Post by Isengrim on Aug 23, 2015 4:23:01 GMT
Name: Isengrim
Age: 47
Sex: Male
Race: Human- Etirathian
Height: 5'9"
Weight: 167lbs
Rank: Citizen
PHYSICAL DESCRIPTION
Upon seeing Isengrim, one would typically dismiss him as an ambiguous, unassuming old man. He is unimpressive in height, standing at a mere 5'9" It is not often he must look down to speak to another man. Despite his age, he is still quite robust. His arms, back, and chest and legs are all strong and solid from years of working on the fields and hunting outside of the forest. It is a well known fact that he was once a soldier, and he has not let himself fall out of shape since his days in the military.
His skin has a light tan and has been toughened by years of hard work and sun-beaten labor. His brow is furrowed into a permanent scowl, casting shadows over his deep brown eyes. His gaze is penetrating and severe, and can be unsettling for some if they look for too long. His narrow nose has a very slight bend from where it was once broken which may be missed unless one looks closely enough. His lips are thin and partially hidden by his thick stubbly facial hair. His hair is a chocolate brown, slightly darker than his facial hair, and is peppered with gray hairs, particularly at the sides.
He spends most of his days at his house outside the walls of Etirath, but does however visit the town occasionally to escape from the monotony of housework and yardwork to poor himself a drink, wander the streets, or sit at the gardens and watch the statues dance. When he does so, is usually seen wearing a gray cloth tunic tied to his waist by a leather belt, a brown leather doublet, a thick woolen cowl that reaches to just below his shoulders, and a plaid sackcloth pouch slung over and tied at his shoulder. He also wears leather fingerless gloves.
Over his legs he wears thick woollen breeches and leather boots.
He also tends to wear home-made leather armor pieces. Leather breastplate, leather vambraces, and leather greaves.
He is almost always seen walking with a sturdy wooden stick, about three and a half feet long, with two knob like bumps, one at the very top, which tapers to a rounded point, and another about eight inches below that one, which reaches out wider, the bottom half of the knob noticeably flatter than the top.
PERSONALITY
Isengrim is a bit of a recluse. His severe, unfriendly looks tend to cause people to keep a wide berth, and he does not do much to change the fact. He is very comfortable with being alone. He has a tough-as-nails air to him. But rarely does he resort to actual violence, preferring often to find the easiest way out, such as paying a mugger, or simply walking away from an aggressive drunk. This does not mean he is weak, on the contrary. He can effectively dispatch an aggressor with relative ease. But in order to keep attention off of himself, he prefers to play the part of the meek old man.
He can be a bit of a grump, and have a somewhat short temper when it comes to ignorance and blatant stupidity, but he is not totally heartless. He has been known to break from his characteristic silence to offer a few words of wisdom to those who would listen, or toss a coin or two to the occasional beggar.
With those very very few people who have gained his trust and familiarity, he is a much warmer person. He is more outspoken, and will even crack a joke or slip in a witty remark.
COMBAT STYLE
Despite his age, Isengrim has little to no trouble keeping up with up with, and at times, outpacing, those many years younger than him. What they have in vigor, he has in experience. His combat style is a combination of magic and melee, combining his fighting and ship ability with rapid invocations to overpower or outsmart his opponent. In large scale battles, he can serve in the front lines, aiding the main force, or he can serve as support from the back, casting large area spells and incantations, or, provided the circumstances are right and the resources available, summon powerful beings to serve under his command and directly aid them in battle.
While he is a noble man, who fights with honor, and respect, years of battle have ingrained into his mind that there is no such thing as dirty fighting. When his life or a priority's life is on the line, he will not hesitate to eliminate the threat by whatever means necessary.
COMBAT SKILLS
- Swords proficiency
- Invocation
- Enchantment
- Unarmed fighting
EQUIPMENT
Weapons
- Oaken Walking Stick
A 3 foot, 8 inches long walking stick with two knobs, one on the top, tapered to a rounded point, with several grooves striping down it., eight inches below that, the bottom half of the knob noticeably flatter. If one looks at it from the bottom point down, they would notice that rather than being perfectly round, it is slightly ovoid in shape. It seems non-threatening enough, but in his hands it can become a versatile weapon. Obviously it could be used for blunt clubbing and striking, it is very strudy and unlikely to break. It can serve as a focus point for spell casting, extending his reach and amplifying the potency of his spells, and then it can also serve as his sword, the flat knob acting as a guard, the top knob acting as a pommel, and, with the proper quick enchantments, the stick itself acting as a blade. - Knife
A simple knife strapped to his hip. six and a half inch double edged blade. - Bastard Sword
Normally this sword does not leave his house unless he is expecting to do battle. It is a steel double edged, leaf bladed hand-and-a-half sword with a black hilt. It's scabbard is made of hardened black leather.
