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Old November 17, 2005, 05:42 PM   #1 (permalink)
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Erenthril Mael'tharias




Syl’rosyian Elflord, Archmage Elementalist, and Nemesis of Gods




  • Name
    Erenthril Mael’tharias
  • Age
    147 Ordinations
  • Height
    5'11"
  • Weight
    153 lbs
Credit to Viskyia Crow for Format


tanding at 5'11" and weighing roughly 153 lbs, Erenthril sports soft tresses of chocolate brown hair that hints of Nimalni heritage, almond-shaped emerald eyes, a scarlet smile to pace his quick wit and fair-toned skin to even it all out. He has lean, taut muscles from courses in wilderness survival and gallivanting across the empire. One must approach his personality with a degree of warranted caution and a few shots of tequila, as his word of the day is spontaneous and quite frankly not enough to keep up with his unpredictably impulsive personality. Past the mires, murky water, and bog-like jumble of emotions lies a profound intellectual figure, charming, eloquent, and clever beyond all means necessary.


House in Paxia - located in a Northern poorer district of the city. One-room, with small amount of land surrounding it.

Kard en' Te'l Arrna - House Mael'tharias' Estate and Castle.

Manor in Mystique - "We be possessing this beauty o' a grand house. It be possessing a low stonewall o' stones that were once in the crop areas. The Surrounding lawn holds ten little gardens; The Lawn also has a private pond supplied by a spring. The grand house has a large wooden tower on it that holds water and a tube that guides water coming through a second spring. There is a little entryway in the house. Then a grand ball place, There is a dining place and a kitchen with a walk in larder. There is an area used as a reading place, and There is places to allow three people to be in solitude as well as a little area below the top part o' the grand house. It also has a place to bathe and dispose o' wastes. The wooden tower lets water fall through tubes that go to other areas o' the house. The cost is listed at 20,000 crowns. The place is in excellent condition though it is not planted but should posses a little bit o' perennials that will pop up in the spring. The gardens were used to decorate. I posses a sketch o' the place dated at last dry season."

Cottage in Natura - Located within the Northern Wilderness of Natura, in the 'Meadowweeds' neighborhood, Eren owns a cozy two-room cottage and the surrounding four-acres in all directions, making for a very comfortable, secretive retreat.

Manor in Taralon - Located within the Lower District of Taralon, the property sits within near-proximity of the lake running through the middle of the city. Two stories tall, the golden-stone Manor resides with five rooms, two of which are personal bedrooms, another a sitting room, akitchen, as well as a small library. Set value was eight-thousand crowns.

Chateau de Maelv - Erenthril's premier residence. A twenty-five room Chateau housed on fifty-five acres of undeveloped land on the Northeastern stretches of Jaedaxia, overlooking the Great Sea. Architectural design reminescent of a shell, it was created by Erenthril Mael'tharias himself and is made mostly of a creative mixture of white marble, black marble, and glass. Long, sloping ceilings that overhang each room and glass paned exterior walls are prominent features of this lavish luxury abode, comparable to the de Lylles Palace itself. Current price estimation: 1,905,000+ with furnishings

Basement – (Hangar, Wine Cellar) -2
Floor 1 – (Foyer, Main Hall, Drawing Room, Ball Room Kitchen, Dining Hall, Study 1, Servant Chambers 1, Servant Chambers 2, Bedroom 1, Bedroom 2, Bedroom 3, Bedroom 4, Bedroom 5, Library (downstairs)) -15
Floor 2 – (Study 2,Master Bedroom, Drawing Room 2, Bedroom 6, Bedroom 7, Bedroom 8, Bedroom 9, Library (upstairs) Ballroom (balcony)) -7
Floor 3 – (Observatory)- 1
Grounds – (Greenhouse, Menagerie) -2



Trepwood Stables - Selling the finest civil and war steeds the elves can raise." The Trepwood Stables is located within the Silver District of Syl'rosya and contains the purest breed of Elven Windsteppers to this date. Distributes to Stables in Frigid River.

Stables in Frigid River - Erenthril owns the stables located in Frigid River. Trade connection with Trepwood Stables in Syl'rosya boosts diversity and interbreeding, increase of revenue.

The Maelvonian Trade House - The Trade House Facility for the city of Mystique, covering a broad diversity of activities ranging from storage to the transportation and safeguarding of imported and exported goods. Prime distributor of imports/exports into Capital and Lauryl Province.


Total Balances: 416,297 g.c.
*If any GMs need to inquire about Erenthril's financial situation, feel free to send a friendly PM!
Finances Updated from Maelv, Trepwood, & Frigid River: 5/13/08; Up to first day of the season of Winter.


