has to be kept under control.
Dyrim The Speaker. Can grant the ability to speak- or take it away.
Belgaer The Thinker. Can grant free will, and restore lost memories. Can also erase memories and shatter minds. Tries to ring on its own, along with Kibeth, and is a hard bell to control. Sabriel doesn't use it much.
Saraneth The Binder. Binds the listener to the will of the ringer- This can be countered with the listener's strength and/or hitting the right note to disrupt the sound.
Astarael The Weeper. Kills everyone who hears it. Including the ringer. Described as a song you hear in your very bones, so presumably stuffing your ears won't stop it. Sabriel is unlikely to ever use this bell. If she does, it will be with mod permission as part of a larger plot. She doesn't have Astarael at her current canon point.
〈 CHARACTER SAMPLES 〉
COMMUNITY POST (VOICE) SAMPLE: Here!
LOGS POST (PROSE) SAMPLE: Another
FINAL NOTES:
NAME: Sarah
AGE: over 18
JOURNAL:
IM / EMAIL:
PLURK: sarahthesilent
RETURNING: New
〈 CHARACTER INFO 〉
CHARACTER NAME: Sabriel
CHARACTER AGE: 18
SERIES: Old Kingdom Chronicles
CHRONOLOGY: After she and Touchstone have dug up Kerrigor's body, as they decide to take it to Wyverley College.
CLASS: Hero
HOUSING: random, with roommates please!
BACKGROUND: Wikipedia!
For more about the world!
And now, for what happened ingame? Sabriel arrived in February 2015, which meant her introduction to the world of imPorts involved the Hornets attacking Heropa during the swear-in, and she jumped right into helping track down and break up the organization, participating in the rescue of Kitty Jones and using her bells to reverse the Hornet's attempt at rewriting the minds of imPorts. Around this time, Sabriel became friends with Magicman. She also became friends with Melkor, who she knew as 'Manfrea', up until he decided to steal her bells and attempt to raise an undead army- at which point he was thwarted by several imPorts, and Sabriel got her bells back. At this point, Sabriel became rather more reluctant to discuss the necromantic aspects of her abilities, but she did baptize and train several imPorts in Charter magic, becoming good friends with Touka in particular. She also joined the vigilante group Archangel and helped take down a rampaging dragon.
Shortly after this, Sabriel joined RISE- and found herself both intimidated by and deeply admiring her commander, Olivier Armstrong, who encouraged Sabriel to be more ruthless with her abilities. Time passed, and Sabriel went on a mission to Finland and bound Tobias Matthews and one of his progeny after she learned he'd been turning native civilians into vampires, and helped RISE track down Scarecrow after his attack on the swear-in.
The next significant event for her was the Russian kidnapping and invasion, and Sabriel found herself putting what she'd learned of planning and tactics to the test- and during the invasion, ended up taking her first life, an experience that left her both revolted and resigned to the necessity of it.
After the Russian invasion, life mostly continued on as normal for Sabriel- spending time with her friends, occasionally getting dragged into imPort nonsense- up until she found herself Ported out and back in- having spent enough time in her own world to experience her father's death and the knowledge of what she needed to do next.
With time, she found herself recovering from her grief, slipping into a more subdued version of her previous routine- though shortly before she was Ported out, she found herself facing consequences for binding Tobias, as an inquiry into RISE's methods revealed some criticism for her actions.
After being ported back out again and then back in, Sabriel reconnected with her friends, only to find them being ported out. The events that had the biggest impact on her were her clone going on a rampage and setting off a minor outbreak of the Dead- giving her an unpleasant reminder of the dangers her powers could present, and communicating with the Porter as part of Kaneki's plan- something that reminded her how easily plans could go awry, and how little she understood some parts of the world.
PERSONALITY: Sabriel's first scene in canon where she isn't a newborn features her reviving a rabbit from the dead, and then playing the role of stern prefect to the little girl who snuck out to chase her pet... While conveniently letting her get back inside school grounds without any trouble. Sabriel has a drive to help people in need, even if she has other things she should be doing; Sabriel is only dissuaded from putting her plans to rescue her father on hold to save some children being used as bait for the Dead by being reminded that they're currently outnumbered, and they do not have enough time.
For someone her age, Sabriel has a surprising amount of experience in dealing with danger- she's been traveling in and out of Death since she was twelve, and can come across as surprisingly mature in some ways- She's fought and defeated a handful of Dead that managed to get as far south as her school, and the only characters to match or exceed her knowledge of necromancy are her father and Mogget. Sabriel is perfectly willing to take charge and solve problems herself, and isn't short on self confidence- or courage. Even after realizing that something or someone extremely powerful is sending the Dead after her, she carries on with her plan to rescue her father, heading to his body even though she knows she's probably walking into a trap. Her sense of right and wrong is firm, and she won't hesitate when it comes to helping people in trouble, and she derives satisfaction from doing so- part of the reason she revives Touchstone immediately rather than wait and come back to help him later is that it's the first problem with a straightforward, immediate solution that she's faced since she crossed the Wall.
