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Irothar
Posted: Sat Oct 31, 2020 12:52 am
by Nuraku
The Elven God, Tyrnac
Lore
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Religious Worship
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Behaviors
Vrannik
Abilities
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Re: Alphonse's Irothar
Posted: Sat Oct 31, 2020 1:13 am
by Nuraku
Irothar
The Radiant Ones
"Followers of Tyrnac, the Irothar are a strange and reclusive group. They tend to wander the Mirrorlands of Sil-Elaine, and are unmistakable by their radiance. Some of them appear to be pearl-colored glass, or even built from golden mosaics, with multiple intricate parts making up their bodies. These parts float seamlessly, disconnected from one another, yet appearing to bind their forms together. Other Irothar take on the fire-like aspect of Tyrnac, immolated with charred stones making up their forms, brimming with heat and flame. Generally, glass-shaped Irothar tend to act as supportive or defense-focused Archetypes, while the fiery Irothar focus on offense. Due to the nature of fire in shaping their forms, fire-Irothar have some of the most variable appearances of all Archetypes. The Irothar tend to carry a prestigious air about them, as if they are the aristocrats of Archetypes. They speak in meticulous ways and never err in their words. They also like to complain."
- From Summoning...
The Mirrorlands
Index
The Vestige of Irothar
Nahl
Vrannik
Tyrid
Qe'zhod
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Re: Alphonse's Irothar
Posted: Sat Oct 31, 2020 1:13 am
by Nuraku
Bismarid
Description
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Temperament
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Contract
Tyrid
Abilities
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Re: Alphonse's Irothar
Posted: Sat Oct 31, 2020 1:13 am
by Nuraku
Auchindoun
Description
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Temperament
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Contract
Qe'zhod
Abilities
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Re: Alphonse's Irothar
Posted: Sat Oct 31, 2020 3:12 am
by Nuraku
Rakkis
Description
Aethereal and translucent, Rakkis is a swirling snake made of glass that orbits and departs from a hardy, inert stone sigil that fits in the palm of the hand. When floating away from the sigil, it hovers in the air and moves with an undulating coiling motion, a being that is agile and incorporeal. Mundane strikes will not harm it, just as it cannot harm in mundane ways, but destroying the sigil will banish it. Within the center of its body, tiny wisps of flame fan out like veins, giving it a soft warm glow under an overcast sky. It is shy in contrast to its Summoner, preferring to stay hidden until called upon. To Rakkis, flesh is like a warm soup it can move through, and others feel him as a heated presence within the body when he enters.
Evolution
Apprentice: From the beginning, Rakkis is a support creature. It does not cause direct harm, just as most physical interactions cannot harm it. However, spells and effects like curses and wards that do not rely on physical touch definitely can. At this level, it can dart around at a decent pace, but it's nothing too hard to avoid. This creature possesses the innate ability to mark objects with Aetherial embers beneath the skin, appearing as a glowing patch that allows it to sense the location of any it has marked within the distance of one mile, as well as peering from the mark to spy upon its surroundings. When a marked individual that the Summoner cares about is visibly in danger, Rakkis can feel it and will communicate the fact. Up to eight individuals, locations, or objects can be marked this way.
Journeyman: At this point in its evolution, the Vestige's speed and reaction time grows, becoming far more difficult to avoid and even becoming a challenge to follow with the naked eye. Rakkis seems to experience an almost magnetic pull to all sources of Aether, becoming aware of their presences while able to magically accelerate itself towards chosen sources within 20 feet, be they people or weapons, or even a hurtling ball of fire. Once there, Rakkis may tightly coil around or even thread itself through the source to drink its Aether, producing an effect that makes the limb, item, or projectile much warmer, but also oddly heavier. A warrior may find his weapon off balance and far more burdensome to swing, and a fireball might droop off course when intercepted. Someone fleeing might find one of his legs ensnared with an awkward gait from being off balance.
Expert: Rakkis becomes more hardy to magical tampering, its reality reinforced by Aetheric reserves. While it does experience yet again an up-tick in speed, the additional amount is only slight. Further, Rakkis develops the ability to apply its magnetism in reverse to the Summoner's currently held weapon. Strikes will subtly adjust course, striking with moderately greater speed and intensity--the Summoner will need to take care that Rakkis lets go of the effect as the blade is pulled away, or else their swordplay will be slowed substantially, and they will need to position Rakkis where they intend to strike. With training, Rakkis can learn to draw in certain projectiles within 20 feet, and even limbs or the victim's weapons to slow their outward strikes, subtly adjusting their course and leaving a victim vulnerable to friendly fire or self harm on a battlefield.
Master: With mastery, Rakkis' existing abilities see a marked rise in their potency, and its reaction times become truly difficult to exceed. A weapon will feel much, much heavier to the point that your average person will struggle to lift blade or limb, and the added magnetism far more wrenching than before. Rakkis develops more flexibility in its ability to pull itself and other objects along, able to juggle multiple targets by switching between them, although it can still only do so one at a time.
Eidolon: Upon becoming an Eidolon, Rakkis becomes more opaque, its body becoming colorful and geometrically complex like the surface of bismuth. The Vestige experiences an upheaval in its ability to leech Aether from chosen sources contacting with it. Magic items may eventually lose some of their oomph, and mages may find their limitations sooner. Given enough time, Rakkis can drain a target dry, but this can take hours and sometimes days for the most powerful of mages, and is more used to keep an already drained mage prisoner, its combat applications still limited. After a few minutes of stealing Aether, Rakkis can supercharge its magnetic abilities, creating powerful vacuums towards itself against specific sources that are so strong as to bend a steel blade if not allowed some give, or making a weapon so heavy that titanic strength would be needed to effectively wield it for a span of ten seconds. Supercharging without this reserve can lead to the Vestige falling off of its intended target, weakly retreating to its stone sigil home to rest and recuperate--the sigil itself has become far, far more durable, stronger than even solid steel.
Paradigms
To be created at a later date...