Enchantments + Magical Items

Secrets :

Circular Magical Orb - Detonation will can only be used once. And when it is used, the aftermath will be similar to a handfull of atomic bombs going off. It can be activated via the apprentice-level technique OR using the phrase: Mae undlin. Passed on to Milo L'Evienne here lol!

Cold Snap Enchanted Diamond - can be used up to three times per brightening and needs a total of 28 candlemarks to recharge before it can be used again. It cannot be used until it is fully charged.

Effects: The spell will immediately produce a blast of intensely cold air, freezing everything within a radius of 100 yards around Erenthril's immediate position in place. If he is not protected from this spell (Immune) he will become frozen as well and probably die. Targets will most likely die due to suffocation and general heart / organ failure.

Elemental Shield Enchanted Diamond - centerpiece of House Mael'tharias signet ring that marks Erenthril as Lord; it can be used up to three times per brightening and needs a total of 28 candlemarks to recharge before it can be used again. It cannot be used until it is fully charged.

Effect: it produces an instant protective barrier around Erenthril (think skin-tight) that renders him immune to Water, Air, Earth, and Fire for a duration of thirty minutes. Each charge protects one person.




Last edited by Erenthril Mael'tharias; July 26, 2008 at 08:09 PM.
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Old January 29, 2006, 04:47 PM   #2 (permalink)
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Initiate Elementalism (Paxia / Crimson)
Basic Longsword (Paxia / Crimson)
-Physical Fitness (D)
-Ambidexerity (D)
Basic Shaasska (Syl'rosya / Ragman)
-Physical Fitness (C)

Basic Wilderness Survival (Crimson / Dravol Arlock [Peer Mod])
Basic Stone Construction (Syl'rosya / Ragman)
-Introduction to Masonry
-Introduction to Stone-Sculpting [Art]
Basic Alchemy (Syl'rosya / Fox)
-Introduction to A Concordance to Alchemy

Basic History (Syl'rosya / Ragman)
-Definition of History
-Epic of the Aelyrian Empire
-Perspective on the Three Empires
Basic Law (Taralon / Sarah)
-Definition of Law
-Overview of Society's functions
-The Annarian Code



Apprentice Elementalism (Paxia / Crimson)
Intermediate Longsword (Mystique / AGM Shake)
Intermediate Shaasska - (Mystiqe / Heartbreaker/Aviator)

Intermediate History (Medonia / Aqua)
-Kingdoms of Aelyria and How They Fell to Aelyrian Rule
-The Historias by Odin Khrias


Journeyman Elementalism (Syl'rosya / Ragman)


Master Elementalism (The Aelyrian Empire / GD Labyrinth & Oracle)



Archmage Elementalism (Port Libertas Bay + Hinterlands / Labyrinth, Crimson, & Directorate)


Elementalism +47
Swordsmanship +7
Shaass’ka +6
History +7
Wilderness Survival +5
Stone Construction +5
Alchemy +2



Secrets :
Experience:

Elementalism

Initiate Elementalism: 2 Points.
Apprentice Elementalism: 2 Points.
Journeyman Elementalism: 2 Points.
Master Elementalism: 2 Points.
Archmage Elementalism: 2 Points.
Warming the Hearth: 1 Point.
I thought this was the Wagon to Prime?: 1 Point.
The Pleasantries of Life: 1 Point.
Sailing High Seas [Adventure]: 1 Point.
There are More Things in Heaven and Earth: 1 Point.
Kard en' Tel' Arrna: 1 Point.
Rebuilding Anew: 2 Points.
Under the Pale Moonlight: 2 Points.
Taming the Wilds: 2 Points.
An Opulence of Arrogance: 2 Points & Masterpiece.
Stunning Beautiful...or The Lack Thereof: 1 Point.
Shady Oaks: 1 Point.
Eternal Blue: 1 Point.
His Father's Footsteps: 1 Point.
A Little Light Would Be Nice: 1 Point.
The Troubles With Elementalism: 1 Point.
Burning of Narim 2 Points.
Thus Was Autumn Now Enter Winter: 1 Point.
Hands Down: 2 Points.
First Communion: 1 Point.
Revisiting One's Roots: 1 Point.
Death from Above: 1 Point. (Airship)
Baptismal Rights: 1 Point. (2?)
Two Paths Diverge in a Wood: 2 Points.
Riding the Crests: 1 Point
Here For the Goods, Darling: 3 Points.+

Formalized Teaching

Teach Me? (Antin Siannodel): 1 Point.
The First Step is Always the Hardest (Elantria Lasseatra): 1 Point.

