It was an odd group, but he relaxed as the elf maiden joined them. He raised an eyebrow at the appearance of the dwarf- their presence was rarer than the elves. ”Wizard.” His face paled, finding that word far more disturbing than the antics of the crazed old man. He sat still in the falling snow for a moment. ”Two elves, a man, a halfing, and a dwarf are called to a bar by a wizard…” A small smile crept across his face, and he urged his horse forward, offering a respectful nod to the dwarf as he passed. ”Let us seek the punchline to this jest.” He didn’t have the money to stay at an inn however. The man had supplies for the road, but hadn’t considered alternatives. It was far cheaper to stay on the road anyhow.
As for finding the inn; Vamyr rode the direction the man had indicated, following the largest street in sight to the nearest inn sign. Dismounting, he tied his horse to the hitching post and gently stroked its nose. ”I’ll be out to take care of you soon.” With a pat on the neck, he entered the inn, shaking off a few clinging flakes of snow from his cloak. The day had been long, and Vamyr had still to set camp and take care of his mount. Factors that could likely be heard in his tone when he spoke to the approaching innkeeper; ”Take me to him.” It occurred to him that the Halfling could be right- What is it with men folk and manners?- but even those took energy. He sighed, ”…please.”
Glyph magic utilizes a variation of symbols in combination with the casters intents to create effects, and is limited by the sacrifice the caster is willing to give, and what the caster can. There are thousands of ‘Bases’ for a spell, but each Base has only three degrees, which determine the focus, effect, and cost of the spell. Complex spells can be created by using multiple bases, but these tend to be more intricate than powerful, as a cost for each base must be applied. The second degree does not have to match the first degree of a spell; a mismatched second degree will cause half of the cost to come from the origin of the second degree. Otherwise the third degree always matches the first degree of the spell. The greatest danger in using Glyphs is self-control, as a spell cannot be withdrawn once cast. The caster does not always have to pay the price, and as many can pay as are in physical contact with the glyph itself, and are willing participants in the spell. As such, some cities are built around the concept, utilizing their rulers as the caster and the citizens as participants for legendary feats in protective measures. However, many practitioners have suffered for paying costs beyond themselves for the deed. The lucky ones died quickly.
First Degree: The focused element of a spell, determining the major element and outlining the ‘goal’ of a spell. Second Degree: This is the ‘nature’ of a spell, determining the active component of the spell. Third Degree: This is the sacrifice the mage gives in exchange for the spell, and is synonymous with the first degree. (Sometimes factored by the second as well, however.)
Within: The mage embraces the magic within himself to bring out physical effects in line with the degrees. The most dangerous but
effective of methods, pulling out the mages full potential in perfect balance for an exchange of a greater cost in the third degree. This also represents the only way another glyph mage may combat another, absorbing the spell within themselves- as well as offering up the third degree of the spell again. Most Glyph casters will avoid this as much as possible though, as the doubling of the cost (from the initial caster, and the cost from the absorbing caster) results in much greater power, which is hard to control and harder to direct- sometimes leading to a loss of sanity.
Without: Out and into the world, where the control of the mage fades over the distance between the glyph and the outer effects of
the spell. This is easier method, but misbalanced, focusing on the second degree of a spell. Larger glyphs have far greater ranges than smaller ones.
Three black metal rings, each etched with various glyphs for quickly casting spells. He has a scattering of them through his pack, as disposable things that can break/melt/disappear from time to time. Glyphed Boots: Air in the first, second, and third degree Glyphed Gloves: Earth in the first, second, and third degree Glyphed Underwear: Water in the first, earth in the second, and combined third degree
Personality:
Conrad is generally a kind man, choosing to use his gift to help others. He is calm and tries to empathize with those around him. He represents that fool you see giving a street urchin an apple, despite the fact that the wretch was just caught trying to rob him a moment ago. He feels a degree of duty towards those that are less fortunate.
History:
Conrad’s mother died in childbirth, and he grew up primarily on his uncle’s farm, with his father stopping by as often as possible to spend time with him. When he was old enough to be taught magic, his father took him on as an apprentice in the craft, though he refused to teach Conrad anything beyond the basics- citing “The more glyphs you know, the less creative and the less familiar with the costs you will be. Learn your limits now, and when you are older you can decide for yourself.”
Though irritated in his teenage years by the philosophy, experience taught him the wisdom of the concept. He stayed with the four basic elements, broadening his understanding and familiarity with them. When the young caster turned twenty, he completed the apprenticeship and headed out on his own, though he and his father keep contact through letters and the occasional visit.
