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January 27, 2006, 07:30 PM
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#1 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Atl Myrsa
His Royal Excellency,
Atl Myrsa,
The Lord Royal Magus of the Aelyrian Kingdom,
Guildmaster of the Sacred Circle,
Recipiant of the Queen Melody Coin.
Race: Nimalni Elf Age115 eras old. 24 equivalant. Carmelyana the 24 Brightening of Optia Physical Description: 5' 10" tall. He has close cut brown hair with blue eyes. His skin is a light brown color, and there are lines from smiling and laughing around his eyes and mouth. He has deep set eyes which cause his saphire eyes to stand out even more. He is often to be found singing.
- Comment from Atlus History: Leaving his forest home eras ago Atl traveled to the Aelyria Prime were he after he had inheritated his childless uncles house. After a few weeks in the capital, Atl discovered that the busy city life was not for him. Finding a friendly group of adventures who were planing on moving to the quiet city of Mystique Atl sold the house and left the Imperial capital for the quiet of Mystique.
He traveled with a group that came to be known as the Patchwork Refugees. They were lead by the charismatic Teila Silverstar. One the way the group was joined by a tormented elven child. It was here that Atl meet his first Druid. She arrived in time to help them deal with a banshee. At first Atl was only minorly interested in the druidic arts.
When they arrived in Mystique they purchased a home and called it the Humble Adode. Life right after this was filled with excitment as each began to follow their intrest. Atl began his Druid training under the Archdruidess of Mystique at the time. During this time he also joined the Sacred Circle, and adventured with them.
After a time the members of the Patchwork Refugees drifted away. Atl returned to the home a couple times, and has only seen Teila there over the past several eras. Now he has returned once again and even his dear friend seems to have disappered. Awards: Queen Melody Coin
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Last edited by Atl Myrsa; August 20, 2008 at 06:53 AM.
Reason: So many issues.
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February 7, 2006, 01:39 AM
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#2 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Training
Training:
Magical:Druidsum
Initiate (GM Cheryl-Mystique)
Apprentice (GM Cheryl-Mystique)
Journeyman (GM Cheryl-Mystique/Natura) *
Jourmeyman (again) (GM Oracle-Mystique)
Experience: 24 Weapons:Longsword
Begining (AGM Shakes-Mystique)
Experience: 2 Trade:Politics:
Begining (Selfmoded/Oracle-Mystique)
Experience: 3 Song (not magical just singing)
Begining (Self Modded/Oracle-Mystique)
Experience: 2 Crystallium:
Begining (Selfmoded-Aelyria Prime-Still Taining)
Experience: 0 * Lost level
Last edited by Atl Myrsa; August 20, 2008 at 08:25 PM.
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February 8, 2006, 11:20 PM
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#3 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Clothing
Clothing:Shirts: White - cottom x2
White - silk x2
Silver - silk x1 Pants: Brown - cotton x2
Black - cotton x2
White - linen x1 Robes: Green - cotton x2
Ivory- silk (open robe) x1
Green - silk (open robe) x1
Black - silk (open robe - Imperial Magus Seal) x1
Boots: Brown (calf) x2
Black (calf) x2
Ridding Boots x1 Shoes: White x1
Suite: Green - silk x1
Black - silk x1 Cloak: Brown - cotton x1
green - silk x1 Cravats: blue x1
green x1
pink x1
black x1
Last edited by Atl Myrsa; July 20, 2007 at 06:19 AM.
Reason: Fixing the CIR Read
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February 19, 2006, 11:51 PM
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#4 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Items
Equipment:
WeponsScimitar (Stored-Currently Hanging on the wall in his room.)
Dagger
Bow (Stored - Also hagging from a wall in his room)
Elven Longsword. (Oracle/Mystique) ArmorMesh Armor
Full Armor
Breastplate (In the shape of the chest. Cast in blue with silver lining. A silver image of a Alicorn in the middle with ivy patterns spreading outward.)
