Caden Law
04-24-10, 11:13 PM
More or less retooled Caden from the ground up with an Althanasfied version of the Dresden Files character sheets. I'm trying to fix the whole Linear Warrior Quadratic Wizard problem without neutering the character. Let's see how this works.
Level zero (http://www.althanas.com/world/showthread.php?p=84959)
Level two (http://www.althanas.com/world/showthread.php?p=111422)
Level five (http://www.althanas.com/world/showthread.php?p=153078)
As always, updates listed in blue.
Please bear in mind that Caden has advanced three levels and gone through some variably Epic Threads since his last update. Many of the things added here were earned, either implicitly or explicitly, the hard way.
As an aside, I think Task was supposed to handle this one personally due to the smorgusboard of updating going on here. I have no idea who's manning the harpoons in RoG right now, and barely any idea who's who anymore, so...yeah.
Name: Caden Law
Sorcerous Name: Blueraven
Age: 26; may appear older at times
Race: Human
Hair Color: Light blond
Eye Color: Generally 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, although the whites of his eyes have turned a bit green lately. 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. Of late, Caden has also acquired some nasty vericose veins in his hands and forearms.
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. Caden has recently added several pieces of armor to this outfit, most notably a Raiaeran conscript plate bearing his personal heraldry; whatever that is.
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:
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.
Global Positioning Sense removed during the events of Henge Sorcerous/Mortal Intervention.
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. By the end of the Corpse War in Raiaera, Caden's knowledge and understanding of Necromancy had grown considerably, taking him all the way to Above Average with an eye towards recognition and understanding. His actual skill in using this deadly art is much lower, as explained below.
Knowledge Arcana: Sorcery: Caden acquired an instinctive understanding of his Sorcerous abilities the same night he gained them. This often seems to reflect itself as 'random insights into the nature of Sorcery,' but it mostly serves to keep him aware of his limitations so that he doesn't kill himself. He gains absolutely no historical or mythological knowledge from this knowledge.
Navigation: 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.
Martial Weapons: Formerly 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 of this training and Caden's considerable wartime experiences, his defensive swordsmanship has risen to Expert levels, and the skill reflects in defending himself with sword-sized blunt objects as well (like his Rod or Wand). His offensive swordsmanship is still lagging behind at Average. This skill translates much more roughly in the use of a staff-type weapon, which Caden is still Poor at. His unarmed fighting skills Just Plain Suck.
Magic: Update City here. Caden's magic is now divided into six 'elemental' types further split between Evocation (Magic-on-the-Fly) and Thaumaturgy (Magic-not-on-the-Fly). He has a small group of set spells given Rote status; this is semi-complex magic Caden can cast without even really thinking about it; nothing subtle or pretty, just quick and effective. In gameplay terms: Rote spells replace Specific Spells, Evocation replaces/explains Caden's ability to improvise magic on the fly, and Thaumaturgy replaces things like Alchemy, Runic Spellwork, Circle of Power, Concept Bypass, and any spell that would take a prohibitive amount of time trying to cast (ie Siege Arcana, back when Caden first learned it). Several of the old Specific Spells have been removed/retooled/replaced. Although Caden can use plain old weapons as components in magic, only focus objects result in any power or control increase for the spells being cast.
Elements of Magic: Caden's magic is essentially broken down into six core 'elements,' which may or may not overlap for any given spell or ritual. Caden began with Geomancy, Thermal, and Gravity magicks; he acquired Arcane during his first run through Raiaera, finally took to using Necromancy in Salvar, and earned the insight and power of Sorcery in a brutal trial at the Icehenge of Berevar. His skills have more or less advanced consistently from talent to talent, with Gravity and Sorcery as his least developed, Geomancy and Arcane magic his strongest, and Thermal and Necromancy resting somewhere between.
Evocation: Evocation represents the ugly side of magic: Asspulling improv spellwork at breakneck speeds while trying desperately not to die. It requires discipline, focus, and the ability to multitask. Most of Caden's Focus tools (Wand, Rod, Staff) are geared towards increasing the speed and ease of his Evocation. Any named Evocation is listed solely because it's already been used a lot but has too much complexity to be a Rote spell. Usually includes some kind of verbal component or gesture. So long as he's not being harassed by a persistent enemy, Caden can usually manage two or three Evocations per post depending on the effects. Regardless of the level, Caden usually has to stand still for at least a second or two when casting an Evocation. In gameplay terms: Evocations usually measure in at level 5, but may be weaker.
