chaoticbeauty: (Default)
2020-11-16 01:03 pm

(no subject)

While a handful of mirrors in the Looking Glass House at 3 am on the 15th spat out people - new Mirrorbound or perhaps returned Mirrorbound - many other mirrors poured forth items or small creatures, all on their own. The night cleaner resigns himself to a long night as he has to deal with mess and confused folk, but he isn't terribly surprised. It was around this time last year that something similar happened with the mirrors. They may not understand it, but it looks like it may be a pattern, relics of the Mirrorbound's lives reaching out to them from home as gift or curse.

The night cleaner fetches Miss Nessie to handle the arrival of a handful of new Mirrorbound, and then returns to start tidying up everything else. Luckily, she assigns him some help in the form of a young Witch named Emmelie, eager to prove herself. Not wanting to crowd the Looking Glass House, in the ensuing hours, she turns to an invention of hers to sort out the stuff littering the room with the mirrors. The goal, of course, is to get each item back to its rightful owner, and she firmly believes in better living through magic innovation!

Unfortunately, it becomes clear fairly soon that Emmelie's brass flying saucers, which she had hoped would effortlessly deliver each item based on magical signature matching, could use a little... fine-tuning. The big saucers complete with six segmented mechanical 'arms' to hold the cargo in place are persistent as they zip around the city, often trying to take the shortest path to their programmed destination - whether it means they bump endlessly into barriers such as walls, get stuck on rooftops or in the River Temese, or knock over people, natives and Mirrorbound alike, who happen to be in their flight path. Some of them end up at the wrong Mirrorbound, and bump incessantly into them until they take the offered item, uncaring if they're who it belongs to or not.

Of course, some deliveries go smoothly, exactly as they are intended to, but... they're in the minority.

By the early afternoon, Emmelie is sending out a voice message that can be heard by Mirrorbound anywhere in the city, her young voice panicked as she explains what happened with her inventions and your mementos of home, adding at the end: "Ahh, it's such a mess! Look, you've got to help me, and please don't tell Miss Nessie, she'll never trust me with anything important ever again! I'll owe all of you so much if you'll just help find and return everything to where it needs to go!"

[ • Item must belong to your character, with some exceptions. Generic items with no stated owner are fine, as are items that belong to a group your character is part of. It may not explicitly belong to another individual, for example Aerith cannot regain Cloud's sword.
• Items must be reasonably sized, meaning a regular human with no enhancements could feasibly pick it up. This applies to pets/familiars as well. Items or pets may be shrunk down if the thing you had in mind doesn't quite fit the restriction.
• Items and pets follow the same rules as inventory items upon arrival. Meaning, anything magical will need to be re-enchanted, anything technological will need to be converted to magitech, and pets with magic abilities will be nerfed.
• Items can be from any canon point, past, present or future.
• One per character. If multiple small items can reasonably be called a set, they will count as one item - for example, you could have a box of books rather than just a single book, or a swarm of bees rather than a single bee. A trunk of mundane clothing is fine rather than limiting yourself to a single t-shirt, etc. We just ask you be reasonable.
• If you don't want a regain for your character, that's fine too. The mirrors work in mysterious ways ]


[ https://middaeg.dreamwidth.org/233522.html?style=mine ]

lightning in a bottle
a shard of the mirror from her first night in aretuza
four marks
a flower and a stone


ABJURATION (medium)

spells of protection,
blocking, and banishing

currently practicing
INSERT SPELL

future goals
INSERT SPELL

mastered spells
INSERT SPELL



ALCHEMY (very low)

the process of transformation, creation,
or combination through ingredients

currently practicing
INSERT SPELL

future goals
INSERT SPELL

mastered spells
INSERT SPELL.