Glyph magic utilizes a variation of symbols in combination with the casters intents to create effects, and is limited by the sacrifice the caster is willing to give, and what the caster can. There are thousands of ‘Bases’ for a spell, but each Base has only three degrees, which determine the focus, effect, and cost of the spell. Complex spells can be created by using multiple bases, but these tend to be more intricate than powerful, as a cost for each base must be applied. The second degree does not have to match the first degree of a spell; a mismatched second degree will cause half of the cost to come from the origin of the second degree. Otherwise the third degree always matches the first degree of the spell. The greatest danger in using Glyphs is self-control, as a spell cannot be withdrawn once cast. The caster does not always have to pay the price, and as many can pay as are in physical contact with the glyph itself, and are willing participants in the spell. As such, some cities are built around the concept, utilizing their rulers as the caster and the citizens as participants for legendary feats in protective measures. However, many practitioners have suffered for paying costs beyond themselves for the deed. The lucky ones died quickly.
First Degree: The focused element of a spell, determining the major element and outlining the ‘goal’ of a spell. Second Degree: This is the ‘nature’ of a spell, determining the active component of the spell. Third Degree: This is the sacrifice the mage gives in exchange for the spell, and is synonymous with the first degree. (Sometimes factored by the second as well, however.)
Within: The mage embraces the magic within himself to bring out physical effects in line with the degrees. The most dangerous but
effective of methods, pulling out the mages full potential in perfect balance for an exchange of a greater cost in the third degree. This also represents the only way another glyph mage may combat another, absorbing the spell within themselves- as well as offering up the third degree of the spell again. Most Glyph casters will avoid this as much as possible though, as the doubling of the cost (from the initial caster, and the cost from the absorbing caster) results in much greater power, which is hard to control and harder to direct- sometimes leading to a loss of sanity.
Without: Out and into the world, where the control of the mage fades over the distance between the glyph and the outer effects of
the spell. This is easier method, but misbalanced, focusing on the second degree of a spell. Larger glyphs have far greater ranges than smaller ones.
Three black metal rings, each etched with various glyphs for quickly casting spells. He has a scattering of them through his pack, as disposable things that can break/melt/disappear from time to time. Glyphed Boots: Air in the first, second, and third degree Glyphed Gloves: Earth in the first, second, and third degree Glyphed Underwear: Water in the first, earth in the second, and combined third degree
Personality:
Conrad is generally a kind man, choosing to use his gift to help others. He is calm and tries to empathize with those around him. He represents that fool you see giving a street urchin an apple, despite the fact that the wretch was just caught trying to rob him a moment ago. He feels a degree of duty towards those that are less fortunate.
History:
Conrad’s mother died in childbirth, and he grew up primarily on his uncle’s farm, with his father stopping by as often as possible to spend time with him. When he was old enough to be taught magic, his father took him on as an apprentice in the craft, though he refused to teach Conrad anything beyond the basics- citing “The more glyphs you know, the less creative and the less familiar with the costs you will be. Learn your limits now, and when you are older you can decide for yourself.”
Though irritated in his teenage years by the philosophy, experience taught him the wisdom of the concept. He stayed with the four basic elements, broadening his understanding and familiarity with them. When the young caster turned twenty, he completed the apprenticeship and headed out on his own, though he and his father keep contact through letters and the occasional visit.
The snow was a great irritation, but it was the wind that was truly vicious. The leather and cloth padding that made up his armor was good enough for his body, but the cloak seemed sparse protection from the occasional gust on his exposed face. The pin stood out on the washed out green colors of the cloak.
Ordinarily, he would never have considered wearing something that would make him distinguishable to others- but he knew from his dealings with the rangers that such things were the difference between an arrow in the back and a warm flagon of ale. Either was welcome at this point, if it cured the chill in his body. Vamyr urged his horse slightly faster, the village had already entered sight. It would be a shame to freeze to death before he got there.
On clattering across the first stones marking the town proper, a rising commotion made it fairly obvious where he needed to be. The elf stood out in the dimming light, standing to the side of a cart, likely used for hauling dung, vegetables, or both simultaneously. Beauty was a given, among the race of the fair folk. It was her armor that truly made her stand out. Few elves would willing travel this far from their homes, and fewer still would have the luxury of such protection. He paused for a moment beside the cart, not turning to look at her directly. To those ahead in the square, it would appear he was observing them, rather than speaking to a spy.
”If you be involved in this, then let’s get it over with.” He yawned and stretched. ”If not, I suggest you move on. Quickly." Paused a moment and began riding on toward the group before finishing the comment. ”This far north, anyone with that equipment is either a friend… or an enemy.” That said, he continued, pausing near the group. He didn’t dismount though. Vamyr instead shook his sword in its sheath to be sure it wouldn’t stick, scanning the odd trio. ”Who sent for me?”