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- Modlist & IP | Elder Scrolls Chronicles
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- Factions & Guilds | Elder Scrolls Chronicles
Factions Guilds FACTIONS Below are the factions holding influence upon the Gold Coast at the end of the Third Era , that Narration seeks to put a spotlight on for this season. These are political entities with a firm agenda, who seek to further their authority and achieve their goals. You do not have to join any of them. Membership is optional, though they do come with boons, as you will be subject to conflict more than a character who is unaffiliated. You may only belong to one faction publicly at a time, though infiltration, deception, and secretive membership is possible. Each faction has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that faction. Reputation is earned by performing faction related quests, participating in faction related events, and hunting down the enemies of your faction. Upon reaching the highest rank, you will receive an ability unique to your faction. THE CITY OF KVATCH +1 Speechcraft Whether a common citizen seeking safety and fortune, a petty noble vying for influence, or a guard dedicating your life to protecting your fellow city folk, you may find purpose and opportunity within the walls of the City of Akatosh . Shadows close in around the bastion, however, seeking to topple it. Can you help defend Kvatch and its prosperity? THE IMPERIAL LEGION +1 Athletics The primary fighting force of the Empire , the Ruby Ranks operate under the authority of the Emperor himself. They are considered one of the greatest armies ever assembled ― impressive in both their numbers and the quality of their training and discipline. Their main charge is to preserve the peace and rule of law, standing as a garrison against any and all threats against Imperial well-being. Do you have what it takes to be a legionnaire? THE IMPERIAL CULT Known mostly as The Church within Cyrodiil, the Imperial Cult reveres and carries forth the will of The Nine Divines , bringing divine inspiration and consolation to as many as they can. While not preoccupied with preaching and worship, they take pride in rooting out the heretics of their faith: daedra, undead, and lycanthropes. The most prevalent of these militant forces on the Gold Coast is the Order of the Hour . Will you spread the good word of The Nine? +1 Faith THE MYTHIC DAWN +1 Potential Worshipers of the Daedric Prince of Destruction, Mehrunes Dagon , the Mythic Dawn is a secretive and violent cult that seeks to liberate Tamriel from the rule of the Aedra , whom they believe were the original betrayers and usurpers of the late Lorkhan . Do you see the lies that the Empire, and the very gods, are built upon? Do you have the cunning and determination to carry forth a revolution that would change the world? THE UNFEATHERED +1 Spell Potency Word has spread of a host of towering, arcane knights in golden, gleaming armour, stationed in the Ayleid ruins of Garlas Malatar . Though their intentions and agenda are unknown, they are avidly hunting the undead and are seeking recruits, offering power and knowledge in exchange for servitude to their master: Umaril the Unfeathered, Champion of Meridia . Are you drawn by their enigmatic allure? THE WORM CULT Necromancers driven by a lust for power, they refer to themselves as the Order of the Black Worm . They follow the footsteps of their historically infamous leader, Mannimarco , who ascended into godhood as the Necromancer's Moon only 15 years prior, seeking mastery over death, to surpass mortality. Holding the age-old grudges of their master, they are directly opposed to the Mages Guild and seek to destroy and thwart them at every turn. Do you seek the power over life and death? +1 Necromancy GUILDS Below are the joinable guilds for the current season. These are mostly neutral, though professional, organizations. Membership is optional, though they do come with boons, as they are public entities willing to help those who dedicate themselves to their missions. You may only belong to one guild publicly at a time, though infiltration, deception, and secretive membership is possible. Each guild has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that guild. Reputation is earned by performing guild related quests. Ascending through the ranks will get you easier access to equipment. You may belong to a guild and a faction simultaneously. THE FIGHTERS GUILD +1 Resolve A professional organization chartered by the Emperor to regulate the training and hiring of mercenaries across the Empire, the Fighters Guild is serviced to protect and support commerce by driving away monsters, beasts, and bandits, for the Legion cannot be everywhere at all times. THE MAGES GUILD +1 Lore A professional organization dedicated to the study of magicka and alchemy , who aid one another's experiments and research by pooling together their collective funds. They are mandated by the Empire to provide magical services and training to the public. Only two years ago, Archmage Hannibal Traven has banned the practice of necromancy under threat of imprisonment and death, and has sought to actively hunt them. THE THIEVES GUILD +1 Security Also known as the Children of the Shadows and the Fingers of the Fox, the Thieves Guild is a clandestine organization of professional criminals. They are actively hunted by city watchmen and the Imperial Legion, forced to gather in secret hideouts to plan their schemes. Those within the guild are not killers, taking pride in having honor amongst thieves. They take pity on the poor and target wholescale settlements rather than individuals.
