Log in

View Full Version : The Phoenix in the Snow



Flames of Hyperion
03-04-14, 07:56 AM
This is a double level-up, pending judgement of Ternion (http://www.althanas.com/world/showthread.php?26986-Ternion), in preparation for the Eiskalt War! Previous profile is here (http://www.althanas.com/world/showthread.php?23036-Flames-Revisited-(Level-7-3.0)). Changes in red. I've probably gone a bit overboard, so open to discussion (locking one or two abilities until the next level).

Name: Lost in the dark recesses of memory. Goes mostly as 'Nanashi', meaning 'Nameless'.
Pseudonym: Ingwe Helyanwe (abandoned at the end of the Corpse War).
Titles: Dawnbringer, The Last Crusader, The Scarlet Shadow.
Age: 26
Race: Human
Hair Color: Black/Brown
Eye Color: Black/Brown
Height: 178cm (5'10")
Weight: 70kg (155lb)



Details

Occupation: Shusai, Kensai, Monjutsushi

Personality: Nanashi is a quiet young man, forged by years of martial training and academic isolation. He applied himself to his lonely regime with remarkable single-mindedness, which only served to highlight his innate shy and sentimental nature. For much of his childhood, thus, he lived a relatively solitary existence, forgoing many of the perks of the early years of life in favour of rigorous self-improvement. Nanashi is often characterised as moody, with swings carrying him from happy one instant to morose the next. He also suffers from a certain lack of self-confidence progressing well into self-hate. At heart, though, he is pure and honourable.

Maintaining a healthy desire to learn just for the sake of expanding his knowledge, he often tries to see an issue from all possible viewpoints to see the positives in each of them, albeit tempered by a strong moral code. As such, he rarely ventures a strong personal opinion. If pressed, he will usually try to give a balanced middle view rather than taking a side. Nanashi often tries to avoid outright conflict whenever possible, encouraging discourse over arms. He also retains a childish naivete and both perfectionist and romantic streaks.

Appearance: On first glance, Nanashi is not much to meet the eye. Slimly toned and sure of foot, his face (while not handsome) still boasts a youthful innocence that the world has not quite yet destroyed. The dark eyes that peer out from above a pair of battered half-rim glasses are friendly and intelligent, albeit somewhat haunted if you manage to catch him in one of his more vulnerable moments. Said glasses tend to slip down his nose more frequently than necessary, and one of Nanashi's most recognisable gestures is the owlish manner in which he pushes them back to where they belong. Clear pale skin and cropped coal-black hair speak of his origins far from the northern continent, but somewhere within the contours of his face, traces of Coronian and Scarabrian ancestry can be seen. Soft fuzz - more whisker than actual beard - tends to gristle his chin when he hasn't bothered to shave for a few days, but other than that he tries to maintain a neat and tidy appearance.

Although his fortunes in war have been kinder than most, Nanashi now bears a deep and very ugly scar across his upper chest, courtesy of one Xem'zund the Forgotten. Stretching from shoulder to shoulder, collarbone to second rib, it sits like a cancerous scab as a reminder of his weakness and inexperience, and no amount of healing magic has proved to be of use against it. Its presence is made even more pronounced by the fact that Nanashi has no other scar upon his body despite all of the battles he has somehow survived, not to mention that thus far not once in his life has a wound he has sustained failed to heal cleanly. The young man is extremely conscious of the grotesque hideosity of the wound, and makes substantial effort to avoid unnecessary questions regarding its origin.

Nanashi tends to favour a lightweight martial tunic that allows for great freedom of movement, white as snow (save for when he's been on the road for a while) and trimmed in a fiery red. Often this is worn under a heavy deep-blue cloak that doubles as a warm blanket at night, although recently he has also acquired a Raiaeran Bladesinger's tabard, in the same deep-blue as his cloak but emblazoned with the golden bird-of-prey that has become his personal insignia. He is also a proponent of traveling light, and is fond of the saying that any material thing needed in life can be carried in a travel pouch. His, in fact, contains little more than ink and tome, handy-knife, and perhaps just enough coin to see him until the next town, although this is usually supplemented by a small haversack that carries a spare change of clothes and a towel or two.

Nanashi's voice is a soft-spoken and mild tenor, and only very rarely does it ever harden or raise its volume. It is debatable whether he has ever cursed or sworn in his entire life.



Belongings

Weapons:

Two guardless short swords of a distinctly Oriental style, inscribed with the characters "Yamato" and "Musashi" respectively at the base of the blades. Made of finely folded and fire-hardened steel, the swords are single-edged and approximately fifty centimetres (twenty inches) long. The pair are tethered together at the hilt by a fine silken rope and are usually kept within the folds of Nanashi's tabard, safely ensconced in their lightweight wooden saya.
The Sceptre of Valour (Kaane'wandil), part of the Regalia Valora (acquired by Ingwe upon the liberation of Nenaebreth during the Corpse War (http://www.althanas.com/world/showthread.php?19825-If-I-may)). The Sceptre of Valour is a masterwork adamantine staff approximately seven feet long and topped with an ornately crafted bird-of-prey, enchanted to enhance the wielder's arcane abilities and to aid in their spellcasting (effectively doubling the power of the spell and halving the strain on the caster). Originally created to be brought out and used only in times of great need, the sceptre enables with sufficient preparation the casting of spells of truly epic nature. Although not a weapon in its own right, the sceptre incorporates a concealed adamantine blade of ancient Raiaeran design: slender and hiltless, the very touch of which causes great pain to those of an evil alignment. The Regalia Valora is an extremely valuable cultural relic, and as such is too precious to be risked in battle in all but the direst of needs. Nanashi will not make use of this item unless against a foe of evil alignment of substantially greater ability than he. Neither does he travel with it, instead entrusting it to the care of the Princes of Tor Elythis in times of peace.
The Shield of Conviction (Tinechor en'Voronwe), part of the Regalia Valora (acquired by Ingwe upon the liberation of Nenaebreth during the Corpse War (http://www.althanas.com/world/showthread.php?19825-If-I-may)). The Shield of Conviction is a masterwork titanium heater shield lined with trakym, embossed with the same golden bird-of-prey that decorates the Sceptre of Valour, and able to channel its wielder's magics to further resist enemy attack. Equally resistant to magical and mundane assault, the ancient shield has nary a scratch to mar the gleam of its surface... testament to its sheer resilience.The Regalia Valora is an extremely valuable cultural relic, and as such is too precious to be risked in battle in all but the direst of needs. Nanashi will not make use of this item unless against a foe of evil alignment of substantially greater ability than he. Neither does he travel with it, instead entrusting it to the care of the Princes of Tor Elythis in times of peace.


Armour and Clothing:

Two sets of white martial tunics, trimmed in fiery red, from the Toho Institute of Higher Learning in Nippon. Simple cotton shirt and trousers, designed to wear well on the road but starting to fray due to constant abuse.
A cotton Raiaeran Bladesinger's tabard, emblazoned with the golden bird-of-prey that has become Nanashi's personal ensigna.
A heavy cloak of dyed midnight blue wool, held in place by a simple clasp at his neck.
A pair of light leather boots that have walked the roads from Nippon to Raiaera and remain as sturdy as ever.
The Dawn Armour (Anoronatost), part of the Regalia Valora (acquired by Ingwe upon the liberation of Nenaebreth during the Corpse War (http://www.althanas.com/world/showthread.php?19825-If-I-may)). The Dawn Armour is a set of masterwork mythril armour (cuirass, greaves, boots, vambraces, and helm), light as a feather despite its great resilience and non-inhibiting of any spellcasting that its wearer may wish to perform; bright gold and stylised to resemble a phoenix, it stands out as a beacon of hope and justice even on the darkest of battlefields. The Dawn Armour also includes a plain white undercoat of vlince to be worn underneath the mythril plate, and a similarly pure white vlince cloak embroidered with orange flames at its base. The Regalia Valora is an extremely valuable cultural relic, and as such is too precious to be risked in battle in all but the direst of needs. Nanashi will not make use of this item unless against a foe of evil alignment of substantially greater ability than he. Neither does he travel with it, instead entrusting it to the care of the Princes of Tor Elythis in times of peace.


Books:

A plain leather-bound tome entitled The Book of Travels, enchanted with a simple spell that means that it never runs out of blank pages despite always remaining at a constant size. Part journal, part notebook, part encyclopaedia, and part spellbook, the tome is a repository for everything that Nanashi has learnt and seen for the past fifteen years. Given the young man's natural curiosity and aptitude for study, this is quite the amount of knowledge, yet the book has always remained unchanged in size and even seems to be able to turn to a specific page when required. Finding enough ink to keep up with the speed at which he writes into it, though, has always been a problem.
In addition to this tome, Nanashi can often be seen toting up to two other books for light reading, which he will often pass on at the next town after summarising their main points within his own tome. At the moment, however, he carries none.


Accessories:

A leather travel pouch worn on the belt, containing little more than ink and tome, handy-knife, and perhaps just enough coin to see him until the next town.
A small brown leather haversack designed to be slung over the shoulder that usually carries a spare change of clothes and a towel or two.
In order to help conserve his relatively limited stamina, Nanashi favours single-use arcane Cards of Destiny that store imbued spells for later release. A maximum of thirty of these are kept in a simple case worn on his belt alongside his travel pouch, crafted by Nanashi himself from leather found in Nenaebreth (and as such not of very stylistic construction albeit fairly sturdy). These cards generally require an evening or so of dedicated time to prepare, and Nanashi can often be found at night replenishing what he has used during the day.
A golden locket that Nanashi wears on a light chain around his neck. The locket itself is in the shape of a pair of outstretched wings enveloping a sword, while a small fiery red stone is set in the middle. It is one of only two like it in the entire world; a portrait of the owner of the other locket - one Kayu Kanamai - is held within. The locket and its counterpart are linked by the faint essence of a magical connection that allows one owner to sense the general mood of the other, and to communicate via emotion if the other is open to it - this most notably manifests itself in an occasional ability to share dreams, but has been proved to allow one owner to send raw innate power to the other. Of all the items that the somewhat possessive Nanashi owns, this is the one that he is most likely to fight to the death to protect.


Familiars:

A snow-white male gyrfalcon named Hayate. Originally bred by Nanashi's mentor and arcane tutor, Hayate is fully intelligent and able to converse with his owner via mental link. A free spirit, the bird is more of travelling companion than pet or familiar, often working in concert with Nanashi by scouting out the lay of the land and keeping a careful sentinel during the night in turn for safety and security during the day. Nanashi's travels to the Mountain-Tear Falls revealed that Hayate is a summoned creature who has been using Nanashi's innate magic to persist in the material plane as if real, and is actually a fledgling phoenix with powers of his own (albeit somewhat chaotic and uncontrolled). As well as helping to focus and bolster Nanashi's arcane skills, Hayate is also Nanashi's only close confidante, perhaps having a greater insight into the young man than even himself.




Skills and Abilities

Talented Mind (Shusai): Jack of all trades, master of none. Perhaps a slightly derogatory description of his scholarly talents, but the truth is that Nanashi cannot help but want to learn. His insatiable appetite for knowledge means that he has had an extensive self-taught education in a wide range of diversely varied subjects; his perennial favourites, however, have always been culture, magic, science, and the art of war. Amongst the most useful of his academic skills is his fluency in two languages (Nippon and Common) and command of two more (Elvish and Dwarven). He has great knowledge about the history, geography, and customs of the continents of Althanas, gleaned from a heavy set of books that he purchased upon arrival at Scara Brae (the particulars of which have been recorded in his own tome, the originals long since given away). Nanashi has also absorbed further knowledge from his mentors Ecthelion of the Ivory Spire and Telchar Quakefist, both senior members of the Legion of Light, and finally from his own studies and exploration throughout Althanas and Dheathain.


Eidetic Memory (Kiokujutsu): A combination of his prodigious hunger for knowledge and the savant-like methods he uses to keep track of what he's learned; given sufficient time and stimulus, Nanashi is able to recall seemingly insignificant details about subjects he's shown interest in previously. As can be expected, however, he cannot recall what he hasn't studied in the first place. This may translate to an advantage in protracted combat given a lull in proceedings to consciously make sense of it all, but his mental abilities on the fly are not noticably more powerful than any other (he might not realise the significance of a hand gesture until given time to think back over it, for example). If he faces the same opponent a second time with sufficient rest in between, he is likely to recall quite a lot, and make logical deductions based on what he's already seen.


Swordmaster (Kensai): Nanashi had only cursory training in the variety of martial arts native to his homeland, but the one discipline that he favoured above all the rest was the use of the blade. He is an expert in the dual-wielding Hyoho Niten ryuha of swordsmanship, and also has rudimentary skill in a variety of other forms including the use of longer swords (both Nipponese and Althanasian), daggers, spear, staff, san-setsu-kon, nunchaku, and unarmed combat. His daily martial training has also had some unexpected benefits... he is nearly ambidextrous in that his off-hand is less of a liability than would be normal, and the intense meditation inherent to his regime has had a positive effect on his magic. His fighting style relies more on speed and agility, dodging and parrying rather than taking blows on armour; thus, what he lacks in physical strength and toughness he makes up for in acrobatic nimbleness and reflexes. Generally speaking, however, he is little different from an average human.


Spellblade (Gogyoto): Some foes may be defeated by neither sword nor sorcery alone. In response, Nanashi developed a simple method of fighting with both at once... by infusing his swords with his own magic, he both enhances their attributes in battle and allows them to be used as foci for his spells.

Blades of Burning Flame (Gogyoto En): By channelling magic through the steel of his swords, Nanashi infuses them with sacred flame that burns and scorches all that it touches. When in this state, Nanashi can also cast Fireballs and Phoenix Petals through his swords rather than using his hands.
Blades of Cutting Wind (Gogyoto Fu): By channelling magic through the steel of his swords, Nanashi increases their cutting edge to the equivalent of titanium. When in this state, Nanashi can also cast Windballs and Zephyr Blades through his swords rather than using his hands.

Sworddancer (Tsurugi no Mai): An adaptation of both Nipponese training kata and Raiaeran bladesinging lore, sworddancing allows Nanashi to adopt particular stances whilst wielding his blades suited for the circumstances; the well-rehearsed steps also allow him to devote more of his mind to spellcasting, as opposed to having to concentrate fully on dual-wielding blades.

Dance of the Peregrine Falcon (Hayabusa no Mai): An offensive sword dance, combining Nanashi's swiftness of foot with his skill utilising dual blades to place the enemy under a relentless assault of steel. With steps taken from Raiaeran bladesinging techniques, the dance is useful against both single and multiple foes.
Dance of the Galewind Phoenix (Hayate no Mai): An ultra-offensive sword dance, sacrificing all semblance of defence in favour of subjecting the foe to an all-out, almost berserk, tide of sword and sorcery. This can only be kept up for a couple of minutes at best before the limits of the human body start to kick in.
Dance of the Evening Breeze (Yunagi no Mai): A defensive sword dance, useful as a desperate measure when Nanashi is engaged in melee with multiple or superior foes. By no means impregnable, the flurry of skilled parries and nimble dodges does tend to extend his lifespan just long enough to think out a different solution to the problem.
Dance of the Golden Might (Kongo no Mai): An ultra-defensive sword dance, sacrificing all semblance of offence in favour of parrying, dodging, and generally staying alive. Unlike its lesser defensive counterpart, Nanashi must concentrate fully on the sword dance, making it a last-ditch measure useful only for a couple of minutes at best (again before the limits of the human body start to kick in).



Lesser Wizard (Monjutsushi): One part imitation and three parts innovation, monjutsu or lesser wizardry is what spawned when Eastern spellcasters came into contact with techniques from the West. Neither as structured nor as refined as True Wizardry, practitioners of lesser wizardry rarely reach the heights of power that their true counterparts do... but such statements apply to Eastern magic in general, rather than monjutsu in particular, and on occasion raw talent matched with hard work defies all expectations. Building on the basic tenets of monjutsu, Nanashi amalgamated aspects of elvish and dwarven magic into his own to create a unique blend of spell and sorcery; his greatest strength lies not in his effort, his intelligence, or his discipline, but in his ability to create something new and individual from research into the already established. Nanashi's natural proficiencies as a spellcaster seem to lie in pyromancy and aeromancy (the control of fire and wind elements), as well as in more fundamental arcane magic; the breadth of his knowledge, however, comes at an expense in terms of his arcane stamina. Nanashi can also channel his magics into other objects; in addition to the sword arts above, he is able to store spells within uniformly-shaped pieces of cardpaper that serve as analogues of scrolls (the aforementioned Cards of Destiny), thus helping to conserve his limited stamina. In a typical battle situation (i.e. no extended preparation beforehand), Nanashi is likely to have the Major form of one of each Minor spell stored in a card.

He can only reliably cast up to ten Major magics per hour (and up to thirty a day) without over-exerting himself and risking collapse. By invoking the spell as it is cast, he can upgrade a Minor spell to a Major spell and thus bring out its full effect; a Minor spell has half of the potency listed in its description, but may be used without regard for his stamina (fighting without rest for an hour, though, will still drain him!). Master magics require both his full attention during casting and chanted incantations beforehand to focus his powers. Generally a three-second incantation casts a ten-second channelling effect, and longer incantations correspondingly boost the effect time. "Per day" represents a period of time without extended (four hours or more) rest. Any restrictions noted within the spell description proper override those shown here.

Minor magics (relatively unlimited): Fireball, Phoenix Petals, Windball, Zephyr Blades, Repulse, Disrupt, Wards of Protection*.
Major magics (10 per hour, 30 per day): Flameform, Windform, Pyrowhip*, Dismiss, Wards of Protection*.
Master magics (2 per hour, 5 per day): Pyroclasm, Aerostorm, Inferno*, Redirect, Time Stasis, Time Quickening.


Pyromancer (Kaenjutsu): Nanashi's primary talent as a monjutsushi is as a pyromancer, manipulating flame from wispy flickers for lighting candles and campfires to colossal conflagrations for levelling entire cities. He is immune to his own flame, as he knows precisely how it is controlled and modulated, but not to the flame of others. Flame as elemental energy, however, is notoriously difficult to control and to keep from dissipating due to distance, especially without some form of fuel or explosive catalyst to enhance its effect; Nanashi's spells are no exception to this rule. Finally, an intriguing fact about the sacred flame that Nanashi manipulates is that it is significantly more powerful against undead and daemonic creatures than against mortals; whether this is a conscious effect or an innate ability (or perhaps a combination of the two) is as yet unknown.

Fireball (Kaendan): Creates a fireball on Nanashi's palm, from a wispy flicker to an explosive spheroid the size of his head. This can then be thrown or manipulated as he wishes, including limited changes of direction midflight up to a ten-metre range, exploding with a diameter of one meter and burning fiercely upon contact. The spell, while basic, is effective at dealing substantial damage and burns to most unarmoured opponents, and repeated hits will wear down even the toughest foe.
Phoenix Petals (Housenka): A variant of the Fireball spell, generates up to ten wispy balls of flame rather than one whole, which can then be guided and manipulated as wished. Used against multiple opponents or to attack a blind spot, each flame is usually no larger than the palm of his hand and is correspondingly weaker than a single fireball, but Nanashi's control over each part of the flame is much greater (i.e. more acute changes of direction midflight).
Pyroclasm (Gurengoku): The most powerful manifestation of Nanashi's flame conjuration, manipulates flame in such a way as to conjure a wall or wave of intense fire large enough to fill most city squares. Nanashi can only maintain this magic for up to a minute at best, but the intense heat created by the spell is enough to trouble higher daemons or dragons.
Flameform (Kaen no Kata): Nanashi wreathes his body in blinding flame, deterring and protecting him from enemy attacks. Simultaneously, he can create up to two clones of himself out of pure flame, which he can use as foci for casting offensive Minor spells but carry no weight in physical attack. He can maintain Flameform for up to five minutes at a time, once a day. If forcefully removed from this state, for example by dowsing him in water, he becomes highly disoriented and ill for up to half an hour.

Aeromancer (Reppujutsu): Nanashi also has talent as an aeromancer, controlling and reading the air and the winds. He is able to create simple gusts to cool himself on hot days, or to use an aegis of focused air to protect himself from gales. He is also able to 'taste' the wind, giving him a very vague idea of what may or may not exist upwind from him; as he lacks the proper training and experience, though, he knows better than to rely upon this.

Windball (Reppudan): Creates a fist-sized ball of compressed air on Nanashi's palm, similar to a Fireball (including limited changes of direction and a ten-metre range) with the exception of the element and the nature of the damage it causes. The Windball deals more focused damage, and is generally used for scything through light metal or bone rather than wearing down an opponent.
Zephyr Blades (Kuhazan): With a sweep of his arms, Nanashi conjures sharp blades of wind approximately a metre wide and with ten metres of range that can be launched towards a target. The blades can shred through leather and light metal, deflect arrows and other thrown weapons, or deal considerable damage to exposed skin; they cannot penetrate heavy metal or parry real weapons, although they do have enough force behind them to stall such attacks for a very brief amount of time.
Aerostorm (Senpujin): The most powerful manifestation of the same magic used to create Windballs and Zephyr Blades, focuses torrents of scything wind into a compressed vicinity approximately a room's size, creating a vicious tempest of swirling blades that can tear raking shreds in anything up to light metal armour or protect against incoming projectiles. Again, can only be maintained for up to a minute at best.
Windform (Reppu no Kata): Nanashi surrounds his body with swirling wind, deterring and protecting him from enemy attacks. He is able to move over distance at the speed of a powerful gust, roughly six times his normal running speed, and with corresponding increase in striking power. However, he is unable to make sudden changes of direction, or cast spells. He can maintain Windform for up to five minutes at a time, once a day. If forcefully removed from this state, for example by slamming head-first into sheer rock, he becomes highly disoriented and ill for up to half an hour.

Elementalist (Gogyojutsu): Nanashi's skill with flame and wind, and his recognition of the shortcomings of both, has allowed him to start transcending single element magic by combining the two together at once. This allows him to craft more powerful spells than the ones he already knows, but at the expense of draining his limited arcane stamina much faster than otherwise would be the case.

Pyrowhip (Kaenben): By focusing flame into a funnel of swirling wind, Nanashi is able to channel greater destructive power into a smaller volume (currently limited to 0.1 cubic metres). His favoured manifestation of this ability is in a flexible tubular form, of which he can control two at any one time, each up to a metre long, able to burn instantly through stone, bone, and lesser metals and melt even higher metals over sufficient time. An invoked Pyrowhip is as taxing as two Major magics due to the effort required to maintain both flame and wind portions of the spell. Nanashi must remain in contact with the funnel to maintain control over it, else it dissipates violently as the magics spiral out of control.
Inferno (Gurensenpujin): An amalgamation of his Pyroclasm and Aerostorm abilities, this is the single most powerful spell in Nanashi's arsenal. For fifteen seconds, he summons a dozen man-sized balls of focused flame, shielded by swirling wind. The firestorm that results tears through the vicinity, shredding anything with lesser protection than titanium and incinerating all in its path. Not only does the power of this spell put it on par with two Master magics, but casting it renders Nanashi unable to use further magic for the best part of three hours afterwards.

