• Hello, Guest. Welcome to Telath, a Play by Post fan forum made by and for the community of Aelyria!
    Stop by the General/Welcome forum and say hello. Returning player? Pick up where you left off or start afresh and get to posting! New player? Check out our new player guides to get started!

Xeres Lyonythas


Xeres Lyonythas​

Xeres Avatar 2024.png

Apparent Race: Dark Elf (Vysstichi)

Appearance
The reborn stands a stooped 1.8 meters in height with ebony skin, platinum hair, and blood-gold eyes. He is Vysstichi in every way, except for his hunched and crooked back that hides the hideous raven colored wings that hang uselessly from his shoulder blades.

Whoever he was as a human was no more. What replaced him was an abomination ... a shadow of the Ethereal Plane.

Personality
He is not hero and recently discovered the extent of his newfound powers as a master. Xeres does not enjoy confrontations and detests combat. In order to maintain his own safety, he tends to travel accompanied by Elementals and other hirelings and seldom fights his own battles. When pushed comes to shove, however, or when he is cornered and left no choice, he will use his mastery over the elements to protect himself.
History
The former knight-mage returned to Telath on the eve of Winter in the Sixteenth Era. His body remains buried beneath the Rubble of Arconis. The Empire as he knew it had changed. No longer did a Regent sit at the head of the Imperial Government. Instead, a Prince was once again sovereign over the New Kingdom of Aelyria.

And he ... was no more.

On the surface of an icy pool, the young Elementalist's cursed nightmares were made real. He was no longer the young Kemite of his youth. Instead, the obsidian countenance of a dark elf was his new reflection. While he was alive again he was forever broken and burdened. And to his disgust, two limp wings hung by his shoulder blades, a permanent thorn on his consciousness. He paid the price in full to retain all his memories, his regrets, his failures.

Naked, the former human limped toward the walled city before him. The city of his death, the twice-destroyed Arconis. There he started anew, far from his home, alone with his curse.

:staff2a: Equipped Weapons

  • Guardian Spear "The Gift"
    • "...forged in Sylrosia: a short, thin metal haft as light as wood but much stronger topped with foot-long, leaf-shaped blade. The haft and point were beautifully engraved and highlighted in silver that all but glowed in the fading candlelight; a work of sublime beauty that stirred memories of the ancient heart groves of their homeland."
  • Imperial Spear - custom forged in Arconis. Balanced.
  • Amulet (imbuements) - 2 sapphires, 2 rubies
    • Imbuements (bejeweled spear's shaft):
      • Air Shock (Adept) x 5 charges
      • Hard Air Wall (Adept) x 5 charges
      • Water Immunity (Adept, Air-based Shield) x 5 charges
      • Air Shock (Adept) x 5 charges
  • Staff of Arcana (Ocularum)
    • The two-meter ebony stave shone metallic though it resembled something closer to petrified wood upon closer inspection. Gifted by the Dolwoods on Era XIV, it is Xeres' most familiar weapon and companion. Ocularum is crowned with a trio of gemstones wrought from some of the most dangerous places on Telath: a heart ruby born in the fires of Aslan Forge; a depth diamond taken from the lair of a leviathan; and a bloodstone claimed from the belly of the Fire Isles. Ocularum has all the coveted benefits of a Staff of Arcana, including a high degree of durability, augmented spellcasting, and the ability to be summoned to the caster from anywhere.

:staff1c: Items

  • Decent-quality clothes (Cloak, trousers, old boots, long sleeved shirts)
  • Whet stone and sharpening kit here
  • Tome of lost eldritch knowledge (Primeheims II)
"...filled with fascinating (though useful only in the strictly academic sense) lore, theory, and arcane knowledge of all sorts that would otherwise have been lost to the world with the attack on Prime... Its leather covers were tooled with strange marks that might have some deep eldritch significance but were probably more likely to be somewhat abstract depictions of dancing elves and reindeer. Furthermore, the last third of the volume prove to be entirely empty, and lined like the pages of a journal."
  • Book of Meditation Arts (used for self tutoring) here
  • Vial of 20 Garden Flax (herb, medication; painkiller) here
 

Attachments

  • Screen Shot 2021-09-22 at 12.44.14 AM.png
    Screen Shot 2021-09-22 at 12.44.14 AM.png
    1.1 MB · Views: 102
  • Ocularum.jpeg
    Ocularum.jpeg
    1.8 MB · Views: 10
  • Xeres 2024.png
    Xeres 2024.png
    1.4 MB · Views: 4

Magical Abilities

Xeres Banner.png

🔥 Master of the Elements

  • Master's Vis/Strength (Maddyn)

🌊 Elementalism Experience:

  • +12 experience points (HDT, post-resurrection)
  • The Scholar's Roost (+1)
  • Imbuements I (+1)
  • Trading Magic for Herbs (+1)
  • Seasonal Experience for Longest Winter Part I (+2)
  • Contract with Hel's (+2)
  • Dealing with the Guilds (+1)
  • The Mushroom Forest (+1)
  • Constructing Dar Havark Core Structures (+1)
  • Assault on Midpoint Fortress (+1)
  • Sparring with Mages (+1)
  • Crafting Amulets (+1)
  • Staff of Arcana Quest (+2) (+1 MP)
  • Imbuements & Gemstones (+2) (+1 MP) (+1 MP)
  • The Artificer & the Spellbreaker (+1) (+1 MP)
  • Amulets & Dragons (+1 MP)
  • Fire Isle Festival Debacle (+1)
  • Pirates, Mermaids, Water Elementals, Storms, and Toro Toro (+1) (+2) (+1 MP)
  • Treasure of Glassbeard (+1) (+1 MP)
  • Legend of the Storm Giants (Z'kron)
Total Experience in Elementalism: 35 (Next Level: 36)

🌪️ Imbuements, Crafting, Material Points:
MP Balance: 9 Unused MP

🪨 Lore:
Dollwoods
Aslan's Forge
Sea Serpents
Volcanos & Dangers
Weaver's Woods
Staff of Arcana
Enchantments
Living Enchantments


Elementalism Guide (Wiki)

Opposing elements can never be used simultaneously in one spell (exception: on rare occasion, a talented Archmage can use all four elements at once). The opposing elements are:
  • Fire is opposed to Water.
  • Air is opposed to Earth
Elemental Defense against a particular element must be crafted from its counter.
  • Fire is countered by Water.
  • Water is countered by Air.
  • Air is countered by Earth.
  • Earth is countered by Fire.

Types of Spells

Elemental Shock (Offensive)
Duration: Instant​
Targets: Area of Effect​
Range: Close or Medium Proximity​
Description:​
The Elementalist manifests pure power from one of the four elements that can be sent in its raw form toward its target. The effects are dependent upon the type of element used. The spell’s range, speed, area of effect, and severity of effect are dependent on the level of the spell and caster.​
Example:
An Initiate Air Burst might precisely hit one target at twenty yards to knock them backwards painfully.​
An Adept Concussive Blast might hit a diameter of three feet with an Air Shock at one hundred yards to push all targets onto their backs with severe bruising and ruptured eardrums.​
Elemental Control (Utility & Support)
Duration: Instant​
Targets: Area of Effect​
Range: Close Proximity​
Type: Elemental Control​
Description:​
The Elementalist utilizes and controls the four elements in the latent surroundings. Effects include manipulating flame (Fire), redirecting rivers (Water), forming cyclones (Air), moving hills (Earth), or others dependent on the element controlled, the caster’s imagination, and level of the spell and caster. Combinations of the four elements can create specialized effects, such as a lightning storm (Fire and Air), but opposing elements cannot be used simultaneously. The spell’s range, duration, and area and severity of effect are dependent on the level of the spell and caster.​
Example:
An Initiate Hard Air could 'catch' one small target and levitate it a few yards.​
An Adept Air Cushion could create a moderately-sized platform of air that could negate fall damage.​
Elemental Defense (Countering other Elements)
Duration: Instant​
Targets: Area of Effect​
Range: Close Proximity​
Description:​
By manifesting the characteristics of one of the four elements, the Elementalist can defend themselves with that element or against others by using the element's counter element. The level of defense, durability, and duration are dependent on the level of the spell and caster.​
Example:
An Initiate Air Armor could serve as a second skin to defend against twenty minor physical blows.​
An Adept Earth Armor could absorb most physical blows and low level spells for an hour.​
Further reading: Elementalism Spell Creation

Xeres' Spellbook -- Known Custom & Standard Spells (Post-Arcana Revamp, 2014)


Initiate Spells (Level 1)

Elemental Spike
Duration: Instant​
Targets: Area of Effect​
Range: Close or Medium Proximity​
Type: Elemental Shock​
Description:​
The Elementalist can summon long pikes of one type of element in an area of effect. Earthen spikes are the most simple and deadly means of creating makeshift barricades or defensive fortifications. But bodies of water can be transformed into a wall of frozen spikes as well. Air and Fire make for poor 'spikes' under ordinary circumstances.​
Elemental Grasp
Duration: Temporary​
Targets: Single - Self​
Range: Touch​
Type: Elemental Defense​
Description:​
The Elementalist is able to coat their hand in one type of element, causing no damage to the caster. Fire is mostly used to melt locks and wrought iron bars. Counter Elements can also be used to breach walls, doors, and other obstacles.​
Glowing Spheres
Duration: Instant​
Targets: Area of Effect​
Range: Close Proximity​
Type: Elemental Control​
Description:​
The Elementalist can control elements in their latent surroundings to change its light level, either by creating luminescence or reflecting what exists already depending on the element used.​

Journeyman Spells (Level 2)

Elemental Spear
Duration: Instant​
Targets: Single - Other​
Range: Close or Medium Proximity​
Description: Elemental Shock​
Description:​
A physical spear can be created by summoning elemental energy. This weapon can be held and used like any normal weapon and will do no harm to the caster. These spears can be hurled like javelins at enemies. Air can be shaped and hardened to deliver blunt force trauma or forged by harnessing lightning; water can produce shards of sharpened ice; earth can be forged into spears hardened and sharp enough to pierce common armor; and fire can be concentrated to melt and cut into plate steel.​
Imbue Elements
Duration: Temporary​
Targets: Object - Inanimate, Inorganic.​
Range: Touch​
Type: Elemental Control​
Description:​
A non-living object may be imbued with one element so that it will release a surge of elemental energy upon being struck dependent on the element used. Air will create an electrical shock that causes brief paralysis; Water can create an icy chill; Earth produces a bone-breaking burst; and Fire can leave a painful burn.​
Project Elements
Duration: Temporary​
Targets: Single - Self​
Range: Touch​
Type: Elemental Defense​
Description:​
A defensive shield, Project Element summons elemental material of one type to create a protective barrier against physical objects. Even Air can be compressed in this fashion to create Hard Air; Water can be turned into Ice Walls; Earth can be compacted and turned into earthen defenses; and Fire can be turned into sheets of flame.​
Water Breathing
Duration: Temporary​
Targets: Single - Self​
Range: Touch​
Type: Elemental Defense​
Description:​
Water Breathing allows the Elementalist to shape a spinning sphere of Air essence, which repels water and allows the user to breath while deep underwater. A larger 'bubble' typically affords more air for breathing. But the larger volume requires greater energy to maintain. At higher levels, the user can produce a more powerful version of this spell, allowing the caster to reach greater depths and remain underwater for many hours at a time.​
Purify Element
Duration: Permanent​
Targets: Area of Effect​
Range: Touch or Close Proximity​
Type: Elemental Control​
Description:​
The Elementalist may purify an element and split it into its base elemental components. For example, poisoned water could be purified so that it would be safe to drink by separating the water essence from the contaminants. Metals can also be purified by heating the samples and then separating the ore from earth essence. Even noxious fumes can be filtered by pulling only clean air from the surrounding environment.​
Summon Elemental
Duration: Temporary​
Targets: Area of Effect​
Range: Touch or Close Proximity​
Type: Elemental Summon​
Description:​
The Elementalist first constructs an ‘Essence Shell’ - fashioning a body of element from the Elemental Essence for the spirit to inhabit. The Elemental Spirit is then conjured into the Essence Shell. These Elementals are always temporary. Only one Elemental per caster may be active at any time.​
Note: The spell requires the mage to be a Journeyman, at minimum. Elemental Spirits are sentient and notoriously capricious with their strength proportional to the mage who summoned them. They must always be subdued to a degree appropriate to their level before they will obey the caster’s commands.​
Further Reading: Summoned Creatures

Adept Spells (Level 3)