Thaumaturgy: Thaumaturgy is magic with relatively little adrenaline. While it can be performed in the heat of battle, doing so is like throwing off all your armor, stripping naked, and painting a bull's eye on your genitals. The fact that Caden has performed Thaumaturgy in the middle of a battle does not speak highly of him. As with Evocation, any named Thaumaturgy spell has been used often enough to warrant special mention. It includes the skills of alchemy, runic magic, concept bypass – which is a fancy way of saying Casting Above Your Weight Class – and more complex circles of power. It also includes curses, complex acts of divination, most summoning and binding spells, and just about any non-combat working in general. Often includes verbal components, may include rituals, material components, gestures, or pretty much anything else. In gameplay terms: Caden's Thaumaturgic spells weigh in all over the place, but rarely exceed level 4 if he's under any kind of pressure.
Geomancy: Caden is an Expert Geomancer, with a roughly 50/50 split between his Thaumaturgic and Evocational abilities. He can sense and tap into leylines for power boosts, and he can move the earth around in the heat of battle. The latter ability usually manifests as crude spikes, shifts of the ground beneath an enemy's feet, and sudden defensive walls. Of note is that Caden has difficulty manipulating solid metals, and simply can't do it if they've been forged or enchanted. He also has difficulty Geomancing in a relatively low-magic environment, such as Salvar. This ability also borders on useless for anything involving plants.
-- Stone Maiden Mausoleum: One of Caden's messiest Evocations. Forms from four pillars shooting out of the ground, quickly bound together by spikes shooting from one to the next, and then enclosed with a slanted roof. Once it's closed, more spikes fill the interior and impale anyone inside. Timing and environment are an absolute must.
Thermal Magic: Caden is Above Average as a Thermal Mage, focused hard on Evocation. He uses this to draw power out of the air and the surrounding environment, usually manifesting as a sudden drop in temperature. When on the offense, Thermal Magic can manifest as either ice or fire, but lacks the specific strengths or weaknesses of true Elemental powers; the manifestations are more side effects to changes in temperature. This power is far less useful in a low-temperature environment, such as Salvar or Berevar. Caden's emotions often have a visible impact on his Thermal Magicks: The angrier he gets, the colder he gets.
-- Thermal Lance: Evocational offense. Caden manipulates the temperature to launch a flaming ice spear at his target. The fire usually manifests in rings around the spear, and rarely impacts the target itself. Not a rotary; usually cast by pointing two fingers or using a focus of some sort.
Gravity Magic: The most difficult of Caden's specialties in terms of sheer complexity, the Wizard is still only Average with Gravity Magic. He has only two evocationary spells to his Name in this field (literally), and only one could be considered Rote. Caden is, above all else, a Thaumaturgic Gravity Mage.
-- Blueraven's Siege Arcana is a special case: Caden first invented it during the Siege of Eluriand and spent the rest of the Corpse War trying to master it. This is a long range spell that basically looks like a cannonball made out of polished obsidian with a slight red glow. When cast as an Evocation, its impact causes a ten foot wide sphere of space to completely implode, coating any impacted ground in hot and cold black glass in the process. As Evocations go, it's still time consuming, power-draining, and horribly inaccurate.
Arcane: Caden first picked up true arcane magic when he fought in Raiaera, and the power he's put the most effort into developing. The Wizard is considered an Expert at Arcane magic, but only has two Rotes with it. He's generally a Thaumaturgist in the Arcane: His alchemy, runic spells, and concept bypass all come through or overlap with this talent. Any visible Arcane spell usually has some kind of avian motif involved, especially ravens and feathers.
Necromancy: Caden is probably one of the most unwilling Necromancers in recorded history. Much to his own chagrin, he's got a bit of a knack for it: His skills here are Average with a 50/50 split between Evocation and Thaumaturgy. Caden's Evotionary Necromancy tends to resemble his Thermal and Arcane magicks. He's gone out of his way to avoid having any Rotes based on this branch of his talents. Any use of Necromancy tends to make the veins stand out on his skin, and extended use is enough to leave him deathly pale, intensify the color of his eyes, and turn those same veins green for a while. Of note: Caden's skills here are strongly oriented towards countering Necromancy.
-- Vivevore: Semi-literally “Life-Eating.” This is Thaumaturgy at its ugliest, most sadistic, and most unforgivable; a vile act of murder that doesn't even leave the victim's soul intact. Caden literally tears the life – or life-simulating magicks – out of his target, using it to fuel his own healing or two power his spellcraft. It requires protracted physical contact with the victim, and generally requires that they be willing or incapacitated. Caden has restricted his use of this spell to a last resort, and still suffers nightmares from those times he's had to use it.