Bracers (Cast in Blue with silver lining.)
Greaves (Cast in Blue with silver lining. A silver image of Carmelya on each of them.)
Magical Items Elven Longsword. (Oracle/Mystique)The long sword has the image of a alicon on the hilt, and the pommel is made of a pieces of crystalium or blue stone, and at this point allows me to double my spells cast per day. Arcane Gauntlet OthersVisa
Backpack
Waterskin
Journal
Family Ring-(Used to be fathers ring.)
Ring of the Lord Imperial Magus
Myrsa Frost Set (Saphire and Diamond Necklace and matching Earings- Wife owns)A two-tiered necklace, one round sapphire, one teardrop dangle. The round was encrusted with diamonds that trailed up either side of the necklace like the blue was frosted with white. Also saphire tear drop earrings surronded by diamonds Empowered Royal Medallion
Last edited by Atl Myrsa; August 12, 2008 at 07:59 AM.
Reason: Fixing the CIR Read
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March 27, 2006, 07:18 PM
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#5 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Real Estate
Real estate- Humble Abode, Mystique, Lylles Kingdom of LaurylAtl is a part owner in the Humble abode. The only one left that has been around recently at all is Teila Silverstar. The house has eight bedrooms, a kitchen, bathroom, study, living room, and dinning room. It is also now the headquarters of the Sacred Circle. The house is fairly large but simple and so isn't up to part with the rest of the cyrstalium city. - Leafy Aspen Furniture and Decoration Store, Mystique, Lylles Kingdom of LaurylAtl gets 500 crowns per cycle as per GM Oracle. Its a store run by him and his wife Tariel. It tends to appeal to the more naturistic side of Mystique. - The Whitecliff Manor, Prime Country Side, Principality of PrimeThe building has four bedrooms a living room, kitchen, study, dinning room, and a water closet. Sits on ten acres of land next to a cliff with a small beach. -Myrsa Manor
- Primus Opera House (GM Crimson)
Last edited by Atl Myrsa; August 20, 2008 at 08:26 PM.
Reason: Fixing the CIR Read
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June 25, 2006, 10:09 PM
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#6 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Factions and Jobs
Last edited by Atl Myrsa; October 26, 2007 at 12:37 AM.
Reason: Fixing the CIR Read
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July 4, 2006, 02:08 AM
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#7 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Animals and Supplies
AnimalsAlinten (Light Brown Mare) - to old
El'mas (Black Male Cat)
Leapold (White Elven Windstepper Stallion) Horse GearAlinten's Saddle
Leapolds Saddle
Alinten's Horse Blanket
Leapolds Horse Blanket
Alinten's Bit and Briddle
Leapolds Bit and Briddle
Grooming Kit
Saddle Bag
Last edited by Atl Myrsa; April 9, 2007 at 05:49 PM.
Reason: Fixing the CIR Read
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August 14, 2006, 01:55 AM
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#8 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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NPC's under Atl's control
Samuel Mathras (Sam)
A younger human. He used to work for Lauryl's border partols. After being wounded he retired and moved on to become Atl's body guard. He is just under six feet tall and he has a scare running from his eye up into his hair line. He has brown hair and green eyes.
Joining Atl at the begining of his time at thane Sam has been a stead fast source of support. Haveing moved into the humble abode with Atl he is only seen not at Atl's side whenever Atl is with Tariel.
Skills: Adapt in Longsword and shield.
Job: Atl's body guard
Age: 26
(Given to Atl by Oracle)
Tariel
A Sylrosian elf who as a child was sent away for her studies. A delicate beauty with long brown hairs and bright blue eyes. She was raised among groups of nymphs for many eras in her life. Her life has been filled with studies and research as she was working towards the will of the Goddess Carmelya. It was in the 12 era after the fractrum that she was sent to the city of Mystique. There she meet with one Atl Myrsa. It was not long before the two druids were madely in love. Following the teachings of their goddess the two join as a couple and became husband and wife.