CONJURATION (moderately high)

spells that summon
creatures or materials

currently practicing
INSERT SPELL

future goals
INSERT SPELL

mastered spells
INSERT SPELL



DIVINATION (low)

spells that reveal information
and interpret the unknown

currently practicing
INSERT SPELL

future goals
mastered spells


ENCHANTMENT (medium)

spells that magically imbue the target,
or give caster power over the target

currently practicing
INSERT SPELL.

future goals
mastered spells


EVOCATION (low but growing)

spells that manipulate energy,
or create something from "nothing"

currently practicing
INSERT SPELL

future goals
mastered spells


ILLUSION

spells that alter perception,
or create false images

currently practicing
INSERT SPELL

future goals
mastered spells


TRANSMUTATION (moderately high)

spells that transform
the mass of a target

currently practicing
INSERT SPELL

future goals
mastered spells



UNIVERSAL (high)

spells that are easy to learn,
usually lower-level spells from other classes

currently practicing
INSERT SPELL

future goals
mastered spells


https://i.imgur.com/7quCfvF.jpg
https://i.imgur.com/y6pb8oc.jpg



The entryway has open curtains, gold - and tied back with a burgundy rope. There to make everyone feel as though stepping inside, they are making an entrance of their own. Once you step inside, you'll notice the grand ballroom with high ceilings is fully decorated. It is clear that a lot of effort and time went into this, thanks to the help of many different people and several sets of hands. The colors that seem to be continually present are gold, reds, and purples. Though from time to time there may be splashes of other colors and personal touches from those who had helped in places - mostly in the form of masks hanging on the walls, or balloons scattered in places away from the main dance floor.

From the main ballroom entrance, straight ahead, is the main dance floor and to the right - refreshments. Near the refreshments, there are a several standing tables to set down a drink or stand around to socialize with friends or people you've just met. In addition to the standing tables, there's a couple of dining tables and chairs so that you can sit and eat, drink, or chat.

Inside the main ballroom there's a few gaming tables scattered around - including card games with some dealers around where you can gamble, and pool tables. Make a wager or play for fun, it's all up to you. Additionally, on the floor Kaito will be performing magic tricks to entertain individuals and small groups throughout the floor. You'll be able to catch him periodically through the night.

There are a few hallways leading to several rooms, and it all depends on what you're looking for, but no matter what it is, you can probably find it.

One of the rooms has the silent auction. Here, you can look at some of the things that are up for bidding. There's several interesting, enchanted items including: weapons, jewelry, books, instruments. They are protected, as well, so they can only go home with the winner.

Don't worry - there's signs posted everywhere so you will be able to find what you're looking for.


II. Refreshments


Away from the dance floor are several tables with matching, deep purple, table cloths. On top of the table are a variety of foods - some brought by the attendees, others brought in thanks to the aid of the coven. You can expect to find at least something that you'll absolutely love when exploring the options. There's everything there - from healthier options like fruits, vegetables, and dip - to less healthy options such as cupcakes, and truffles. Food on sticks, and easy finger foods seem to be a very popular options.

While many of the options wouldn't even require a plate, there are some plates and utensils in shades of blue and gold available to use.

Next to the food there is a table featuring three punch bowls with three different flavors. One seems to be a fruit punch, one seems be purely berry flavored, and one - seems to be a bit of a surprise. It tastes a little bit different to everyone who tries it, but so far - there have been no complaints. Next to them, if you would prefer, there's pitchers of water.

Near the back corner, there's a bar with a bartender, there to serve those who would like a drink. Ask for a surprise, or your favorite drink, and you can have something mixed for you. Next to the bar, there are rows of the most popular bottles of alcohol. Though you won't be stopped if you take one, please tell the bartender so that they can keep their stock replenished for the other guests.

Drinks, of course, come free to those who are able to legally drink. Anyone underage will be met with a powerful enchantment that is acting as a method of preventing that from happening.


III. Dance


a. The Lock Box



Maybe you want to find a new dance partner. Maybe you want to find a new Bond. Maybe you just want to talk to someone new. The Lock Box is near the entrance of the ballroom. It's inaccessible thanks to both a lock and enchantment that are on it.

It's set up neatly on a table, with only it, paper, and a pen so that names can be written and added to the box. When you enter your name, another name will be produced from the box. It is clearly enchanted, of course. Once you're given a name, you and your new dance partner will be compelled to be near one another. This will last for about the length of a song - long enough to dance, or have a conversation.

