Marlamin Gallantra (Polesia)

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Marlamin Gallantra is a wizard who resides in the city of Xyra. Originally from Eshtorah, Marlamin received his schooling from one of the oldest wizarding traditions in Polesia. Marlamin specializes in crafting and scribing.


Physical Appearance[edit]

Tall and gaunt, the elderly Marlamin Gallantra is a dark-skinned figure draped in silvery robes. The midnight skin on his clean-shaven pate shines as if polished, while his densely curled goatee, peppered with gray strands from his advancing age, is neatly tied in to a few brightly-colored beads. A pair of gold-rimmed half-moon spectacles rests on his nose, gently reflecting the golden glow that emanates from his eyes due to the various enchantments placed upon his vision. Marlamin's silvery robes are neat and lustrous, trimmed with magical symbols that look as though they were sewn with spun gold. Multiple rings and necklaces and bracelets shine with fine gold chains or silver laces or deep lustrous jewels. Some jewelry has additional chains hanging from them, some containing keys or bells or some other bauble used in his magical craft. Hanging from his belt is a neatly worked leather bag bursting with scrolls and slabs of tile and no doubt a number of other things.

Always with him, and sometimes even sleeping in a sling hung over his shoulder, is a strange hairless cat whose eyes glow exactly like Marlamin's.


Ability Profile[edit]

Marlamin's specialty is magical crafting and item enchantment. He is capable of creating items of incredible craftsmanship enchanted with powerful (or sometimes merely convenient) magical qualities. Because of this profession, Marlamin had an extensive catalog of magical spells as he must have a wide range in order to invest different many different enchantments. Among such spells are a number of spells that temporarily alter or improve the form or function of different manufactured items. This means that an item or weapon in Marlamin's hands may end up producing surprising results.

Another of Marlamin's areas of study is the inscription of magical runes. Similar to his ability to invest magic into crafted items, Marlamin has learned the secret arcane art of investing magical potential into specific inscribed symbols.

Not only does this practice of arcane script enable him to keep more succinct records of his vast library of spells, it also enables him to set magical traps and wards, and perform special actions with specially scribed spellforms.

Marlamin is more of a scholar than a spell blaster, and as such, focuses more on magical utilities than damaging spells. He has spent a considerable time studying air spells, and has found many interesting applications.

Character History[edit]

The land of Eshtorah has been inhabited for thousands of years. The fertile lands have ensured the prosperity and stability of the Eshtoran people. In this environment, an organization of great thinkers and alchemists formed, known as the Vahid. The Vahid grew from its humble beginnings as a small society of clever gentlemen to a wealthy sect of Wizards and alchemists over the course of several centuries. Members were often scouted from an early age, being chosen from among clever adolescents to participate in a series of in-depth interviews for a chance at gaining an apprenticeship from a seasoned mentor of the Vahid. Marlamin was one such child. From his life as a smith's son, Marlamin was transported to the great city to study under his master Otian Silverkin in the ways of becoming a wizard of the Vahid. Marlamin was exceptionally talented, and his prodigious intelligence garnered respect from not only his peers, but even his superiors. As time wore on, and the Eshtoran government, seeking to maintain credibility in the wake of gaining independence from the Lattaneran Empire, began to put intense political pressure on influential clans and organizations that operated within their borders. What began as sanctions and tariff rate increases, soon blossomed to political hostilities on both sides. The Vahid became the chief contender against the government, as the wealth of the magical trades stayed primarily within the pockets of the mages, unlike the merchants guilds, who tended to be more ready to line the pockets of the political establishment. After several political battles and anti-wizard propaganda campaigns took place, followed by a number of anti-establishment propaganda campaigns right back, the government of Eshtorah labeled the Vahid as an insurrectionist group, and dismantled the society. As a political exile, Marlamin and many of his fellows came to the last remaining bastion of Wizardkind, the shining city of Xyra. Xyra was willing to take in the wizardly refugees, but many did not stay long. After all, in a land of mages, it's difficult to find work as a mage unless said mage has a considerable talent. Marlamin, with his skill as a crafter, and his keen knowledge of runes, sigils, and wards, became a productive member of the Xyran Maker's guild, and was eventually named a Master of Wards. For ten years Marlamin has lived in Xyra. He makes a comfortable living, and enjoys the chance to perform his craft in peace. Soon though, rumors of a large scale war will reach his ears.