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Author Topic: Aélona Kailár~ Ylfferhim ~ Eulogist, Wind Mage  (Read 1900 times)
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Aélona Kaliár
New Santharian

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Gender: Male
Posts: 30

Elf ~ Ylfferhim


« on: June 03, 2008, 09:15:32 PM »

Name~ Aélona Kailár

Occupation~ Eulogist, Wind Mage level VI

Gender~ Female

Age~ 440

Appearance Age~ 36

Knowledge Age~ 52

Approximate Lifespan~ 550

Height~ 2 peds

Weight~ 113 od

Eye Color~ Sky Blue

Hair Color~ Dusky Brown

Race~ Elf

Tribe~ Ylfferhim

Title~ Macabre Magess

Overview
Born a typical Ylfferhim infant, there was a time when Aelona's hair was still intensely blond, her voice still as beautiful as the the melodies she plays from her harp, and her nature just as mirthful as most of her kind. But three and one half centuries of living tends to put some strain on even the most blissful of existences ... especially when one dabbles in a particularly gruesome art. Although her practices are looked upon as desecrative, creating nothing but abominations, Aelona is convinced that she always works with the best intentions.




Description
Aelona's appearance is neither typical, nor admired amongst the Ylfferhim people. Long, languid curls tangle down her back, a stark, ebony frame for her face. Having faded considerably from the lith'be locks of her youth, she is proud of her hair's unusual coloring, and leaves it to hang unrestrained, the ends just barely tickling her waist. Snooty neighbors claimed Aelona's mother had secretly eloped with a dark-haired human. The woman counterargued that she was directly descended from the famous Leias (and later High Ronn of the Wood Elves) Anthioullsn. But the elfess herself believes otherwise. She attributes her unusual tresses to the shifting, mostly invisible presences, which occasionally hang about her person. Many a passerby have claimed to glimpse the spirits she speaks of, one moment a ghastly spectre, the next - it's gone! By these means, the Necromancer maintains a mysterious, dark aura.

Magic
The first sphere of Aelona's teaching took place at the academy of Ximax and remained pure in its intentions, though after graduating the fourth level the magess wished to expand her skills in directions that the institute refused to teach her. With a private tutor, who had also chosen the path of manipulating the dead, the Ylfferhim advanced to level VI, and explored a sole spell of Sphere III, although it must be acknowledged that her learning in the upper two levels is fragmentary at most. During the period of time in which she studied for the fifth and sixth levels, her focus had lain solely in Necromancy, making other applications of her magic lackluster in comparison. Unfortunately, the narrow focus of her learning has placed all other spells at a distinct disadvantage, making them cast at a mere level IV proficiency.

When preparing to commune with the dead, Aelona must be in an area that houses at least one spirit, freshly deceased, and thus not yet having made it to the afterlife. If necessary, she may need to provide some "ingredients" for her spells by other means, for the souls of the deceased do not linger for long.. Her will focused upon the car'all of nearby spirits, the magess will then relocate the wind ounia, so that they are more distant from eachother. As a result, the Xeua links between the ounia will grow weaker, and all properties of wind will decrease slightly. Not nearly as permanent as a Sphere III incantation, but not requiring focus to maintain like a Sphere I spell, this repositioning of ounia will endure for perhaps a minute at most, while Aelona applies her skills elsewhere.

First and foremost, the elfess will be focusing upon the intelligence property. Immediately after death, the spirits will be momentarily disoriented, before realizing the "direction" to the afterlife. By lowering the being's self-awareness and wisdom, the being will be to disoriented to find its way to the beyond, effectively keeping the spirit around. Furthermore, in its confused state, the spirit will generally latch on to most orders she makes in a loud, clear voice, clinging to the false sense of direction and stability. Around the same time, wind's characteristic of transparency will be diminishing in the ghost as well, allowing elements such as earth to take more influence over the car'all, and create a ghastly image, often similar to that of the body it previously inhabited.

With the spirit bound to Caelereth and made visible, Aelona can perform a game of yes and no, with predefinied symbols for yes and no. In most cases, she will have the spirit raise its right or left hand to communicate it's answer. This can be useful in gathering simple information, but is still very rudimentary in form. But the ghosts can also be very useful for reconnaisance missions. Aelona could restore the property of invisibilty temporarily, while sending the spirit to recover information, and those she was spying on would have no hint of it's presence. But then retrieving the information is a whole new problem.