Usually, only others who have put their names in the box will have their name drawn, but sometimes those who didn't put their name in the box will have their name drawn and will feel compelled to seek out someone who drew their name.

Sorry to those who didn't volunteer, magic isn't always the most predictable! Though you may get lucky and just find your next friend or Bond, so it's hard to get mad about it.


b. Song & Dance


Whether you picked your dance partner yourself, or were compelled to dance with your partner thanks to the Lock Box, the dance floor is ready for you. The music is enchanted, to provide a feeling of calm, relaxation, and joy. Characters will feel at ease, and even those who may not typically dance will want to get out on the dance floor.

Thanks to the talents of several Mirrorbound and collected records you'll have a variety of music all through the night. While much of it is upbeat, as it is encouraging individuals to dance. Whatever your mood, you will find a song that you'd love to dance to, as long as you want to dance.






▪ Quest #3 - A Watery Pit (Aefenglom) - Reports of Merrow, and even an aquatic Chimera or two, going missing have flooded the Lead Inspector's desk at the City Guard lately, and all roads seem to lead back to the close-to-overflowing River Temese, which all of the missing Merrow took a dip in before they disappeared. She isn't a Merrow herself, and could use the help of one - or at least of a Witch or Monster willing to get their feet wet in order to find some missing innocents. Signs of their presence can be found along the bottom of the river - a bracelet here, a scrap of fabric caught on a stone there, and the trail leads far into the waters of the harbor.

Investigation will turn up a shapeless, amorphous creature with grayish-green skin and bright, eerie eyes that can only say two words in a warbly, watery voice - "you" and "me", both of which sound like questions when it speaks. This creature is holding the missing Merrow in an underwater sinkhole, but all of them are strangely unharmed. In fact, the blob seems rather nonviolent and- lonely? Showing it some kindness can convince it to release its 'prisoners' peacefully.


▪ Quest #2 - Site of the Last Stand (Dorchacht) - While some aspects of the land where Morgana finally perished reverted back to normal after her demise, some of her twisted influence remains. While it's aimless and dispersed with no mind of its own, witches from Dorchacht's Coven think it may continue to twist and affect the Wilde negatively if it's merely left alone. One even theorizes that if the Cwyld were to set in deep and feed off the remnants of her magic, it could mutate into something even more deadly that could spread quickly toward Dorchacht, following the trail she left when she fled it first.

The birch trees especially, the ones bearing bleeding, now-unseeing eyes in their bone-white trunks, have absorbed quite a bit of her power into their massively-entwined root system and just plain do not feel right. Dorchacht's Coven requests help from Mirrorbound Witches and Monsters alike, Witches to help them purge the dark magic from the site like the leyline method that's becoming more common, and Monsters to protect them while they're vulnerable. They would ask Aefenglom's Coven, but, you see, they aren't exactly seeing eye to eye ever since the confrontation... They hope Mirrorbound will be more easy going and willing to assist, since many of them sided with the Dorchacht Coven.

All that magic is attracting nasty creatures from the surrounding Wilde, all of them heavily infected by Cwyld and wanting to feed on it. Purging without any violent interruptions by beasts or Shades will be nearly impossible, so the folks from Dorchacht will not let anyone go alone if they can help it. The most common enemy sighted is infected, shaggy-furred bears, half-rotted from the Cwyld, who don't feel pain and do not stop unless they're destroyed. More insidious than even the bear Shades, though, are perhaps the swarms of infected birch borer beetles, who have grown to disgusting sizes and developed massive, sharp pincers that can tear a person's flesh like knives through warm butter. An abundance of caution is encouraged.

gift dress -

https://pbs.twimg.com/media/EIOvfUMWoAAEHrj?format=jpg&name=medium
https://i0.wp.com/www.badtaste.it/wp-content/uploads-badtv/2019/11/witcherlucca-29.jpg?w=1084&ssl=1
chaoticbeauty: (Default)
2020-07-13 08:34 am