Having spent much of her life at a school for "young ladies of quality", Sabriel has received a firm grounding in social etiquette, though she tends to apply her lessons for dealing with troublesome servants to people who she dislikes, rather than her social inferiors- She's polite to almost everyone she meets, and prefers diplomacy to physical or verbal confrontation- though she will not shy away from it she sees something obviously wrong or harmful happening.
When she's frustrated, Sabriel stays polite at first, but gradually grows more snippy, sarcastic, and condescending, speaking to to Touchstone as though he's twelve before finally snapping and harshly telling him that she wants a useful friend, not a fawning servant. Sabriel doesn't seem quite sure what to make of Touchstone- she hasn't had much experience with men her own age, though she admits to having 'curiously fond feelings' for him, and has an surge of embarrassed jealousy when she thinks he's with another woman.
Mogget is Sabriel's familiar, and while she sometimes treats him like a cat, she never forgets that he's an ancient, powerful Free Magic spirit who will happily kill her if she removes his collar. However, while his collar is on, he's bound to obey her and serve her- mostly by offering his advice and knowledge about the Old Kingdom, and Sabriel relies on him for this, even as she's exasperated by his mockery and cryptic references.
Sabriel is still a teenage girl, and before her sudden journey into the Old Kingdom she was perfectly happy to do normal teenage girl things- sneaking out to see movies and drinking brandy with her friends (and regretting it.) In some ways, she's still naive- Before she entered the Old Kingdom, she had no experience with human death, and she didn't realize how paranoid the soldiers at the perimeter were about using magic until she got herself into a great deal of trouble by trying to play a trick on a pompous soldier. It's only after being chased by a powerful Dead creature that she realizes that all the Dead she'd faced so far had been weakened by being so far south, and she doesn't know nearly as much about Charter Magic or her own father as she thought she did- and that her near-total ignorance about the Old Kingdom is a bigger problem than she thought it would be.
Sabriel's father was her only living family for much of her life, and despite only seeing him once a month, (With actual physical visits twice yearly) she seemed to be closer to him than anyone else, discussing not only magic and her studies with him, but also her hopes and dreams. Still, she never realized that Abhorsen was his title, not his name- or that he wasn't simply a necromancer who'd chosen to use his power for good, or how unusual it was for the two of them to be capable of wielding both Free and Charter magic. Still, she was willing to head into extremely dangerous circumstances for his sake.
While Sabriel denied that her father is truly dead and insists she can still return him to life and corrected Touchstone and Mogget when they call her Abhorsen, some small, unconscious part of her seemed to have accepted the truth- her father was dead, and she had to take up his work. Consciously, she insisted she was only acting as a substitute until her father is rescued- and that she's only out to save her father, not the kingdom. She might have identified herself as Abhorsen to a group of villagers who were troubled by the Dead before assisting them, but she didn't truly consider herself to be an Abhorsen yet.
Once she meets her father again does she face the truth- he's spent too much time in Death, and cannot return to Life for longer than he needs to give her a chance to escape, and finish his work. His death leaves Sabriel shaken, but though she cries briefly, she knows there's too much left to do to mourn- and the best way to honor his sacrifice is to finish what he started- even when she's mentally and physically exhausted and fully aware of the danger and scope of the task, Sabriel presses on, fully accepting both the the title of Abhorsen and the responsibilities that entails.
Sabriel's attitude towards her abilities seems somewhat ambivalent- when she's considering moving south to go to university in Ancelstierre, she sees losing her access to magic as a loss- and losing her connection to Death as a benefit. She's still frightened by the grimoire she learned necromancy from, though she's willing to read it again. Sabriel doesn't shy away from journeying into dead when she finds it necessary, and uses necromancy instead of Charter magic as her first resort when dealing with the Dead- in any other circumstance, where force is required, she relies on her skill with a blade and Charter magic, rather than turning her bells on the living, generally preferring to counter and incapacitate rather than seriously harm, except when she's fighting the Dead. When dealing with them, Sabriel attempts to take them out as quickly and completely as possible- no clever banter or threats, she'll just use her bells and sword to end things as soon as she can.
In-game developmentSabriel's time in the world of Mask or Menace has softened her in some ways, and hardened her in others- while she's grown more comfortable with casual speech and acting like a teenager, and grown willing to let her guard down on occasion, facing living human enemies has left her more willing to use lethal force against them. Her adventures with her CR and time with RISE have honed her ability to think tactically, and she's grown more used to dealing with responsibility, given the position she attained within RISE, and the fact that she often found herself one of the least reckless people in her group of friends.
Finally, she's become slightly less hostile to the undead, especially if they don't need to feed on the living. Mostly because she understands there's nothing she can do to make undead imPorts pass on, but it's progress.