Sorcery: The most recent and least developed of Caden's abilities; if there were other Sorcerers running around, Caden would probably be lucky to come in at Below Average. Sorcery allows Caden to draw from the Eternal Tap itself, using his body's own 'leylines' as a conduit. This has the added effect of draining both his body and soul. Caden is limited to no more than three Sorcerous Evocations (Rotes included) for every nine posts; anymore than that and Caden suffers from severely diminishing returns and enormously increasing risks. To date, he has not attempted to use Sorcery for Thaumaturgy. To date, most of his Sorcerous powers have been force-based Conjurations, crude in shape and relatively weak in quality and strength: Caden can only replicate the sturdiness of forged iron and can only lift up to 300 pounds. Sorcerous constructs tend to resemble Caden's Arcane magic in the use of avian imagery.
-- Conjuration: Echo Effect: Caden can literally echo his own movements using Sorcerous Conjuration. As an example: Caden can swing his sword and generate a wave of force shaped after the arc of the swing.
-- Sorcerous Empowerment: Caden can use Sorcery to enhance the power of a single Evocation from one or more of his other talents. This tends to lessen the intricacy and slow down the speed of his spellcasting, but increases the power of it.
Rotes: Rote spells are the tried-and-true stand-bys of Caden's arsenal; magic he's done so frequently that he can do it with little, if any thought – even while moving at a full run. These spells are generally somewhat weaker than dedicated Evocation. Caden generally can't manage more than two or three in the span of a single post, though they usually have no bearing on proper Evocational spells. At present, Caden has only a handful of Rote spells. Rotes are reliant on conditions mentioned in each spell's description; if these conditions aren't met, then the rote counts as a regular Evocation. The element/s are specified only when the Rote's name doesn't mention them. In gameplay terms: Unaided Rotes come in at level 3-4; use of a focus bumps them up to 4-5.
Coldfire Bolt: Thermal Rote. Caden either snaps his fingers and points, or uses a focus object to hurl a ball of fire and ice at a target. The ice hits first, with roughly the same impact as glass launched from a sling, and then the fire hits. The actual mechanics involve energy collapsing in on itself and temperature rising at the Bolt's core, but the rote itself is easy enough to remember.
Blueraven's Gravity Gambit: Caden's original defensive spell. Gambit is basically a ball of clashing gravity and anti-gravity that can disrupt physical attacks. Anything with mass has its direction changed upon entering the Gambit, and will probably miss Caden as a result. It might still hit him. Incidentally, Gambit will shred most physical objects smaller than an arrow, rendering them less-than-lethal by default. As a Rote spell, Gambit requires the use of an open hand. It cannot count as a Rote if cast through any kind of focus. Magic generally bypasses Gambit altogether, and projectiles moving with enough speed might get through it without being too deformed or having their course significantly altered. Caden can maintain the Rote version for up to ten seconds, with size varying between a basketball and a beach ball.
Magic Missile: Every Wizard's Best Friend. Magic Missile is a burst of destructive arcane energy, loosely resembling a ghostly blue and violet raven ahead of a comet's tail of feathers. Causes most of its damage through an impact comparable to a baseball at 90 miles per hour, though the accompanying flash of light can disorient nocturnal creatures. Strict line-of-sight, cast using either pointed fingers or a focus of some kind.
Arcane Blast: Caden snaps his fingers and points as a blue-violet rune and a feathery outline light up on his target. This is followed by a near-instant explosion, about as powerful as a weak hand grenade. Not very precise, deals only surface damage to a target wearing armor or clothes. More disorienting than damaging. There is some Thermal Magic here as well, if only because the Blast causes a bit of heat damage.
Sorcerous Fist: Actually more of a hand, but that's neither here nor there. This is the Echo Effect taken to one of its logical extremes: Caden generates a ghostly fist, semi-transparent gray for the exterior, and full of blue feathers beneath its surfaces. The Fist lasts no more than ten seconds under normal circumstances, but can also be used for grabbing, lifting, and anything else that a hand can do. It's about as big as the average human torso, and moves with surprising speed and limited dexterity. Caden can only generate one Fist at a time.
Thermal Strike: Caden's only offensive melee Rote, requiring the use of a bladed weapon (especially a sword, but knives are acceptable; he's never used an axe or spear). Caden strikes the enemy, causing a drastic rise or drop in temperature at the point of impact. Repeated drops can result in hyperthermia, repeated increases can actually set a target on fire or cauterize the wounds left by each attack. Caden has managed some spectacular Evocational variants on this, but the Strike is far weaker and more useful as a Rote.
Wizard's Voice: This is more of a side-effect of Caden's magical nature, and not at all unique to him. 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.