CR Chart - In Progress

friend foe undecided worth getting to know keep watch feelings shut up


Geralt of Rivia
Jaskier
CHARACTER NAME
CHARACTER NAME
CHARACTER NAME
CHARACTER NAME
chaoticbeauty: (Default)
2020-06-30 09:37 am

Visuals

ALSO COMING SOON
chaoticbeauty: (Default)
2020-06-29 04:50 pm

HMD

anon is on
ip logging is off
all comments screened
chaoticbeauty: (HE0s94Y)
2020-06-29 04:50 pm

IC Inbox


voice | video | text | action
chaoticbeauty: (HE0s94Y)
2020-06-29 04:49 pm

Info Post

Yennefer
of Vengerberg
The Witcher
Female
~71, appearance in mid 20s
Sorceress
Abilities/Bond
Ability page for Aefenglom
Wiki page for canon powers
Aef Bond most likely with Geralt     and Jaskier
Out-of-Character
⯌ Backtag I will typically backtag for up to two months unless it's a super plot/CR heavy thread.

⯌ Fourthwall I'm good with fourthwalling. Distinction is that she is the TV version and not from the game, so she may have no idea what you're talking about.

⯌ Off-Limits Please warn for descriptions of severe animal cruelty, otherwise everything else is good to go.

⯌ Other I will do my best to cover any content warnings that may come up with Yennefer, but if you're ever not wishing to thread with me or if there's a topic that is off-limits that is in her canon, do not hesitate to leave a note in the HMD so I can keep track.
In-Character
⯌ Pysical Contact Sure, most likely will go fine. She has no objection to rejecting physical contact, though. She'll be transparent in her desires for contact.

⯌ Mental Contact Achievable for now, but will be difficult once she's built up more powers.

⯌ Flirt Absolutely. Be warned her flirting sometimes serves a purpose so she might be wanting something in return.

⯌ Fight She's more than capable of holding her own, just hit me up beforehand to talk through it.

⯌ Injury Also fine with this, but again, hit me up to talk through it as injuring her might result in some additional negative CR with her canon CR.

⯌ Death Definitely something that I'd like to discuss beforehand. Not opposed to it, but also wouldn't like it as a surprise.

⯌ Other I'm open to NSFW content, just message me beforehand.
chaoticbeauty: (ZHhcik4)
2020-06-19 08:03 am

Application for [community profile] aefenglom

Player Information
Name: Emily
Age: 25+
Contact: [plurk.com profile] hoopskirts
Other Characters: none!

Character Information
Name: Yennefer of Vengerberg
Canon: The Witcher (Netflix Series)
Canon Point: 1x08 towards the end of the Battle of Sodden when Tissaia tells her to let her chaos explode.
Age: approximately 71/72
History: wiki

Personality:
CW: Suicide attempt, hysterectomy, infant death, violence, dubious consent, ableism/discrimination

Yennefer is a complexity, to say the least.

The calm exterior shouldn't be trusted because the exterior serves a purpose in the larger scheme of things. Yennefer was born with a 'twisted spine' due to her being a quarter elf. By conventional depictions of beauty, she didn't meet the societal standard. Bullied, abused, and unwanted, she'd grown up with no self worth or confidence. Kindness hadn't been something she'd ever really experienced without expecting a shoe to drop or there to be a catch. There had been many injustices against Yenn from early on, including her stepfather selling her to Tissaia, the Rectoress of Aretuza, for four marks because she'd caught the woman's attention with a magical display. At her lowest point, Yennefer had tried to kill herself during her first night at Aretuza. It had been her attempt to regain control over at least one aspect of her life - how she died. After being saved, it took what she believed was a genuine act of kindness for her powers to begin showing through the wall she'd built to protect herself. She'd met Istredd, a Sorceror who was studying the Aretuzan ruins, and he'd helped her focus her abilities and be in a safe environment to try and fail without the fear of ridicule or worse.

