...Confused, but the RP will be hella worth it!  Let me know if anything needs to be modified.<br/><br/>Maggie MacSheridon<br/>22 yo; 5'3"; Human female<br/><br/>Traveler, Witch, and Jack-of-all-Trades<br/><br/>Several years ago, Maggie arrived at the castle with little more than a traveler's bag and a note of reference, stating that she was a gifted, if unconventional, servant.  She was allowed to prove herself, and has since become part of the daily functions of the estate, in roles as varied as her talents.  Maid, musician, carver, fisher, seamstress...  The talk is that she had been a traveler since crossing the sea from Ireland, mostly to escape someone she ran afoul of in Wales.  Maggie herself tells many stories to confirm that: nostalgic tales of Ireland, and humorous ones of places she has been since.  But she has seldom elaborated on the Welshman she is apparently running from, save to become irritated when people ask.  When prodded about her life's goals, she politely expounds on the virtues of her Lord and Lady, and then changes the subject.  Only the servants and friends who have listened to her ramble about Ireland know how badly she misses it.<br/><br/>Skills, abilities, and other such things:<br/>Maggie can be considered an intelligent woman with a blarney tongue.  She tries to keep this controlled by talking slowly and articulately.  But where that isn't necessary, she reverts to a fast talking, thickly accented Irish woman that loves, above all else, to hear herself talk.  She prizes her powers of speech above all, and thus is an avid storyteller, singer, and confidante.  Maggie isn't known to con others, which could be the greatest testament to her skill at doing so.  She loves to tease, even in her character bio.<br/>Maggie boasts a plethora of domestic, agricultural, craftsman and musical abilities.  Her early life in Ireland taught her much about the natural and para-natural world, as well as how to build and play certain instruments.  Things were more desperate during her time as a traveler, at which point she took every job she could find.  She's been a jeweler, a cow-maid, a cobbler, a perfumer, and many other things, not withstanding her experience as a vagabond.  Why she left these trades is typically anyone's guess.<br/>She's relied on her charm and her ability to learn quickly to survive thus far, and while she isn't an expert at anything, per say, Maggie can at least lend a capable hand to doing nearly anything that needs to be done around the estate.  The sole noteworthy exception to this is cooking, which she isn't trusted to perform.  This short fall is a deliberate facade to keep her out of the kitchen, where she is tempted to slip into her Witchcraft habits.<br/><br/>As a frighteningly willful creature, knowledgeable in herb lore and ritual method, she is capable of enacting a wide variety of works ranging from accelerated hair growth to outright curses.  In the kitchen, where ritual and recipe blur one another, she uses divination and sympathetic magick impulsively, to the point of drowning an area in thoughtlessly invoked minor spells.  Knowing herself as she does, she prefers to retreat to the woods and perform a controlled casting when she needs the art.  Since she was taught by a kitchen witch, her spells might be more effective if cast from there.  But for the sake of focus, she avoids that entirely.<br/>Due to some previous employers who almost immolated her when they found out, she prefers to keep this ability to herself.  A few of the servants who do know have asked her for spells, and those she chose to cast have had remarkable effects.  But she swears these patrons to secrecy as part of the terms for casting.  There is one servant who is married very well because of her mystical meddling.<br/>The drawback to her style of magick is, depending on the spell, that both the preparation and the result take time to come to fulfillment.  The scope of the desired effect also has something to do with this.  A small effect, such a making someone more pleasing to the eye, can happen very quickly, even instantly if it is prepared prior.  A larger effect, such as bringing ruin to an enemy kingdom, could take many rituals, but she might not see the effect in her lifetime.  And then there are effects that seem to circumvent nature, such as regrowing a severed limb.  Effects like this require the added aid of her faerie companions, which require special amenities under most circumstances.<br/><br/>While the faerie aren't particularly fond of Vampires on their own, Maggie's constant libations keep them nearby.  She sometimes consults them before heading into the woods, leading some to believe that they act as sentries and scouts.  In truth, no one, even Maggie, knows just how much the fair ones do for her.  But when she has been in tight spots in the past, the fair folk have guided her by the best possible paths out of danger, even appearing in flashes of light to blind or distract assailants.  A fickle but loving bunch, they help her in subtle ways, such as finding things in places no one would look, helping with her housework, making sure she is awake when she needs to attend to something, and occasionally providing minor enchantments.  The fae don't ever need sleep, but they can exhaust themselves if they do too much.  