Skills: Adapt Druid
Job: Atl wife
Age: 108
"She was not the beauty to match the Governor of Prime, nor one to match the Lady Myrsa. They had the beauty of spring, of the finest blooms that nature could produce."
~ Lady Andavariel Klen-Ais, Former Governor of Lylles Kingdom of Lauryl
(Given to Atl by Oracle/Heartbreaker, Heartbreaker plays a fair amount to.)
Elarinya Lindethiel Myrsa
Her name means Song of the Morning Star. Atl and Tariels daughter. She was born to them while in Prime. She has her parents saphire blue eyes, brown hair, and her fathers light grey skin. Both parents have high hope for her but they also want her to follow her own path not theirs.
Skills: None
Job: Poop and Eat
Age: 0
(Given to Atl by Heartbreaker.)
Last edited by Atl Myrsa; August 12, 2008 at 09:36 PM.
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August 14, 2006, 01:56 AM
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#9 (permalink)
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Operetic Politician
Join Date: Feb 2004
Location: Aelyria Prime, Principality of Prime
Posts: 1,386
Total Awards: 2
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Atl's Spell Book
Initiate
Techniques Meditate
This technique enables the mage to clear his mind of extraneous thoughts, establishing a proper basis for spellcasting. Greater profiency in this skill will enable mages to more quickly and effectively clear their minds and concentrate while under high stress situations. Often, practitioners seek the aid of a soothing drink or the relaxing perfume of incense to induce a meditative state, but once in the meditative state, physical perception declines, while arcane perception increases. When meditating, spellcasters can detect the presence of arcana in relatively close proximity. The Ancient Allerians termed this technique clara, and it is a prerequisite for casting any spell. The other two primary techniques, focus and channel are optional mechanisms to enhance the spells being cast.
Focus
With the essence of a person's intellect now floating freely in a meditative state, one can attempt to interface directly with the arcane energy of spells. This technique is called Focusing. One focuses directly into the nexus of energy, and upon successful interface, can begin to call upon the energy. Focusing becomes useful for when one wishes to cast spells at a faster rate by improving the exchange rate of mental energy for magical energy.
Channel
Also called cantrips, channelling controls the rate at which energy enters and departs a spell. By channelling, a spellcaster can magnify/amplify the effects of her spell or alternatively demagnify/deamplify these same effects. With extreme practice, gifted channellers are able to cast multiple spells in the same continuous stream of energy.
Dispel
Initiates can undo non-permanent effects of a spell by channelling on the original energy configuration of an aura afflicted by the offending magic, but this skill usually only works on spells cast by mages of the same proficiency level or lower. Over time and with practice, mages can become gifted and attuned to advanced dispel techniques and develop countercurses that are capable of undoing the work of spells that were seemingly permanent, but in actuality had just long-lasting effects.
Spells
Bark Skin
This spell will thicken the target's skin and cause it to break out into wood so as to provide durability, armor and defense in combat. The duration of this spell is based largely upon the skill and experience with it.
Befriend Animal
Druids can call upon the spirits of warmth and reassurance to dispel fear and distrust in animals, immediately gaining their friendship and affection.
Burning Rage
This spell sends forth an accelerated natural reaction causing heat and flame, manifesting itself in the form of a burst of fire. At higher proficiencies, the fire becomes more intense and larger.
Create Water
Druids can call upon small mists to gather about a chosen container and provide fresh water.
Detect
Because every living creature radiates an aura of spirituality, with concentration and guidance, a Druidess can detect the presence of others in the immediate vicinity as if it were an innate instinct.
Globe of the Fireflies
Summons forth a small globe of fireflies to provide light.
Growth
With a seed and water, the student can encourage the growth of plants; or accelerate the growth of an existing plant.
