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Caden Law
08-08-09, 03:57 AM
New updates listed in blue. I've reorganized and completely rewritten a few things here and there, mostly in and around the history section, but I've also changed the scale for spellpower/magical skill to be more easily understood (re: Below Average -> Average -> Above Average instead of the terms used before). The old character sheets can be found here (Zero) (http://www.althanas.com/world/showthread.php?p=84959) and here (Two) (http://www.althanas.com/world/showthread.php?p=111422).

Also: The increased height is a running gag tied to his mishaps with teleportation. Every time he levels up, he grows by about an inch and a few pounds. It apparently changes his clothes too. The gag will end sometime between Levels Five and Six.

Birthname: Caden Law
Sorcerous Name: Blueraven
Age: 26
Race: Human
Hair Color: Light blond
Eye Color: Blue
Height: 6'4"
Weight: 205 lbs.
Occupation: Wizard, freelance navigator, alchemist, archivist, and translator

Personality: Caden is, by most accounts, a very reserved intellectual who conforms to the classic mold of Wizardry: Subtle, quick to anger, long to hold a grudge. Despite this, most people find him awkwardly pleasant if a little cynical and annoyingly sarcastic. He comes across as uncomfortable with giving sympathy and has trouble in conversations that don't somehow boil down to magic or his professional life. He shows visible discomfort whenever the subject of the Raiaeran War comes up. His morals are complex and oftentimes lethal and he's a skilled liar. Owing to his experiences in Raiaera, Caden still carries joke-racism towards the Elves, specifically High Elves. He also has a tendency to blaspheme. A lot. Against everyone's gods.

Appearance: Caden has been through a lot, and it shows. War has left him with a number of scars big and small, with the largest being a pair of cuts on his left shoulder and the right side of his chest. Two of the smallest, and oldest, are a pair of roughly square-shaped patches on the back of his neck. He has a small thin line across the right cheek and his right arm is riddled with tiny burn marks and cuts from fingertip to just above the elbow. In spite of this, Caden still looks pretty unimpressive: He tops out at 6'4” with most of his body covered by stringy, lean muscle that isn't terribly intimidating to look at. He's still pasty and pale, still has the same band of freckles from cheek to nose to cheek, and his eyes are still the plainest shade of blue ever. His hair is light blond and cut short. Outside of the scars, none of his facial features are particularly impressive and he's only barely got any hair on his chin – no Wizardly Beards here, folks.

Clothing: Caden's signature look consists of a long blue coat, about shin length, worn over black pants and a button-up white shirt with long sleeves. Topping this off is a wide-brimmed, pointy-tipped hat – a Wizard's Hat, thankyouverymuch. It's blue like his coat, has a thick and heavy leather belt around it, and the top half just barely sags forward. He can usually be seen wearing a beat-up pair of heavy-duty boots and, in colder climates, a thick hide cape. The outfit is topped off by a combination of circle-lensed, wire-framed glasses and what could best be described as biker or bomber goggles to compensate for a small bit of nearsightedness.

Misc: Owing to his uses of Necromancy, Caden is currently tainted by black magic – the real stuff; hard, cold and evil. Beyond occasional nightmares, it doesn't alter his behavior. Normal people don't readily percieve this taint but those with supernatural senses might detect traces of it somehow. Owing to his status as one of the Sage God's playthings, Caden might also register somewhat unusually to people with knowledge or power derived from the Thaynes and their lore. People drawing powers from other gods would have to make up their own effects, if they noticed anything at all. Click below for a list of recommended effects and note that these are only suggestions, not guidelines. They have little or no bearing on actual game mechanics.

Necromantic Effects
Sight: If your character sees things weirdly (like having dark vision, or being able to register auras), they might sense a thin green-blue-black aura shifting around Caden.
Scent or Taste: If your character is able to smell magic, ghosts or other paranormal things, they might register a smell or taste like peppermint. Crazy powerful, ice-cold peppermint. Characters who can taste the supernatural (like Vampires or certain cannibals 'round these boards) would be able to taste the same thing in his blood or even on his skin. Its effect on them is entirely up to you.
Hearing: To those with special hearing, Caden's voice will always sound a little out of place with where he's standing in relation to them. It might be closer, it might be farther. His Sorcerous Voice might take on a slightly more metallic note to people with this kind of power.
Touch: To people with supernatural senses of touch, Caden will probably feel unusually cold and may even produce a slight shocking sensation.

