Mara Sheringal | 02.18.14



Exploring the footsteps of the Auren Society of Weavers!



Mara Sheringal is a very unique member of the Auren Society of Weavers, for her studies favored her time with the Clergy of the Velsharoon Church, rather than the Weavers of the High Tower, and this makes for an interesting journey in Fate of the Auren. Now Mara arrives in the Land of the Dead as a Level 4 Cleric of Velsharoon, Level 2 Sorcerer and a Level 1 Monk, surpassing Perthrowilo Ithil in experience points.



Her arrival changed a lot of what she was taught by the priests of Velsharoon, for those healing spells she prayed for, would now be those of inflicting damage as her spirit shifted from positive to negative. These additional spells from the Cleric's Spell Circle became a true source of power, just as they did in the Land of the Living, now reversed. Mara Sheringal also brought a collection of gear from one realm to the next, her journey in the Land of the Dead ready to begin.



- Auren Society of Weavers Gold Ring [Almraiven]
- Auren Society of Weavers Robe [Almraiven]
- Cloak of Undead Protection [Shadewood]
- Ring of Classification [Almraiven]
- All Business [Almraiven]
- Stonewall Boots [Almraiven]
- Ruby Set Belt [Shadewood]
- Hands of the Fire Demon [Shadewood]
- Hand Crafted Arrows [Almraiven]
- Bolts [Shadewood]


Resting and sorting through her spells.


Now also having some training as a Monk, Mara's fists gave off a lot of punch in combat, but even so, it didn't take long to find her a weapon she could use easily enough where other members of the Auren Society of Weavers would have certain difficulty. The additional bonuses that the Auren Society of Weavers Robe offers via magical runes as one gains in level, helped add to her overall damage output, and she came in the same high bar as Circe Steel in combat.

Mara had an unexpected guest drop in...


Mara's journey started out just as well as other members of the Auren Society of Weavers, until it was time to select her spells, which due to being multiclass, introduced many more choices than a Wizard or Sorcerer would have normally. Bless, Virtue, Endure Elements, Divine Favor and even Bull's Strength as a priest, turned Mara into a combat machine. Along with a high armor class (AC) of 19, getting up close and bloody wasn't much of an issue at all. Mixing it up with Negative Energy Ray and a slew of Inflict Wound spells, healing kept Mara and any companions ready for the next wave without needing campsites to rest until absolutely necessary.

...and then dropped in herself!


With more power up front, Mara soon found herself exploring many of the odd projections that make their home in the Land of the Dead. Such projections created from the memories of spirits sorted through the Well of Souls help shape the realm and make it what it is, and her tasks set out by the Auren Society of Weavers took a back seat to the strange projections she stumbled upon. Now what of her journey in the Land of the Living? Was she so carefree there as well, or did she have the potential to focus when called upon?

- Mara summoned forth Halav as a laboratory assistant.
- Members of the Shadowed Pangurk at The Shed were taught a firm lesson.
- She took the time to help out three dead spirits and return their troubled souls to the Land of the Dead.
- And even helped out the Midnight Alley Ghost on The Strip.
- As well as Magnus Magicus, from Arra's Haunted Home on Horseshoe Lane.
- Gutted the Werefolk Captain on her way to save Wundra.
- Completed the Nightshade hunt of Vampires on the streets of Almraiven.


Stumbling upon the Valley of Moon Mountain.


Exploring with Mara Sheringal as a priest of Velsharoon caused some in-game issues during the early stages of testing. The most glaring was being able to use healing spells as such, without any damage done to Mara by positive energy. Wizard and Sorcerer spells were taken care of, so one could cast Negative Energy Ray on themselves and heal their wounds now that they exist in the Land of the Dead, but I never thought of doing it for Cleric spells.

Time for some rest and reflection.


So ... the modifications to all healing cleric spells now cause damage, and all inflicting cleric spells now heal wounds. This change added a lot more to Mara Sheringal's personality, as well as maturity with her Velsharoon faith. It also let me know that someone who took the time to play Almraiven and Shadewood, can now complete the trilogy with Fate of the Auren using their character while learning the dynamics of what it's like to be a spirit in the Land of the Dead, and the changes that will bring to their spell selection.