Total Points: 47 (48?). ([Master])
~~~~~
Wilderness Survival

Basic Wilderness Survival: 2 Points.
Arrival to Syl'rosya: 1 Point.
Arrival to Port Alyxandrya: 1 Point.
Teach me?: 1 Point.

Total Points: 5. (Basic)
~~~~~
Stone Construction

Basic Stone-Work: 2 Points.
Construction of Fortress: 1 Point.
The Whimsical Oddities of Nonsensical Entities: 1 Point.
Ice Sculpture Contest: 1 Point.

Total Points: 5. (Basic)
~~~~~
Swordsmanship

Basic Sword: 2 Points.
-Physical Fitness (D)
-Ambidexerity (D)
Intermediate Sword: 2 Points.
Set Sail for High Seas: 1 Point.
Revisiting One's Roots: 1 Point.
Two Paths Diverge in a Wood: 1 Point.

Total Points: 7. (Intermediate)
~~~~~
Shaasska

Basic Shaasska: 2 Points.
-Physical Fitness (C)
-Shaasska Acrobatics
Intermediate Shaasska: 2 Points.
Shady Oaks: 1 Point.
Uno Mas!: 1 Point.

Total Points: 6. (Intermediate)
~~~~~
Alchemy

Basic Alchemy: 2 Points.

Total Points: 2. (Basic)
~~~~~
History

Basic History: 2 Points.
Intermediate History: 2 Points.
Learning Without Thought is Labor Lost: 1 Point.
Medonia Library: 1 Point.
Two paths Diverge in a Wood: 1 Point.

Total Points: 7. (Intermediate)

__________________

.:"Veni, vidi, dedi - I came, I saw, I gave." — Adam Tekle":.

Creative Producer of Factions!

Mage's Guild Draft I

College Orientation June 28-30th; No posting.

Last edited by Erenthril Mael'tharias; June 10, 2008 at 11:38 PM.
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Old January 30, 2006, 09:55 PM   #3 (permalink)
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"The world makes way for those who know where they are going.” - Erenthril







Secrets :

Elementalism
Erenthril Mael'tharias is an Archmage Elementalist naturally inclined towards the essence of Air. Although not a major advantage, he is slightly more proficient in casting with that element as compared to others. Thus, this will leave him 'average' persay in Fire and Water, with a noticeable difference in casting spells involving the essence of Earth. Just to clarify.

Initiate

-Earth Spike
-Elemental Grasp
-Elemental Orb
-Elemental Shock
-Glowing Sphere
-Inner Radiance

+Meditation
+Focus
+Channel
+Dispell


Unique Initiate Spells/Techniques...

Quote:

Quiescence - a simple Initiate spell, afflicted upon oneself or another. At higher proficiencies, it can be cast over several persons. In plain terms, the Elementalist alters a cage of Mana, then proceeding to dispell the essence of Air back into the Elemental Plane. Essentially creating a vacuum, the Elementalist then casts the spell within or atop of a person's mouth. Sound does not travel through vacuums, and thus the spell works well to silence annoying passerby.

Construct - An Initiate-tiered spell, by siphoning the essence of Earth and simply altering the unadulterated substance of stone, the Elementalist is capable of constructing objects. This can be expanded at later levels, with the capability of constructing items ranging from stone blocks, to sculptures, to even stone walls with enough proficiency.
Apprentice

-Blade of Fire
-Column of Flame
-Column of Frost
-Imbue Element
-Project Element
-Sandstorm
-Shard of Ice
-Summon Elemental
-Wind Blast

+Activation
+Circle of Magic
+Re-shape Mana


Unique Apprentice Spells/Techniques...

Quote:

Elemental Manipulation -- a technique in which the Elementalist, by manipulating elements on the Material Plane using Mana, can slightly decrease the drain on his/her Vis. Instead of siphoning the essences from their respective Planes, the Elementalist can instead draw from their existance within the Material Plane to fuel their spells.

Squall -- a spell imparted to Erenthril by Mistress Aranel Carnesîr of Paxia. Much similar to the Project Element spell, Squall varies in slight differences. Its basis lies in his custom technique, Elemental Manipulation, but can be completed almost as easily by using an Elemental Orb. By manipulating the essence of Air (which...most cases, typicalyl surrounds the caster), the Elementalist can weave the Mana in such a way that he encases himself with the essence through the technique alteration. Within this encasing the Elementalist manipulates the air into a vertical channel of wind, much like a funnel. Further, the Elementalist evokes the wind upwards with such a force to propel his body into the sky.

