Satchel of Invocation Endearingly named Targarta, Sabine's well-worn satchel has been with her for innumerable years. Handmade with wolf skin, the textbook-sized bag possesses a long leather strap that Sabine is able to throw over her neck so the bag can sit comfortably at her shoulder. The outer surface of this satchel is adorned with living moss and gemstone shards similar to that which grow from Sabine's pelt. The front flap that rests over the satchel's opening features a v-shaped point and a thin leather strap that can be secured with a buckle.
While Sabine is endearing and ambrosial in regards to her outward appearance, perhaps the most welcoming aspect of her is her size. Slender and unassuming, the unicorn mare can easily be mistaken for a pony. She is more lithe than muscled in her hindquarters with lanky legs that afford her much graceful movement in the knees. Her shoulders support a curved neck and narrow face with expressive ears.
She is dainty and colorful, a splash of plum and cream adorned with locks that color-shift at the mercy of her emotions. When feeling curious, adventurous, or rebellious they exist as a wave of turquoise, navy, and purple; with any uncertainty, repose, or boredom come the more gentle and subdued lavender and thistle.
To match the opal shard that protrudes from her forehead and the opaline growths that litter her pelt, the keratin of Sabine's hooves and dewclaws gleam a pearlescent periwinkle in sunlight. Upon her back grows a copse of moss and other verdant foliage, beige toadstools, and delicate flowers.
Less welcoming than her appearance would ask you to believe, Sabine has refused to introduce herself by her real name for many years now. Known to her acquaintances and clients as Sangoma, the secretive woman dabbles on both sides of morality. There are some lines she will never cross, even by threat of death, and there are others that she will barrel through without ever a second thought. Which lines, however, are held near and dear to the woman's frigid heart.
She is a melting pot of nonsensical things ─ abrasive and brash, flirtatious and generous, private and riddling and noncommittal. She is apt at molding herself to fit her needs, but authentically she is mysterious and in possession of unwavering boundaries.
Steadfast in her belief of Volir, Sabine calls on the leonine Grace for assistance and comfort in the times she most needs them; though fond of speaking to the omnipotent, the unicorn will always deny that she prays, and instead considers these activities soliloquys. It's to Volir that she speaks when attempting to draw more power into her sorcery, and to him that she curses in the midst of anger.
Since arriving in Mythos, Sabine has begun to utilize her real name in an attempt to wash herself of her history in Alanaris. Only those who knew her before her arrival to Mythos, and Obscene, know her as Sangoma.
Childhood
Alanaris Sabine was born into the woods of the Wilds somewhere between Nightfall, Casurus, the Nequair, and Anvidian. Her parents, roaming merchants, kept to themselves whenever possible and dealt with their criminal clients whenever necessary. Sabine was never far from the dealings. Because of their nomadic life, Sabine never felt that she was directly affected by the dealings in the Kingdoms, but her parents patrons never shied away from filling them in on current events.
Adolescence
As she aged, Sabine took over the foliage gathering for her sire's potions. She was a quick study in regards to Alanaris' plant-life, which freed up her parents to spend more time gathering the more dangerous supplies: vampyre fangs, siren scales, and leoclava feathers. She was delegated the task of completing smaller dealings, and would often venture into alleyways of Anvidian to hand over artisanal potions. It was around this time that Sabine learned of her love of personal gain ─ she began to keep some harvested ingredients to sell on the side and would keep the coins exchanged to herself.
Young Adulthood
When Sabine's parents disappeared, she did not immediately begin searching for them. It was not unheard of for the pair to take off on a hunt without letting their daughter know; in fact, more often than not, they only sought her out the few times there was a line to be crossed or an unsavory character to be dealt with that they, themselves, did not want to deal with. Sabine had grown up less caring than they had intended ─ and their sense of failure had pushed them away from her until they only dared to find her once or twice a year.
Sabine's business flourished on its own ─ this fact alone kept her from searching out familial love. She was unaffected by the space that had widened between them and happily settled herself into the outskirts of western Anvidian, just on the cusp of Aecor, and grew her clientele.
Adulthood
Sabine's steadiest income walked into her life at the turn of her thirty-fifth birthday, in the form of a kirin deer with a smoking pipe stuck in the hollow between her lips. Sabine had agreed to an Association with the Bloodletters warily, if only due to her issues with commitment, but Saturn had promised coin in return for materials only Sabine could gather, and so a paper-thin relationship had been born. She moved her hovel to the outskirts of Aecor in the Autumn of 1303 but frequently makes trips across the whole of Alanaris for the Bloodletters.
In the Spring of 1304, Sabine was offered the position of Apothecary for the Aecorians by the current Sovereign, Felwinter. She accepted this role with stipulations regarding her business, but it was short-lived.
Mythos & Edana Sabine's affinity for wandering took hold of her, soon landing her away from Alanaris and in the unknown world of Mythos.
Potioncraft (Primary)
Users of Potioncraft have the ability to concoct substances with magical properties such as enhancing physical and mental abilities, healing, item enchantment, or bewitching someone depending on the kind of potion that is created.
Some potions come in different forms of liquid, such as jelly, stew, or beverages. They can also be made into solids: pills, powder, candy, and possibly drugs.
Disclaimer: None of these created potions can be used without the express permission from the player of the character who will be affected by it. There is no guarantee that these potions will work until Sabine reaches Affluent level.
Fledgling
Sabine is able to create minor potions with incredibly short-lived effects. These potions are draining to make: not only is she required to gather the ingredients, but each mixing of potion ebbs energy from Sabine. Overuse or too much practice can result in searing migraines and temporary blindness. Potions are not guaranteed to work, or work correctly.
Vacillant
Sabine has a firm grasp on minor potions related to temporary physical and mental abilities. She can bottle them easily for preservation and is comfortable indicating to her clients that the potion will last them 24 hours at the very most. More difficult potions are nearly in her grasp and are successful once in a blue moon ─ though they are more exhausting, and overuse can come with nose bleeds, ruptured blood vessels, and temporary blindness.
Affluent
Sabine is comfortable enough in her craft that she hits more than she misses. Minor potions no longer require an excess of energy and she has grown more comfortable with major ones, including healing potions. These major ones, however, have begun to draw more energy from Sabine ─ she cannot craft them often, and doing so comes with the consequence of horrid nightmares and ultra-realistic hallucinations.
Sage
Sabine no longer questions her abilities. Potioncraft comes easily to her, and most major potions can be created without a second thought. However, it's at this level that some potions are too energy-draining for Sabine to create with her own energy and she has found that the hallucinations she sees are actually the souls of the dead ─ siphoning these souls gives her the energy she needs for resurrection potions and death droughts, but in doing so she is losing pieces of her own soul in the process.
Mythic
Being soulless has its perks. No longer does Sabine need to rely on others ─ whether living or dead ─ for her potions. Each concoction she creates is masterful. Every substance is art. Though with great skill comes sacrifice, and along the way Sabine has given up her empathy and compassion.
All character art credit can be found here. All moodboard and background images sourced from Unsplash.
Folklore is the brainchild of Rayoflight, Tangi, and Neamrel. Its concepts take loose inspiration from various sources of mythology and legend. Our banner is a commissioned piece by Footybandit, and the character depicted belongs to Rayoflight. All coding and webdesign was compiled and/or created by Rayoflight. All fonts are open licenses from Dafont. For questions, please e-mail us at admin@folklore.com, or contact a staff member individually.