- Birthsigns | Elder Scrolls Chronicles
BIRTHSIGNS WARRIOR THE The first Guardian Constellation, The Warrior protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. +1 Strength, +1 Resolve MAGE THE A Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. +1 Intelligence, +1 Intimidation THIEF THE The last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. +1 Agility, +1 Intuition LADY THE The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. +1 Willpower, +1 Speechcraft APPRENTICE THE The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. +1 Willpower, +15 Magicka, -2 Magic Resistance LOVER THE The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. +1 Personality, +1 Initiative STEED THE The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. +1 Endurance, +1 Athletics ATRONACH THE The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are naturally enduring and resilient against magic. +1 Endurance, +1 Magic Resistance SHADOW THE The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. +1 Agility, +1 Illusion LORD THE The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. +1 Endurance, +1 Faith RITUAL THE The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a natural attunement to the aspects of the moons and the Divines. +1 Willpower, +1 Lore TOWER THE The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. +1 Endurance, +1 Security SERPENT THE The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. +2 Luck, +1 Fate, +1 Intimidation -2 Endurance, -1 Willpower
- Thievery | Elder Scrolls Chronicles
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- Character Creation | Elder Scrolls Chronicles
CREATING A CHARACTER CHOOSE YOUR RACE Choose between the ten playable races of Tamriel, and optionally a subrace, all with various stats that make them unique. Each one has distinctive looks, traits, culture, views, history, and religion that you should be mindful of when creating and portraying your character. CHOOSE YOUR BIRTHSIGN Select your character's birthsign from among the thirteen available choices. Each one will alter the stats of your character in someway. Your birthsign represents the constellation that your character was born under, as aligned with the months of the Tamrielic calendar. It is believed that each person's connection to the cosmos, as seen through the magicka flowing through their veins, is different depending upon the seasonality of their birth, even going so far as to influence their temperament. CHOOSE YOUR BACKGROUND Choose the background of your character from the collection of twenty-one portfolios. This represents what knowledge and training your character received prior to the beginning of their story on the server. Rather than a classification or restriction, this is simply a starting point for your character's skills. CHOOSE YOUR FAITH Select your patron god or gods, whether it be the Nine Divines, one of the Daedric Princes, or one of the many racial pantheons of Tamriel. In the world of Nirn, there is no debating the presence of deities and their influence. Whom do you answer to, through principle, fear, or personal reward? CONSIDER AN AFFILIATION In every Chronicle, there are factions and guilds at work within the current region of play. These are commercial and political entities with a firm agenda, who seek to further their influence and achieve their goals. Will you aid them, for personal gain or virtue? It is worth your consideration.
- Backgrounds | Elder Scrolls Chronicles
Acrobat - Agent - Archer Assassin - Barbarian - Bard Battlemage - Crusader - Healer Knight - Mage - Monk Nightblade - Pilgrim - Rogue Scout - Sorcerer - Spellsword Thief - Warrior - Witchhunter BACKGROUNDS ACROBAT Agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. Journeyman - Acrobatics Apprentice - Athletics, Dodge Novice - Security, Sneak AGENT Operatives skilled in deception and avoidance, they are self-reliant and independent, devoting themselves to personal goals, or to various patrons or causes. Journeyman - Sneak Apprentice - Illusion, Speechcraft Novice - Piercing, Security ARCHER Fighters specialized in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver. Journeyman - Ranged Accuracy Apprentice - Piercing, Dodge Novice - Initiative, Intuition ASSASSIN Killers who rely on stealth and mobility to approach victims undetected. Assassins include ruthless murderers and principled agents of noble causes. Journeyman - Sneak Apprentice - Melee