Following her second port-in, Sabriel's hostility to the undead has further decreased, provided they're not preying on the living. She's also grown more cautious about using necromancy- seeing how much destruction her clone caused was a wake-up call, and left her incredibly hostile towards the OTO.
The unexpected fallout from communicating with the Porter- and how badly things went off script from the plan left Sabriel incredibly cautious about meddling with it- or any of the world's metaphysics, such as probing into the mysteries of the afterlife.
POWER:
I will be putting up a permissions post for Sabriel's powers, since they can be somewhat invasive, and she's unlikely to use some of them unless it's part of a plot.
Also note that all of Sabriel's magical abilities tend to interfere with/be incompatible with technology. If she tries to enchant a car to go faster, or a gun to be more accurate, it will break and stop working. Minor spells won't cause any noticeable interference, but if Sabriel uses powerful spells, technology in her immediate area will break/shut down/malfunction for a few minutes. As long as she isn't using magic, Sabriel can handle/use technology without incident.
Charter MagicAKA the branch of magic Sabriel's likely to use most of the time. It's magic that's worked through symbols- they can be spoken, signed, whistled, written, or sometimes just visualized. (I'll just say the 'porter gave Sabriel the ability to access the Charter in this world) It's a magic that can be used for a lot of things, but it has some limitations. (no teleporting beyond making small nearby objects appear in her hands, no creation of matter, no unaided flight (although some mages have created magical aircraft, Sabriel does not have the knowledge), no shapeshifting (Again, technically possible, but Sabriel doesn't have access to this knowledge), and mental manipulation seems to be restricted to calming people down and suppressing- but not erasing- memories, and putting in plausible fake ones to cover them up.)
Charter Magic has other restrictions- Sabriel needs to visualize the symbols and mentally arrange them, meaning her magic isn't instantaneous- and some spells take considerable time to cast. Break her concentration and the spell will fizzle out or go out of control. Also, very powerful spells place a strain on her body- even with precautions, she'll exhaust herself after using a few, and without those precautions, she'd kill herself or end up in a hospital for a few weeks. Also, Sabriel can give this power to others via baptism, with the restrictions outlined here.
In terms of the spells she's most likely to use? Various forms of binding/warding, combat magic that includes both lightning bolts and fireballs as well as incapacitating her opponents through either blinding or immobilizing them. Oh, and healing.
Abhorsen So Sabriel is an Abhorsen, and the magic in her blood acts as a kind of foundation for the Charter. This grants her the ability to use Free Magic, which unlike the Charter, is rooted in death and chaos, rather than order and life. Sabriel has an intuitive connection to death, allowing her to feel when people or animals die, sense the presence of undead/ghosts, locate corpses and sites of death (And determine how long ago they died/if the bodies were moved/etc). In canon, she can also send her spirit into Death, a realm that's between the world of the living and whatever the true afterlife of her canon is, but this is irrelevant, given the different metaphysics of the setting. Still, she can see and communicate with the spirits of the departed.
Sabriel can also use necromancy, although she uses this power to control the dead and force them to actually die. Even without any instruments, Sabriel can exert mild control over the dead just by singing/whistling/clapping/making any sort of noise in a musical manner. Still, if she wanted to, Sabriel could revive the dead- even restoring them to true life if a) They've been dead less than an hour and b) Their body isn't too badly damaged. In canon, she revives a rabbit in this fashion, and later books imply that a post-mortem baptism may be necessary to preserve human beings who are revived in this fashion. This is a 'I will speak with the mods before ever using it' power, and it's one Sabriel may never use.
Magical Equipment: AKA her bells! While technically anyone can sound the bells, only a necromancer can control the effects, and the bells Sabriel uses will only work correctly for an Abhorsen. I'll put up a permission post for them, and they'll only work in person.
Ranna The Sleeper. Sends those who hear it into a deep sleep,
Mosrael The Waker. In canon, sends the ringer into Death, and the listeners into Life. but Sabriel never uses it for this purpose. It's also mentioned that it can be used to free bound spirits and wake them from dormancy- this is demonstrated when Sabriel uses it to free her father's spirit from magical captivity. In-game, it will weaken the ringer and strengthen any ghosts/undead who hear it. Sabriel is unlikely to use this bell.
Kibeth The Walker. Can grant freedom of movement to the Dead, or force them to walk where the ringer commands- including out of the world of life. Like Belgaer, tries to sound on its own, and has to be kept under control.
Dyrim The Speaker. Can grant the ability to speak- or take it away.
Belgaer The Thinker. Can grant free will, and restore lost memories. Can also erase memories and shatter minds. Tries to ring on its own, along with Kibeth, and is a hard bell to control. Sabriel doesn't use it much.
Saraneth The Binder. Binds the listener to the will of the ringer- This can be countered with the listener's strength and/or hitting the right note to disrupt the sound.
〈 CHARACTER SAMPLES 〉
COMMUNITY POST (VOICE) SAMPLE: Here!
LOGS POST (PROSE) SAMPLE: Another
FINAL NOTES: