Inigo Elazar, a.k.a. Xalbador of Flambeau

Xalbador filius Isabeau of Flambeau, Knight of Seneca; aka Inigo Elazar
Characteristics: Int +2, Per +1, Com -1, Pre +1, Str +0, Sta +2, Dex -1, Quik +1
Size: 0
Age: 49
Chronology: Born 1172, Apprenticed age 10 (1182), Gauntlet age 24 (1197), Longevity since 1216 at age 40 (LT30), Transformed in Val-Negra in 1220 at age 44, subdued Diablo Rojo in 1222 at age 46, battled giants alongside Titus and Antonio in 1224 at age 48, currently age 58 in 1230 (Hermetic age 33)
Current Season: Winter 1230
Decrepitude: 0
Warping: 3 (38)
Confidence: 3 (11)
Virtues: +0 Gifted Hermetic Magus, +F Puissant Ignem, +3 Major Magical Focus: Temperature, +1 Affinity with Ignem, +1 Book Learner, +1 Deft Ignem, +1 Inventive Genius, +1 Life Boost, +1 Puissant Parma Magica, +1 Skilled Parens
Flaws: -3 Enemies (various), -3 Weak Magic Resistance (when not touching a physical reminder of a loved one), -1 Ambitious, -1 Lost Love (Zoe), -1 Mentor, -1 Close Family Ties
Acquired Virtues & Flaws:
Mystery: Mountain Lore: Pyrenees; Path of the Hero (Oracle's Blessing: +1 Premonitions, -1 Visions; Hero's Blessing: +3 Sanguine Humor’s Blessing, -3 Optimistic)
Twilight: +3 Flawless Magic, loss of 20xp in Perdo (relearned later)
Magic Realm Transformation: +1 Self Confident, +1 Imbued with Spirit of Ignem, -1 Heroic Personality, -1 Disfigured
Personality Traits: Optimistic +6, Protective +3, Brave +5, Loyal +4
Reputations: House Flambeau Acclaim 4 (bravery in battle), Romantic 2 (local)
Combat:
Dodge: Init +1, Atk n/a, Def +4, Dmg +n/a
Fistfight: Init +1, Atk +3, Def +5, Dmg +0
Damascene Dagger: Init +1, Atk +4, Def +4, Dmg +4
Toledo Longsword: Init +3, Atk +9, Def +7, Dmg +7
Soak: +2 (+5 in leather scale hauberk)
Fatigue: OK, 0, -1, -3, -5, ko
Wounds: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Euskara 5 (Navvare; storytelling), Occitan 5 (Navarre; family), Iberia Area Lore 2 (Pampalona, legends); Artes Liberales 2 (ceremonial magic), Athletics 1 (running), Andora Lore 1 (covenant), Awareness 1 (alertness), Brawl 3 (fistfight), Carouse 1 (drinking to forget), Charm 2 (first impressions), Code of Hermes 1 (mundane relations), Concentration 2 (spells), Etiquette 1 (nobles), Finesse 4 (precision), Folk Ken 2 (warriors), Guile 1 (fast talk), Hunt 1 (drakes), Latin 4 (Hermetic), Leadership 3 (inspiration), Magic Lore 3 (Magic Realm), Magic Theory 5 (spells), Mountain Lore: Pyrenees 3 (??), Order of Hermes Lore 3 (lineage of Flambeau), Parma Magica 4+2 (Ignem), Penetration 3 (Creo), Philosophiae 1 (natural philosophy), Premonitions 2 (immanent danger), Profession-(scribe) 1 (copy), Ride 1 (long journeys), Stealth 2 (sneak), Survival 2 (foothills), Single Weapon 4 (longsword), Teaching 2 (Arts),
Arts:
Creo 15, Intéllego 5, Muto 5, Perdo 14, Rego 10
Animal 5, Aquam 8, Auram 7, Corpus 10, Herbam 5
*Ignem 14+3, Imaginem 5, Mentem 5, Terram 5, Vim 6
Spells Known:
Spell Mastery Note: Flawless Magic gained later in life, after many spells were already learned and 50xp spent on Mastery.
Cr(Pe)Aq(Ig)15 The Frigid Lake: Mastery 1 (Penetration)
Cr(Pe)Aq(Ig)25 Grasp of Freezing Ice:
Re(Cr)Aq(Ig)10 Fount of Scalding Steam
Cr(Pe)Au(Ig)20 Charge of Winter Winds: Mastered 1 (Imperturbable)
CrCo20 Purifcation of the Festering Wounds
ReCo15 Endurance of the Berserkers
ReCo15 Wizard’s Leap: Mastered 1 (Fast Cast)
ReCo25 From Ural’s Height: Mastery 1 (Precise Casting)
InHe15 Shriek of Impending Shafts
CrIg10 Heat of the Searing Forge
CrIg15 Test of Flames:
Cr(Re)Ig20 Sword of the Avenger: Mastered 3 (Imperturbable, Penetration, Fast Cast)
CrIg25 Sun’s Scorching Caress: Mastered 2 (Imperturbable, Penetration)
CrIg35 Boiling Heat of the Forge: Mastered 1 (Penetration)
CrIg50 Lance of Archimedes: Mastered 1 (Imperturbable, Penetration, Stalwart)
InIg5 Compass of the Vigilant Flame
InIg5 Tale of the Ashes
InIg15 Shadows of Fires Past
InIg20 Vision of Heat’s Light
PeIg10 Wizard’s Icy Touch: Mastered 4 (Fast Cast, Multicast, Penetration, Resistance)
PeIg20 Soothe the Raging Flames
PeIg20 Wizard's Touch of Cold