Despite the fact that most respectable beings find reanimated corpses to be both horrifying and disrespectful, Aelona has managed to discover many useful applications of such a skill. Using Sphere II, the Necromancer can force the wind ounia of the spirit to move into a body. As long as she continues to focus her will upon it, the spirit is essentially possessing it. It can speak roughly, move with more grace than the elfess herself, and all in all makes quite an effective servant.

The only downfalls being that she can control only one body at once, and this requires so much focus that she leaves herself particularly vulnerable at the time. However, because of the spirits high concentration of wind ounia, the properties of speed are greatly increased. By simply giving the body a weapon or two, it becomes a maelstrom of spinning limbs, moving, most literally, with the speed of the wind. Furthermore, these mercenaries cannot be killed, as they are all ready dead. The only real method of stopping them would be to cut of their limbs essentially making it impossible for the body to do anything.

It is possible that the magess shall not have the resources necessary to create a minion about her, and therefore must kill someone by means other than mangling them via an animated corpse. Her favorite murder technique is merely a variation of the common levitation technique. Increasing the property of wind and movement about a person's cár'áll, she then allows the zephyrs to carry the victim to a lofty height, although must occasionally intervene with a few sphere II assertations of her will to ensure that an upward direction is maintained.

Once what she considers to be an appropriate loft is reached, usually about thirty peds above the area, she shall force the victim to hesitate in the air, reveling in the blatant fear they exhibit at such a high altitude. Suddenly, the property is decreased with a jerk, and her victim begins a jaunty descent to smash into the ground below. It is rarely a good idea to cross the Necromancer when the proper materials are present, though the desecration of your body combined with your death should she not have a subject, could be far, far worse.

However, creating enchanted warriors does not seem the most noble calling Aelona could think of, so she puts her talents to good use by healing the hearts of the mourning. Being in close contact with the dead, she relishes speaking with them when possible, and thus seeks out the sick and dying, so as to be with them just before they pass on. Her knowledge of burial rituals, and skill at making eulogies and effigies to honor the deceased, make her a comfort to the ailing both before and after the death. But, if a family is willing, she will not hesistate to take control of the spirit and reanimate the corpse, so as to allow them to have a few last words with their loved one - a chance she never received.


Personality


Strengths

Wind Magic~ Although her training beyond the third level is fragmentary at most, Aelona would most likely be reckoned around the sixth level by a professor at Ximax. Although only in her Necromantic incantations would such prowess be observed. In other realms of wind magic, she could easily be mistaken for a third level mage, or perhaps a second on a bad day. While not a major drawback, since she would rarely choose to dabble into anything other than Necromancy, it would be difficult for her to "unlearn" should she desire to expand her talents in other directions later on.

Virtuoso~

Literacy~

Attractive~

Weaknesses

Fragile~

Necromantic Burden~

Insomnia~

Eating Disorder~

Possessions

History
"She was born, she learned stuff, she is still alive" (:

-Born 28th of Exhón'almár 1435 in Ylfferhim city of Arlinio

Aelona was born on the 28th day of Exhón'almár, in the year of 1435. Her blithe presence first graced Caelereth high above the ground, in a beautifully constructed Maylon. Her parents, XXX and XXX, were semi-popular bards, who loved their daughter *almost* as much as they loved their art. As a result, Aelona was provided with all the love a daughter could need, and blossomed both mentally and physically in her youth.
« Last Edit: June 14, 2011, 06:26:58 AM by Aélona Kaliár » Logged

~No matter how adept our skills, it is impossible to capture the true essence of the living. Perhaps that is truly why we mourn~
~¤•¤~ Aélona's CD ~¤•¤~
Azhira Styralias
Shamaness
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Posts: 1176


Half-elf, Aellenrhim/ Erpheronian


« Reply #1 on: August 04, 2008, 11:20:40 PM »

And I thought my magic sections were long...ok, here we go, Eleyr! (Did you see my new earth mage...neener neener neener!!  LOL

The first sphere of Aélona's teaching took place at the academy of Ximax and remained pure in its intentions, though after graduating the third level the magess wished to expand her skills in directions that the institute refused to teach her, as the produce (do you mean the results of such a spell would be considered an abomination?) of such a spell would be considered an abomination. With a private tutor, who had also chosen the path of manipulating the dead, the Ylfferhim advanced to level VI, although it must be acknowleged (acknowledged) that her learning in the upper two levels is fragmentary at most. During the period of time in which she studied for the fourth through sixth levels, her focus had lain solely in Necromancy, making other applications of her magic quite dull in comparison. When casting her Necromantic incantations, she has the prowess of a level VI mage, having completely mastered Sphere II manipulations of that variety. Unfortunately, the narrow focus of her learning has placed all other spells at a distinct disadvantage, making them cast at a mere level IV proficiency.