Sometimes, the spell can be used in conjunction to a Circle of Magic, which allows the Elementalist to gain more control of the direction of the wind by lessening the possibility of it stretching out horizontally. After having been propelled upwards into the sky, the Elementalist can control the flow of the wind with enough efficiency to place him back down upon the ground in any desired location. Though not able to land exactly where he chooses, as he gains proficiency he will have more control over the area in which he lands.

Whirlwind - A mishap brought about in the Ahm'ronasti library, the Elementalist is capable of utilizing the elemental manipulation technique to take control of the existing ara around him, namely in the form of air. With the option of siphoning even more of the essence from its respective plane, the Elementalist further solidifies the spell by utilizing hard air. Unleashing it in a triad of movement about him in an elliptical nature, the solidified air is pushed away from said Elementalist as a means of defense.

Nimbus - The Elementalist is able to alter and manipulate the essence of air enshrouding him into the shape of a small cloud. Combining both the essences of Air and Earth, the Elementalist is thereby creating a stable platform on which to stand, sit, dance, whatever. By manipulating the currents of air about this platform, either in short bursts or however he sees fit, the Elementalist thus controls the movement of his 'nimbus', awarded with having a miniature cloud in which to zoom around in. It should be noted, however, that this spell does not rule out gravity...merely counters it with careful control over wind and air to keep itself afloat. At higher profiencies, the Elementalist can conjure highly charged electrical particles to produce more interesting effects rather than a means for transportation...

Soft Stone - Using an Apprentice's worth of Vis to create an Arcalysis to produce Mana, the Elementalist is capable of altering a stone object's normal properties enough to loosen the vis structure of the object and thus change the matter of the material. Could potentially work on wood as well. Approved by GD Aqua here.

Warp Metal - Much like the Druidism spell Warp Wood, the Elementalist is capable of calling upon the powers of fire and air to smelt targeted piece of metal into a predestined shape. Using fire to melt and air to bellow through sheer force and tension the Elementalist forces the metal to take a certain shape.
Journeyman

-Augment Elemental
-Bitter Wind
-Conjure Elementals
-Dismiss Elemental
-Elemental Immunity
-Hurricane
-Ice Storm
-Lightning Strike
-Pillars of Lightning
-Stoning

+Create Spell
+Imbue Spell
+Unbind


Unique Journeyman Spells/Techniques...

Quote:

Masterpiece:
Napalm - Erenthril Mael'tharias's Masterpiece, he is capable of sky-rocketing (quite literally) at extremely fast speeds much like a cruising missile. The means of transportation has three different steps that lead to it's ultimate success:
  • Alteration - Erenthril alters the weave by creating a shield of pressure and stream of air. The barrier prevents atmospheric pressure from crushing Erenthril's slender physique, and creates a channel of air to waft inwards directly to his mouth and nose, much akin to a breathing mask (of sorts.)
  • Conjuration - Erenthril proceeds to conjure energy by chanelling from the Plane of Fire, summoning a vast amount of energy to propel his spell. Although this produces a means of deteriorating a portion of his Vis quickly compared to other spells, it is an essential process for creating the explosion of momentum to propel the force forwards.
  • Abjuration - As the last step, Erenthril quickly abjures the essence of fire into a directable source of current and means of navigating his spell. By directing the flow of energy, he's capable of altering the speed of the spell as well as the direction he travels in.
*Spell (with abjuration) travels him roughly 8 m/s [For all the American blokes: 201 seconds per mile, or 3.35 minutes per mile]. First used in Opulence of Arrogance.
*At a Master-tiered spell, with the added technique of evocation, Eren travelled approximately forty feet in three 'heartbeats,' just to give you a rough idea (I'm tired so I'll do the mileage and whatnot later...)

Glass Storm - Using the Apprentice spell 'Sandstorm,' the Elementalist is capable of using a third technique of conjuration to introduce the essence of fire as a modification to the spell, melting the sand into tiny shards of razor sharp glass. Over practice and proficiency, the size and intensity of the storm may increase.

Tsunami - Capable of forming the most majestic of entities through the world's elements, the Elementalist is also capable of forming the most horrifying. By creating a three-step process of alteration, evocation, and one more alteration the Elementalist is capable of producing a lage flow of waves that, with the final alteration, build up into a gigantic tsunami with smashing potential. Quite literally.