Armor
- Leather Vambraces
- Leather Chestplate
- Leather Greaves
Items
Isengrim has collected a plethora of items and relics from his years prior to settling down. The following is a few of the most notable ones. He does not always have them on his person
- Antimagic Amulet
An amulet that protects the user from any effects of magical nature. The downside is that it does not discriminate if the effect is positive or negative, and it also prevents the user from performing magic of his own. - Cloak of the Salamander
A fireproof cloak that also keeps the wearer cool even in the midst of roaring flames - Sack of gryffon feathers and glass cylinders
Used for creating warp points. - Ring of the Eldritch Knight
A ring given to him by Lady Theolandra. There is no other like it. It can be used to aid focus in spellcasting.
SPELLS LIST
The following is a list of some, but not all of the spells in his arsenal, including the limitations for the spells.
SPELL NAME | SPELL TYPE | INCANTATION | DESCRIPTION | REQUIREMENTS | MATERIALS | CASTING SPEED |
FIREBOLT | Invocation | Ignus | A bolt of fire erupts from whatever the caster is using to channel the spell through, firing forward. The bolt can move to chase the target but the turn radius is vary wide and can be dodged provided the target has enough time and reflex to do so. Upon impact the bolt explodes and may cause burns and any flammable objects stricken may catch fire. | None | None | Instant |
COMBUST | Invocation | Accendant | Causes flames to erupt on whatever the caster targets, regardless of whether or not the target is flammable. | Must be within 12 inches of the target. | None | Instant |
HEAT | Invocation | Calor | Causes whatever the caster is targetting to gradually heat up. | Caster must have contact or near contact with the target | None | Instant |
FORCE | Invocation | Vis | A short range forward-moving concussive blast of magic. Damage is proportional to the distance from the target. Has a knock-back effect. A point blank attack can potentially bruise organs and break bones. Maximum of 2 feet distance uncharged. Can also be used to thrust objects with greater force than if thrown. Can be focused for greater effect, but caster must be completely still when doing so, and must cast or release the spell before moving. | Must be within 2 feet for the effect to be felt. | None | Instant |
SHOCK | Invocation | Scintilla | Fires an arc of electricity in a straight line from wherever the caster is pointing. Can cause paralysis and spasms. Can be conducted through metal and water. | Must be within 20 feet of the target | None | Instant |
BURST | Invocation | Erupit | Causes a small explosion directly in front of the casters focus point. Blast Radius 2 feet distance uncharged Can be focused for greater effect, but caster must be completely still when doing so, and must cast or release the spell before moving. | None | None | Instant |
GOD PEN | Enchantment | Deus Pencillo | Enchants an instrument allowing it to be used as a pencil that writes on any surface, even empty space. Enchanted items have glowing tips and write in neon violet light. | None | None | Instant |
MEND | Invocation | Emantur | Repairs broken items, provided all the pieces from the item are within range. Bones can also be fixed, but must be set beforehand. Does not seal wounds. | None | All the original broken pieces of the item, or items required for the reparation of the object at hand. | 3 seconds |
SOOTHE | Invocation | Lenire | A soothing blue light is emanated from the caster's focus point. Alleviates pain but does not heal. | None | None | Instant |
MISSILE | Invocation | Procul | A missile of unaligned magic energy is fired from the caster's focus point. Same as firebolt. | None | None | Instant |
FREEZE | Invocation | Duratus | Causes the target to drop in temperature rapidly, resulting in frost and freezing. Can be used at a lesser intensity to simply cause cooling rather than freezing. | None | None | Instant. |
EARTH WALL | Invocation | Terra murum | Caster draws a line on the floor, the earth will rise up where ever the line touches, creating an thick earthen barrier. | None | None | Instant |
ILLUMINATE | Invocation | Lux | Summons a sphere of light directly in front of the target, can be moved at will. Illuminates a 15 foot area or less. Can illuminate a greater area but the caster must remain still and focus to do so. | None | None | Instant |
GRAVITY | Invocation | Gravitatem | Causes the gravity in the affected area to increase threefold. The area affected is marked by a magic circle 3 feet in diameter, saying the incantation backwards produces the opposite effect, and gravity is reversed. | None | None | Instant |