Air Sphere
Duration: Temporary​
Targets: Single or Other​
Range: Close, Medium or Far Proximity​
Type: Elemental Control​
Description:​
Air can be constructed into rapidly-spinning constructs that allow persons inside to travel at high speeds through the air. Traveling in this fashion requires an additional, protective layer of Hard Air to cushion persons and contents inside the sphere.​
Earth Glide
Duration: Temporary​
Targets: Group​
Range: Touch​
Type: Elemental Control​
Description:​
Earth Glide allows the Elementalist to shape a platform, which they can use as a form of transportation similar to a sleigh. This is an effective and expedient means of traveling over uneven terrain such as crags, mountainsides, and deserts.​
Eternal Fire
Duration: Temporary​
Targets: Single - Self​
Range: Touch​
Type: Elemental Control​
Description:​
The Elementalist creates a miniature star capable of burning indefinitely, even underwater, to produce a heatless light.​
Augment Elemental
Duration: Temporary​
Targets: Single - Summoned Elemental​
Range: Touch or Close Proximity​
Type: Elemental Summon​
Description:​
By summoning appropriate elemental material, the Elementalist can strengthen or repair an existing Elemental Spirit already housed in an ‘Essence Shell’.​
Dismiss Elementals
Duration: Instant​
Targets: Single - Elemental​
Range: Close or Medium Proximity​
Type: Elemental Summon​
Description:​
By using the opposing element, the Elementalist can cause the destruction of the Elemental Spirit’s ‘Essence Shell’ and banish the summoned creature back to its original plane.​
Elemental Scrying
Required: Staff of Arcana​
Duration: Temporary​
Targets: Area of Effect​
Range: Close, Medium or Far Proximity​
Type: Elemental Control​
Description:​
If there is sufficient quantity of a particular element in a distant location, the Elementalist can attune to it and view it at a far distance.​
Storm
Required: Amplify​
Duration: Temporary​
Targets: Area of Effect​
Range: Close, Medium or Far Proximity​
Type: Elemental Shock​
Description:​
A storm can be constructed by utilizing the element of Air, with the option of adding a second element. Its effects, whether damaging or otherwise, are dependent on the elements used.​
Elemental Form
Duration: Temporary​
Targets: Single - Self​
Range: Touch​
Type: Elemental Control​
Description:​
The Elementalist bends a single element around themselves, creating an immense version of Elemental Armor. For example, Air Elemental Form would allow the user to appear have a miniature hurricane for arms and a tornado for a torso and lower limbs. Masterpiece.

Master Spells (Level 4)

Quicksand
Duration: Temporary​
Targets: Area of Effect​
Range: Medium or Far Proximity​
Type: Elemental Control​
Description:​
By utilizing water and earth, the Elementalist can turn a large area into quicksand, killing everyone caught in the quagmire by adding a secondary weave that 'hardens' the muddy earth after a few moments.​
Freeze
Duration: Temporary​
Targets: Area of Effect​
Range: Touch or Close Proximity​
Type: Elemental Control​
Description:​
By utilizing air and water, the Elementalist is able to combine the elements to freeze a target in place in a thick coating of ice.​
Star Fire
Required: Amplify or Unknown Reagent, Staff of Arcana
Duration: Instant
Targets: Area of Effect
Range: Medium or Far Proximity
Type: Elemental Shock
Description:
One of the most dangerous spells the Elementalist has at his disposal, the caster combines earth and fire to form a meteor to fall from the sky. Air is added to increase the destructive capability of the spell and also make small adjustments to the trajectory of the falling meteor.

Arcane Techniques (from the Wiki)