Pe(Re)Ig25 Wizard’s Theft of Warmth: Mastered 1 (Fast Cast)
PeIg30 Wizard's Icy Grip: Mastery 2 (Multicasting, Penetration)
ReIg5 Tremulous Vault of the Torch’s Flame
ReIg25 Ward Against Heat and Flames
ReIg25 Ward Against Cold and Frost
PeIm20 Veil of Invisibility:
ReIm10 Wizard’s Sidestep
InTe15 Howl of Steel Weapons
PeVi5 Demon’s Eternal Oblivion: Mastery 1 (Multicasting)
PeVi5 Sap the Griffon’s Strength:
PeVi5 Words Wrought of Iron:
PeVi15 Winds of Mundane Silence
PeVi20 Lancea Magica: Mastery 3 (Penetration, Fast Cast, Resistance)
Magical Items:
Talisman: Zoe’s Rose: an exquisitely well-made brass amulet featuring a rose.
Potential 34 pawns, Opened 20, Used 5
Attunements: Ignem +3; Demons, Devils, and Angels +4; Protect Self +4; Move Self +2.
PeIm19 Only my Shadow: (2 pawns)
R: Per, D: Item Maintains Concentration, T: Ind, twelve uses per day
Inigo becomes completely invisible but still casts a shadow. The effect is activated by rubbing the back of the amulet twice with his left thumb.
(Base 4, +1 Conc, +1 changing image; 5 levels for Item Maintaining Concentration, 4 levels for twelve uses per day)
ReCo30 Flight Without Wings: (3 pawns)
R: Per, D: Item Maintains Concentration, T: Ind, twenty-four uses per day
Ingigo levitates upward, held gently but firmly aloft, and then fly off in any direction he pleases. He can travel as quickly as a horse’s gallopor hover in place with equal ease. 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 of forgetting to think about flight (though inattention while flying has its own dangers).
(Base 15, +1 Conc, 5 levels for Item Maintaining Concentration, 5 levels for twenty-four uses per day)
Ring of the Wayward Daughter: Lesser Item
InCo30 Sense of the Wayward Daughter
R: Arcane, D: Conc, T: Individual, twenty-four uses per day
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.
(Base 4, +4 Arcane, +1 Conc, 5 levels for twenty-four uses per day)
Twilight Scars: dramatic poses, flaring eyes
Magic Sigil: Inigo's spells are subtle and stylized, often incorporating a motif of roses.
Symbolic Sigil: a Rose
Equipment:
A longsword of fine Toledo steel
Comfortable, stylish golden robes bound with a white sash.
Leather scale hauberk (worn only rarely)
Daggers (2), also of Toledo (Damascene) steel
Knife
A lock of Kesara’s hair, carefully wrapped and hidden on his person
Vis, worn as jewelry or carried in belt: 3 pawns Ignem, 3 pawns Creo
Encumbrance: 0 or -2
Laboratory: Magic Aura 5
Inigo’s lab is warm, open, and airy with a high ceiling and several south facing windows. The exterior is a small but attractive house made of grey stone, which stands at the edge of the wall facing out into the vineyards. The lab itself opens onto a small garden at the back, which is tidy and well-cared for, and the view of the vineyards from the windows or back garden is striking yet serene. Kesara and her nurse, Laine, come and go freely within the lab, although they stay out of the areas where Inigo works regularly. Laine will often clean parts of the lab when Inigo isn’t looking; he indulges her because he dislikes clutter more than he dislikes the intrusion.
His work area is clean but clearly well lived in, with tools and glassware organized in neat rows and drawers. His workbench has several small mirrors and prisms that playfully redirect and split the light streaming in the windows. On a table near the center of the room, there is a brazier with a fire that burns without heat, which Inigo tends as part of his longevity ritual. Sitting conspicuously in a vase off to the side is a delicate pink rose.
Characteristics: Size +0, Refinement +1, General Quality +0, Upkeep +2, Safety +3, Warping +0, Health +1, Aesthetics +8
Specializations: Teaching +5, Texts +3, Creo +1, Rego +1, Corpus +1, Ignem +1
Virtues: +0 Dedicated Building, +0 Idyllic Surroundings, +0 Precious Ingredients, +0 Magical Heating & Lighting, +0 Person, +0 Servant (Int +1), +0 Superior Construction, +0 Superior Equipment, +0 Superior Tools, +1 Lesser Feature-Fireplace, +3 Greater Feature-Teacher’s Tablet
Flaws: -3 Greater Focus-Teacher’s Tablet