Acccuracy, Acrobatics Novice - Dodge, Intimidation BARBARIAN Proud, savage warriors of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat. Journeyman - Blunt Apprentice - Athletics, Intimidation Novice - Melee Accuracy, Resolve BARD Loremasters and storytellers, bards crave adventure for the wisdom and insight to be gained, and must depend on their wits to preserve them from the perils of their educational experiences. Journeyman - Speechcraft Apprentice - Initiative, Lore Novice - Acrobatics, Sneak BATTLEMAGE Wizard-warriors trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures. Journeyman - Block Apprentice - Alteration, Resolve Novice - Melee Accuracy, Destruction CRUSADER Any heavily armored warrior with spellcasting powers and a good cause may call themselves a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil. Journeyman - Slashing Apprentice - Block, Faith Novice - Melee Accuracy, Resolve HEALER Spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity. Journeyman - Restoration Apprentice - Illusion, Speechcraft Novice - Lore, Spell Potency KNIGHT Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment. Journeyman - Melee Accuracy Apprentice - Block, Speechcraft Novice - Slashing, Faith MAGE Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common: an avid love of spellcasting. Journeyman - Spell Potency Apprentice - Conjuration, Lore Novice - Destruction, Alteration MONK Students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility, and are attuned to the natural world. Journeyman - Mysticism Apprentice - Athletics, Dodge Novice - Lore, Spell Potency NIGHTBLADE Spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents. Journeyman - Sneak Apprentice - Initiative, Illusion Novice - Melee Accuracy, Security PILGRIM Travellers and seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion. Journeyman - Speechcraft Apprentice - Athletics, Faith Novice - Block, Lore ROGUE Adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive. Journeyman - Security Apprentice - Sneak, Intuition Novice - Ranged Accuracy, Speechcraft SCOUT Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Journeyman - Athletics Apprentice - Dodge, Ranged Accuracy Novice - Initiative, Melee Accuracy SORCERER Wielding ferocious arcane potential, sorcerers rely on spells of the mystic arts. They are often greedy for magic scrolls, rings, armor, and weapons. Journeyman - Destruction Apprentice - Dodge, Lore Novice - Mysticism, Spell Potency SPELLSWORD Spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune. Journeyman - Melee Accuracy Apprentice - Alteration, Spell Potency Novice - Slashing, Dodge THIEF Pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities. Journeyman - Sneak Apprentice - Acrobatics, Security Novice - Intuition, Speechcraft WARRIOR The professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle. Journeyman - Block Apprentice - Athletics, Melee Accuracy Novice - Resolve, Intimidation WITCHHUNTER Dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers. Journeyman - Intuition Apprentice - Mysticism, Resolve Novice - Ranged Accuracy, Security
- Races | Elder Scrolls Chronicles
MEN IMPERIAL Human descendants of Cyrodiil's mixed populations, known for their diplomatic, commercial, and military acumen within the Empire. BRETON Half-elven humans native to High Rock known for their strong innate magical abilities and hybrid cultural influences. NORD The tall, strong, and proud human natives of Skyrim, known for their martial prowess and resistance to the cold. REDGUARD Skilled warriors from Hammerfell, descended from ancient Yokudans, known for their prowess in swordplay and weapons. MER DUNMER Dark-skinned, red-eyed elves from Morrowind, known for their adaptability and attunement to magic and combat. ALTMER Tall, golden-skinned elves from the Summerset Isles, known for their intelligence and magical affinity. BOSMER Short, nimble forest-dwellers from Valenwood, known for their agility, stealth, and connection to nature. ORSIMER Technically elves, these strong, tribal people are famed for their courage, endurance, and exceptional blacksmithing skills. BEASTFOLK KHAJIIT Feline humanoids from Elsweyr, whose physical form and traits vary depending on the moon phase at birth, and are known for their guile and agility. ARGONIAN The reptilian, amphibian people of Black Marsh, with a deep connection to water, resilience to disease, and unique biological ties to the Hist trees.
