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Cydnar
05-16-10, 07:22 PM
Name: Cydnar Yrene
Title: Salthias
Age: 256
Race: Hummel (Elf/Drow)
Gender: Male
Height: 6’2”
Weight: 129llbs
Alignment: True Neutral
Birthplace: Donnalaich
Occupation: Artisan, Noble
Religion: The World Weaver Cult

History: Beyond the finite wonders of Scara Brae, Radasanth, Underwood…the hubs of civilisations far from his own rests an academy of magic. Creatures in this land fight with blade and the arcane, a harmonious residual power deep-seated and pulsating with martial prowess. Such creatures are scant wraiths, pointy eared pixies, dragonet paladins and mighty warlords, each as ferocious and cunning as the last. It is here that the fae and dragons learn their art and advance their magic, as has been and always will be, a legacy of one thousand five hundred years tutorage. Some say that Cydnar learnt his traits there in the hallowed halls, but they do not know of the people beneath the earth, the World Weavers, the healers of the magical scars of Althanas.

Donnalaich’s fair crystal spires and boulevards are carved from magic and etched onto the fabric of Althanas, all and sundry behold it as an empire gem in a turbulent land, the fae and elves alike view it is a crystalline spire of beauty, of pride, something to treasure. But it was not always so, for beneath the city in great deposits of crystals and minerals there rests another kingdom, one born of the drow and the elves in ages past. One that wrestles with the encroaching crystals from above and the ever changing times that history assails it with. They are the Hummel, the Artisans, the Deep World Weavers.

The history of the children of the under dark, of the city beneath the city is one few know on the surface. A union between the drow and the high elves of old saw a union of politics as well as flesh, and in time the children of those first city dwellers became a separate race altogether. In the silence, carving their cities into the very crust of the world they have remained, their boon their curse as ironic as ever. In such shadows they discovered the Great Snake Yrene, a powerful deity whose purpose is to sliver through the cracks under the surface, devouring any excess magic which has seeped down into the soils, the rocks and the magma of the world where it should not be. In time, the Hummel came to worship Yrene, establishing a Noble House of leaders who shared it’s name, and erecting great crystalline effigies in the great domed rafters of their cities.

A thousand years passed.

In their lord’s stead, the Hummel learnt the various arts of the artisans and took to rebuilding the damage from the countless wars which raged on the surface of Althanas. Where battles erupted the earth beneath corrupted and foiled, destroyed and rent and turned anew by spells, cannons and cavalcades of magical bombardment. The Weavers tore aside the earth and the Artisans and Salthias went in the hole’s wake, healing the damage and then disappearing back to their homes as if they were never there, and as if the battle above were nothing more than a skirmish.

Such focus on magic gave the Hummel a natural affinity to creation, and at birth, each child is tuned to the soul of Yrene, gifted with the ability to weave and heal and create one element required to follow in the World Eater’s stead. It is such an ability that gave rise to the Hummel’s renowned ability as Artisans and builders, as well as warriors and guardians.

Cydnar was born in the depths of the great Ict Crystal chamber, a massive sphere of hollow space lined with massive amethyst stalagmites deep beneath Donnalaich itself. Buildings and abodes hang from the roof, almost half a mile high, and crystalline bridges connect semi suspended towers and great spheres that count as temples and meeting chambers. At his birth his parents, humble artisan Lo Yrene and Farrar Yrene of the noble household bound their child to the World Snake and waited in the darkness that filled the temple to see what good fortune had been bestowed upon their son.

A single sphere of deep purple quartz appeared in a flash of radiance and for all eternity the young elf was bound to crystals of snow, rose and blackened night. Duty bound for two centuries he learnt the fighting style of the Salthias; the title of noble sons who work as Artisans in the great tunnels as part of the recovery teams. Known as ‘Templets;’ Those gifted to carve the earth make the paths, those gifted with light guide the way and those gifted to heal and create and shape restore the natural geological formations and remnants of the past. Harmony is a wondrous thing.

In recent times however, as the Hummel cities grow in confidence and throw the shackles of their seclusion and neutral stance, a few of their number go to the surface to find new means of satisfaction. They find it in creation, artistry or adventuring across the bright world above. Their dedication to the World Snake is still absolute and they recover the land and heal hearts where magic has done wrong, but learn of the world beyond their own in abject awe at the same time. It is through this curiosity that the noble son of House Yrene has come to the sun lands and set up a workshop in Donnalaich, to work on the crystals that form it’s splendorous heights. Even if occasionally he travels to Corone or to the far flung reaches of Salvar.

But all good fortunate motions have little in the way of happy endings. He is still an outcast from the drow, and considered suspicious by the elves and treated with vain indignity by the humans and the fae - whose lives are occupied with working through blood sweat and tears to do what the Hummel can in a flicker of an eyelid. There is much to learn of dignity and conversation, much to learn of the causes of grief, of chaos, and why magic, so intricate and respected by the World Weavers is used so recklessly and for selfish gains on the surface of Althanas.


Level One History:

In the first months of the last year, the Hummel Council sent the war host of Indar to the surface of Raiaera to intervene in the High War. There, Cydnar lead the forces of the Dunwain in a charge against a necromantic horde to prevent a summoning that was prophesised by the Seers of Arday (http://althanas.com/world/showthread.php?t=19948). At this battle, he lost his closest friend and heart romance, and much of his strength and resolve was drained. Unable to stand in the sidelines and watch the world burn, the Hummel chose Cydnar as their envoy to join the Dawnbringers (http://althanas.com/world/showthread.php?t=20244) in killing the Necromancer Xem’Zund.

In the caverns beneath the world in the darkness where he was born, he fought alongside the heroes of Althanas. Whilst feeble in might and in comparison, Cydnar bore the brunt of his people’s legacy and fought one of the dark lord’s clones. There he witnessed Yrene’s might encumber the necromancer with weakness, and found his diminishing resolve and faith in his duties suddenly and inexplicably restored.

He returned to Lothmor and his life amongst the fae folk, wondering in his illness and tiredness why he of all people should have to suffer being between one war and another. Although a spate of battles (http://www.althanas.com/world/showthread.php?p=165510#post165510)and meetings (http://www.althanas.com/world/showthread.php?t=19783&highlight=Aesir) has brought him closer to understanding his purpose the future for the Hummell is vague, and for Cydnar, vaguer still.

Equipment: Asides from partisan travelling clothes and the robes and leather boots he wears the only items worthy of note in Cydnar’s possession are those detailed below. He has a small workshop in the city beneath Donnalaich and a small holding of no note in the city itself, from which he can be contacted to do work on nobleman’s houses and be hired to create statues and pillars or other such items as they are required.

Altheas and Freya: Two spring loaded blade canes with quartz tips, made of iron and crystal ore (slightly harder than iron) and bound in Hematite Ore metal (strong as fossilised wood.) Long and thin blades which are much lighter than the handles allow for gyroscopic movements and swings between blades and arms during combat, and the spring loaded system allows for easy deployment. If used as a cane the length is brought down and the end of the cane detaches, springing the blade section upwards with a sching to roughly catching height. The handles are ornate, as is the simple pommel and cross guard, but there is absolutely nothing magical about them in any way shape or form. They are resilient enough however to allow quartz to be conjured around them, for whatever purpose one would wish to, asides from sharpening and cleaning. Cannot be sold.

Hematite Ore Hauberk: A bracer and hauberk set made of iron and quartz ore, dense crystalline material that appears to be rusting metal but is as strong as iron to most impacts , strong as steel against bladed weapons, but brittle as grade one rock vs. heavy blunt impact. It offers no resilience to magic, but combines with his fighting style to allow arm blocks against light attacks should he lose his weapon. The armour can be repaired with time, but requires 90 gold of materials to do so should it be damaged heavily. Cannot be sold.

Spell Pouch and Wand: A simple pouch hands on Cydnar’s waist, containing various nondescript dusts and a small note book written in Ancient. Although he cannot use much of it, he retains it to learn should he get the chance to return to the University to learn further teachings of magic. The wand is a simple oak length of tapered wood, with a quartz core, allowing him to repair it and control it telekinetically.

Abilities: Cydnar is of average intelligence, but does express some detailed knowledge in matters reclaiming to the composition of the earth. He is an average geologist, and knows scarce aspects of the world’s history in relation to massive damage, magical craters and battles that have drenched the soils with angered souls.

The Serpent’s Tongue: (Average) (Unlocked) This ability allows the development of counter magic and defensive spells to be learnt from level one onwards. The symbol of the Hummel is the snake, the world eater, the devourer of magic and the silent assassin, and many who do not follow the path of the artisan become Nill Mages, powerful dispellers who work to enweave the evil of magical narcissism in the world. Although Cydnar wears the robes of a Serpent’s Tongue, and has the demeanour to learn such magic (Counter, Dispel and Defensive Conjuration spells only) he is currently occupied with mastering his Crystalline Conflux, and is too busy to develop other skills. Any spells or progress in this dispelling magical art will be requested via spoils in the usual manner once the required level is reached.

• Detect Magic: Cydnar can detect magic within a fifteen feet radius. He can divine two things from this ability; the source and the cause. By cause, he can work if it is sorcery, magery or divine.