Heal
By calling upon the healing qualities of Nature, a Druidess can heal most basic flesh wounds and halt the progression of deadly diseases of poisons with added concentration. At higher proficiency levels, she can heal more serious wounds at faster rates.
Morale
Using the natural calming affect of spirituality, the morale of anyone within the same room or immediate area is boosted, as long as they are not engaged in any strenuous physical activity.
Panic Animal
This spell will instill fear into the heart of an animal, forcing it to flee and run away.
Apprentice
Techniques
Circle of Magic
By drawing or carving a circle, the mage can invoke an arcane barrier which prevents the passage of both physical and metaphysical (i.e., magical) energy, objects and creatures through the circle. Each circle can only function in one direction - either a circle designed to imprison that which is inside, or a circle designed to prevent entry. It is not uncommon that during dangerous rituals, spellcasters will conjure two circles, one inside the other, to take advantage of both effects and make certain that the arcane environment is closed. While at first, circles are generally small with much time and practice, the size of the circle and the degree of concentration necessary to keep the circle's power activated will become more favorable.
Activation
Throughout the world, mages will discover (through meditation) that there are items, objects or environments imbued with the effects of a spell. The technique of activation allows the mage to in effect energize the nascent spell and initiate an arcalysis in order to obtain the results of the spell. The danger with this technique, however, is that if there is accidental activation of a talisman (an object which contains a large repository of magical energy), an amulet (an object which contains numerous charges of the same imbued spell), or similar objects, a tremendous explosion may occur. Interfacing with these magical objects is best done by channelling energy out of them, instead of activating them.
Reshape Mana
Though Initiates are lectured on the basics of Mana Shaping techniques, in order to be able to cast spells that they are taught, Apprentices can begin to experiment with spell creation by engaging in an activity called mana reshaping. Through this technique, an apprentice will try and decontsruct a current, existing spell and try and reconfigure it to suit his needs by using the basic principle essence(s) of his discipline/school. While only those skilled as journeyman and higher can actually create spells from disorganized energy, the apprentice can mana shape any organized energy spell that he already knows.
Spells
Ally with Animal
The Druidess is capable of calling upon an animal in her immediate vicinity to temporarily ally itself to her. It should be warned that not all animals take kindly to being mind-controlled in such a way, and when the duration of the spell wears off, the animal regains free will.
Entwine
Plants in the area can be made to entangle targeted creatures. Natural objects; such as weeds, vines, bushes and even trees twist and entwine about the creatures. They will be held in place for a period of time determined by the experience of the Druidess.
Gust of Wind
Calling upon the power of the weather, the Druidess commands that a burst of wind attack a group of foes, dealing minor damage and halting them in their progression. In higher proficiencies, the gust of wind will deal more damage and actually reverse enemies' paths.
Obscurement
Using plants in the area, the Druidess accelerates the growth of the foliage to conceal her own whereabouts.
Patriling
Named after Patrius, the Nature Tree-Spirit, this spell enables the Druidess to assume the form of a tree for a limited duration.
Purify
Altering the natural particles from which food and drink are made, the Druidess can purify rotten, spoiled and even poisionous food and drink.
Rock Skin
The Druidess can stimulate the skin, causing it to harden like a rock and provide deflective armoring and defensive capabilities for a period of time.
Trip
A vine, branch, or similar natural object projects itself in the path of the targeted creature.
Warp Wood
This will bend and warp the intended piece of wood permanently into a predetermined shape.
Journeyman
Techniques
Imbue Spell
An adept can take the inherent energy of any spell that he knows and instill it into an object, item or environment using the imbue spell technique. Then, anyone who activates that object, item or environment will create an arcalysis generating the results of the spell that had been imbued. Usually, an imbued object or item has a finite number of charges and once activated, it is depleted of its energy source. However, Masters have a technique discussed later which enables them to permanently imbue objects. Items empowered by the imbue spell technique can be dispelled.