Because of this, Maggie has learned to perceive a lack of their activity as a sign of concern, rather than ill-favor.<br/>The fae are versatile friends, but getting them to do something requires a silver tongue and a bribe, in equal measure.  Maggie understands that the fae don't always need anything, per say, but that this game is an extension of their playful nature.  Maggie typically moves to somewhere she can negotiate with them without anyone seeing, when this is necessary, and for her part tends to enjoy the negotiation for the game it is.<br/>The only times this game doesn't occur is when Maggie herself, meaning Maggie's Heart, Body or Soul, is in direct danger.  At this point, the faerie usually take a furiously direct role.  Attackers may suffer what would seem to be an uncanny amount of bad luck, tripping over their own feet and injuring themselves against objects that weren't there a moment ago, as the livid sprites work their way up to more creative feats of misfortune.  Or, the faerie may be angry enough to physically manifest, appearing as glowing winged humanoids with various weapons, at which point they become vicious fighters.  This method is extremely rare, since it not only taxes the fae but exposes them to mortality.  If too many of her fae die, the companions as a whole scatter, and she is left without them.<br/><br/>Maggie has one mundane combat ability, which her friendship with the fae augments.  Her skill at throwing knives is naturally high, honed over several years as a vagabond hunter.  With the faerie, this skill becomes frightening, as the fae will move the trajectory of the knife to strike key points, providing she can throw the knife near enough to where they want it to aim.  While Maggie will occasionally kill a rabbit on her way through the woods, she hasn't needed this ability for some time.  It's very rare for her to carry more than a single paring knife.  Unless, of course, she is instructed to arm herself, in which case she still has the Belt of Twelve from her vagabond days.  "Now wheer did Oi put tha', again?"<br/><br/>Other Important Things:<br/>Maggie is a pretty thing, lithe but well-formed, usually smiling with her eyes no matter what she is up to.  She prefers to wear green dresses, often adorned with flowers, and has a thick mane of deep scarlet hair which is tied back in braids.  She respects appearances, but has no aversion to mud, dust, dirt, or anything else that might sully her raiment.  In fact, if left to her own devices, she seems prone to it.<br/>Suitors, where they appear, find a similar perception.  She is unopposed to a good time, and can be found flirting with both men and women that catch her eye.  But if she feels it's disrespectful to the Castle, she candidly sets barriers about how far she is willing to go.<br/><br/><br/><br/>Digest Version:<br/><br/>Mag McSheridon - Her dancing green eyes are framed by deep scarlet hair, tied tightly back in intricate braids.  She speaks slowly and articulately around her lords and ladies, mostly to hide the fast talking and thickly accented Irish voice she uses around friends.<br/>Some years ago, she had been sent from a village near Tara to reside with a friend in Wales.  However, this friend has proven to be the worst sort of person, and she had fled to England Proper to get away.  Through luck, and a little help, she meandered through various tasks until she was allowed to be a servant at the castle.<br/>A woman of strange and many talents, she has a gift for music, making and mending clothes, polishing metals, crafting wooden toys, and tending horses.  The talk among the servants is that she can't cook, but this is only half true.  Rather, she is a witch, who fabricated that perception so she won't be tempted to 'work' while in the kitchen.  Obstinately devoted to cleaning and to her superstitions, her work is usually spotless except for a dish of cream and a wreath of primroses somewhere: libations to her all important faerie companions.  She seems very loyal to her lords and ladies, but there is obviously more to her than that.<br/><br/>Offence:  Throwing Knives, with faerie aiming augmentation<br/><br/>Defence: Riotous Bad Luck of the Offender<br/>Faeries Scout the Best Way Out<br/>Blinding Glamour<br/>Spears of the Wyrd<br/><br/>Other:     Witchcraft - Given time, Maggie can produce a wide variety of effects.  Below are some guidelines I will follow that limit her<br/>abilities.  Level 5 effects are generally considered beyond her ability, and achieving them is based on the ST.  Also,<br/>because Maggie is up at all hours, some of the longer effects may be done off camera.  I won't annoy anyone by<br/>making them play party to her spell craft!<br/>1-  Minor (Piquing Nature) Effects, such as perception alteration and common divination, can occur instantly.<br/>2-  Lesser (Empowering Nature) Effects, such as healing and light curses, take a full post, or at least an hour, and usually a short ritual.<br/>3-  Greater (Harmonizing Nature) Effects, such as body transformation and acting as a medium, occupy her for the duration of a scene.<br/>4-  Major (Opposing Nature) Effects, such as trying to regrow limbs or cause storms, require a subplot to gain the necessary power.<br/>5-  Catastrophic (Affronting Nature) Effects, such as dooming a country or reviving the dead, acts as a sub-motive for the character.