Inigo Elazar Of Flambeau

Male, Size 0
Age: 42 (35)

Inigo's face is deeply tanned and weathered, with prominent smile lines and a thin scar running from below his left eye down to his jaw. His blonde hair, worn long, shows more than a hint of gray. His face is lightly dusted with stubble and his blue eyes are intense but kind. Around his neck he wears an exquisite brass amulet in the shape of a rose. He has two small, seldom visible brands on his body, one on his chest and one on his lower back.

Inigo is a devoted Knight of Seneca and student of their martial teachings. He lost his wife twelve years ago, and still grieves for her a little. He has one daughter, Kesara, whom he loves to distraction and spoils more than he aught. He is often seen at work or play with his brow furrowed in concentration and his face split by a wry grin. He is not as adventurous as he was in his younger days, but still never shies away from a good fight or a good cause. He has fought bandits, fae, demons, a powerful hedge wizard and even one Wizard’s War.

He is nominally associated with the Legion of Mithras through his parens. Inigo suspects she is either high ranking enough in the cult to do as she wishes, or crafty enough not to get caught. Though they are both devoted to the preservation of the Order and the propagation of justice, neither are particularly closely associated with the hoplites. Isabeau has also used unorthodox scripts and does not appear closely connected to the central cult; her exact relationship with higher level cult members is unknown. Isabeau and his friend and sometime mentor, the grandmotherly Luene of Merinita, are his close friends and Kesara’s godparents.

Decrepitude: 0
Confidence: 2 (6)
Wizard's Sigil: Inigo's spells are subtle and stylized, often incorporating a motif of roses.
Personality Traits: Optimistic +3, Brave +2, Protective +3, Romantic +1, Sardonic +1
Reputations: Bravery in Battle 3, House Flambeau Acclaim 2(4), Romantic 2 (4)

Int: +2, Per +1, Str 0, Sta +2, Pre +1, Com -1, Dex -1, Qik +1

Virtues and Flaws:

+0 Gifted Hermetic Magus, +F Puissant Ignem, +1 Inventive Genius, +1 Affinity with Creo, +1 Affinity with Ignem, +1 Deft Ignem, +1 Book Learner, +1 Puissant Parma Magica, +1 Life Boost, +3 Major Magical Focus: Temperature
-1 Optimistic, -1 Ambitious, -1 Deleterious Circumstances (when embarrassed, flustered, or extremely surprised), -1 Incompatible Arts (Intellego Mentem and Intellego Auram), -3 Restriction: True Feeling, -3 Dependent (Kesara, his eleven year-old daughter)

Abilities: Iberian Area Lore (legends) 1, Artes Liberales (ceremonial magic) 2, Athletics (running) 1, Awareness (alertness) 1, Brawl (dodging) 3, Carouse (drinking to forget) 0 [2], Charm (first impessions) 2, Code of Hermes (mundane relations) 1, Concentration (spell concentration) 2, Etiquette (nobles) 1, Euskara/Basque (storytelling) 5, Finesse (precision) 4, Folk Ken (warriors) 2, Guile (fast talk) 1, Leadership (inspiration) 1[5], Langue D'Oc (talking to family members) 3, Latin (Hermetic usage) 4, Legion of Mithras Lore (initiating others) 1, Magic Lore (regiones) 2 [4], Magic Theory (inventing spells) 4[15], Order of Hermes Lore (Famous Flambeau) 2, Ride (long journeys) 0 [4], Single Weapon (longsword) 2 [2], Stealth (sneak) 2, Survival (foothills) 2, Parma Magica (Ignem) 4+2 [6], Penetration (Ignem) 3 [1], Philosophiae (natural philosophy) 1

Magical Arts XP / score
Creo (70x1.5)/14
Intellego 6/3
Muto 22/6
Perdo 86/12
Rego 46/9