LEVITATE | Invocation | Surge | Causes the target to float, not unlike telekinesis, the caster controls where the target goes. For the sake of fairness in the roleplay, if used on a player character, the character can choose the be affected by the spell, they would feel a tugging sensation. The character can refuse to be effected, which would break the spell | Target must be within 50 feet of the caster | None | Instant |
FLASH | Invocation | Mico | Summons a dazzling burst of light that can blind opponents who do not cover their eyes. | None | None | Instant |
MAGNIFY | Invocation | Magnificare | Creates a lens of air that magnifies whatever is below it, like a magnifying glass. Can be moved at will. Can also be enlarged at will but the larger and farther it is, the more focus it takes and may require immobility. | None | None | Instant |
FARSIGHT | Invocation | Longe Conspectu | Allows vision to be zoomed up to 10x as much, at will of the person the spell is cast on. The spell lasts 10 minutes, or until dispelled. | None | None | Instant |
SILENCE | Invocation | Silentium | Eliminated noise in a room or small area. Can also be cast on a specific person or object to eliminate noise they create. | None | None | Instant |
RETURN | Invocation | Reditum | Causes projectiles to turn back in the direction from which they were fired. | None | None | Instant |
HALT | Invocation | Claudicatus | Halts projectiles in their tracks. When the spell is release, those unmoved or not destroyed will continue on their original paths. | None | None | Instant |
BARRIER | Invocation | Obice | Summons a barrier capable of stopping projectiles and magic attacks from all directions. The stronger, or more potent the attack, the more focus it requires to maintain. This requires immobility during invocation and while maintain the spell active. | Immobility | None | Instant |
SHIELD | Invocation | Clypeus | Summons a small round barrier capable of stopping projectiles and magic attacks directly in front of the focal point of the caster. Unlike Barrier, it does not require immobility, and the smaller the shield, the stronger it is. | None | None | Instant |
RELEASE | Invocation | Recludam | Releases physical securities such as locks, clips, buckles, buttons, snaps, straps, knots, etc. Enchanted securities must be dispelled prior to releasing. | Target must be within 12 inches of the focus point, Must be dispelled if enchanted. | None | Instant |
AMPLIFY (voice/magic) | Invocation | Amplificet(vocem/magicae) | Calls upon a stationary magic circle which appears directly in front of where the caster was standing upon casting the spell. There are two varieties of the spell. One is used for voices, the other for magic. Anything spoken directly into the magical amplifier is amplified as though speaking through a megaphone. Any magical projectiles shot through the amplifier will have their potency increased threefold. The Amplification sigil does not move and lasts for 5 minutes or until dispelled | None | None | Instant |
ACCELERATE | Invocation | Accelerare | Calls upon a magic circle which accelerates all projectiles or moving objects that pass through it to speeds of up to 5 times their original speed. | None | None | Instant |
DULL | Enchantment | Hebes | Dulls the blades or points of sharpened objects. Objects can still cause blunt damage. | User's hand must be directly over the target | None | Instant |
DECELERATE | Invocation | Retardant | Calls upon a magic circle that has the opposite effect as accelerate. | None | None | Instant |
SHARPEN | Enchantment | Exacueret | Coats the target item in magical energy that sharpens its edges to an invisible point. | User's hand must be directly over the target. | None | Instant |
HEAL | Invocation | Sigillum Vulnere | Heals wounds of the flesh, does not set bones, remove poison, or resupply lost blood. Simply closes wounds. | User's hand must be directly over the target | None | 3 seconds |
TAG | Invocation | Vinculum | Casts a bonding spell to the target. A bonding sigil appears on the target and stays until dispelled or used once. The caster must then cast tag on one or more other targets or objects. The next spell to strike one of the targets affects all "tagged" targets, regardless of distance. | User's hand must have contact or be directly over the target | None | 5 seconds |
CALL | Invocation | Veniat | Causes an object to come to the caster. Caster must be able to see the object he is calling upon. Or must be extremely familiar with the object. Can be used on a sentient being, but will feel like a tug. The spell will lead the sentient being to through to the fastest, safest, unobstructed path to the caster. They can choose to refuse to heed the call. If they do so, they caster will feel the spell break as though it were dispelled. | None | None | However much time it takes for the object to reach the caster |