Appearance
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.
After an episode in the magic realm, Inigo's brands were transformed into magical flaming marks symbolizing his role as the scion of a magical legacy in House Flambeau. He has a large swirling sunburst in red and gold on his back that spreads its flames around his body seemingly at random, especially in areas of high aura. A fiery golden tendril can sometimes be seen creeping slowly up his neck and toward his cheek, or down his arm to caress his hand
Background:
Inigo's background is slightly retconed for use as an NPC, but trying to keep faithful to the original.

After his apprenticeship, he spent time as a wizard-errant, acting as Guardian for a covenant in exchange for a place to live. While there, he befriended a senior magus, Luene of Merinita, who is a mysterious and grandmotherly mentor presence to him to this day. Late in his tenure there, he met Zoe, a practical, violet-eyed village blacksmith who wanted nothing to do with him and brooked no opposition to her gender in what is indisputably a man's profession. He courted and eventually married her, siring a daughter, Kesara. Zoe was a casualty in his battle with a powerful hedge wizard, and the loss of her drove him mad with grief. Only knowledge that his daughter needed him kept him from the brink.

He joined with the Knights of Seneca through his parens, Isabeau, who allowed him to come into his birthright as a Knight of Seneca late in his life, after he had been on his own with his daughter for a while. He joined the covenant of Andorra at her urging. She and the grandmotherly Luene of Merinita are his close friends and Kesara’s godparents.

Inigo is a devoted Knight of Seneca and student of their martial teachings. He has been on many small adventures with the Knights, but has not done anything of great renown until more recently. He still grieves for his wife and spoils his daughter 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.

Not long ago, Inigo journeyed into fabled Val-Negra, the ruin of the original Flambeau covenant, and battled the shadow wizard Metron there. After the battle, he spoke with the ghost of Vanicasitum of Flambeau, who revealed to him that Kesara was the Lumina, the heir to a magical legacy central to the tenets of the Knights of Seneca, and that it would be Inigo's fate to train her and bring her into her legacy. He is still not sure how he feels about it all.

During the Drake Hunt, Inigo is the one that defeated the infamous firedrake known as El Diablo Rojo Fumador (the Red Devil Smoker). The Dragon Sigmundo appeared (in human form) and pleaded for the life of the drake. In exchange for sparing the RedDevil, the drake was t be hence banished to Africa for 77 years, and the dragon would owe each of the members of the hunting party one favor. Carmen and Dimir Taar used up their favors rescuing Carmen from the Palace of Burning Bronze. Inigo is still owed a favor though.

While the other magi were in the Magic Realm on that misson, Inigo remained at Andorra as part of the security detail, a wise judgment, for Andorra was attacked by giants.