As she continued to study, that attempt to grasp at some sort of control grew more and more as her confidence began to blossom, despite the repeated scolding by Tissaia. But again, even moving towards a positive outlook... Enough ridicule lead to another breaking point. When trying to bottle lightning in Aretuza's windmill, Yennefer had thrown the lightning back at Tissaia - a dangerous and selfish maneuver on her part.

She confided a lot in Istredd and had taken him on as a lover. He'd been able to reign her in at times when her desire for payback or her jealousy of the other students grew to be too much - a calm focal point in her personal storm. As she'd gotten closer to initiation and the end of her studies, she had been presented with the opportunity to go through an enchantment process to fix anything she'd like with her body. Another chance to take control over something she'd been unable to change. She'd initially chosen not to change anything, expecting to be assigned to Aedirn as the court Sorceress - the capitol city of Vengerberg, where she's from. She'd wanted to return to the home that had rejected her, showing she could be better in her current form as anyone who'd undergone the transformation. But, her assignment is quickly overruled. Instead, told she'd be going to Nilfgaard because of her elven blood.

Through this discriminatory revelation, she'd figured out how the Brotherhood learned the truth about her -- the only other person who'd known being the Istredd. When she'd seen him the first time, she'd been able to portal using a Feainnewedd that Istredd had given her. Feainnewedd is a flower that only grows where Elder Blood has been split, confirming her heritage without her having to say it.

She had trusted him and he'd betrayed her -- just like everyone else in her life. Only this time, he'd betrayed her in a way that created a barrier between her and her perceived idyllic future. And through their fight, some facts come to light about both of them -- intentions not fully honest for either of them. She'd been refining a skill set -- how to use a man's desires against him. She saw people, especially men as nothing more than pawns for her to move around the board in the name of her own path to power. And she'd thought she had him in her pocket, but she hadn't been the only one on a quest for power. He'd just played her first.

Istredd: You know, victimhood is not your color.
Yennefer: Nor heroism yours.
Istredd: You're just angry because you lost your chance to be beautiful!
Yennefer: I want to be powerful
Istredd: Seen and adored with everyone watching.
Yennefer: It is what I'm owed.
Istredd: No amount of power or beauty will ever make you feel worthy of either.


After her argument with him, her stubbornness to not be outdone shines through. She returned to the enchanter and demanded he transform her - not wanting to wait for the sedative to help with the pain. She endured an inhumane amount of pain in the name of vengeance to sate her need to prove a point to everyone who didn't believe she was worth anything. The only things she keeps from her old self is her violet eyes and the scars on her wrists from her failed suicide attempt.

The cost of the transformation is a hysterectomy, revoking Yenn's chances of ever having children.

While she doesn't regret it at that moment, the regret catches up with her later as she begins to realize power and beauty aren't everything. At this moment, though, she has no interest in letting others stand in the way of her success. Yennefer is ambitious and manipulative and able to push herself beyond her limits with no concern for her own personal safety.

It's addictive in a way, fueled by her need to win. And she does, technically. She crashes the initiation party after her transformation and wins over the assignment she'd originally wanted - already weaponizing her new looks and using them to her advantage. But, that all comes with a cost and her disrupting the chain of events sets off a butterfly effect that will eventually lead to the death and oppression of many. Her selfish choices come back to bite her in the ass threefold.

After 30 years at court in Aedirn, she'd been escorting the Queen of Lyria - Yennefer clearly miserable and disappointed in her current existence as a Court Mage. She'd believed in an idealistic view of how her future was going to be and the reality had been harsh and far more bleak than she'd imagined. They're attacked and after portaling both the Queen and her infant daughter to safety, she eventually makes a choice to save the child and let the Queen die - the assassin sent by the King due to the Queen not giving him a male heir. Yennefer tries to run with the baby, to save it from execution just for being born the wrong sex... But she fails.

She rationalizes the child's death with dry sarcasm -- one of her defense mechanisms from before the transformation, laying out what she believes would have been its bleak future. Her assessment is pragmatic and cold, reflecting her view on the world and how it has treated her so far.

Yennefer: So count yourself lucky. You've cheated the game and won without even knowing it.


After abandoning her position at Court, she went into business for herself - selling potions and enchantments in towns and exploiting political turmoil to her advantage. Her slogan was "correctives quite effective, whatever the objective". Tissaia came to visit her again, calling her out for her true reason she was roaming -- a hunt for a cure to restore her ability to have a child by seeking out mages who'd been rumored to have a cure. When the first idyllic result of her actions hadn't worked out, she'd set out for the next best success -- a solution to fix her lonliness and desire for unconditional love. Tissaia had come with a warning, once again trying to reign in Yennefer's chaos as she self-destructs and offering her a way out. Before the Brotherhood comes after her for abandoning her post while also upsetting the status quo and she finds herself dead or worse. And in Yennefer's truest form, she questions the intent, not trusting that her former teacher actually wants to help her, to save her. She believes there's an ulterior motive, some greater moving piece she can't quite understand yet.

Tissaia: Only you can be thrown a lifeline and think you are saving me.


It further proves nothing will ever truly be enough to sate Yennefer's quest for ultimate power. Even the highest successes won't do it because there will always be something else just beyond the horizon equally impossible and tempting to achieve or conquer. She wants for everything without realizing that nothing will ever sate her. And despite the illusion that she's helping the town by curing them of their ailments, she also is using the townsfolk for her own amusement, charming them into an orgy for her to watch and more. It just goes to further prove how easily she walks the gray area between what some would consider good and evil - cementing that magic itself is neutral, but the intent of the caster makes the decision on what side of the line it falls. It also shows how fluid the ideas of good versus evil really could be depending on perspective.

A source of power and a possible solution for her childbearing issues presents itself again almost immediately when Geralt walks into her life asking for help. He and his bard companion, Jaskier, had tangled with a Djinn and Yennefer had the power to save the bard's life after the attack.

Except she does more than that.

She tries to absorb the power of the Djinn for herself with no care for her own life - an expansion of her lack of self-worth from her youth. Geralt saves her and starts them on a path of possible tied fates. He becomes a returning constant in her life and someone she allows in as a trusted confidant of sorts -- showing a softer side of herself and letting the walls she'd built crumble again. She shows she has the ability to be compassionate and even love again after a life of constant pain. She continues on her quest towards motherhood, paths crossing again and again with Geralt.

He'd become a source of somewhat consistent love, but it still wasn't enough and it certainly wasn't unconditional. She'd been content enough with it for the time being, though. At least, until a dragon they'd been hunting and end up helping to save reveals a truth she wasn't ready to hear... She'd never recover her ability to have children. The dragon quest also sparks a fight between her and Geralt about her ability to become a mother and the revelation of Geralt's child surprise. They may hold love for each other, but they also know which buttons to push to make their tempers flare and Yennefer has no issue being ruthless when it's a matter of hurting someone before they can hurt her emotionally.

Something he was running away from when motherhood is all she'd ever wanted to run towards. Or at least believed that would somehow solve all of her issues. She'd confessed to Geralt of her dreams of becoming important to someone one day and he retorts that she's important to him, making the perceived betrayal hurt more. Her insecurities revolving around love and trust spark again, fanned further when she interprets what she learns of Geralt's last wish of the Djinn being to tie their life forces together in order to save her. It just fuels the idea that the love she'd felt for him wasn't genuine and the void of loneliness within her only grows deeper.

Once again, she's broken back down and knocked off of the glass pedestal she'd placed herself atop. She returns to Aretuza to help Tissaia. Her jaded perspective is forced on the students, Yennefer having to swallow her pride and face the pushback fromt he new students she'd given Tissaia all those years ago. That pride is pushed further down as she steps in to help battle Nilfgaard forces, the post she was originally supposed to be assigned to. But, because she'd forced her way into Aedirn, Nilfgaard had received a court mage that was the niece of one of the Brotherhood members and Fringilla had allowed them to grow into a power-hungry country keen on conquering all they deemed weak. It was a monster Yennefer, through her selfish actions well over 30 years ago, had unleashed and she needed to help get it back under control. That ever-present illusion she'd been trying to attain her entire life.