Thayne Effects
Sight: If your character possesses special sight thanks to a Thayne or the lore surrounding them, Caden may appear to have a thin yellow aura around him, intermingling with traces of blue and violet.
Scent or Taste: If your character boasts a special sense of smell thanks to the Thaynes or their lore, they may be able to smell ink, mushrooms or dust in Caden's presence. This would become more pronounced with the use of magic. His blood would likely taste only of ink.
Hearing: Caden's voice itself might not be affected, but an attentive listener could hear the sound of pages turning not too far from him.
Touch: Those with a sense of touch altered by Thaynes or their lore might feel stale heat from contact with Caden.


Skills:

Alchemy: Another consequence of his Wizarding background. Caden is an adept alchemist -- not the best, not even above average, but he can brew up a potion and perform low-level transmutations as necessary. Unsurprisingly, his alchemic skills are useful for preserving food and medicine-making, though he's also been known to patch up clothing using alchemy. Not a combat skill; he can't even transmute most 'useful' solids.

Languages: Caden's time spent traveling the world has left him with the unique ability to pick up almost any language in a matter of hours, and he becomes literate almost as quickly. At present, he's got perfect fluency in Tradespeak, various dialects of Salvic, and Elven. He knows the rudiments of several Berevan tongues. His Wizarding background has also left him with a good grasp of Old Diamonic, particularly its written aspects. Incidentally, Caden has the irritating habit of forgetting spoken languages almost as quickly as he learns them, though he never forgets how to read or write in them. Like any properly trained Wizard, Caden is able to read things written arcanely, such as Sideways lettering. For reference, Sideways letters appear like a crude barcode to most people. He can also speak with proper punctuation, for whatever that's worth.

Knowledge: Timetelling: Owing to mishaps in teleportation during his time in Raiaera, Caden has developed the ability to tell time and date perfectly down to the second, regardless of references or lack thereof.

Knowledge: Cosmic Positioning Sense: Again, owing to his mishaps in teleportion while in Raiaera, Caden has developed the ability to tell where he is even while blindfolded and without being told the name of the place. He can only pinpoint his location down to the city level. Unlike his ability to tell time, this has faded significantly since Caden acquired it and he now has to stop and concentrate.

Knowledge: Necromancy: Caden acquired basic knowledge in Necromancy by accident during a battle in Raiaera. Circumstances in Salvar forced him to actually make use of and expand that knowledge accordingly. At this point, Caden has only one or two basic powers involving Necromancy and would like to keep it that way. His actual knowledge of the subject has advanced to Below Average: Caden knows the basics and he knows the theory, but bringing himself to actually combine the two is so difficult that it yields mixed results at best.

Navigation: The last of Caden's noteworthy skills, and arguably the most useful in the long run: Caden is a master navigator. Whether by starlight, direction or landmarks, Caden is rarely, if ever hopelessly lost.

Swordsmanship: While passing through the mountains of Salvar, Caden encountered and was trained in the arts of swordsmanship by a Dwarf-Drow named Dueril Dwight. As a result, Caden's defensive swordsmanship is now Above Average, and the skill reflects in defending himself with sword-sized blunt objects as well (like his Rod or Wand). His offensive swordsmanship is still Below Average.

Magic: Caden is a Wizard, first and foremost. He practices a sort of freeform casting style that allows the user to maneuver while casting spells, but his magic is mostly generic (a fireball here, a magic missile there, the occasional lightning bolt and so on). While he often uses a wand or rod for magic, he can do so barehanded with a little more effort. He has specific affinities for Arcane, Earth, Thermal and Gravity magicks, defined below, as well as one or two powers in the field of Necromancy.

Geomancy: Caden is an Above Average Geomancer, with his skills now roughly split down the middle between finding and tapping into leylines for power-boosts, and actual combat manipulation of the earth itself. His effectiveness in either area is still heavily reliant on how much magic is rooted in the earth around him: Magic-saturated land such as what you'll find in Raiaera is much easier to move and draw power from than the industrialized soil of Alerar. Caden boasts two named Geomancy spells and one spell in the concept stage. All three are found in the Spells section.