Unbind
Most persons and creatures are born bound, that is, unaware of magic and unable to meditate. While some mundanes (non-magic practitioners) manage to clear their minds and attain some grace, they are not able to tap into magical energies. A journeywoman can learn the technique necessary to remove the mental constraints that inhibit clarity of mind, thus enabling someone to practice magic. This is called unbinding, and the act carries with it certain social ramifications wherein the one that unbinds the other often has the magical responsibility of what the newly-unbound mage does. Therefore, it is most common that institutions have formalized unbinding procedures for their students and workers.
Create Spell
Journeymen are expected to begin creating their own magic, and as an apprentice, should have had experience tinkering with the reconfiguration of spells by mana shaping them. Using the create spell technique, a journeyman can tap into the essence of his or her discipline (cf. Essence Table, previous chapter) and shape it into a spell. In order to shape previously unorganized mana into a spell, the adept will need to cause the energy to behave in a certain sequence of patterns. Energy can behave in five separate ways, and when creating a spell, an apprentice can cause the essence of the energy to undergo multiple behavioral shifts as suits him.
Abjuration: This behavior describes the motion of energy. Anytime that energy moves into or out of an object, person, location or environment, it is abjuring.
Alteration: This behavior describes the shape of energy. When one is creating a texture, volume or dispersion of energy, such as shaping it into a field or shield of sorts, one is altering the energy's physical manifestation.
Conjuration: This behavior describes the construction of energy. If energy changes complexity of form, for example, from energy into food, or from energy into a summoned creature or being, one is conjuring such a manifestation from the energy essence.
Divination: This behavior describes the communication of energy. When energy interfaces with the mind, the senses, perception, thought and mental concentration, such as in the creation of illusions, the reading of minds, or the implanting of an enchanted suggestion; it is divining.
Evocation: This behavior describes the caustic nature of energy. Essentially, this means the rate at which energy moves from its alternate existence into this world, and most often causes results that affect health and well-being – such as healing, damaging, and so on. This is called evoking.
Spells
Animal Form
The Druidess transforms herself into an animal, assuming the shape of that creature and deriving its benefits. Common choices are often bears, which provide increased strength and stamina for engaging in combat; wolves, which provide increased reflexes, endurance and speed, for travelling distances; and birds, for the power of flight. The Druidess may transform only into animals with which she has come into contact.
Aura
The spiritual auras of any creatures in a wide area are brightened, making them visible from farther distances. This is particularly useful for uncovering hidden, obscured, camouflaged or invisible beings.
Blinding Sun
This spell generates a momentary burst of light that overloads visual senses, in effect temporarily blinding those in front of it.
Camouflage
Using any natural resource, a Druidess merges with the chosen substance, blending into her surroundings.
Creep
Summons forth a pestilence from the bogs of nature to deal slow, deadly poisonous damage to an enemy.
Hold
A burst of unnatural energy invades the system of another creature, causing a muscle spasm that renders that person temporarily immobile.
Night Sight
This spell will amplify vision in the dark and empower added sight to the casting Druidess.
Spikes
Ground-covering vegetation or roots suddenly become rigid and sharply pointed. The affected vegetation seems unchanged to the sight.
Steel Skin
The Druidess can call upon the skin to strengthen and toughen beyond the confines of stone into the hardened metallic substance that resembles steel armor.
Swarm
Summons forth a swarm of angry insects to attack an enemy.
Temporal Rain
The Druidess can call upon clouds to deliver a rain that is either boiling hot or freezing cold upon her enemies for a duration.
Transience
Enables the use of enchanted glades, whereupon a Druidess may teleport herself from one enchanted glade to another, regardless of the distance. Enchanted Glades may not be artificially constructed, as they are naturally occurring phenomena. Known glades can be found in the Forests of Silrosia, the Medonian Woods, and the Tirisfal Silvae.
Initiate
[color="Red"] Techniques
Spells
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