GOD TOUCH | Enchantment | Omnia Sentis Planis | Causes an object to be able to affect intangibles such as spirits and ghosts. This also places the object at risk of being taken or affect by the intangible object caster or recipient wishes to affect. Use with Caution. Lasts 10 minutes or until dispelled. | User's hand must be directly over the target | None | Instant |
COMMUNE CIRCLE | Sigil | Cum Spiritibus Communicare | Any spirit that steps within the circle will become visible and audible to those in the material plane. | Must draw the sigil on the ground or wherever the spirit is to stand. The spell must be cast on the sigil. | None | Instant |
SCRY | Invocation | Omnipraesens Oculus | Allows the caster to spy upon anyone who they have seen before. They can slso see the surroundings of the person provided the caster has been there before, as well as anyone they are interacting with, provided the caster has seen them before. Depending on the degree of familiarity the caster has with the target and his or her surroundings, will decide the clarity of the scene. If the caster is totally unfamiliar with the target he will not be able to perform the spell. If the familiarity is low, the target will appear blurry. | Caster must cast the spell on a water surface. | Water | Instant |
MAGICIANS BOND | Invocation | Magus Vinculum | Creates a circular area marked by a magic circle 15 feet in diameter. All spells cast from within the magic circle will draw upon the magic power of all available sources within. | None | None | Instant |
ANIMATE | Invocation | Nullis venit uita uitae vocantem fortunam veni vocare . Flatum moventur vive sermone et praecepta mea. Animatum! | Causes statues or other large objects such as trees to temporarily come to life and follow the will of the caster. Larger objects may require a multiplier for the spell to work. | None | None | Instant |
SHATTERSHOCK | Area Spell | 1) Potestates calamitatis sapientia enim vocationem 2) divulsaque hoc mundo non collocantur fibris ejus ad nihilum , 3)quo suam ambulaveritis mihi . confringes | Calls upon the powers of calamity to shatter the area. Causing massive damage on all within. Friend or foe. | User must remain absolutely immobile, while slowly and clearly chanting the spell from within a sigil that must be drawn on the floor below prior to casting, with all necessary materials placed in their proper places. The drawing of the sigil takes one post to perform,The incantation itself takes three posts to perform, the spell itself happens the turn after the final verse. | Eye of wraith, Shard of royal soul, Obsidian powder, Vial of mercury, golden ouroboros. | Five posts total |
PYROCLASM | Area Spell | 1) Spiritus consumentur illud coram vobis et char hydram 2) inimicos meos aeterna flamma . Lux in mundum ignem 3) aera lace sulphur. ardebit | Incinerates the area in white hot flames, calling upon spirits and lords from the realm of eternal flame to consume all those caught within the limits of the spell | Read: Shattershock | Heart of Ifrit, Tongue of Salamander, Obsidian Powder, Sulfurite, Solidified flame | Five Posts total |
MAELSTROM | Area Spell | 1) Quacumque die invocavero Corus ventus navigationem impediebat , 2) idem auster et ab occidente vehementissimum, et æstus. 3) Educ tecum nubibus imber tormentis , hostes opprimere . | Summons a hellish storm of wind, rain, hail and lightning to flood and raze the battlefield | Read: Shattershock | None | Five posts total |
WARP POINT | Teleportation Spell | 1) Unde semper et celerius tuto ferres nobis Appellemus . 2) Provide celeri versique celerare nequando incideremus . | Summons a warp circle wherever the caster is currently standing. Whenever the caster needs to escape or travel back to that warp point, he must chant the spell once again, and all those within ten feet of him are carried with him back to the circle. Warp points are single use. | Caster must be completely immobile when performing the spell. All those who are to go with him must be within ten feet | Solid Glass Cylinder, Gryffon feather. | 2 posts to prepare, 2 posts to use. |
SUMMON RUIN | Summon | 1) O spiritus perniciem meam vocatione operam 2) in adjutorium meum intende , et actum de somno surgere . | Summons Ruin, a spirit who manifests itself in the physical world using the peaces of rubble it may find. User must be in an area with rubble scattered about. The more rubble there is, the larger and stronger ruin will become. | Caster must remain completely immobile while summoning ruin. | Seal of Ruin | 2 turns to summon |
SPELL MULTIPLIERS
Spell multipliers are suffixes to the incantation that can affect the magnitude of the spell or units of the spell cast at once. Not all spells can be cast with multipliers. Multipliers require intense focus and mastery to be applied.