Shrapnel - Manipulating a lesser version of the Master Spell 'Crushing Boulder', the Elementalist can either uplift a large portion of already-existing earth or conjure up the essence, manifesting it into a large boulder. Abjuring the rock towards a group of enemies, the Elementalist then with a burst of energy evokes it apart, rending it to shreds as tiny sharp pieces implode outwards and into the environment.

Dissonance - By mirroring some of the other spheres, Elementalism can contrive spells that produce similar effects. Some of the more useful spells, like Mysticism’s ‘Awareness’ can be accomplished to this effect. For this particular spell, the Elementalist creates an aura about himself with the supplied Mana by altering the weave at first. Allowing the aura to expand around him to the desired area of effect, the Elementalist then proceeds to shape the weave with the techniques of abjuration and divination. Although divination is rarely seen in most of the mechanics found within Elementalism, this is one of the few instances where divining the weave can relay the movements shifted through the abjuration back to the caster.
Master

-Conflagration
-Crushing Boulder
-Elemental Shield
-Fireball
-Freeze
-Starfire
-Summon Elemental Lord
-Tornado

+Bind
+Enchant
+Impart
+Improvise
+Promote


Unique Master Spells/Techniques...

Quote:

Embezzlement -- One of the finer testaments to his Mastery over Elementalism, Eren duplicates the spell 'Elemental Scion' by creating a talisman tethered to a respective essence plane. Equipping this talisman to an Elemental's shell enables a consistent renewal of the elemental's respective element. With a gateway established between the essence plane and the elemental, the elemental's shell should never fully 'deteriorate' itself to the point of breaking or causing the elemental to be unsummoned.

Transmute - At this level of proficiency, the 'ordinary' Master Elementalist is expected to come up with self-sufficient spells drawing both intrigue and originality (lol.) Through a complicated, exquisite weave of alterations, conjuration, abjuration, and evocation the Elementalist is capable of encasing any part of his body in a shield of pure stone. What's more, not only does this thick layer of rock provide an extra means of physical defense and offense, it can also mend and reproduce enough of the element to replace and mend chips, cracks, or even whole-scale chunks that are destroyed or damaged during the spell's manifestation on the Physical Plane.

Rhapsody – Technically two spells morphed into one, in addition to Dissonance the Elementalist casts in cantrips multiple Elemental Shocks that are released when the strands of the weave encounter living organisms, effectively terminating them or at the very least disabling them for some time.

Essence Portal - The Elementalist is capable of replicating a portal spell by fashioning two Essence Gates. Altering the spell about one's body, the Elementalist abjures a pair of gates at the same time - one within the altered Aura itself and another within the boundary. The Elementalist then conjures the links of the aura and the gates themselves together so that the Mage is swept out of the Physical Plane at one point and replaced in the Physical Plane at the Exit Gate at the other end of the spell. Evocation is necessary for safety purposes, seeing as it evokes the caster through the Plane and to the other end of the spell. Approved by GM Nimh here.

Vaporization - The Elementalist casts a field of lightning around him, conjuring the essence of air in sharp bursts for the spell before evoking it with knife-like precision throughout the altered aura of pulsing energy around him. Constant control is maintained through abjuration for proximity purposes - effectively modeling an EMP wave of vaporizing energy meant to eradicate any living thing it touches.
Archmage

-Detonation
-Cold Snap

+Voice-Activated Enchantments [Expanded]
+ Dual-Perception [Expanded]
+ Evolution [Innate Air]


Unique Archmage Spells/Techniques...

Quote:


Create Diamond - The Elementalist can create one of the most rarest minerals of the earth through the manipulation of the essence of earth, air and fire. The general rule of thumb being that earth, plus intense heat, plus intense pressure, equals compressing thousands of eras into a single diamond. The elementalist performs this by conjuring the essence of earth while simultaneously altering pressurized air around the aforementioned earth, and also evoking and abjuring the essence of fire into the molten earth to combust it into a diamond. The amount of raw power needed for the intensity of heat and pressure allots this an Archmage’s vis. Time frame for creating a successful large diamond is roughly one cycle.