When preparing to commune with the dead, Aélona must begin by locating an area that houses a minimum of one spirit, though multiple entities will only increase the potency of her spells. Then she must focus her will upon the cár'áll of the ghost. After feeling that the aura is indeed there, she will begin to move wind ouniá within the spirit's cár'áll into a central location, and as the ouniá become closer the Xeuá links between them are indirectly strengthened, providing a temporary dominance of wind within the being, allowing her to focus on other things before the ouniá slip back to their original position.

At that point, she would take the dwindling traces of the intelligence property within the wind ouniá and concentrate on heightening it, therefore giving the ghost the ability to comprehend and react to things going on around it. By speaking in a calm, steady voice she may be able to issue simple commands to the being, although unless it has a natural desire to achieve the effect as well, it may choose not to listen. If a spirit is not following her verbal demands, it is well within her power to focus upon the wind ouniá and move them around using Sphere II techniques in the direction she desires the spirit to adjourn, forcing it in a certain direction via a sheer force of desire. However, she has found that many of the wayward spirits are grateful for her returning their ability to understand, and fear the void of obscurities that Death brings about, and can therefore threaten them with decreasing the property to the point that they are once again helplessly confused. In addition, she may lessen the property of transluscence, (translucency) and allow the frightly form of the being to be revealed. (I am not sure if you mean translucent or transparent...the former being that light can pass through, albeit it scatters and appears "semi-transparent" or you can see through the spirit entirely, meaning it is transparent. To me, by lessing the property of transparency, you could then see a vague image of the spirit but that would mean lessening it to the point that the earth ounia within the spirit takes dominance and thus giving the spirit come kind of form...or perhaps, you have to blow some light dust upon the ghost to give the gathered wind ounia a semblance of a form. But that begs the question of what the spirit actually looks like - can you manipulate the ounia to make a humanoid shape? Or a simple cloud-like being floating in the air?)

Unless a fairly fresh body exists nearby, the spirits are less than useful for physically offensive means, but irreplaceable in matters of information retrieval or simply striking fear into the heart of the enemy. After installing intelligence in the ghost using the above methods, Aélona could request of it to listen to an enemy's conversation. With the spirit being entirely invisible, unless she forces it to appear, not a hint of the spy could be noted, although it is dangerous for the spirit to wander to far from the elf, as her influence over it slowly dissolves with a greater range. However, once the information has been acquired, she can surely get the entity to return to her, and then allow the gathered knowledge to be communicated to her. On a battlefield or other location where many lay slain, simply decreasing the invisibility property can freze (freeze) opponents in their tracks, as the shapes the ghosts portray are utterly gruesome the majority of the time. (Again, do the ghosts themselves form their appearance or does the mage?)

The above applications do not require a coporeal (corporeal) form for the being to enchant, however if one is available, as they often are in the same location as the spirit, the potency of the magess' abilities culminates. Especially in a situation where the remnants of the fallen retain a certain anger at the one's Aélona wishes to destroy, she can easily get the spirits to attack them. After instilling comprehension in the ghost, she can use sheer will to force it literally inside of a corpse, allowing the ghost to 'possess' the carcass. At this point the spirit is nearly in complete control of the body, though often times by telling them a fallacy that depicts her enemies as horrible, she can make the spirits also desire the deaths of the opponents. After that, she would simply have to give the corpse a blade or other means of attack, and tell them whom to kill. With the immense concentration of wind ouniá in the aspect's cár'áll, it could move at extreme speeds, making it literally impossible for those it hunts to escape.

(This gets complicated now...and I suppose the question becomes "What makes a ghost in Santharia?" You've already assumed that the ghost somehow retains an emotional link to the mortal world, which is typical in most Terran lore, but hasn't been established in Santh. But, that is another topic for another day, but this works for the spell in my opinion...)