Description of New Spells:
Cr(Pe)Aq(Ig)15 The Frigid Lake
R: Voice, D: Diameter, T: Indiv idual
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 Requisites)
Cr(Pe)Aq(Ig)25 Grasp of Freezing Ice
R: Voice, D: Concentration, 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 Conc +2 Group +1 Requisites)
Cr(Pe)Au(Ig)20 Charge of the Winter Wind
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 Requisites)
CrIg25 Sun’s Scorching Caress,
R: Voice, D: Concentration, T: Individual
Conjure incredible heat around the target, causing +15 damage. Metal near the target is heated red-hot, and flammable materials like paper or wool nearby may ignite.
(Base 10 +2 Voice, +1 Concentration)
CrIg45 Lance of Archimedes
R: Sight, D: Conc, T: Ind
Creates a burning ray of intense white light that inflicts +30 damage per round that concentration is maintained.
(Base 25, +3 Sight, +1 Concentration)
Re(Cr)Aq(Ig)10 Fount of Scalding Steam
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 Requisites)
CrIg35 Boiling Heart of the Forge
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)
Pe(Re)Ig25 Wizard’s Theft of Warmth
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)

1172 born to 1177 childhood
1178-1181 later youth (4 years)
1182-1196 apprentice
1197 gauntlet

First Cycle: 1197 to 1206 (10 years)
As a young errant wizard, Inigo became a guardian and champion of a covenant of the Provencal Tribunal near Pampalona. There he met a Merinita maga named Luene, who set him on the path of Wilderness Lore of the Pyrenees Mountains. Late in his tenure there, he met Zoe, a practical, violet-eyed village blacksmith who wanted nothing to do with him and brooked no opposition to her gender in what is indisputably a man's profession. He courted and eventually married her, siring a daughter, Kesara. His early adventures include killing an ogre and defeating a hag with trickery.
10 years (40 seasons)
21 pawns vis salary (21)
Scratch one season
+30xp Book Learner
30 seasons Advancement (300xp)
2 seasons Gain two minor virtues & a minor flaw (-15xp)
7 seasons Lab

Second Cycle: 1207 to 1213 (7 years)
In 1207, the Shadow Wars break out and Inigo is called to duty. He returns to Pampalona to visit his wife often, and she gives birth to their daughter Kesara in 1210. But three tragic years later in 1213, Zoe is killed by the minions of the Flaming Shadows. The loss drove him mad with grief. Only knowledge that his daughter needed him kept him from the brink.
7 years (28 seasons)
21 pawns vis salary (42)
Scratch one season
+30xp Book Learner
20 seasons advancement (200xp)
7 seasons lab

Third Cycle: 1214 to 1219 (6 years)
Lost and bewildered, he spends some a year contemplating in the deep mountains, in the process recieving the Hero's Blessing and experiencing two severe twilight episodes. He turns to Luene for guidance, who advises him to seek his heritage. He turns to Isabeau, his mater, who endevours to inspire Inigo to carry on and encourages him to pursue his magical heritage, the Knights of Seneca. Though not herself a member, her pater Titus was one (lineage: Flambeau, Delendos, Elaine, Julius, Titus, Isabeau, Inigo). In 1215 he takes his daughter as his apprentice, for her Gift had blossomed, and comes to Andorra soon therafter.
6 years (24 seasons)
21 pawns vis salary (63-8=55)
Scratch one season
+30xp Book Learner
5 seasons training apprentice
4 seasons in mountains (1 season & 30xp for a major virtue & flaw)
10 seasons advancement (100xp)
1 season longevity, 3 seasons spells, -8p

Fourth Cycle: 1220 to 1229 (10 years)
Inigo find new zeal and optimisim as a member of Andorra, and leads and expidition along with Octavian to diacover lost Val-Negra in the Magic Realm. There he learns from the Twilight ghost of Vancasitum the Prophecy of the Lumina is to be fifilled in Kesara. That and other experiences of the realm Transform him in various ways. Then he subdues the firedrake Diablo Rojo, and is owed a favor by the dragon Sigmundo for sparing his life. Then came the rampage of giants against Andorra, when he stood aside Antonio and Tiberius to defeat them.
10 years (40 seasons)
21 pawns vis salary (76-5=71)
Scratch one season
+30xp Book Learner
3 seasons Magic Realm (1 season & 20xp)
10 seasons training apprentice
13 seasons Advancement (130xp)
1 season Refine Lab
6 seasons spells
6 seasons Talisman (1s open, 1s attune, 1s open more, 1s OmS, 2s FwoW: 5 pawns)

New Era: Spring 1230
71 pawns of vis, minus Hermetic Age 33 equals 38
9 pawns coverted to 3 Ignem and 3 Creo
27 pawns converted to 108bp
50bp for lab
20bp for Major lab Virtue
36bp for Ring of the Wayward Daughter
2bp for nothing

:laughing: :wink:

Falls wrote that years ago. Tried to be as faithful as possible to the original.
So, yeah, we had established that speed years ago :smiley: