Not to be confused with the Sarah of Suikoden.
Sarah has blond hair and blue eyes. She wears a black dress and blue and white outfit. Her weapon of choice is a rod.
Some time during In Solis 457, Sarah was born in a rural village within Harmonia's borders, so small that it was never named. She was born with a Flowing Rune attached from birth; for this, she was viewed with suspicion and fear. In addition to the standard abilities of the Flowing Rune, she displayed a peculiar talent for finding Sindar ruins.
It wasn't long before her unique powers caught the attention of the Harmonian Temple. Shortly thereafter, she was moved to Crystal Valley, where her unique abilities were exploited to further the ambitions of the Harmonian clergy. Eventually, these same people who tried to use her began to fear her as well. Sarah was imprisoned within Circle Palace soon after her transfer to Crystal Valley, and rumours began to circulate of a "witch" imprisoned therein.
Curious about these rumours, Luc came to investigate the alleged "witch," shrugging off the defensive wards of the Circle Palace. Meeting the young girl and taking pity on her, Luc freed her from her imprisonment, taking her back to the Magician's Island for much of her older childhood. There she learned the powers of sorcery and summoning from Luc and Leknaat. Though indebted to Luc for freeing her, her feelings for him ran far deeper than simple gratitude.
Her love for Luc would lead her to accompany him on his quest to destroy the True Wind Rune, though she didn't want to see so many innocent people die. She helped him in any way she could, using her sorcery to deceive the Lizard Clan into thinking their leader had been murdered, thereby sparking the war between the Grasslands and the Zexen Confederacy. She also acted independently, mostly in efforts to minimize the civilian casualties; she appeared in Karaya Village to try and urge the villagers to leave before the slaughter began.
During the war, she used a variety of techniques to assist Luc. Her illusions and summoning were ostensibly her greatest assets, used to deceive Grasslands and Zexen troops, as well as using her teleportation to enable the Destroyers to move quickly. She raised an anger-inducing aura around Karaya Village, and summoned innumerable hordes of monsters from the World of Emptiness to serve as their armies.
In the end, Sarah gave too much of herself; fighting the combined Grasslands and Zexen forces, as well as maintaining the summoned creatures she had brought forth. After Luc's failure, she used her last remaining strength to console her dying companion, and perished with him in the Ceremonial Site. Along with Luc, her spirit returned to the Magician's Island, where the two were granted Leknaat's forgiveness before passing on.
See: Sarah (Boss)
Role in the GameEdit
Sarah joins automatically during Chapter 6. You must have all other Stars of Destiny recruited.
|Starting Equipment||Best Equipment|
|Head||Crown of Destiny||'|
|Other 1||Water Magic Ring||'|
|Other 2||Blue Ribbon||'|
|Other 3||Lunch Box (x4)||'|
Weapon Type: Rod
Weapon Starting Level: 10
- Oddly enough, of the information gathered around the internet, no mention is made of Sarah's birth-righted Flowing Rune – in case you're wondering, it's inscribed on her forehead.
- Sarah possesses an innate understanding of the Sindar language, which allows her to harness the resources of Sindar ruins. It also allowed her to access the powers of the True Runes, once they had been stolen and contained within crystals.