MULTIPLIER VALUE | INCANTATION SUFFIX (Magnitude) | INCANTATION SUFFIX (Units) |
DOUBLE ( 2x ) | Dupla | Duplex |
TRIPLE ( 3x ) | Tercio | Triplex |
QUADRUPLE ( 4x ) | Quattra | Quattruplex |
QUINTUPLE ( 5x ) | Quinta | Quintuplex |
SEXTUPLE ( 6x ) | Sexta | Sextuplex |
SEPTUPLE ( 7x ) | Septa | Septuplex |
OCTUPLE ( 8x ) | Octa | Octuplex |
NONUPLE ( 9x ) | Novena | Nonuplex |
DECUPLE ( 10x ) | Decima | Deciplex |
So on | So forth | Etc. |
BIOGRAPHY
Not much is really known about Isengrim's past. He simply appeared about nine years ago. On his own, he built a small cottage and farm on some empty land outside of the kingdom. He kept to himself and quickly gained a reputation as a somewhat reclusive old man, possibly crazy. Some recognized the makings of an ex-soldier in him. But not many became close enough to him to confirm this. Most just assume it is true.
But the truth was far more surprising.
Isengrim's birthname was Greisimn Leonis. Or more commonly known as the Greisimn the Eldritch Knight. He was known for his prowess on the battlefield, using his skills with the sword as well as with his knowledge of the arcane in tandem to mow through entire groups of enemies with ease. Some of the tales of his feats were exaggerated, as tales tend to do, but most were based in fact, and have some seed of truth in them. In the castle, he was known for his close relationship with Queen Theolandra. They were less like Queen and subject and more like two good friends, and though he never failed to pay her proper respect as his queen, the trust and comfort between the two was a nearly tangible dynamic. She often would ask him to perform many favors, errands, and missions for him, that were totally separate from his position in the military, and he would perform them without question, and without fail. These tasked ranged from escorting nobles, the guarding important people, the delivering packages, to espionage, to even menial tasks such as acquiring her favorite sweets from the local bakery when her sweet tooth called for something less luxurious, or turning in or renewing an overdue book. When they had free time, they would often be seen wandering the halls talking for hours on end. She would confide in him, and he in her. Some believed that this relationship could have been something beyond friends, but those who knew him well new that his heart belonged to another, a young woman by the name of Elisanna who lived in the far side of the kingdom, near the walls.
His fame extended far beyond the castle. In the academy he was known for his mastery with the sword as well as with invocation magic, on the battle field he was known for his leadership and bravery. Tales of his feats ran far and wide. The most notable of which being the conquering of Ruin. Ruin was a conglomeration of vengeful spirits which resided in the remains of a fortress kingdom, annihilated by Sayre's rampage. The enormous beast manifested itself using the rubble of the kingdom to create itself a new body, with which it terrorized the countryside, searching in vain for the bloodborne king. With the help of his platoon, (though the exaggerated legends say he did this single handedly) Greisimn was able to subdue the beast, and rather than destroy it, he was able to create a contract with it, allowing it to be summoned at Greisimn's leisure, and was used to turn the tide of battle during the final battle against Rudolv Sayre and his army. This contract also had another unforeseen effect on him, which he came to learn later on, and that was that his lifespan was considerably extended, aging far slower than those around him.