Thermal Magic: Caden is an Average Thermal Mage, able to manipulate temperatures for himself and others; both for survival and offensive purposes, with intensity varying by focus. This brand of magic ignores specific elemental immunities. At this time, Caden has two named spells in Thermal Magic: Thermal Lance and Thermal Strike, both listed in the Spells section.

Gravity Magic: Caden is currently Average at Gravity Magic and no longer has to tap leylines to use it effectively. At present, Caden has two Gravity spells to his Name (literally; Caden invented them himself) and he is able to generate small increases or decreases in his own personal gravity at this time; enough to slow or quicken his falling speed or someone else's by 15%. His spells can be found in the appropriate section.

Arcane: Caden is Above Average when it comes to the use of Arcane magic. While he only developed a real affinity for the stuff during his time in Raiaera, Caden took to it very easily. He currently has four named spells in the Arcane branch: Magic Missile, Magic Missile Barrage, Arcane Blast and Lightning Strike.

Necromancy: Caden picked up Necromancy during his time in Raiaera. He's been trying to get rid of it ever since. At present, Caden is a Beginner with Necromancy. He has no named spells to date but has unwittingly made use of one leeching power detailed in the Spells section for the sake of completeness.

Runic Spellwork: As a consequence of his Wizarding background, Caden is well-versed in how to write spells out in advance. Provided he's been given a good enough description, he can even write out spells he doesn't personally know. The catch is that, at this point, he needs to write them out using ink, lead, chalk, paint, blood, or some other medium. Provided enough time, Caden is able to use Runic Spellwork as a means of performing spells he only has in the conceptual stage. This is extremely time-consuming and dangerous, as displayed during Raiaera when he created the initial concept of Siege Arcana from scratch and was unable to use it without hurting himself for several hours.

Specific Spells: While Caden's magic affinities and powers all have generic components that allow him to function without specifics, his named spells are generally a bit more powerful. Put into Real Game Terms: Unnamed spells are equivalent to Level 1 or 2, while named spells are (usually) equivelent to Level 2 or 3. Several spells have certain overlapping elements, but all are organized according to the dominant aspect (Earth, Thermal, Gravity, Arcane, Runic, Necromancy).

Stone Maiden Mausoleum: Created on the spot during Caden's time in Raiaera, named in deference to the Iron Maiden and Mausoleums that inspired it. Essentially a rectangular, outhouse-sized iron maiden formed from earthen spires. Requires at least two turns to set up when battling another player, but actual deployment is relatively quick and can be performed with the hands or a focal object of some sort.

Circle of Power: Performed using Geomancy, but Caden can also create one using components from Runic Spellwork. The level of power increase this grants is directly proportionate to the size and durability of the array, which in turn depends on how much time Caden has to set it up. Caden simply cannot set up a Circle of Power while fighting unless he has someone else covering for him, and even then it takes a minimum of one turn to do so. The power granted may also be affected by its placement: A Circle put in place over a leyline will grant more of a bonus than one that isn't. Circles also carry the risk of overloading Caden outright if he's not careful. Use of a Circle requires Caden to stay, more or less, stationary.

Thermal Lancer: A thin beam of concentrated heat or cold, intense enough to scorch or freeze a pencil-sized hole through an unarmored target. Depending on the heat or cold of it, the Thermal Lance is barely visible as more than a wave through the air. Launched using a focal object or at least one fingertip. While Caden has managed to more or less get the hang of the spell, he still needs either a one turn charge-up time or the benefit of a Circle of Power to cast it.

Thermal Strike: One of Caden's only true magic-melee attacks. Once a good hit has been made, the point of impact grows painfully hot or cold. Repeated hits to the same area cause increasing levels of heat or cold, usually culminating in either localized hypo- or hyperthermic shock; numbness or painful paralysis of a limb for instance. With prolonged contact (at least ten seconds), the target will literally start to freeze or combust at the point of impact. Requires the use of a bladed weapon.

