Sienna Fuegonasus is an addict, forever torn between her will to control the destructive magics of Aqshy – the Wind of Fire – and a burgeoning desire to set the world alight for no other reason than the rush of magic in her bones. Another being might succumb to such temptations, and indeed, many have. But Sienna’s compassion and wry sense of humour keep her grounded.
Sienna’s introduction to her companions was not the most auspicious. What began as a journey in chains has blossomed into common cause of seeing the Reikland freed from invaders.
“Nothing still alive that I don’t long to set alight!”
Though Sienna’s angry departure from the Bright College lies many years in the past, Thyrus Gormann’s critique remains with her still. As much as she curses the old man for his sharp tongue, Sienna knows he was more right than wrong. But the arrogance of youth too easily callouses into the habit of middle-age. Though part of her knows that she is not a true Battle Wizard – she relies too much on instinct and too little on her lessons for that – Sienna tells herself it is better to be a free-spirit Pyromancer than an adept caged by rule and ritual.
Sienna credits her survival in Ubersreik to this creed. How many times did her quick-thinking save her companions from annihilation? How often did an instinctive casting rescue victory from the ashes of defeat? And yet, Sienna is honest enough with herself to admit that she lacks the control for the most austentatious of spells. Only by channeling her wildness into tightly-focused castings can she hope to keep control of the power blazing within.
As a Pyromancer, Sienna is a ferocious single-target annihilator, specialising in incinerating the hardiest of enemies at a brisk pace, one at the time.
“Time to burn a warlord!”
Battle Wizards are the Empire’s ‘official’ practitioners of magic. Tutored in the famed Colleges of Magic, they employ a form of magery honed by the elven loremasters Teclis, Finreir and Yrtle. As with most elven ‘gifts’ these arts were born of necessity – of a need for the magically adrift Empire to play its part in the never-ending war against Chaos. The Colleges have thrived ever since; the Bright College most of all, for fire has ever been a welcome ally upon the battlefield.
The calamity of Ubersreik caused many folk to re-examine their choices. For her part, Sienna came to realise the power that came with greater control. Through supreme effort of will, she has learnt to temper her addiction, recalling half-remembered lessons from less-than-pleasant college days. This renewed discipline has served her well – fully in control of the flame for the first time, she is capable of feats never before dreamt of.
As a Battle Wizard, Sienna unleashes spectacular area of effect spells, immolating large numbers of enemies and turning onrushing hordes into smouldering piles of ash.
“So the Northlanders like to play with fire? So do I.”
All wizards feel the lure of addiction. The rush of magic is without mortal compare, and the desire of it can break even the strongest mind, if that mind is not prepared for the temptation. The rituals of Battle Wizards are designed, in part, to shackle an addiction, but all bindings decay over time if improperly maintained. Addiction is an insidious process, and magical addiction all the more so – a wizard can be lost in its grip for years before succumbing to their final, raving fate…
No one knows for certain when Sienna’s chains shattered – not even her. What is certain, is that she no longer cares to conceal the blazing need that burns inside her. Caution thrown aside, she embraces every possible scrap of power from the Wind of Fire. She lives from one dizzying magical high to the next, closing with her foes to better witness that sublime moment when flesh and bone succumb to the glorious flame she now serves.
As Unchained, Sienna’s focus now lays in magically enhanced melee combat. She can channel the winds of Aqshy to provide both an armour of flame that protects her and a mighty spell of fiery destruction, detonating around herself.