-- Sorcerer's Voice: Whenever Caden so much as nudges close to tapping his Sorcerous powers, his Voice becomes heavier in every way. It can actually shake dust, dirt, or loose snow. It has no meaningful effects on another character.
-- Necromancer's Voice: A side-effect that occurs whenever Caden taps into Necromancy. His Voice sounds colder, sharper, and it literally 'feels' green.
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. As part of his efforts to stave off an apocalypse or thirty, Caden copied down all the information from the N'Thayn'sal version of Greyspine's Grimoire. This is purely for Plot Arc Purposes and has no effect on Caden's powers. The information is also increasingly out of date, making it unreliable for affecting interactions with other characters.
Wizard's Hat: The second most prized of Caden's possessions. His Hat is mainly noteworthy for almost never falling off, even when heavily damaged. Besides that, it's big enough inside to safely store his Grimoire in and its magic is sturdy enough to keep the Grimoire intact even when the Hat itself isn't. Whenever significantly damaged, it simply needs to be repared for Caden to retrieve his books. As part of multiple boons earned during his Icehenge trial, Caden's Hat is fashioned from a form of N'jalian spidersilk without the inherent vulnerability to fire. Quality is Masterwork.
-- Wizard's Greatcoat: Like the Hat, Caden's signature long coat has also been modified by boons earned in the Icehenge trial. It has the same spidersilk properties as the Hat, and is also Masterwork quality.
Raiaeran Conscript's Breastplate: Originally handed out during the Siege of Eluriand, Caden threw the Breastplate away and then recovered it courtesy of an Elder Thayne. The armor was also repaired, recolored, and improved. Battle damage has knocked it down to Above Average quality. The item is Steel.
-- Raiaeran Armor: Additions put together by an Elf with an anvil to torture during the Siege of Anebrilith-Beinost. Styled after Caden's Breastplate, fitted to the Wizard himself. Includes pauldrons, thigh guards, shin and wrist guards, and elbow and knee protectors. Loosely resembles cavalry armor. Steel, Above Average quality. Inexplicably cursed by Duffy Bracken in a Judgement; I'm giving up 200 GP to have that removed in advance during the approval process. Thanks.
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.
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, more frequently, in his belt. Styled after a two-handed Coronian sword, meant for stereotypical human conscripts. Does not count as a focus outside of Thermal Strike.
Bowie Knife: Bought during the same Bazaar trip as the Burlap Sack. 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. Does not count as a focus outside of Thermal Strike.
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. Gameplay bonus: Increases Rotes to level 4-5, generally secures Evocations to level 5.
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. Gameplay bonus: Increases Rotes to level 4-5, generally boosts Evocations to 5-6.
Staff of Power: Acquired at the end of the Siege of Anebrilith-Beinost. Caden's staff consists of an obscure material called a Shard of Resonance, causing it to shape itself in accord with the soul of whoever wields it. Each shaping is a one-time event that requires some kind of divine approval. The Shard resonated with Caden to form a staff measuring approximately six feet in length, with a construction resembling solid Prevalida both inside and out. Caps are screwed into each end, allowing for future modifications. Color is black with numerous runic and symbolic indentations all over, each one filled with an orange 'gel' like material that glows blue during spellcasting. Gameplay bonus: Increases rotes to level 4-5, generally boosts Evocations to 6-7, with a possibility of level 8 spellcasting.
Note: The Staff is an aggregate FQ reward. If it isn't approved here, I'll just destroy it in my next thread; no worries.
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. Currently meandering around Beinost, harassing the locals and quite possibly eating their children.
History: {CUT PENDING A LESS CRAPSPACKULAR REWRITE.}
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: Decisions, decisions... (http://www.althanas.com/world/showthread.php?t=16824) - +Arcanist's Rod, -1153 GP.
FQ Exemplary Contributor Reward (http://www.althanas.com/world/showthread.php?t=19852) – Pending this thread.
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.
Five to Eight: No Rest for the Wizard
The Henge Sorcerous (http://www.althanas.com/world/showthread.php?p=154223) - +5,123 XP, +Sorcery, +Knowledge Arcana: Sorcery, +Raiaeran Conscript Breastplate, +N'jalian Spidersilk upgrades, -Cosmic Positioning Sense, -Greyspine's Grimoire
With nothing left to lose and nothing but burdens to gain, Caden carries out his suicidal test of self-worth in Berevar's Icehenge.
Mortal Intervention (http://www.althanas.com/world/showthread.php?t=19865) - +200 GP, 4746 EXP.
Ain't No Rest For The Wizard (http://www.althanas.com/world/showthread.php?p=157981) - +?Staff of Power, +Armor, +?Knowledge: Necromancy, +?Expertise in Magic
MQ: Dawnbringers (http://www.althanas.com/world/showthread.php?t=20244) - +2453 EXP, 220 GP.