Amplify: Amplify expands the mage's personal vis reservoirs, allowing him to cast more spells, make a single spell more powerful, or permanently increase in level. This is the usual way mages are promoted to the next level. It can be done one of three ways.​
Temporary Amplification: On occasion, a personal, crafted ritual or situations of high stress or concentration can bring about a one-time amplification that the mage can use to empower one spell far above his level. After casting it, his entire vis store is depleted and he will feel exhausted and unable to cast again until the next day.​
Ritualistic Amplification: The mage draws a circle around himself and inscribes a series of personal symbols usually ranging in number from four to six inside it. Each is marked with a drop of the mage’s own blood. The mage stands in the center and focuses, often experiencing strange dreams or visions. The length of this ritual takes anywhere from several minutes to a full candlemark or longer, directly proportional to the level attempting to be achieved.​
Spontaneous Amplification: In rare instances of high stress or concentration, mages may experience the Amplify technique without any preparation. However, it typically happens when the mage is surrounded by items or markings that are symbolic or personal in nature to him.​
Note: Characters must first have the prerequisite experience to advance a level in order for the amplify to be permanent. In all other cases it will be temporary.​
Cast: Once unbound to an essence, the mage can then mix it with their personal vis to create mana, the material used to weave a particular spell. The success of this process is dependent on the well-being of the caster’s mental state (severe distractions can prevent the mage from controlling the essence), the lack of Arcane Contamination (higher levels lead to sporadic, uncontrolled casting) and the density of essence present (higher amounts lead to higher success with more dramatic effect).​
Counter spell: Mages can use their mana to do an “unweaving” of another mage’s spell as soon as it manifests through arcalysis. This requires an exact back-tracking; a mage can only unweave a spell from their sphere, no other, and at or below their same level. If the spell has been amplified or cast with a reagent or staff, the dispelling mage must have the same material to be successful. The amount of mana the counter spell consumes, whether successful or not, is more than the amount used to cast the original spell. The amount of time spent preparing the counter spell directly increases the chances of success.​
Create Spell: The time honored technique of Create Spell is often what divides a brilliant mage from a mediocre magician. By utilizing the aspects of his essence, the mage may create unique spells beyond what has been imparted to him. This technique is used to create a mage's Masterpiece, a spell that fully defines his personal use of his ability while lending something new and extraordinary to the sphere.​
Imbue: A mage can form mana to create a weave, but instead of manifesting it on the Material Plane, it can be stored in an inanimate object, such as a ring or an amulet. This process is not immediate, often taking a cycle or more, and requires experimentation for the mage to learn their individual style. The same spell may be stored up to a maximum of three times to create a finite number of charges in the item, costing the mage’s vis as usual with each cast. The stored spell can then later be activated by a “key word” that costs no mana by any mage of any sphere.​
Note: The stored spell cannot require any special empowerment, such as temporary amplification or an arcane reagent.​
Further Reading: Amulets
Impart: A mage can teach another mage a spell by putting the spell’s weave and pattern into their mind. The recipient must be of the same sphere and appropriate level to be able to understand the spell. Spells cannot be imparted to the mundane or to other spellcasters of different spheres.​
Unbind: A mage can remove the veil surrounding a mundane person’s mind, enabling them to perceive and practice one essence of Magic. The newly-unbound mage will experience a vivid dream or vision, personal and unique to himself, and will then be able to cast spells. Mages may also unbind an already-unbound mage to create a Hedgemage, attuned to a maximum of two essences.​
Note: Only Journeyman or higher mages may unbind; Initiates may not.​
Further Reading: Hedgemages

Elementalism (Adept)
retained from previous life

+ Initiate - training
Meditate
Focus
Channel
Dispel


Earth Spike
Elemental Grasp
Elemental Orb
Elemental Shock
Glowing Sphere
Inner Radiance

+ Apprentice - training
Circle
Activate
Impel


Blade of Fire
Column of Flame
Column of Frost
Imbue Element
Project Element
Sandstorm
Shard of Ice
Summon Elemental
Wind Blast


+ Journeyman - training
Imbue
Unbind
Spellcraft

Augment Elemental
Bitter Wind
Conjure Elementals
Dismiss Elemental
Elemental Immunity
Hurricane
Ice Storm
Lightning Strike
Pillars of Lightning
Stoning

Create Spells:

Technique: Fusion Basically fusing two Elements into one while keeping their elemental properties intact. Masterpiece

Column of Air By reshaping the Spell Column of Fire, a mage can manipulate the column, changing its base element into Air and command it to move, like a cyclone.

Float Using the essence of Air and Earth, the caster may create floating object which can be altered and abjured to take any shape and move respectively. This spell is highly useful in attaining quick, easy flight by hovering.

Chaos Sphere - Create a bubble. 4 parts Fire, 1 part Air. Abjure towards target. Once bubble bursts, Chaos is unleashed.

GM Maddyn:


...a ringing filled [his] ears and literally threw him from his feet and to the ground as the ball exploded - an explosion contained within the limitations of [his] casting ability. But barely.

Where once there'd been rather nice, plain ground was instead a smoking crater about twenty meters across, the ground itself scorched and smoking with tiny little fires continuing to burn. The air itself was scalding hot and if [he] tested, the shock wave of burning air he'd have realized blackened the ends of his hair and charred his eyebrows a little bit...


Chaos Shield- Using Fusion to fuse Fire and Air. Conjure to prevent reaction, conjure again to absorb like Element ; Just like Elemental Immunity, except for become immune to effects of Chaos Sphere. VERY draining to Vis for a Journeyman.