Young Isengrim during the war against sayre
After the war, Greisimn had come to the decision that it was time to hand up his sword and settle down, starting a family of his own. With Sayre subdued and his cult destroyed, the kingdom of Etirath would see peace. Greisimn the Eldritch Knight was no longer needed. And so he made his way back to the Reiner House. What he found however, brought his plans of a peaceful happy life to a screeching halt. Where the Reiner house once stood, now lay the charred, broken remains of the house of his beloved Elisanna. He came to learn that she and her family were among the first to die in the war, and their bodies had already long since been burned at the communal pyres where the numerous casualties of war were being cremated. Greisimn was stricken with heartbreak, loss, and guilt. For years he had put off marriage, in order to continue serving his country. For years, Elisanna had faithfully waited for him, welcoming him with open arms whenever he returned, offering him full plates of food by day, and warm nights in her embrace. She gave him everything, waiting for him to fulfill a promise that remained unfulfilled.
His guilt turned to ire, his loathing turned towards the cause of this tragedy. It was not him who caused the war. It was Sayre. Thoughts of revenge filled his mind. With the trust Theolandra had in him, it would be fairly easy to simply walk into the temple and attempt to kill the weakened bloodborne king. His desire for revenge was fueled furthermore by Ruin, who noted the emotions within it's query and tried to use it to his advantage, for it too had a personal vendetta with Sayre. But Greisimn stilled his thoughts. He had trusted Theolandra's judgement when she decided against killing Sayre. To go back on that now would be to betray his queen, and regardless of what his personal emotions were, that was not an option. Despite that, he could not sit comfortably in the realm any longer, seeing the effects the war had on the people around him, and knowing their pain so very well, while the man who caused this was to be personally tended to by the queen. Surely, her duty was to all mankind, and Sayre, corrupted though he may have been, was still a man. She answered to her call, her destiny, and saved him. But Greisimn was not content with that answer. He knew these conflicting feelings would grow uncontrollably if left untended to, yet he could not take matters into his own hands, and he would not question his queen. So he did the one thing he thought was right.
He left.
Without a word of goodbye or any announcement of his departure, Greisimn packed his belongings, and left Etirath behind.
Years passed. The kingdom was rebuilt. A new generation was ushered in. News spread around the world that Rudolv Sayre had fallen ill and would soon die, the effects of the mana finally taking it's toll. During this time, Greisimn had wandered the land for many years, never settling in a single place for too long. He had more than enough time to do away with the inner turmoil he once felt. And with Rudolv Sayre soon to expire, he had no reason to continue his self imposed exile from his homeland. It was time to return. It took him almost a year to make his way back to his kingdom. What he found affected him deeply. The kingdom had changed. The people thrived. Gone were the affects of the war, as were many of the things he was familiar when he last walked the streets of his home. He saw nobody he recognized. They were all dead or wizened. Once or twice, he was approached by an elderly man who would call him by name, but he would quickly walk away, turning his face away. He did not want to be seen.
The sight before him shocked him to the very core. He had made a grave mistake. In letting his emotions defeat him, he had abandoned his country. It went on without him, it left him behind. Gone was his name from the minds of the people, lingering only in history books and in the memories of the elderly and the most learned historians. He had also abandoned his friend. Surely the recovery must not have been an easy process. He had been witness to the accusatory finger of those who succumb to their feelings, as he had. With the guilt the must have caused her, to feel like she had failed her people, her country, surely she must have gone through some terrible pain. Yet he was not there. He had left her, without a word of goodbye. He, her most trusted friend, had turned his back on her. Once again he was stricken by terrible guilt. Perhaps she had forgotten him? Who could blame her? He was tempted to leave once again. He had no place in this kingdom. He had no right to walk the streets of his homeland. He knew this was true. But running away was not the answer, he knew this, and so, on that day, Greisimn cast aside his name, Greisimn Leonis, the Eldritch Knight died, and Isengrim was born. He would earn his place back in the kingdom, from the very bottom. He would thrive, as the others did, and then, and only then, would he dare face his queen once more.
RELATIONSHIPS
Queen Theolandra: His Queen and at one point his closest friend. He hopes to one day face her, and apologize for abandoning her as a friend, and as a once loyal subject.
UPDATE ::::: After fifty years since his abandonment of her and the realm, he finally confronted her in an attempt to right his wrongs. His fears of suffering her rancor and rejection were promptly settled, when the queen, once she was sure he really was her old friend Greisimn, welcomed him with open arms and teary-eyed glee. Their close friendship has been immediately re-established.
Elisanna Reiner: (DECEASED) His lover, victim to the war against Sayre.