Aquam 36/8
Auram 28/7
Corpus 55/10
Ignem (70x1.5)/14+3
Imaginem 7/3
Vim 16/5

Dodge: Init +1, Atk (N/A), Def +5, Dmg (N/A)
Fists: Init +0, Atk -1, Def +4, Dmg +0
Dagger: Init +1, Atk +4, Def +4, Dmg +3
Longsword: Init +3, Atk +6, Def +5, Dmg +6

Spellbook: [Casting Total, including focus, mastery and talisman, but not aura or encumbrance]
Purifcation of the Festering Wounds CrCo20. [+24]
Endurance of the Berserkers ReCo15 (Mastery 1: Flex Casting to D:Sun). [+22]
Wizard’s Leap ReCo15 [+25] (Mastery 3: Simulcasting, Multicasting, Fast Casting)
From Ural’s Height ReCo25 (wiki) (Mastery 1: Precise Casting) [+24]
Shriek of Impending Shafts InHe15 (Mastery 1: Stalwart Casting) [+9]
Test of Flames CrIg20 ((KoS)) (Mastery 1: Imperturbable Casting) [+37]
Compass of the Vigilant Flame InIg5 ((KoS)) (Mastery 1: Flex Casting to D:Conc) (wiki) [+25]
Shadows of Fires Past InIg15 (Mastery 1: Flex Casting to R;Touch) [+25]
Vision of Heat’s Light InIg20 (Mastery 1: Flex Casting to R:Touch) [+28]
Wizard’s Icy Touch PeIg10 (Mastery 3: Multicasting, Simulcasting, Penetration) [+48]
Wizard's Icy Grip PeIg30 (Mastery 2: Multicasting, Penetration) [+48]
Soothe the Raging Flames PeIg20 (Mastery 1: Multicasting) [+47]
Tremulous Vault of the Torch’s Flame, ReIg5
Ward Against Heat and Flames ReIg25 [+40]
Veil of Invisibility PeIm20 (Mastery 1: Flex Casting to D:Diam) [+17]
Wizard’s Sidestep ReIm10 [+18]
Howl of Steel Weapons InTe15 (Mastery 1: Stalwart Casting) [+9]
Demon’s Eternal Oblivion PeVi5 (Mastery 2: Multicasting, Penetration) [+25]
Sap the Griffon’s Strength PeVi5 (Mastery 1: Multicasting) [+20]
Words Wrought of Iron PeVi5 (Mastery 1: Multicasting) [+20]
Lancea Magica ((KoS)) PeVi20 (Mastery 1: Penetration) [+20]

New Spells:
The Frigid Lake, CrAq(Ig)15 (Mastery 3[3]: Multicasting, Simulcasting, Penetration) [+38]
R:Voice, D:Diameter, T:Individual
You conjure a large pool of glacial, nearly frozen water around your target, who must succeed on a Stamina stress roll of 9+ or lose a fatigue level and take +0 damage from the chill. The water’s temperature will adjust to its surroundings normally, and so in a cold environment it is likely to freeze while in a warm environment it will slowly heat up.
Base 3 +2 Voice +1 Diam +1 Requisite

Grasp of Freezing Ice CrAq(Ig)25 (Mastery 1: Flex Casting to D:Sun) [+36]
R:Voice, D:Diameter, T:Individual
You encase an area up to four paces wide and six feet high in thick, supernaturally cold ice. Anyone caught in the ice is immobilized and must succeed on a Stamina stress roll of 9+ or lose a fatigue level each round. To break out requires a Strength stress roll of 12+, allowed once a round. Someone not trapped can chip out a trapped person within two rounds, but this requires proper tools.
Base 3 +2 Voice +1 Diam +2 Group +1 Requisite

Fount of Scalding Steam, ReAq(Ig)10 (Mastery 2[1]: Multicasting, Simulcasting)
R:Voice, D:Momentary, T:Individual
You boil water, up to the amount contained in a small pond, into extremely hot steam. The steam has intensity +5 the first round and intensity +1 the second round. This spell can be aimed to affect water near enemies.
Base 3, +2 Voice, +1 Requisite