Shield of Protection- Manipulating Air to create an almost-skin-tight barrier that surrounds the magi with 'Hard Air'.

Wind Lariat- Manipulating the essence of Air to create a whip-like object that can be abjured and altered to wrap foes, or obtain out-of-reach items (c/o Aderyn)

Flame Whip- Using the same principles of Wind Lariat, this spell gives it a little 'kick' by adding a layer of fire onto the whip of hard air.
 
Last edited:

Coin

:coin3c: Wealth

Wealth Tier: Steel Player (Tier 3)
Steel tier players are average earners, the common store clerk or legionnaire, for example. These players can afford to make baseline purchases without their purse suffering. Common items such as swords, clothing and jewelry are all affordable so long as the purchase is not extravagant. All materials used in the making of these purchasable items are of average to good quality with no frills and only minor customizations. Taverns and inns that supply decent, clean beds and good food are well within reach of steel players. Steel players can afford a small home, usually with one to three rooms depending on the city, of a comfortable quality.

:coin3c: Business​

Ranking: Silver Business (Tier 3)
Silver businesses are neither earning money or losing money, but are breaking even. They can afford to keep a baseline staff to assist them, but their Skills are low-tier or non-existent. They are not known around the city and have no reputation to speak of. Their cliental influx is limited and not necessarily loyal. Failure to put a lot of attention and time into the business may see these businesses failing or not going anywhere anytime fast.

Winter, Era Sixteenth

00.00 crowns to start (Rebirth)
+ 30.00 crowns / cycle starting Winter Era XVI

Immanis Longest Winter XVI

total salary: 150.00 crowns (from Scholar's Roost)
Expenses:
  • 100 for clothes and food, misc etc
  • 100 for meditation arts training / supplies
  • 300 for spear / training fees
  • 600 crowns for 2 rubies + 2 sapphires

Ponutis Longest Winter XVI
total salary: 500.00 (from Hel's Jewelry) + 375.00 (as bodyguard for City Council)
Expenses:
  • 80 crowns for urchin by Thane's door
  • food / lodging provided as bodyguard to City Council
  • 600 for 2 rubies + 2 sapphires
  • 200 crowns for enlaying the four gems into a bracelet

Melora Longest Winter XVI
total salary: 500.00 (from Hel's Jewelry) + 375.00 (as bodyguard for City Council)
Expenses:
- food / lodging provided as bodyguard to City Council

Cryxatum Longest Winter XVI
total salary: 500.00 (from Hel's Jewelry) + 375.00 (as bodyguard for City Council)
Expenses:
- food / lodging provided as bodyguard to City Council


Aperitus Longest Winter Part II Era XVI

total salary: 500.00 (from Hel's Jewelry) + 375.00 (as bodyguard for City Council)
Expenses:
- food / lodging provided as bodyguard to City Council

Optia Longest Winter XVI
total salary: 500.00 (from Hel's Jewelry) + 375.00 (as bodyguard for City Council)
Expenses:
- food / lodging provided as bodyguard to City Council

Ioannes Longest Winter XVI
total salary: 500.00 (from Hel's Jewelry) + 375.00 (as bodyguard for City Council)
Expenses:
- food / lodging provided as bodyguard to City Council

Totals:
2,750 crowns
 
Last edited:

Journal

Barge Intentions by Summer (cropped).png
Illustration by @Summer / @Meridian La’manie

Fluid Timeline

The Tragedy (Rebirth, Arconis) Part II
And Xeres Wept (The Rubble)
I Still Remember (At the Scholar's Roost)

Chapter One: Longest Winter
Need of the Many, and the Few
Diamond in the Rough (Dealings)
A Deal with Hel's (Imbuements I)
A few to trust, One to Protect (Open event, Ponutis)

The Lost Summer (Longest Winter Part II)
A Persisting Project (Imbuements II)
~ continued imbuing projects and working as mage bodyguard for City Council

The Awaited Autumn (End of Longest Winter)
Farewell Arconis ~
Gates of Coldmoon (Maddyn)
Attack of the Dollwoods (Plot)

The Desert Pearl ~
Gates of Arakmat City (Kunagi)
Meeting the Merchant King (Kunagi)
The Elemental Shoppe (Business)
A Deal With the Guild (Kunagi)
Touching Elements (Jade)

Sunless Summer
The Hunt (Hon'elgg)
A Staff to Lean On (Dollwoods)