Improved Voice Enchant – Erenthril has redefined the way to make voice enchants, and I’m not telling. =P





Secrets :
Basic Level

~~~~~
Basic Longsword - (Paxia / Crimson)
After studying Elementalism for some time, Erenthril felt a need to learn how to defend himself in physical combat. Learning from Master Silverwind at the Armoured Fist Institute in Paxia, Erenthril learned many combat techniques to help him defend himself and others.
  • Physical Fitness
  • Introduction to Agility & Finesse Training
  • Parts of the Sword.
  • Maintaining the Sword.
  • Basic Stance (Agressive and Defensive)
  • Three slashes (Vertical, Diagonal, Horizontal)
  • Parrying
  • Combative Footwork
  • Introduction to Ambidexterity

~~~~~
Basic Shaasska - (Syl'rosya / Ragman)
After finishing his Journeyman Elementalism, Erenthril turned towards House Firesong to further his interest in unarmed combat. Sparked by his childhood friend Nimavel Mynendil, he studied the various forms of Zinn'ka and readily chose Shaasska, the most direct and brutal form of combat. Learning from Jeryl Shur'nyl of the Shining Host, an Elitist group of Elven defenders, Erenthril studied the basic principles of Shaasska.
  • Extension of Physical Fitness
  • Knowledge of Susceptible Pressure Points
  • Introduction to Acrobatics
    -Somersaults (rolls)
    -Front-flips
  • Introduction to Stances
    -Squat Stance
    -Forward Stance
    -Backwards Stance
  • Introduction to Punches
    -Rotation Punch
    -Backhand Punch
    -Jab
  • Introduction to Blocking
    -Upward Block
    -Middle Block
    -Lower Block
    -Evade
  • Introduction to Kicks
    -Forward Kick
    -Side Kick
  • Introduction to Improvisation
    -Combination Maneuvers

~~~~~
Intermediate Level