Charge of the Winter Wind, CrAu(Ig) 20
R:Voice, D:Concentration, T:Individual
A wall of icy wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by existing barriers, but if unconfined it can be up to one hundred paces wide. All within the area must make a Dexterity + Size stress roll of 9+ or fall down and be blown along by the winds. A Stamina stress roll of 9+ is required regardless to avoid loosing one fatigue level from the extreme cold. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale, but you may only maintain it for a maximum of five rounds. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling.
Base 3 +2 Voice, +1 Conc, +1 Unnatural, +1 Requisite

Sun’s Scorching Caress, CrIg 25 Mastery 3 (Penetration, Multicasting, Simulcasting) [+54]
R:Voice, D:Momentary, T:Individual
Conjure incredible heat around the target, causing him to take +15 damage. If this is enough to kill, the target is incinerated to mere ash. Metal near the target is heated red-hot, and flammable materials on or near his person are likely to ignite.
Base 10 +2 Voice

Boiling Heart of the Forge CrIg35. (Mastery 2: Multicasting, Penetration) [+52]
R:Voice, D:Momentary, T:Individual
You create heat as hot as a smith’s forge, enough to melt stone until it is molten or make iron white-hot, soft, and malleable. Anyone immersed in this heat takes +25 damage. This spell can be aimed to affect stone or metal near one’s target, and affects an area of approximately one cubic pace.
Base 25 +2 Voice

Wizard’s Theft of Warmth, Pe(Re)Ig 25 (Mastery 1: Fast Casting) [+41]
R:Voice, D:Momentary, T:Individual
Takes all of the heat from an area up to four paces across and four paces deep, making it cold enough to freeze water instantly. Any fires in the area decrease significantly in size. Living creatues caught in the area must succeed on a Stamina stress roll of 12+ or lose a fatigue level from the chill. You can control the size and shape of the affected area freely, though tricky maneuvers require Finesse rolls at the storyguide’s discretion.
Base 5 +1 Size +2 Voice +1 Requisite

A longsword
Comfortable, stylish golden robes bound with a white sash.
Leather scale hauberk (worn only rarely)
Daggers (2)
A lock of Kesara’s hair, carefully wrapped and hidden on his person

  • An item commissioned to Dimir Taar: Ring of the Wayward Daughter, a Lesser item.

Effect: InCo25+5
R: Arcane Connection D: Concentration T: Individual
This is a simple ring made of electrum, worn on Inigo’s hand. By touching the ring and concentrating for a moment, he can sense if one person to whom he has an Arcane Connection is alive, and gets a general sense of their physical state. 70-year item, expires Autumn of 1289. 24 uses/day
Vis, worn as jewelry or carried in belt: 3 pawns Ignem, 3 pawns Creo

Talisman: Zoé's Rose, an exquisitely well-made brass amulet featuring a rose.
Attunements: Ignem +3; Demons, Devils, and Angels +4; Protect Self +4; Move Self +2.
Enchantments (0 pawns free):
Only My Shadow PeIm10+9, Item Maintains Concentration, 12 uses/day. As Veil of Invisibility, but with Range:Personal. Inigo becomes invisible by rubbing the back of the amulet twice with his left thumb.
Flight Without Wings ReCo20+10, Item Maintains Concentration, 24 uses/day.
You levitate, held gently but firmly above the ground. You can fly as fast as a horse can gallop by concentrating, and moving and levitating in place are equally easy. A Finesse roll may be needed for any tricky maneuvers. The item maintains concentration, so there is no danger of falling from the sky because you forgot to think about your flight (though inattention while flying has its own dangers).
Inigo activates this effect by swirling his left index finger around the buds of the rose.

Owner to the key to the Furnace Room of the Eternal Flame. This is important. This flame can never go out. There are a lot of enchantments and rituals of the castle that are ties to this flame; so many so that Antonio has no idea (and in truth, these claims are never tested).

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