Level zero (http://www.althanas.com/world/showthread.php?p=84959)
Level two (http://www.althanas.com/world/showthread.php?p=111422)
Level five (http://www.althanas.com/world/showthread.php?p=153078)
As always, updates listed in blue.
Please bear in mind that Caden has advanced three levels and gone through some variably Epic Threads since his last update. Many of the things added here were earned, either implicitly or explicitly, the hard way.
As an aside, I think Task was supposed to handle this one personally due to the smorgusboard of updating going on here. I have no idea who's manning the harpoons in RoG right now, and barely any idea who's who anymore, so...yeah.
Name: Caden Law
Sorcerous Name: Blueraven
Age: 26; may appear older at times
Race: Human
Hair Color: Light blond
Eye Color: Generally 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, although the whites of his eyes have turned a bit green lately. 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. Of late, Caden has also acquired some nasty vericose veins in his hands and forearms.
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. Caden has recently added several pieces of armor to this outfit, most notably a Raiaeran conscript plate bearing his personal heraldry; whatever that is.
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:
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.
Global Positioning Sense removed during the events of Henge Sorcerous/Mortal Intervention.
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. By the end of the Corpse War in Raiaera, Caden's knowledge and understanding of Necromancy had grown considerably, taking him all the way to Above Average with an eye towards recognition and understanding. His actual skill in using this deadly art is much lower, as explained below.
Knowledge Arcana: Sorcery: Caden acquired an instinctive understanding of his Sorcerous abilities the same night he gained them. This often seems to reflect itself as 'random insights into the nature of Sorcery,' but it mostly serves to keep him aware of his limitations so that he doesn't kill himself. He gains absolutely no historical or mythological knowledge from this knowledge.
Navigation: 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.
Martial Weapons: Formerly 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 of this training and Caden's considerable wartime experiences, his defensive swordsmanship has risen to Expert levels, and the skill reflects in defending himself with sword-sized blunt objects as well (like his Rod or Wand). His offensive swordsmanship is still lagging behind at Average. This skill translates much more roughly in the use of a staff-type weapon, which Caden is still Poor at. His unarmed fighting skills Just Plain Suck.
Magic: Update City here. Caden's magic is now divided into six 'elemental' types further split between Evocation (Magic-on-the-Fly) and Thaumaturgy (Magic-not-on-the-Fly). He has a small group of set spells given Rote status; this is semi-complex magic Caden can cast without even really thinking about it; nothing subtle or pretty, just quick and effective. In gameplay terms: Rote spells replace Specific Spells, Evocation replaces/explains Caden's ability to improvise magic on the fly, and Thaumaturgy replaces things like Alchemy, Runic Spellwork, Circle of Power, Concept Bypass, and any spell that would take a prohibitive amount of time trying to cast (ie Siege Arcana, back when Caden first learned it). Several of the old Specific Spells have been removed/retooled/replaced. Although Caden can use plain old weapons as components in magic, only focus objects result in any power or control increase for the spells being cast.
Elements of Magic: Caden's magic is essentially broken down into six core 'elements,' which may or may not overlap for any given spell or ritual. Caden began with Geomancy, Thermal, and Gravity magicks; he acquired Arcane during his first run through Raiaera, finally took to using Necromancy in Salvar, and earned the insight and power of Sorcery in a brutal trial at the Icehenge of Berevar. His skills have more or less advanced consistently from talent to talent, with Gravity and Sorcery as his least developed, Geomancy and Arcane magic his strongest, and Thermal and Necromancy resting somewhere between.
Evocation: Evocation represents the ugly side of magic: Asspulling improv spellwork at breakneck speeds while trying desperately not to die. It requires discipline, focus, and the ability to multitask. Most of Caden's Focus tools (Wand, Rod, Staff) are geared towards increasing the speed and ease of his Evocation. Any named Evocation is listed solely because it's already been used a lot but has too much complexity to be a Rote spell. Usually includes some kind of verbal component or gesture. So long as he's not being harassed by a persistent enemy, Caden can usually manage two or three Evocations per post depending on the effects. Regardless of the level, Caden usually has to stand still for at least a second or two when casting an Evocation. In gameplay terms: Evocations usually measure in at level 5, but may be weaker.