Arcanist (Shinmonjutsu): Much of Nanashi's defensive magic relies on counter-spelling and diverting enemy momentum, whether physical or arcane. The advantage of such magic is that it doesn't drain his stamina as much as the flashy spells listed above; on the other hand, he is by default forced to fight a far more subtle battle. All of the spells here require line of sight to either the spell's target, its caster, or one of its foci.

Repulse (Haigeki): Hurls Nanashi's will at his foe as a manifested force, forcing them backwards or even into temporary stasis. Cannot deal lasting physical harm to living entities, but will banish arcane summons and constructs outright.
Disrupt (Sakuran): By projecting his mind into the vicinity of an enemy spellcaster, Nanashi seeks to disrupt the flow of mana and magic in order to disturb the formation of a spell. Not the most reliable of abilities, higher-level mages are usually able to shrug it off with ease, but it remains effective against an unprepared or intensely concentrating foe.
Dismiss (Houchiku): By concentrating further upon a single spell and wresting control of it from its caster, Nanashi completely neutralises its effects upon the corporeal world. Cannot be used on enchantments or curses already cast, but can prevent them from being cast in the first place. Can only be reliably used on magicians on a lower level than Nanashi; anybody at his level or above may or may not be able to withstand Nanashi's will.
Redirect (Ihen): By concentrating exclusively upon a single spell and wresting control of it from its caster, Nanashi is able to then direct it wherever he may will. Essentially a higher form of Dismiss, it suffers from the same restrictions in terms of target spells (cannot be used on enchantments or curses already cast) and foes (can only be reliably used on magicians on a lower level than Nanashi). If Nanashi wrest control of an enchantment in this manner, then it lasts for only a maximum of five minutes (less if it requires constant input from its caster) before dissipating.

Enhancer (Jimonjutsu): Recognising the limitations of channelling his magic into inanimate objects such as pieces of cardboard or his swords, Nanashi is now starting to experiment with using his own body as a vessel. What began as simple attempts to duplicate the effect of armour via arcane means is now rapidly devolving into something a lot more dangerous to himself.

Wards of Protection (Mahou Bougyoheki): A basic defensive spell that places a layer of magical protection around the caster. Can be cast thrice-fold for acumulative effect. A single ward maintained over minutes does not tax Nanashi's stamina at all; a single ward over an hour or two wards on the order of seconds counts as a Major spell. Three wards requires ten seconds of set-up time, can only be maintained for a heartbeat or two, and counts as a Major spell. Each layer is roughly equivalent to a sheet of steel in strength, slightly below the protection offered by plate armour, although powerful blows and spells may shatter them completely.
Time Stasis (Jikuu Teitai): By channelling arcane energy into his own body, Nanashi alters his biological processes to one half of their norm. Specifically, he reduces heartbeat, breathing, metabolism, and body temperature to the point that he is almost indistinguishable from the natural world. He is still able to move, albeit very slowly, and to see and hear the world about him, but any interactions are at a distinct disadvantage until he comes out of this state. Whilst in this state, he is unable to cast any Major or Master spells. He is able to invoke this ability twice a day for unlimited duration, but the longer he spends in stasis the greater the feedback upon his body when he re-emerges, to the point where he must spend hours resting to recover.
Time Quickening (Jikuu Kasoku): By chanelling arcane energy into his own body, Nanashi alters his biological processes to double their norm. Specifically, he gains a burst of speed allowing for split-second evasion and for reactions far beyond human limitations, tempered by the fact that he cannot affect his surroundings in the same way (i.e. movement feels as though forcing a path through treacle). Whilst in this state, he is unable to cast any Major or Master spells. He is able to invoke this ability twice an hour for five seconds per use, but the feedback from this state is far greater than its stasis counterpart, with even a single use enough to rupture blood vessels, fracture bones, and tear tendons. Overuse is a sure path to suicide...



Flames of the Phoenix: Many Nipponese mages are associated with a guardian spirit to match their personality and their talents. Not all are so lucky, and some will spend their entire lives fruitlessly searching for such an entity. Nanashi, on the other hand, has been exceptionally fortunate in that he has known his spirit all his life - the phoenix. Nanashi's experiences during the Raiaeran conflict, particularly his battle against the Forgotten One Xem'zund, did much to unlock this hidden potential within, and it is slowly beginning to manifest itself in reality. Whilst these abilities remain dormant in everyday life and run-of-the-mill battles, in times of dire worldly need they keep him alive for as long as necessary to see his will be done.


Indomitable (Fukutsu): From a young age, the power of Nanashi's will drove him ever onwards, never giving up even in the face of great odds. The awakening of his inner powers has helped to hone this quality into something tangible on the field of battle. Long after Nanashi's body has been torn to tatters and the reserves of his strength exhausted, the young man will continue to stand up after being knocked down, clinging desperately to the ideals that he believes in and the bonds that he holds dear.
Curse of the Immortal Phoenix (Fushihou no Noroi): The greatest curse of Nanashi's affiliation with the phoenix is his pseudo-immortality. Broken bones heal, muscle tears repair, and bleeding wounds knit together in a matter of hours rather than days. He can survive both mental and physical abuse that would cripple other men with minimal recovery time (i.e. overnight rather than weeks), and has been known to succumb to death-blows on a battlefield only to awaken hours later mostly intact, albeit badly injured and at the cost of draining his ability to live. The latter of these abilities has only been tested twice so far: once on the Night of Nefarious Flame, and once at the final defeat of Xem'zund. The first time he lost his ability to reproduce, the second time a portion of his mental stability, and both experiences have aged him prematurely. The ability does not kick in quickly enough to heal him during a battle, and he has also yet to find out what happens if, for example, he is decapitated. He hopes that he never has to.