~~~~~
Intermediate Longsword - (Mystique / AGM Shake)
Arriving in Mystique and setting up the Maelvonian Trade House, Eren decides to take a brightening off and partakes in the festivities within Mystique. After making a few sniping remarks as to how a man ought to teach a woman, Eren is challenged to a duel by a Human named Gunn. He is bested the first day, and is offered the chance to reclaim his sword on the second. Suffice to say, Eren gets his sword back...as well as his pride.
  • Cloak Play
  • Concentration on Agility & Evasion Training
  • Coup-de-grace
  • Disarm Opponent
  • Distract Opponents
    ~ use of props, apparel, et all.
  • Duelling Footwork and Tactics
  • Lucre / Taunts
  • Repelling Multiple Opponents


~~~~~
Intermediate Shaasska - (Mystique / Heartbreaker/Aviator)
After finishing his Master Elementalism and joint-venture with the de Lylles for the Maelvonian Tradehouse, Eren seeks out lessons under Jerome for the intermediate disciple of Shaass'ka.
  • Reinforcement of Physical Fitness
  • Knowledge of fluid mechanics; solar core and external appendages
  • Intermediate Acrobatics
    - Front Tucks
    - Back Tucks
    - Arials
  • Reinforcement of Stances
    - Snow Stance – The feet are positioned slightly further apart, the right foot slid forward, weight centered on the heels. The left hand is kept low beside the waist, the right elevated slightly higher and mid-level to the torso. The stance allows the user a plethora of combination movements mostly revolving around footwork and kicks, meant for explosive offensive energy and agility.
  • Reinforcement of Punches
    - Upper Cut – By clenching the fingers into a rotating fist, the practitioner lowers their center of gravity and springs upwards delivering a powerful strike with the outside of the hand.
    - Reverse Double Punch – A combination maneuver that utilizes the jab and backhand punch, the user strikes first delivering a jab to the abdomen of the opponent before reversing the direction of the strike and cutting across one of the four appendages.
    - The Knife Hand – A standard shaasska maneuver that utilizes the forefingers in the visage of a knife, reinforced with the thumb. Meant for explosive contact and susceptible pressure points
    - Triple Strike Flurry – Combination maneuver utilizing both hands, it begins with a rotating punch delivered from the left hand to the chest of the opponent followed by an uppercut strike to the neck from the right hand. As the strike follows through, the attack becomes reversed and falls with the back elbow interlocking on the back of the opponent’s neck. The left hand often times falls back as a defensive block should the opponent counterattack in time.
  • Reinforcement of Blocks and Holds
    - Blizzard – A feint meant to mislead opponents into presuming certain maneuvers; when utilized appropriately, can be useful for exploiting an opponent’s suspicion and assaulting unguarded areas.
    - Leg Block – Another standard Shaasska-style block that utilizes the upper thigh as a means of blocking or glancing off oncoming kicks or attacks below the user’s center of gravity.
    - Pressure Point Hold – Reinforcing knowledge of susceptible pressure points, the technique revolves around the physical confrontation of grappling and holding wide the elbows or knees of an opponent whilst executing the knife hand as a means of applying gradual pain.
    - Absorption – The knowledge of combative blows and which methods or areas of the body are capable of glancing or absorbing strikes. Useful in determining when to create and deliver counterattacks.
  • Reinforcement of Kicks
    - Leg Sweep – The practitioner lowers their center of gravity and kicks out at an enemy’s ankles or shins to bring them to the ground or create combative space.
    - Double Leg Sweep – An additional sweep provided to the leg sweep though spun in the counter-clockwise direction the original was delivered, establishing means for a third combination or feint.
    - Back Hook Kick – Turning one’s body backwards and delivering a powerful strike to their opponent with the heel of their foot.
    - Double Kick – Leaping into the air and utilizing acrobatic grace and agility, the practitioner delivers two kickers simultaneously to both the opponent’s upper and lower body.
    - Snowfall – Performing a front tuck in midair, the practitioner delivers a high kick with the arc of their foot to the opponent’s upper body before rolling inwards and landing.
    - Reverse Snowfall – Similar to the original maneuver, the practitioner performs a back tuck in midair whilst delivering a high kick with the heel of their foot to the opponent’s upper body.
    - Upright Kick – Raising the hips, the user delivers a vertical kick from a low center of gravity to an opponent’s midsection or lower-body.
    - Scissor Kick – Combined with an arial maneuver, the opponent utilizes one leg as a fulcrum whilst perpendicularly kicking out in an arc around their body against opponents, using the outside or heel of the foot.
    - Turning Midair Kick – Leaping into the air, the practitioner delivers a frontal kick with the arc of one foot before rolling the torso and sweeping the opposite leg across and delivering a kick with the second foot.
    - Knee Thrust – The practitioner delivers a powerful thrust with the knee into the abdomen of the opponent.
  • Reinforcement of Improvisation
    - Improved flexibility – Through thorough understanding of the joints and pressure spots of the body, the practitioner adopts the ability to bend their body into amazing positions that will better enable frontal assaults on the ground or in midair as well as practical evasion.
    - Extensive combinations – By reading the opponent’s maneuvers and leading into certain actions, prudent planning and tactic can lead into counterattacks of predetermined combinations leading into three or four various maneuvers revolving around various parts of the body.


__________________

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Mage's Guild Draft I

College Orientation June 28-30th; No posting.

Last edited by Erenthril Mael'tharias; June 10, 2008 at 11:51 PM.
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Old February 5, 2006, 05:20 PM   #4 (permalink)
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Secrets :

Active Thread.
Inactive Thread.
Completed Thread.

The Season of Winter
***Aprox Era XIII***
Immanis

Paxia

A Step Above Parlour Tricks - Quite plainly put: Erenthril's Initiate Elementalism Training.
Completed Thread.
A Walk in the Woods - Erenthril learns how to survive in the wilderness from his instructor, Ranic.