Second, I am not sure how a spirit can animate a corpse without the use of the animation property of fire...what would make more sense is to have the ghost possess a living person and use the spiritual properties of the ghost's emotions to drive a person insane or make them do things they wouldn't normally do. But, you could do that without the ghost's possession anyway, I would think.


Aélona has come to enjoy watching the animated bodies mangle those she despises, as fighting back against the swift torrent of a carcass' limbs would prove to be hardly beneficial, as the being cannot be killed. The only way to prevent the attack would be to sever the arms and legs necessary to wield arms. Since Sphere II effects may last for quite a while without needing maitenance, the elfess can move onto another corpse and spirit pair after sending the first on its way. However, if she does not return the gradually slipping ouniá to their central position frequent enough, the ghost could lose the comprehension needed to follow her orders. Therefore, she can have two bodies working for her at one time with relative ease, and can manage a third for a period of time, though it flusters her and requires full attention, lest the spirits forget the task at hand and flow out of the bodies, leaving them no more than simple corpses.

Although any who were to witness a reanimated corpse, with its comprehension restored, racing towards them with an intent to slaughter, would declare Aélona's acts a desecration of the dead, the families of mourners share a different opinion of her. After locating a deceased one's spirit, she will increase the property of comprehension, while moving the wind ouniá to a central position within the entity's cár'áll. After doing such, she will proceed to communicate with the spirit, and garner information from it, perhaps about how it died if that is still a mystery. Otherwise, she can ask it if it would like to deliver messages to the family and the likes, and then deliver them to the mourners. She has become quite the adept at crafting speeches to honor the dead, and will create crude effigies, combining the two as her attempt to preserve the beauty of life, capturing the concept of a spirit in her speeches.

It is possible that the magess shall not have the resources necessary to create a minion about her, and therefore must kill someone by means other than mangling them via an animated corpse. Her favorite murder technique is merely a variation of the common levitation technique. Increasing the property of wind and movement about a person's cár'áll, she then allows the zephyrs to carry the victim to a lofty height, although must occasionally intervene with a few sphere II assertations of her will to ensure that an upward direction is maintained. Once what she considers to be an appropriate loft is reached, usually about thirty peds above the area, she shall force the victim to hesitate in the air, reveling in the blatant fear they exhibit at such a high altitude. Suddenly, the property is decreased with a jerk, and her victim begins a jaunty descent to smash into the ground below. It is rarely a good idea to cross the Necromancer when the proper materials are present, though the desecration of your body combined with your death should she not have a subject, could be far, far worse.

(Ahh, the use of Precarious Plummet! I like it!  evil)

(Overall, I love the applications of the wind element here...the spirit manipulation works for me, however, you don't explain how the spirit actually speaks - vocally or in thoughts? How do you get a ghost to form words that can be heard? Perhaps that is too much of an open topic to figure out...so let's ignore it for now... Roll Eyes)
Logged

"Be still and I shall calm your mind and mend your broken body."
Twén Aråerwén
Death's Mistress
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Posts: 4928


Elf, Ifer’hém


« Reply #2 on: August 08, 2008, 05:10:04 AM »

These comments are only to make things a bit more clear, hopefully. The spirit/ghost of a deceased being does not linger for long as death is death on Santharia. The goal for a Wind Necromancer is to influence the comprehension property and make the spirit/ghost forget where it is going. This is most likely why many ghosts/spirits seem to be without direction and cling to only strong emotions. The extent a spirit/ghost could communicate would be in vague ways, such as nodding or possibly pointing. Yes and no questions would probably be the simplest with predefined actions set for the answers.

In the physical aspects of controlling a dead body with Wind Necromancy, the mage could place the ghost/spirit into a corporeal husk. Thereby greatly influencing Winds property over the corpse. Then the Wind mage could use their will to move the body, much like a marionette. With the high influence of wind ounia and controlled expressions of the movement property, the corpse would make a swift, tireless adversary. This action would be limited to a single corpse/minion due to the casters focus needed to keep the marionette set on a task. But it does give the corpse a possible avenue for speech and more materialistic actions.     

Edit: To make the ghost/spirit visible to the naked eye would require the weakening of the translucent/transparency property, allowing the influence of earth and the other elements to create a ghastly image.
« Last Edit: August 08, 2008, 05:16:37 AM by Twén Aråerwén » Logged

•º•The spell fell upon the crowd like a dragon, •º•
•º•ancient and full of death.•º•
_.·´¯) Twén Aråerwén's CD(¯`·._
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