Character History

"Ingwe Helyanwe" was not the true name given to the eldest child of a Scarabrian explorer and the Nippon miko priest-girl that he married at the end of his journeys; rather, it was the name that the local Elves gave the young lad when they found him, at two years of age, intently staring at the magical grimoires in the nearby academy. He has since adopted this pseudonym, loosely translated as "The One who Bridges the Skies", as his identity during his travels through Raiaera. His reasons are manifold, but are mostly centred around three - a desire to maintain a facade of anonymity, the difficulty in accurately pronouncing his true mixed-heritage name, and the deep-held superstition that a magician's true name should not be given lightly. In previous travels through Nippon, and ever since leaving Raiaera, he has used the pseudonym Nanashi, meaning nameless.

From his early days he showed a natural aptitude for study, devouring books of knowledge like the other children his age devoured food. The Elves long suspected his innate magical talent, but they remained silent about it for reasons known only to them; on the other hand, when his human teachers first discovered the traces of magic that flowed through his veins, they were overjoyed, for such affinity was rarer in his homeland than elsewhere in Althanas. Some surmised that it was his father's blood that gave him his ability; in any case, they were careful to nurture them slowly and cautiously rather than attempt to bring them out in full at too early a stage.

A fundamental belief in his homeland was that mages should strive to be great in body as well as in mind, just as the warrior should not neglect strengthening his will in favour of honing his swordarm. Thus it was that Nanashi was inducted into a small class of children gifted with magical talents, who were given training both in the arcane and in the martial, at the famed Toho Institute of Higher Learning. Though not necessarily gifted with any greater talent than his contemporaries, his application and his discipline saw him rise to the forefront of his class, albeit at a heavy price in terms of social development. It was also about this time that he first became acquainted with the one the Elves called Elerrina, "Crowned with Stars", and fell deeply in love with the young woman.

But things were not destined to last.

Nanashi was still a young boy, not even into his teens, when the fateful daemonic incursion occurred. Suffice it to say that when dawn broke, the Institute lay a smouldering battleground with many dead or injured. The only person who had any idea of the details behind the incident was Nanashi, who was found unconscious and near death in the devastated central courtyard, incoherently mumbling one word over and over again.

Haidia...

The Institute had no choice but to expel him.

It took a year for the physical wounds to heal, and even longer before Nanashi could speak again. In his intense grief and pain, Nanashi blamed himself for being unable to prevent the deaths of his tutors and contemporaries and the breakup between his friends. Stricken, he vowed to take it upon himself to find out the truth, and, if at all possible, bring everybody back together again. At first, the young man sought the wisdom and the advice of the great warriors and sages of his homeland; then, he delved into self-study at the numerous libraries and academies throughout the nation, teaching himself not only the fundamentals of magic but about the rest of the world as well. When the institutions of learning could satisfy him no more, he turned to introspection, holing up in his own private world to focus on further researching and developing his abilities.

Two factors served to stir him from his state. The first was hearing on the wind - three years after the event had transpired - that Kayu Kanamai had disappeared upon graduation from the Institute, likely fled into Haidia along with her friend Touma Kamikaji and the daemon Natosatael. The second was finally unlocking the memories that had been repressed for years: reliving the bloody night of daemonic incursion, and learning that the aforementioned Natosatael had been responsible... and that he in turn had been the one to banish the daemon.

After diligently confirming the facts and finding them to be truths, Nanashi knew that now was the time to rise. With his family's blessings ringing fresh in his ears, he spent all but a small pittance of his hoardings on a ship journey to the northern continent. His only worldly possessions were the clothes that he wore and the equipment that he carried, but his heart clung to hope and his mind overflowed with memories as he bade farewell to his home.

Three months later, Ingwe finally arrived at Scara Brae... and this was where his adventures truly began. A trip to the bazaar for tomes was accompanied by a mysterious prophecy by an even more enigmatic oracle. Upon hearing of the Dragon Hermit of Mountain-Tear Falls, Ingwe set out to meet him in an attempt to locate Kayu; whilst it was a failure, the journey was not in vain, for it gleaned him valuable self-knowledge and experience along with a new friend in the form of Cael Strandssen, as well as pointed him in the direction of Raiaera where the necromancer Xem'zund was running amok over the ruins of the University of Istien. The hermit also warned him of the daemon Natosatael - instigator of the incursion at the Institute, and now Kayu's new patron.

When one Arminas Ereinon requested his help in leading a band of adventurers to relieve Anebrilith and liberate Eluriand, Ingwe did not have to be asked twice. Joining the newly formed Legion of Light on their expedition to Raiaera, Ingwe was almost immediately plunged into the heart of the fighting when the ship he was sailing on was wrecked not far from the harbour. During the weeks that followed, he participated in the grim skirmishing outside the city gates, the desperate defence of the harbour when it came under a full-scale undead assault, and a daring raid into the hinterlands that defeated the band of necromancers known as the Coven of Six. As Nariel's call to arms rang about the beleaguered country, Ingwe prepared himself in the full knowledge that the worst was still to come.

But there was only one direction in which he could proceed, and that was forwards. In the shadow of the Emyn Naug he led the Legion to victory at the Battle of Nenaebreth, striking the first major blow for the Defenders of Raiaera against their undead opposition. It was there that he acquired the Raiaeran relics known as the Regalia Valora, and though far from comfortable with the consequences and implications of wielding such power as the Last Crusader of Raiaera, he allowed himself to be reluctantly convinced by the Elf-Princes of Tor Elythis and the Dwarven elders of Gunnbad that it would be for the benefit of all for him to do so. It was also at Nenaebreth that he witnessed Kayu in league with the armies of undeath, but she did not hear his appeals as he passed out after the battle.