Blueraven's Siege Arcana: Caden's current ultimate spell, and the first to bear his own Name. Blueraven's Siege Arcana is a long-ranged Gravity spell created during Caden's time in Raiaera. The spell resembles a cannonball-sized projectile that implodes at the point of impact, then detonates with a huge burst of heat, cold and arcane energies. Unpredictable by any standard, Siege Arcana is not to be used on a whim. It requires a prohibitive charge-up time under any circumstances (3 turns with Circle of Power, 5 or more without) to assemble the spell and a while longer just to aim it. Its incomplete debut is noted for being the only attack to phase the Forgotten One, Xem'zund, during the Fall of Eluriand.

Blueraven's Gravity Gambit: The second of both Caden's melee-magicks and spells the bear his Name. Gravity Gambit is a purely physical barrier spell designed to buy Caden breathing room in melee, though it can be used offensively with some risks. In short: The spell consists of a whirling ball of clashing gravity and anti-gravity, its size no bigger than a beach ball and its power weakest along the edges. It works by first slowing or stopping an incoming attack, then redirecting and repelling it in another direction. This direction is completely random and carries the risk of actually hurting the caster more than the attack he's trying to deflect. Gambit can only be cast at point blank ranges, lasts no longer than five seconds under most circumstances, and only affects attacks with mass – magic usually passes right through it. The spell is visible due to the warping of light involved. Caden can only perform one at a time and requires at least a few seconds of breathing room between each spell.

Magic Missile: The classic standby of any Wizard worth his salt. Magic Missile is a comet-like burst of stark white-and-blue light, traveling roughly the same speed as a major league pitcher's average fastball. It deals damage to a target through impact, though nocturnal foes might be a little disoriented by the brightness of it. Strictly line-of-sight, but Caden has limited guidance over the spell, provided he's willing to stand still and aim it all the way to the target. Can be performed with the entire hand, a finger, or a wand. Its maximum range is around fifty yards, though it grows progressively weaker after twenty-five and only has a 5th of its original power at maximum range.

Magic Missile Barrage: The beefier sustained-fire cousin to the above spell. Caden lets loose with a bona fide barrage of Magic Missiles, each one slightly weaker and less accurate than the standard version. This is one of the only spells where Caden can't move while casting, and it requires the use of either a Circle of Power, the Wand of Nevermorrow, or the Arcanist Rod to effectively cast.

Lightning Strike: A thin, relatively weak lightning bolt. Lightning Strike primarily does damage through heat, shocking and a little bit of impact. Despite the Arcane mechanics of it, this counts as an elemental attack and won't phase anyone with immunities or resistances to lightning magic. Performed using a wand or one to two fingers. Its maximum range is also fifty yards. Accuracy depends on whether or not Caden is moving at the time; it's decently accurate when he's standing still or moving slowly, but wildly (and dangerously) inaccurate when he's moving at speed.

Arcane Blast: Similar in concept to Magic Missile, but different everywhere else. Arcane Blast manifests as a tightly-bound collection of blue and purple wisps, striking the target a little faster than Magic Missile and dealing zero impact damage. The key difference is that it explodes with force and heat comparable to a small hand grenade. Arcane Blast is an unguided spell, requiring the use of a wand or the entire hand to cast. Its maximum range is about twenty yards, give or take a few feet.

Concept Bypass: Relates directly to Runic Spellwork and requires the use of a medium to write with, though not necessarily something to write on. Displayed during Caden's time in Raiaera, it allows him to bypass the concept phase and fire off powerful (but unpredictable and increasingly self-destructive) variants of spells that he may or may not know. Time consuming either way, especially when Caden has to create a spell from scratch.

Wizard's Voice: Not actually a spell so much as a side effect to his Wizarding powers. Caden sometimes speaks with an unnaturally deep, echoing voice that can be heard in the mind as much in the ears, regardless of distance or background interference. While it functions passively similar to telepathy, it can be heard by anyone between he and the one he's speaking to, and it requires actual speech. It can only be used at long ranges when Caden knows a specific name for his target, be it a Sorcerous, True or Birthname; it just has to be something that the target closely identifies themselves with at some level. Useful for intimidation and communication, but very little else.