The Artificer
A new life in the Free City (shoppe)
Meeting Leto (Crafting)
Lessons with Hecate & Mell (Adventure)
Sylrosia with Jade (Adventure)
Mermaids, Ports, & Toro-Toro (Adventure)
Traveling Artificer (Demios)
Fire Festival Fiends (Demios)
Research: Legend of the Storm Giants (Mastery)
From Aelyria Prime with Love (Isidor)
As Far South as South Goes (Tur)
 

Attachments

  • Barge Intentions by Summer.jpg
    Barge Intentions by Summer.jpg
    109.8 KB · Views: 1
Last edited:

The Artificer's Forge

Marketplace.jpeg

The Free Citizens of Ziel Aerca were free indeed; free to rot and get nibbled on by fleas. Free to sell and trade and barter. Free to steal, kill, and murder. Freedom was a precious thing. And a terrible, dangerous thing as well. So, like ordinary Free Peoples of the Empire, the Citizens of ZA learned quickly to arm themselves. Steel and chain-mail were good enough protection against common crooks and bandits. Archers and rouges fetched handsome quilted leather armor at the local tanner. Riders wore expensive garments and armor, with matching sets for their mounts. All was well and dandy for them.

What about the rest?

Well, a hooded figure set up a stall in the wee candlemarks one cycles-end. It was hardly anything special. The stall was just another little piece of promise among rows and rows of citizens and barbari alike. Soon, though, little miracles and rumors would reach the ears of those interest in little more than baubles and tricks. This man was something of a magician. Mages were becoming a rarity in the Empire ever since the Civil Wars turned into the long, hard-fought wars against the Xet.

The tent was marked by a shimmering orb of sapphire flames hovering above its canopy. It never touched the tent's fabric nor did the flames seem to ever die. It was an everlasting flame that hissed with cold, brilliant blue. It didn't take long for common mercenaries, slayers, and cutthroats to arrive. Most of them were impressed when the dark elven mage imbued their weapons with crimson flames or golden streaks of lightning. When pressed about payment, the mage asked only for their names and a future favor. Sometimes, he asked for a barter or trade. The Elementalist only relented to payment in coin as a last resort.

Each brightening he arrived, and each brightening more came to see if the foreigner could turn their weapons and armor into something special.

Inventory:
  • Baguette Sapphire (x3 charges of Initiate Ice Sphere)
  • 2x Onyx (x3 charges of Journeyman Earth Shield)
  • Onyx (x4 charge of Adept Earth Spike)
  • Emerald (x3 charges of Journeyman Earth Shield)
  • Emerald (x4 charges of Adept Earth Spike)
  • Ruby (x3 charges of Journeyman Fire Sphere)
  • 2x Quartz (x3 charges of Journeyman Fire Sphere)
  • Malachite (x4 charge of Adept Whirlwind)
  • Malachite (x4 charge of Adept Whirlwind)
  • Malachite (x3 charges of Journeyman Wind Blast)
 
Last edited:

:hat1a: Artifacts, Reagents, & Trinkets​

  • Heart Rubies from Aslan's forge (several, valuable, suitable for amulets)
  • Depth Diamonds from Secyclion Coast (several, rare, suitable for amulets)
  • Sea serpent fangs from sea caves on Secyclion Coast (several, rare, suitable for amulets)
  • Bloodstones from a volcano in Demios (several, valuable, suitable for amulets)
  • Accursed Amindolite from Champion of Ain'lar (4x4x4 fragment)
Further Reading: Primer to Natural Materials

Unpublished Works:

Masterpiece - Elemental Form
Manipulates large amounts of his surroundings simultaneously into an offensive and defensive spell.
  • Storm Form - a miniature hurricane with arms that the mage can manipulate in order to attack; in the eye of the hurricane is protective cocoon of spinning air that can shield the caster and up to two other persons in close proximity from the storm around them.
Seeing Stones - enchanted Elemental Scrying to see far away places (Air) or deep underwater (Water) or underground (Earth) or through flames (Fire).

Bound Elementals - mindless 'artificial' elemental thralls that are 'bound' to objects to create flying machines and horseless carriages. Repeated movement generated by imbuements or enchantments (such as spinning water or rotating discs of earth or a constant stream of air pressure).

Air Elementals - finicky, protean, moody, and flighty.
 
Last edited:
Top Bottom