From Nenaebreth, he spearheaded the advance of the Legion westwards across the plains of Raiaera with the aid of the Dark Elf Alydia Ettermire, liberating Eluriand only to find that the central spires had vanished completely into the void, and then racing to relieve Nalith at the Battle of the River Escaldor. From there, circumstance and flow led him to Xem'zund's underground sanctuary, where he and a group of similar-minded heroes - known to later ages as the Dawnbringers - eventually brought to battle and defeated the Forgotten One himself, thus putting an end to the Raiaeran Wars. Among those whose acquaintance he made that day was the Wizard Blueraven, Caden Law.

The hard-won victory, however, came at great cost. His mind shattered and his body broken, Ingwe wandered in solitary trance northwards into the night from the sunken remains of the Necromancer's lair, clinging with the last vestiges of his lifeforce to the only thing remaining that he could still call dear. Recently he has re-emerged as far north as Archen and Mount Modhgar, combating slavers under the title the Scarlet Shadow as he heads northwards for reasons known only to himself.


Falls of Mountain Tear (Prelude)

A New Dawn (http://www.althanas.com/world/showthread.php?t=12122) - Solo, in which a young man arrives at Scara Brae, full of hope and fresh adventure.
Looking for a Good Read (http://www.althanas.com/world/showthread.php?t=12353) - Transaction, in which said young man stocks up on knowledge.
The Prophecy (http://www.althanas.com/world/showthread.php?p=106117) - Vignette, in which said young man receives warning of his destiny.
Words of the Auld Hoose (http://www.althanas.com/world/showthread.php?t=12388) - Quest, in which said young man hears wind of possible Answers.
The Meeting (http://www.althanas.com/world/showthread.php?p=114904) - Vignette, in which said young man is ambushed and threatened.
When Mountains Cry (http://www.althanas.com/world/showthread.php?t=14869) - Quest, in which said young man searches for Answers and gains a friend instead.


Legion of Light (FQ - Raiaera)

The Muster (http://www.althanas.com/world/showthread.php?t=14057) - Quest, in which a young man takes the first steps towards becoming a hero.
First Dream (http://www.althanas.com/world/showthread.php?p=120480) - Vignette, in which said hero-errant dreams a dream.
The Tides of war (http://www.althanas.com/world/showthread.php?t=16455) - Solo, in which said hero-errant makes new friends within the Legion of Light.
The Ancient City (http://www.althanas.com/world/showthread.php?t=16507) - Quest, in which said hero-errant makes landfall upon the war-torn shores of Raiaera.
Reflection (http://www.althanas.com/world/showthread.php?p=124170) - Vignette, in which said hero-errant has a chance meeting with a familiar face.
Second Dream (http://www.althanas.com/world/showthread.php?p=128041) - Vignette, in which said hero-errant dreams a dream once more.
The Annals of War (http://www.althanas.com/world/showthread.php?t=17540) - Solo, in which said hero-errant fights to liberate the city of Anebrilith.
Miracle on a Silent Night (http://www.althanas.com/world/showthread.php?t=18028) - Quest, in which said hero-errant blurs the lines of dream and reality.
Hear Us Now, We Weary Few (http://www.althanas.com/world/showthread.php?p=137245) - Vignette, in which said hero-errant heeds the call to war.
In the Shadow of Ancient Champions (http://www.althanas.com/world/showthread.php?t=18463) - Solo, in which said hero-errant travels the Emyn Naug and wins a battle.
The Speech (http://www.althanas.com/world/showthread.php?p=154060) - Solo, in which said hero-errant makes a speech.
Salvation's Banner (http://www.althanas.com/world/showthread.php?t=19883) - Solo, in which said hero-errant learns of the Legend of the Last Crusader.
Concerto Liberatio (Pending) - Quest, in which said hero-errant gains aid in advancing upon Eluriand.
Spring's First Crimson Blossoms (http://www.althanas.com/world/showthread.php?t=19884) - Quest, in which said hero-errant arrives too late to save the lives of many.
Dawnbringers (http://www.althanas.com/world/showthread.php?t=20244) - Quest, in which said hero-errant goes toe to toe with the Forgotten One himself.


Dawnbringer Saga

Sasurai (http://www.althanas.com/world/showthread.php?23957-Sasurai) - Solo, in which a young man still unbroken travelled Nippon in search of purpose.
Ternion (http://www.althanas.com/world/showthread.php?26986-Ternion) - Solo, in which a young man now broken is met at Mount Modhgar by two others.

Lye
03-08-14, 09:49 PM
Flames, help me out with the following questions on power clarity:

Talented Mind:

Is this a combat active skill? By that I mean, can Nanashi perceive small movements of the opponent? Can he foretell movements or skills based on movements?

Lesser Wizard:

Is there a limit to how many cards can be imbued at one time?

Fire Control:

Is the fireball capable of homing or changed direction mid-flight?
What kind of wounds constitutes "significant damage"?
How strong and how big is the explosion effect?
Can the Phoenix Petals be controlled mid flight?
How weak are they compared to your bigger balls?
For Pyroclasm, is it an instant ability or is there a warm up?
What kind of cool down is on Pyroclasm?
Can he use other spells during Pyroclasm's duration?

Wind Control:

How wide can the wind arcs of Zephyr Blades be?
How long can Zephyr Blades or Windball travel before they become harmless gusts of wind?
Is Aerostorm an instant cast? Is there a cooldown? Can other abilities be used during its duration?

Combination Magic:

Can Pyrowhip take other forms aside from a whip? Can it also become a fire tornado or fire chakrum?
When you mention it can melt higher metals in sufficient time, how long is that? 3 hits, 15 seconds, etc?
For inferno, since it is so powerful, can it be used if Nanashi has exhausted any of his stamina? Can he use it when nearly exhausted?