Leech Arcana: A Necromantic form of power absorbtion that Caden first made use of during his time in Salvar. It resembles Thermal magic in theory, applied to an awful aim: Caden stabs a victim with a blade of some kind, then uses it as a conduit to slowly draw energy from them over a large period of time; minutes at a minimum and hours for a full absorbtion. Whether the energy is life or magic used to animate a corpse probably doesn't matter. The result is a gradual healing of wounds, and a recharge of Caden's own energy reserves. It also warps Caden's own senses, though he doesn't necessarily benefit from that. This is a slow, impractical process for combat, and Caden is so loathe to use it that he tries to forget it's there.

Equipment:

Blueraven's Grimoire: The most prized of Caden's possessions, such that he never actually shows it to anyone. Caden's Grimoire is a leatherbound book with a blue raven painted on the front cover, with the binding kept shut at all times by a heavy-duty padlock. One part journal, one part spellbook, one part alchemic record and one part world map, Caden would sooner kick a small puppy than lose his Grimoire. While physically boasting only 600 pages or so, the actual interior is much, much larger. Caden has been known to use it as a focal object for spellwork in desperate situations. Otherwise, he keeps it secreted somewhere in his Hat.

Greyspine's Grimoire: Acquired during his jaunt through the alternate future of N'Thayn'sal, where pretty much everything went to Hell in a very shoddily built, unclean wicker basket and the world itself was dying a rather slow, unpleasant sort of death. Greyspine's Grimoire shares the same overall dimensions as Caden's own, though its colors are predominantly grey and black, with human backbones painted along its spine. While Greyspine's Grimoire is unique among the world for technically existing in two places at the same time, the one Caden carries has lost any and all of the magical knowledge that his future had written in it; either erased through the happenings of timetravel or re-absorbed by the modern version of the book. It only contains a twenty year history of the things that lead to the creation of N'Thayn'sal, written from the point of view of an alternate future self of Caden's mentor.

Wizard's Hat: The second most prized of Caden's possessions. His Hat is mainly noteworthy for never falling off, even when heavily damaged. Besides that, it's big enough inside to safely store his Grimoire in, as well as Greyspine's own, and its magic is sturdy enough to keep the Grimoires intact even when the Hat itself isn't. Whenever significantly damaged, it simply needs to be repared for Caden to retrieve his books.

Wand of Nevermorrow: So-named for Caden's goal of aborting the world where he acquired it. Roughly 18" of highly intricate, dedicated workmanship in the arcane. This wand resembles an Akashiman sword hilt in most respects; it's capped at both ends with rectangular pommels of damascus, wrapped in blue-dyed leather around a rywan casing. The core is made from liviol. Primarily used to ease and quicken Caden's spellcasting, though its weight and durability make it useful for smacking the crap out of someone as well. Often worn at his side or tucked away in his coat or Hat.

Arcanist's Rod: Caden's boomstick. Emphasis on boom. The Arcanist's Rod is a mid-ground between a wand and a proper staff of power, and a favorite of fighting magi everywhere. It bears a passing resemblance to Caden's Wand: A blue shaft of delyn covered in Diamonic runes and capped at both ends with solid damascus, and the entire thing is cored with liviol. Primarily used to beef up spells and quicken casting, it is nonetheless useful for beating people around like redheaded stepchildren.

Raiaeran Conscript Sword: Cruciform steel sword of Masterwork quality. Covered in Raiaeran glyphs and songnotes for decoration's sake. Caden wears it in a wooden scabbard strapped across his back or in his belt. Styled after a two-handed Coronian sword, meant for stereotypical human conscripts.

Burlap Sack: Bought during a jaunt through the Bazaar. Your bog standard burlap travel bag, able to handle all the necessities of travel. Looks like a modern-day courier bag.

Bowie Knife: Bought during the same Bazaar trip. Roughly 13" of Masterwork quality steel and a handle of rubber, leather and some wood at both the pommel and handguard. Weighted towards the upper-middle and often worn in a leather sheath on Caden's belt.