Thaumaturgy: Thaumaturgy is magic with relatively little adrenaline. While it can be performed in the heat of battle, doing so is like throwing off all your armor, stripping naked, and painting a bull's eye on your genitals. The fact that Caden has performed Thaumaturgy in the middle of a battle does not speak highly of him. As with Evocation, any named Thaumaturgy spell has been used often enough to warrant special mention. It includes the skills of alchemy, runic magic, concept bypass – which is a fancy way of saying Casting Above Your Weight Class – and more complex circles of power. It also includes curses, complex acts of divination, most summoning and binding spells, and just about any non-combat working in general. Often includes verbal components, may include rituals, material components, gestures, or pretty much anything else. In gameplay terms: Caden's Thaumaturgic spells weigh in all over the place, but rarely exceed level 4 if he's under any kind of pressure.
Geomancy: Caden is an Expert Geomancer, with a roughly 50/50 split between his Thaumaturgic and Evocational abilities. He can sense and tap into leylines for power boosts, and he can move the earth around in the heat of battle. The latter ability usually manifests as crude spikes, shifts of the ground beneath an enemy's feet, and sudden defensive walls. Of note is that Caden has difficulty manipulating solid metals, and simply can't do it if they've been forged or enchanted. He also has difficulty Geomancing in a relatively low-magic environment, such as Salvar. This ability also borders on useless for anything involving plants.
-- Stone Maiden Mausoleum: One of Caden's messiest Evocations. Forms from four pillars shooting out of the ground, quickly bound together by spikes shooting from one to the next, and then enclosed with a slanted roof. Once it's closed, more spikes fill the interior and impale anyone inside. Timing and environment are an absolute must.
Thermal Magic: Caden is Above Average as a Thermal Mage, focused hard on Evocation. He uses this to draw power out of the air and the surrounding environment, usually manifesting as a sudden drop in temperature. When on the offense, Thermal Magic can manifest as either ice or fire, but lacks the specific strengths or weaknesses of true Elemental powers; the manifestations are more side effects to changes in temperature. This power is far less useful in a low-temperature environment, such as Salvar or Berevar. Caden's emotions often have a visible impact on his Thermal Magicks: The angrier he gets, the colder he gets.
-- Thermal Lance: Evocational offense. Caden manipulates the temperature to launch a flaming ice spear at his target. The fire usually manifests in rings around the spear, and rarely impacts the target itself. Not a rotary; usually cast by pointing two fingers or using a focus of some sort.
Gravity Magic: The most difficult of Caden's specialties in terms of sheer complexity, the Wizard is still only Average with Gravity Magic. He has only two evocationary spells to his Name in this field (literally), and only one could be considered Rote. Caden is, above all else, a Thaumaturgic Gravity Mage.
-- Blueraven's Siege Arcana is a special case: Caden first invented it during the Siege of Eluriand and spent the rest of the Corpse War trying to master it. This is a long range spell that basically looks like a cannonball made out of polished obsidian with a slight red glow. When cast as an Evocation, its impact causes a ten foot wide sphere of space to completely implode, coating any impacted ground in hot and cold black glass in the process. As Evocations go, it's still time consuming, power-draining, and horribly inaccurate.
Arcane: Caden first picked up true arcane magic when he fought in Raiaera, and the power he's put the most effort into developing. The Wizard is considered an Expert at Arcane magic, but only has two Rotes with it. He's generally a Thaumaturgist in the Arcane: His alchemy, runic spells, and concept bypass all come through or overlap with this talent. Any visible Arcane spell usually has some kind of avian motif involved, especially ravens and feathers.
Necromancy: Caden is probably one of the most unwilling Necromancers in recorded history. Much to his own chagrin, he's got a bit of a knack for it: His skills here are Average with a 50/50 split between Evocation and Thaumaturgy. Caden's Evotionary Necromancy tends to resemble his Thermal and Arcane magicks. He's gone out of his way to avoid having any Rotes based on this branch of his talents. Any use of Necromancy tends to make the veins stand out on his skin, and extended use is enough to leave him deathly pale, intensify the color of his eyes, and turn those same veins green for a while. Of note: Caden's skills here are strongly oriented towards countering Necromancy.
-- Vivevore: Semi-literally “Life-Eating.” This is Thaumaturgy at its ugliest, most sadistic, and most unforgivable; a vile act of murder that doesn't even leave the victim's soul intact. Caden literally tears the life – or life-simulating magicks – out of his target, using it to fuel his own healing or two power his spellcraft. It requires protracted physical contact with the victim, and generally requires that they be willing or incapacitated. Caden has restricted his use of this spell to a last resort, and still suffers nightmares from those times he's had to use it.