Arcanist:

For Repulse, Disrupt, Dismiss, and Redirect, is the skill an autohit? Is it a linear projection, or a visual range skill? What is the range?
When it mentions the banishment of constructs, can it disable steam machines as well?
For Redirect, how strong of a spell can be stolen? How long will a duration last if the stolen spell was a permanent enchantment?
For Wards of Protection, how many hits can one of these steel "sheets" take? Is it as strong as plate mail per sheet? How many layers can be cast and if all 10 spells per hour are used on it, would he be nearly invincible? If not impacted, can the layers last indefinitely?
Can time quickening be used in conjunction with the speed boost of wind armor? If so, you would be at 12x speed.

Flames of the Phoenix:

For many hits or damage can he take before completely exhausted or fainted? Can he pull through and fight after grievous wounds or dismemberment? Does the increased will power increase his stamina and allow him to squeeze out more spells than usual?

Overall:

When using some of the stronger spells, would this drain Nanashi quicker? Limiting him to 8/5/3 strong spells an hour?
At present, you have too many abilities. Consider removing, compressing, or locking some.

Let me know when you have completed changes so I may review.

Flames of Hyperion
03-09-14, 05:34 AM
Thanks very much for looking through! I guess it's fairly clear who has the keen insight of a gamer and who doesn't! With no further ado, edits made as follows...


***

Talented Mind:
Is a combat skill in only the most basic of terms (i.e. doesn't differentiate him much from a standard human, and again is only applicable if given sufficient time and stimulus which is unlikely to be forthcoming in a battle situation). However, if he faces the same opponent a second time, he is likely to recall quite a lot, and make logical deductions based on what he's already seen.

Lesser Wizard:
In a typical battle situation (i.e. no extended preparation beforehand), Nanashi is likely to have one of each named minor spell stored in a card.
I've tried to clarify how his magics work with regards to incantations and spell limits here as well.

Fire Control:
Fireball has limited homing ability, explodes with a one metre diameter, and can deal substantial explosive damage and burns (enough to incapacitate a standard lifeform with one hit).
Phoenix Petals are able to be controlled far more precisely, but each is correspondingly weaker than its Fireball equivalent (i.e. 10 Phoenix Petals each have 1/10th the power of a Fireball).
Pyroclasm is considered a Master-level spell, which means that he can't cast anything else during incantation. However, the flames will likely persist in weaker form on anything they can feed upon afterwards, and Nanashi is free to cast anything once he's not channelling.

Wind Control:
Zephyr Blades have a width of roughly one metre. Along with Fireball and Windball, they have range of roughly ten metres.
Aerostorm has the same restrictions as Pyroclasm.

Elementalist:
Pyrowhip is currently restricted to 0.1 cubic metres in volume (i.e. enough for the whips described, or for a very small fire tornado). I've also added the restriction that he must stay in contact with it to maintain control. The time it takes to melt higher metals depends on the metal, of course, which is why I refrained from specifying times. Dehlar and titanium could take up to thirty minutes of sustained contact, for example, while delyn and unenchanted mythril might take less than five. Plynt and damascus might just explode / shatter.
Inferno is on par with two Master magics, and thus can't be used when Nanashi is low on stamina (or, for that matter, if he's cast either Pyroclasm or Aerostorm in the past hour).

Arcanist:
All arcane spells now require line of sight.
Repulse only banishes arcane constructs outright. Therefore it might delay a steam engine for a couple of seconds, and if said steam engine had exposed arcane components these would be destroyed, but that likely wouldn't stop the rest of the engine from flying at him afterwards.
Redirect can only be used reliably on lower-levelled magics, and permanent enchantments dissipate dependent on their peculiarities.
I've clarified the different usages of Wards of Protection: one layer on the order of minutes (Minor), one layer on the order of an hour (Major), two layers on the order of seconds (Major), three layers as an emergency defence (10 seconds casting time, Major). Each sheet provides less protection than plate armour (being thinner but more fitted to the wearer's body) and may be shattered outright by powerful attacks.
Finally, Nanashi is unable to use any Major or Master level magic while under the effects of Time Stasis or Time Quickening. I've added similar restrictions to Flameform and Windform.

Flames of the Phoenix:
For what it's worth, I've always envisaged these as quest-oriented abilities rather than battle-oriented, especially Curse of the Immortal Phoenix. However, I've never wanted to say as such because I didn't want to break the fourth wall in the profile. The answer to your questions would likely be yes in situations of dire need (i.e. the future of the world depends on it, not only his own life), but I would never use them explicitly in battle without the opponent's permission. I've tried to add a caveat to said abilities to explain this; let me know if it doesn't work!


***

Hope these clarifications smooth things over somewhat.

The way I see it, I suppose that Nanashi has the following 14 abilities:

Eidetic Memory (mostly quest-oriented).
Spellblade (two manifestations of the same ability).
Sworddancer (four manifestations of the same ability).
Pyromancer x2 (three manifestations of flame manipulation; one flameform).
Aeromancer x2 (three manifestations of wind manipulation; one windform).
Elementalist (two manifestations of the same ability).
Arcanist x2 (three manifestations of counter-spelling; one repulse).
Enhancer x2 (two manifestations of personal time control; wards of protection).
Indomitable (mostly quest-oriented).
Curse of the Immortal Phoenix (quest oriented).


How many am I allowed, and what would you suggest? I daresay I wouldn't mind locking either Elementalist or the time manipulation aspect of Enhancer until the next level?

Thank you once again!

Lye
03-13-14, 05:31 PM
Alright, so after the clarifications and a little finagling, you are indeed APPROVED.

Go blow some stuff up, save lives, or do whatever it is you love to do.