Familiar: A blue-feathered raven named Kaerul. While blue and capable of mimicking human speech a little better than a parrot, Kaerul has never demonstrated any other unique attributes. It comes and goes at random, never staying with Caden for more than a week and never being away from him for more than three months. It's more like a really eccentric pet than an actual Familiar. Besides moving in generically mysterious ways, Kaerul occasionally points Caden in the direction he should (or, perhaps more appropriately, shouldn't) go.

Mount: Charger, the Ornery Mountain Goat of Doom. A riding ram, little smaller than an average Raiaeran horse. Stark white with black hooves, thick curled horns and a willingness to eat just about anything. Jittery. Good traction, speed and balance on most surfaces, but Charger will always be most at home in mountainous terrain.

History: Caden Law originates from any one of the hundred or more evershifting feifdoms in the League of Salvic States; specifically the small village of Evernorth. Evernorth was one of the furthest proper villages anywhere to the north of Knife's Edge, and was barely large enough to qualify for a genuine Church. Its existence largely revolved around icefishing and alchemy, and besides having a proportionately large number of local magic users originate from Evernorth, the place is really not even worthy of being a comma on the pages of history, let alone a footnote.

Caden himself was born as the eighth of ten children -- nearly all of them boys. He was the only son to show any magical talent whatsoever, something that ran strong in his sisters. Like most children with such talents, he was given an education that his parents, a fisher and a market-owner, could've never afforded without the local Church's patronage. Where his sisters took to the teachings of the Church like fish to water, Caden took it more like a bird to flight; clumsy, sometimes disastrous, and often painful. By his early teens, he'd acquired a well-deserved reputation with his teachers for disobedience. Rather than simple expulsion, due to his talents at magic and a gift with language, Caden was instead 'rewarded' for his learning by being apprenticed to one of the Church's roughest 'field agents' -- a Wizard and Priest acting on its behalf by negotiating peaces with the local tribes and warding off the various walking natural disasters that inhabited the area around Evernorth.

His name was Jolstice Aramson, better known locally as Greyspine. On his last day in Evernorth, Caden met Aramson and was given his own sorcerous name, Blueraven, because a blue raven landed on his shoulder mere moments after Aramson presented Caden with a wand, Hat, and Grimmoire. Caden spent roughly three years working with Aramson, learning the ins and outs of basic Wizardy. He showed a natural lean towards manipulating Gravity, Earth, and Temperature, all while trying to keep up with his other studies. Unfortunately, he and Aramson continued the troublesome relationship Caden had always had with the Church's teachings. They eventually had a full-fledged falling out, and Caden barely escaped their confrontation with his life and health.

For what little it's worth, Greyspine must've pulled a few strings. Despite the fact that they came to blows and basically tried to murder each other, Caden has never been pursued by the Church or any others for his desertion. He left Evernorth without so much as a good-bye to his family, and hasn't looked back since. Whether the village is still there, or has become a part of one of or more of the ever-shifting feifdoms that pockmark the League, Caden still doesn't know and still doesn't care. He made his way to Knife's Edge, working for a time as an archivist in a local library. Eventually, Caden saved enough money to fund himself as a member of an adventuring company.

He set sail with the crew, and spent the next few years simply wandering the world from one hectic situation to the next. He's survived his fair share of dirty deeds, both by and against him. Every so often, the old raven returns, babbles a few things at him in one tongue or another, and then vanishes again. He's established a few genuine friendships, gotten a working knowledge of the world at large, and he's done well enough to keep his head down and avoid making any sort of reputation for himself. At age 24, Caden decided to take a little break from the life of adventuring. He stopped off at Scara Brae, and that...

...that is probably where his story really began...

For the sake of my own sanity, I hacked out the paragraph that went here and will simply throw in summaries for each thread since I was first approved. Yippy.

RP Records
Outside of RP:
Happiness (http://www.althanas.com/world/showpost.php?p=102849&postcount=2) - 100 EXP and 50 GP. Set around the same time as Tourism for Wizards and Unto the broke, unto the cynical.
Caden is asked to investigate a missing persons case in Scara Brae. He gets more than he bargained for.
OOC Thread: Decisions, decisions... (http://www.althanas.com/world/showthread.php?t=16824) - +Arcanist's Rod, -1153 GP.