• Fangs of the Serpent: Cydnar has elongated canines, born from his servitude to Yrene in the depths of the earth beneath Raiaera. They are the strength of normal Elvin bone at present, and show a burgeoning devotion to the role of Salthias and the racial kindred with the World Snake. They will develop in time as the Serpent’s Tongue grows so that he can drain magical energy from a victim he bites, but at present they are merely cosmetic.

The Crystalline Conflux: Much of Cydnar’s magical ability stems from the Hummel affinity to crystals and the energy, raw and strong, that is required to create them. In essence he can conjure quartz of various mundane varieties with exceptional speed, like a mage could freeze water and conjure ice from the vapour in the air. Material he creates is magical in aura but otherwise treated exactly as rose quartz, quartz, or smoky quartz, depending on the need or the temperament it is summoned with. (Normal, anger or rage respectively). He can conjure chunks of quartz or spend greater time and concentration to summon pillars and to encase objects in it that are not living (which will become the living at a higher level), and can telekinetically move such created objects, but this telekinesis extends only to quartz. This is a true magic, but it still requires semantic and movement components, in the form of a wand or of his hands directing the construction. If he is silenced, the speed drops, if he is bound but not gagged, he cannot direct projectiles, but could form them over a head etc. He can create quartz of other colours, but to do so requires more effort and doubles the time required.

Projectiles: Shards, spheres, chunks and rocks of quartz, at their current level and regardless with how much force they are thrown, either physically or mentally, hit with no greater impact than iron. He can create one fist sized projectile in roughly two seconds, and one in each hand per five, but can only create nine small, five medium and three large per battle, (more in a thread if approved from other players.) The latter taking up to eight seconds and requires concentration and they hit with steel force. He is considered average in terms of accuracy.

Artisan’s Tools: The crystalline conflux has other implications, most of which revolve around a Hummel’s true calling, to create, to fascinate, to build new swathes of territory. He can create crystal and shape it, depending on his soul, for each Hummel generates a different material unique to him. He can carve with his mind, chipping away at generated material and smooth and polish it until it is as if build by true hands. Although most Hummel generate material quickly, for larger projects, greater than humanoid sized, they require a great sacrifice of energy and time, to slowly and surely build layer upon layer in such a way that the crystalline structure does not break or become brittle. As such, Cydnar can create Quartz at the rate of 12 cubic feet if attached to a water or rock source once per three posts in a thread, but cannot do anything else magical in that time. This will only be used for story purposes, and at present, not to encase others or to hurt them in anyway.

Entertainment: Other applications of the ability allow him to generate sparkling dust in the air, for entertainment only, and to encase light sources in lantern hoods that sparkle with unnatural radiance, and other such similar cantrips. He can conjure small crystals and float them around his body (no battle or combat or defence effect as of yet) and the like.

Salthias Fighting Style: The twin sprung blades Cydnar wields form the basic components of an ancient fighting style practised in the crystal catacombs and developed from drow assassin techniques and high Elven sword mastery. It is an intricate and complicated weapon form with many graces but also many weaknesses built into it. It is reliant on twin wielding either two blades, or a blade and a sheath and focuses on complicated movements, stoic footwork and driving away the attacker’s blows to open an opportunity for a counter attack. As such, against one opponent with a single handed weapon or twin wielded weapons it counts as above average. Against twin handed weapons, pole arms or weapons that are considerably focussed on blunt damage the technique becomes average. It becomes harder in essence to strike a Hummel fighter the more speed you apply. Key components of the style include tai chi weapon form forms, and utilising the speed and deftness of the Hummel to deliver precise application of limited strength to block blows.

Hummellian: The Hummel are a race of elves that are both artisan and warrior, as history cognates all elves should be. They have the darkened heart and seclusion of the drow whose ancestors once gave way under the ground for the Hummel to live, and they have the proud noble senses and sorority of the high elves, fair and humble. Although they share many traits key to both their progenitors, for they are a hybrid race, they also have many less Elven traits. Their speed is X1.2% that of a human, and their reflexes and running speed and agility the same. They possess infravision to 30ft, and can psionically sense the soul material and control it (Quartz in Cydnar’s case) but…the Hummel, somewhat ironically as a magical race, have virtually no resistance to magic except that which is learnt as a discipline in the University or from another source. They are not immortal, although they do age very slowly, most of them live no longer than a thousand years, and they have only half the resistance to disease and illness other elves would. Natural healing is reduced as well, to the point where they’re considered not much more resilient than humans, although their nature as children of the Under Snake gives them some strong resistance to natural venoms.

Tshael
05-16-10, 11:27 PM
Looks fine to me, although I will echo Tasks warning of not to powergame with the crystals. Just a friendly reminder. :)

Approved.