Location Lab 9-A (Astral Coordinates and Distant Worlds)

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An undead citadel created before the cataclysm, Sahova is devoted to all kinds of magical research. The living may visit the island, if they are willing to obey its rules. [Lore]

Lab 9-A (Astral Coordinates and Distant Worlds)

Postby Mirage on November 8th, 2013, 8:40 pm

Lab 9-A
Research of Astral Coordinates and Distant Worlds


Image


Two, immaculate steel doors lead into Lab 9-A for the Research of Astral Coordinates and Distant Worlds. Central to the room is a metallic circle that acts as a physical indication for just where the circle is to be drawn, though which type of circle will vary depending on what exactly is being summoned and from where. To one side, there are various shelves of Glypher's Paint and to the other, a locked chest sits, existing for an unknown end. The rest of the room seems bare, save for scraps of parchment, scattered here and there from where Sevrin scribbles down the details and coordinates of newly discovered worlds.

Sevrin and Eris :
ImageSummoning 89, Leadership 20, Familiary 43, Glyphing 70 Polearm 22, Persuasion 38

Nuit, 81 years of age

Sevrin is considered congenial for a Nuit, which by and large attributed to his age. Having undergone the ritual while very young, he flew to the rank of Wizard in a remarkably short period of time, where he has stayed ever since. He single-mindedly seeks new coordinates much in the way ancient Suva did, though his passion is more or less driven by curiosity than by any real need. His lifelong familiar is a Kirt by the name of Eris, who works to counterbalance his upbeat attitude by encouraging him to act wholly in the vein of self-interest rather than for the good of the Citadel.Image

Summoning 28, Intimidation 30, Glyphing 15, Scribing 10

Eris, on the other hand, is another matter entirely. Kirt by their very nature are notoriously unmanageable, yet Sevrin and her seem to get along just fine, having done so for the past few decades. One has the power to influence the other. Even though Kirt are immutable by nature, Sevrin has a way of manipulating Eris into believing she is the one at the reins. This illusion of control pleases her, making her more inclined to accept his wishes. Thus if one wants something from Eris, they should first convince Sevrin, lest they find themselves dealing with a ruthless negotiator.
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Mirage
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