Level Zero to Two: Wizard to War
Tourism for Wizards (http://www.althanas.com/world/showthread.php?p=85425) - -15 gold; gained 670 EXP and 180 gold.
Caden arrives in Scara Brae. Demonic kicks to the groin, the arrival of That Fucking Bird! and the first of many encounters that will undoubtedly leave the amoral Wizard forever blue.
Unto the broke, unto the cynical (http://www.althanas.com/world/showthread.php?p=85241) - Acquired Bowie Knife, Scalpel, and Burlap Sack, -115 gold. +100 EXP.
Caden heads to the Bazaar for some quicky provisions.
FQ: Slings and Arrows (http://www.althanas.com/world/showthread.php?t=8699) - +706 EXP.
Caden goes to Raiaera and gets drafted. He shows a certain aptitude for leadership. He also marks the beginning of a long-term lust-fail-hate relationship with High Elven women when one of the High Bards threatens to set him on fire.
FQ: Beyond the Bridge of Souls (http://www.althanas.com/world/showthread.php?p=88175) - +1193 EXP.
Caden comes into his own as the leader of Blueraven Company. Violence ensues.
FQ: The Field of Sighs and Sorrows (http://www.althanas.com/world/showthread.php?p=92739) - +1446 EXP. Gained Conscript equipment and Arcane affinity.
All Hell breaks loose in Eluriand. Caden gains the first of many scars, scores the first of many meaningless victories, and loses the first of many critical battles.
Cosmic Bump in the Road (http://www.althanas.com/world/showthread.php?t=12219) - Acquired Oak/Damascus Wand, -350 gold. +100 EXP.
The first of Caden's mishaps with teleportation.
The Cosmic Detour (http://www.althanas.com/world/showthread.php?t=12597) - FQ-earned Gold (1438) spent here. Acquired Rywan/Damascus Wand, internal GPS/Clock abilities.
The second, and much more important, of Caden's mishaps with teleportation. This marks the first of his divine interventions, if you could call them that.

Level Two to Four: The Law of Wizardry
Between the Numbers (http://www.althanas.com/world/showthread.php?p=111977) - +1619 EXP, +120 GP, +A bunch of pencils.
Caden returns from an alternate future, sworn to prevent it...and immediately becomes the first Althanian to visit the far-flung continent of Kebiras.
Intricacies of Asymmetry (http://www.althanas.com/world/showthread.php?p=115551) - +3173 EXP, +508 GP, +Basic Knowledge: Necromancy, -Bazaar Wand, -Raiaeran Conscript Breastplate
Wizards, Elven tradition, Necromantically empowered barbarian lords and the Scourging of Tembrethnil Forest: The most pyrrhic of Caden's victories to date.
Not Quite Homecoming (http://www.althanas.com/world/showthread.php?t=16601) - In Progress. Liquid time means that this thread is now In The Past. RP-wise, Caden acquired his Arcanist Rod (FQ Reward) here.
Emotionally and spiritually exhausted from the Raiaeran War, Caden heads home. Unfortunately, his past and the dark future of N'Thayn'sal are waiting.
The Wizard That Did It (http://www.althanas.com/world/showthread.php?p=137585) - +2756 EXP, -100 GP, +Masterwork updates to Bowie and Sword, +Blueraven's Gravity Gambit, +Magic Missile Barrage, +Thermal Strike, +Charger, +Swordsmanship training, -Scalpel
En route through the mountains, Caden is ambushed by a quartet of Death Lords and ends up in the care and tutelage of a weaponsmith named Dueril.
The Laws of Wizardry (http://www.althanas.com/world/showthread.php?t=19237) - +10,116 EXP, +1,066 GP, a new pair of glasses.
After months of travel, trial and trauma, the Wizard Blueraven finally comes home. There's just one small problem: Wizards can never go home.

Taskmienster
08-08-09, 12:12 PM
How and when did your weapons become masterwork?

Caden Law
08-08-09, 01:32 PM
The Wizard That Did It. There's a link near the bottom of the post. :)

Taskmienster
08-08-09, 01:36 PM
Ahhhh. I got it. Looks great.

Approved. Just be careful.