The Battle of Sodden was long and arduous, emotionally and physically devastating for her. She'd watched fellow mages betray her and her companions through magical manipulation. Yennefer had tried to be in command, but their efforts weren't enough and she'd learned a valuable lesson about her inability to control everything and the power of sacrifice for the greater good. Wounded and at a loss, she finds her former instructor and finally shows humility and gratitude in the face of true mortality. An injured Yennefer confesses that Tissaia saved her and it was now Yenn's turn to save the continent. Tissaia advises her to let her chaos explode as a last-ditch effort to stop the Nilfgaard forces. It teaches Yennefer to empower herself through her past rather than trying to fight it and mask it - a lesson she'd been running from her entire magical career.

Her entire life had led up to this battle, another transformation... More painful than the one before. She'd moved from believing in the good of one at the cost of all to her own sacrifice being worth it if it meant saving everything and everyone else. And in that moment she'd learned a lesson about her personal value, the importance of the people in her life, and the shifting her perspective to the big picture.

Tissaia: Forget the bottle, let your chaos explode.
Abilities & Skills:
Abilities:
Yennefer is a skilled Sorceress, trained in the art of magic. She is able to extract magical energy from the four elements, create portals to transport herself over long distances and heal, as well as kill, in the blink of an eye. She is trained extensively in the fields of science and politics, having been set up to take over the post of Mage and Advisor to the King in a royal court.

Skills:
Manipulation
Intelligent
Witty
Trained in formal conversation and politics with 30 years of Court experience
The gift of long life/extremely slow aging.
Combat skills - competent with a blade against multiple opponents
Extremely high pain tolerance
Resilient/able to hold focus in just about any situation
Inventory/Companions:
her outfit from the battle, stained with blood and dirt/soot from the fire/torn from her injury and her choker that she had on beneath the neckline of the dress.
Choice: Witch

Reason: She is an extremely skilled Sorceress back in her world and has fought through adversity and unforgiving circumstances to gain the power she'd had before. Yennefer had also gone on an emotional and mental journey working towards really learning how to control and channel her abilities, including helping to teach the next generation of stubborn Sorceresses at Aretuza.

Sample:
from the 4th wall event with her at an earlier canon point.
Additional sample from current canon point:
[ Adrenaline was a tricky thing. It could fuel someone to achieve great victories in the heat of the moment, or send someone crashing down to their lowest depths. Yennefer had been running on adrenaline through most of the fight, her body giving her the last of its reserves to keep her moving forward. And she'd done just that, falling into the glimmering sliver in the pool on the rock she'd tried to climb overlooking the battlefield.

And then she was being rushed to an infirmary, no one answering her questions with definitive answers or letting her go. This had to be some sort of master level illusion created by Fringilla to keep her from making a last ditch effort to crush the opposition. There was no other logical answer. And the longer she entertained said illusion, the more her chances of somehow turning the tide faded.

Well, fuck.

She tries to call for her power, to even just create a portal... But nothing comes of it. Panic fuels her reaction, lashing out at the closest person and ignoring the flare of pain from her side. Yennefer vaguely registers someone telling her that her rapid movements will only worsen her condition, but she doesn't care. She couldn't willingly stand by in a prison world of some sort while the few people she'd recognized as holding importance in her life died -- while the continent she'd chosen and promised to protect falls.

Cornered and reeking of intense amounts of pain and fear masked by her angry bravado, she attempts to make her last stand before they can get her into a bed or she loses consciousness. Her pulse pounds in her ears, drowning out the calls to calm down. ]


No... No. I will not comply with this illusion. I have to get back. And once I break this enchantment, you will live long enough to regret the decisions made today. Cut the bullshit and take me to her. [ Nothing. ] Take me to Fringilla. [ And when again, no one moves or shows a change of intent or recognition, she attempts to emphasize her point - loudly barking out the single syllable. ] Now!