Completed Thread.
Warming the Hearth - At Erenthril's home, a complete stranger (Taka) shows up and falls asleep on his porch! Encountered by yet another stranger, this one a Vysstichi (Solaris Silverarrow), an Elf (Tye) pops up and accuses Solaris and Erenthril of murder!
Completed Thread.
I thought this was the Wagon to Prime - Erenthril encounters a Half-Elf (Galyn Fates), and another Half-Elf (Laedolen Yineo) while meditating in Paxia's City Square. Things become slightly more interesting when the trio decide to have supper together at the Silver Tongue Tavern. Intrigue! Murder! Romance!
Completed Thread.
Enduring the Elements - Erenthril's Apprentice Elementalism Training. He gained the knowledge he sought, but at the cost of his integrity and the genorosity of his trust.
Completed Thread.
Ghosts? What do you mean Ghosts? - Erenthril, Dravol Arlock, and Taka venture into the Paxian Cemetery, intent on discovering what has happened to the mysterious Care-Taker...
Completed Thread.
It's a Party! - Erenthril attends Indigo's party, where several notable people are present.
Completed Thread.
The Pleasantries of Life - Erenthril happens to stop by the Silver Tongue Tavern for lunch and runs into Laedolen.
Completed Thread.
Amateur Swordplay - Erenthril learns basic swordsmanship from Master Silverwind of the Armoured Fist Institute in Paxia.
Completed Thread.
Set Sail for High Seas - Erenthril comes across a fairly bossy brat and offers to help him transport a few crates...(Adventure).
Completed Thread.

Syl'rosya


Hide and Seek - Several prominent Noble (and sezzy) women go missing. A deranged psycho kidnapper is on the loose! And who better to save the day?
Inactive Thread due to finding myself becoming its moderator
There are More Things in Heaven and Earth - Erenthril meets Calairiel Gil'dae, family member of House Gil'dae. The two end up having an interesting discussion about Arcana and Syl'rosya...before things suddenly become intimate as they learn more about one another. Smitten with this particular Elf, and entranced by her exotic beauty, Erenthril shares his first kiss with her in this romantic thread.
Completed Thread.
The Elven Night Life - Erenthril Mael'tharias parties it up at Moonwillow Keep. He stumbles into the Merchant Baron Lord Jael Susspin, and introduces himself to whom may very well be the richest man North of Arakmat. He also meets Yon'nia Anulindrael, whom coaxes Erenthril into taking a romantic look at Sierre Firesong, his Mistress. She also tells him that he should come by to receive strategy/tactics training from her mother, the renown Eloir Anulindrael.
Completed Thread.
The Softwood Lodge - Erenthril meets up with Alicros Hiriam, also known as Father Hiriam, a Master Thaumaturgist and childhood friend. Alicros supplied ample amounts of information on what happened during Eren's hiatus from Syl'rosya. Further, he also enchants Erenthril's House Signet Ring with a spell that should help the young Elementalist combat the evils within the Barch.
Completed Thread.
A Meeting of Minds - Erenthril goes to Gil'dae Cheb to meet one Lord Motito Gil'dae, in hopes of getting permission to court Calairiel. Privately, Erenthril is informed that he may not court Calairiel intimately until she matures into Syl'rosyian Culture. Erenthril and Motito get off to a bad start, Calairiel's stuck taking courses in Syl'rosyian culture, and things begin to look like a downward spiral for the youthful young 'pup of a Lord'.
Completed Thread.
Learning without Thought is Labor Lost - Erenthril meets Calairiel & entourage at the library within Syl'rosya. They stumble upon a book over Elven Courtship Rituals...which makes for a really interesting conversation.
Completed Thread.
A Time for Sorrow - Erenthril meets Xyltha Thanole, the prodigy-son a wealthy Elfin businessman in Silrosia. Finding the young elfin lad lost in the Barch, he persuades Xyltha to start his life anew and recruits him into House Mael'tharias.
Completed Thread.
Kard en' Te'l Arrna - Erenthril meets Illian Sharn'crian, of Clan Sharn'crian, which had pledged to serve Erenthril's Father as a lesser Clan. The two discuss Illian's political position as the figurehead of Clan Sharn'crian, and his duties and obligations to House Mael'tharias. A brotherly bonding time.
Completed Thread.


Ponutis

Out of the Frying Pan; Now What? - Erenthril's personal quest for his Journeymanship. Armed only with his Father's Journal, he must seek out the fabled Mommiette, whom may be the only Mistress this side of Telath to aid him. With personal intrigue, his quest unfolds into something far deeper than the depths of Arcana: his personality and self-development as he progresses through an aspect of Syl'rosya even he didn't expect to stumble upon.
Completed Thread.
Light in the Shadow - As he promised, Erenthril gives Calairiel a tour of his Estate within the Barch, in the attempt of furthering their friendship. Things most definitely take a romantic twist after a hectic encounter within the Barch, and Erenthril and Calairiel renew their relationship of one type lover's may only dream of as each convey their intentions and emotions to the other.
Completed Thread.
Pocket Change - Erenthril Mael'tharias purchases the Trepwood Stables and becomes its patron House. Along with this duty comes the responsibility of providing security, insurance, and workhands in order to ensure competitive business. In return, $$$.
Completed Thread.
All the World's a Stage... - Calairiel Gil'dae's lifebrightening. Further, Erenthril recieves note from a mysterious figure over some sort of prophecy tying House Mael'tharias to the Barch more than even Eren would have given thought to believe. Eren gives Calairiel a horse as a lifebrightening present, and then feels the need to no longer put up with Motito's antics and thus breaks off ties to his relationship with the Gil'daes.
Completed Thread.
Stunningly Beautiful...or The Lack Thereof - Erenthril goes to the Ahm'ronasti University to begin his Stone-Sculpting & Stone-Carving course. He meets his instructor, Telyn, who proceeds to teach him the basics of the trade. Erenthril gains knowledge concerning the tools, types of stone, various techniques, and the construction of stone blocks and miniature figurines/sculptures.
Completed Thread.
Taming the Wilds (Private) - Erenthril and Sierre Firesong relax for the brightening within the Tawnleaf Forest; continuing their search at the bidding from one of Sierre's Shining Host guardsmen. Interesting ideas are sprung as Eren attempts to overcome the fear that