Sorcery: The most recent and least developed of Caden's abilities; if there were other Sorcerers running around, Caden would probably be lucky to come in at Below Average. Sorcery allows Caden to draw from the Eternal Tap itself, using his body's own 'leylines' as a conduit. This has the added effect of draining both his body and soul. Caden is limited to no more than three Sorcerous Evocations (Rotes included) for every nine posts; anymore than that and Caden suffers from severely diminishing returns and enormously increasing risks. To date, he has not attempted to use Sorcery for Thaumaturgy. To date, most of his Sorcerous powers have been force-based Conjurations, crude in shape and relatively weak in quality and strength: Caden can only replicate the sturdiness of forged iron and can only lift up to 300 pounds. Sorcerous constructs tend to resemble Caden's Arcane magic in the use of avian imagery.
-- Conjuration: Echo Effect: Caden can literally echo his own movements using Sorcerous Conjuration. As an example: Caden can swing his sword and generate a wave of force shaped after the arc of the swing.
-- Sorcerous Empowerment: Caden can use Sorcery to enhance the power of a single Evocation from one or more of his other talents. This tends to lessen the intricacy and slow down the speed of his spellcasting, but increases the power of it.
Rotes: Rote spells are the tried-and-true stand-bys of Caden's arsenal; magic he's done so frequently that he can do it with little, if any thought – even while moving at a full run. These spells are generally somewhat weaker than dedicated Evocation. Caden generally can't manage more than two or three in the span of a single post, though they usually have no bearing on proper Evocational spells. At present, Caden has only a handful of Rote spells. Rotes are reliant on conditions mentioned in each spell's description; if these conditions aren't met, then the rote counts as a regular Evocation. The element/s are specified only when the Rote's name doesn't mention them. In gameplay terms: Unaided Rotes come in at level 3-4; use of a focus bumps them up to 4-5.
Coldfire Bolt: Thermal Rote. Caden either snaps his fingers and points, or uses a focus object to hurl a ball of fire and ice at a target. The ice hits first, with roughly the same impact as glass launched from a sling, and then the fire hits. The actual mechanics involve energy collapsing in on itself and temperature rising at the Bolt's core, but the rote itself is easy enough to remember.
Blueraven's Gravity Gambit: Caden's original defensive spell. Gambit is basically a ball of clashing gravity and anti-gravity that can disrupt physical attacks. Anything with mass has its direction changed upon entering the Gambit, and will probably miss Caden as a result. It might still hit him. Incidentally, Gambit will shred most physical objects smaller than an arrow, rendering them less-than-lethal by default. As a Rote spell, Gambit requires the use of an open hand. It cannot count as a Rote if cast through any kind of focus. Magic generally bypasses Gambit altogether, and projectiles moving with enough speed might get through it without being too deformed or having their course significantly altered. Caden can maintain the Rote version for up to ten seconds, with size varying between a basketball and a beach ball.
Magic Missile: Every Wizard's Best Friend. Magic Missile is a burst of destructive arcane energy, loosely resembling a ghostly blue and violet raven ahead of a comet's tail of feathers. Causes most of its damage through an impact comparable to a baseball at 90 miles per hour, though the accompanying flash of light can disorient nocturnal creatures. Strict line-of-sight, cast using either pointed fingers or a focus of some kind.
Arcane Blast: Caden snaps his fingers and points as a blue-violet rune and a feathery outline light up on his target. This is followed by a near-instant explosion, about as powerful as a weak hand grenade. Not very precise, deals only surface damage to a target wearing armor or clothes. More disorienting than damaging. There is some Thermal Magic here as well, if only because the Blast causes a bit of heat damage.
Sorcerous Fist: Actually more of a hand, but that's neither here nor there. This is the Echo Effect taken to one of its logical extremes: Caden generates a ghostly fist, semi-transparent gray for the exterior, and full of blue feathers beneath its surfaces. The Fist lasts no more than ten seconds under normal circumstances, but can also be used for grabbing, lifting, and anything else that a hand can do. It's about as big as the average human torso, and moves with surprising speed and limited dexterity. Caden can only generate one Fist at a time.
Thermal Strike: Caden's only offensive melee Rote, requiring the use of a bladed weapon (especially a sword, but knives are acceptable; he's never used an axe or spear). Caden strikes the enemy, causing a drastic rise or drop in temperature at the point of impact. Repeated drops can result in hyperthermia, repeated increases can actually set a target on fire or cauterize the wounds left by each attack. Caden has managed some spectacular Evocational variants on this, but the Strike is far weaker and more useful as a Rote.
Wizard's Voice: This is more of a side-effect of Caden's magical nature, and not at all unique to him. 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.
-- Sorcerer's Voice: Whenever Caden so much as nudges close to tapping his Sorcerous powers, his Voice becomes heavier in every way. It can actually shake dust, dirt, or loose snow. It has no meaningful effects on another character.
-- Necromancer's Voice: A side-effect that occurs whenever Caden taps into Necromancy. His Voice sounds colder, sharper, and it literally 'feels' green.
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. As part of his efforts to stave off an apocalypse or thirty, Caden copied down all the information from the N'Thayn'sal version of Greyspine's Grimoire. This is purely for Plot Arc Purposes and has no effect on Caden's powers. The information is also increasingly out of date, making it unreliable for affecting interactions with other characters.
Wizard's Hat: The second most prized of Caden's possessions. His Hat is mainly noteworthy for almost never falling off, even when heavily damaged. Besides that, it's big enough inside to safely store his Grimoire in and its magic is sturdy enough to keep the Grimoire intact even when the Hat itself isn't. Whenever significantly damaged, it simply needs to be repared for Caden to retrieve his books. As part of multiple boons earned during his Icehenge trial, Caden's Hat is fashioned from a form of N'jalian spidersilk without the inherent vulnerability to fire. Quality is Masterwork.
-- Wizard's Greatcoat: Like the Hat, Caden's signature long coat has also been modified by boons earned in the Icehenge trial. It has the same spidersilk properties as the Hat, and is also Masterwork quality.
Raiaeran Conscript's Breastplate: Originally handed out during the Siege of Eluriand, Caden threw the Breastplate away and then recovered it courtesy of an Elder Thayne. The armor was also repaired, recolored, and improved. Battle damage has knocked it down to Above Average quality. The item is Steel.
-- Raiaeran Armor: Additions put together by an Elf with an anvil to torture during the Siege of Anebrilith-Beinost. Styled after Caden's Breastplate, fitted to the Wizard himself. Includes pauldrons, thigh guards, shin and wrist guards, and elbow and knee protectors. Loosely resembles cavalry armor. Steel, Above Average quality. Inexplicably cursed by Duffy Bracken in a Judgement; I'm giving up 200 GP to have that removed in advance during the approval process. Thanks.
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.
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, more frequently, in his belt. Styled after a two-handed Coronian sword, meant for stereotypical human conscripts. Does not count as a focus outside of Thermal Strike.
Bowie Knife: Bought during the same Bazaar trip as the Burlap Sack. 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. Does not count as a focus outside of Thermal Strike.
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. Gameplay bonus: Increases Rotes to level 4-5, generally secures Evocations to level 5.
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. Gameplay bonus: Increases Rotes to level 4-5, generally boosts Evocations to 5-6.
Staff of Power: Acquired at the end of the Siege of Anebrilith-Beinost. Caden's staff consists of an obscure material called a Shard of Resonance, causing it to shape itself in accord with the soul of whoever wields it. Each shaping is a one-time event that requires some kind of divine approval. The Shard resonated with Caden to form a staff measuring approximately six feet in length, with a construction resembling solid Prevalida both inside and out. Caps are screwed into each end, allowing for future modifications. Color is black with numerous runic and symbolic indentations all over, each one filled with an orange 'gel' like material that glows blue during spellcasting. Gameplay bonus: Increases rotes to level 4-5, generally boosts Evocations to 6-7, with a possibility of level 8 spellcasting.
Note: The Staff is an aggregate FQ reward. If it isn't approved here, I'll just destroy it in my next thread; no worries.
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. Currently meandering around Beinost, harassing the locals and quite possibly eating their children.
History: {CUT PENDING A LESS CRAPSPACKULAR REWRITE.}
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: Decisions, decisions... (http://www.althanas.com/world/showthread.php?t=16824) - +Arcanist's Rod, -1153 GP.
FQ Exemplary Contributor Reward (http://www.althanas.com/world/showthread.php?t=19852) – Pending this thread.
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.
Five to Eight: No Rest for the Wizard
The Henge Sorcerous (http://www.althanas.com/world/showthread.php?p=154223) - +5,123 XP, +Sorcery, +Knowledge Arcana: Sorcery, +Raiaeran Conscript Breastplate, +N'jalian Spidersilk upgrades, -Cosmic Positioning Sense, -Greyspine's Grimoire
With nothing left to lose and nothing but burdens to gain, Caden carries out his suicidal test of self-worth in Berevar's Icehenge.
Mortal Intervention (http://www.althanas.com/world/showthread.php?t=19865) - +200 GP, 4746 EXP.
Ain't No Rest For The Wizard (http://www.althanas.com/world/showthread.php?p=157981) - +?Staff of Power, +Armor, +?Knowledge: Necromancy, +?Expertise in Magic
MQ: Dawnbringers (http://www.althanas.com/world/showthread.php?t=20244) - +2453 EXP, 220 GP.