- Beginner's Guide | Elder Scrolls Chronicles
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- Settlements & Sieges | Elder Scrolls Chronicles
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- Altmer | Elder Scrolls Chronicles
ALTMER Overview Stats & Subraces Portrayal -- The Altmer , or High Elves, are the proudest among the Mer or Elves. They're native to the southwestern province of Summerset Isle . Their racial pride is well earned, as most of the cultural heritage of the entirety of Tamriel , including language, art and laws originate from Altmer traditions and customs. As such, they can be found anywhere in Tamriel. They're also known to be the greatest practicioners of magic in all Tamriel, a feat innate to them aided by their long lifespan. Most of the Elven names share similarities thanks to the fact that most modern Mer descend directly from the Altmer. Thus Altmer naming conventions are not too different from their other cousins. Primary Stats +2 Intelligence +1 Lore +1 Faith +10 Magicka -1 Magic Resistance Subraces Alinori Your character is of the Alinori culture, from the mainland island called Alinor within Summerset. Known for their strict adherence to Praxis and ceremony, as well as their elitist attitudes. +1 Speechcraft -1 Lore Auridoni Your character is of the Auridoni culture, from the island called Auridon within Summerset. Known for their seafaring traditions and martial heritage. +1 Agility -1 Intelligence Direnni Your character is of the Direnni, from the island of Balfiera in the Iliac Bay. Separated from the rest of Altmer society long ago, they are known for their diplomatic skills. They do not follow Praxis closely, if at all. +1 Personality +1 Conjuration -1 Intelligence -1 Faith Dummy Text. Appearance & Culture Foreign Views The Province of Summerset Religion Altmer value their appearance to extreme degrees in the eyes of every other culture in Tamriel. Their people aspire to perfection, and thus have a very strict set of beauty standards: Tall, slender frame, angular, sharp facial features and big, amber eyes. Rarely one can see hairstyles among the High Elves that aren't long, fair manes ranging different blonde tones. Dark hair is much rarer, and usually frowned upon; anything that doesn't share the golden hues so common among the Altmer is seen as undesirable. Those Altmer that are born with glaring imperfections or deformities are known to be casted out and exiled, to be branded as Hulkynds. Their fashion is merely an extension of their quest for perfection: flowing silk robes of vibrant colors, expensive jewelry and gilded armor of white and gold. Other common colours are greens and blues. Culture The Altmeri culture is a very old, very conservative culture with roots stretching back to times when they were not the Altmer, but the Aldmer . They follow a very strict set of social and philosophical rules: Praxis and Alaxon. Praxis is the act of living in resemblance of the gods, so one day they may join them in the heavens. Those that break Praxis are called apraxics and are socially ousted: no well-meaning praxic Altmer should even speak with them. They must try to repair their reputation and recover their social standing, though most decide that remaining in exile is the lesser evil. Alaxon, or Path to Alaxon, is the state of perfection that every Altmer strives for. The Path is what it takes to achieve such a state. It governs every aspect of Altmer culture, an example being their architecture: a constant process of refinement. As it is natural, the Altmeri government and its laws are also highly hierarchical and strict. A monarch rules Summerset with the loyal advice of the College of Sapiarchs , the most important scholarly institution in Summerset. The behaviour of the different monarchs, all descendants from a very ancient pre-Merethic era dynasty, is guided by the Scrolls of Praxis. The interpreters of these written precedents are the Sapiarches. Under the monarch, hereditary nobles named kinlords and kinladies hold the different fiefs that compose the Summerset Isles. The Divine Prosecution is an institution with the authority of enforcing secular and religious law, and judge those who infringe upon it. Since the times of the First Aldmeri Dominion , a radical faction of supremacists known as the Thalmor has been growing more and more influential within the institution. Subcultures Among the Altmer, we can distinguish two similar but distinct groups: the Altmer that inhabit the Summerset Isles, whom follow the previously established facts and information about the Altmer people, and The House Direnni. The House Direnni are an aristocratic, merchant clan of Altmer that left the Summerset Isles in the middle Merethic Era to settle in the unexplored continent of Tamriel. They settled in what is now known as Isle of Balfiera and established the Direnni Hegemony . Nowadays, the Direnni are but a pale shadow of their glorious past, almost extinct but still surviving. They enslaved the primitive Nedes , but instead of merely treating them like chattel as did their Ayleid cousins, they taught them magic, their language and customs. Many Direnni took Nedes as concubines, and eventually, a race of half-men, half-mer came to be; today, they are known as the Bretons . The Direnni influence and power waned as the Merethic dominion over Tamriel decreased. The Direnni's customs differ from their Summerset equals. While magic is innate to every Altmer, the Direnni preferred to practice other arts and crafts. They're known as the parents of alchemy and enchanting, as well as masters in the field of conjuration. They're also considered great warriors. Culturally, they share much of their original Summerset origins, but their history with the Nedes and later on, Bretons have made them much more agreeable in the eyes of Men. The Direnni do not follow the strict rules of Praxis, which often puts them at odds with their Alinori cousins. Nowadays, the Direnni are considered open minded, pragmatic and humble for Altmer standards, if reserved. Rarely any Direnni steps out of Balfiera, their numbers dwindling more and more with each decade. Cultural Equivalence & Influences The Altmer are based on the higher spheres of Imperial China: Perfection, rank, hierarchy and etiquette. They also get some inspiration from Victorian British aristocratic society. The Altmer have been the driving force behind the creation of the different iterations of the Aldmeri Dominion : an alliance of Altmer, Bosmer and Khajiit . The First Aldmeri Dominion was created in the middle of the Second Era under the leadership of Queen Ayrenn . It would eventually dissolved before the end of the Interregnum . The Second Aldmeri Dominion would be formed later on, in 2E 830, when the Summerset Isles conquered Valenwood after a dynastical conflict: The heirs of the Camoran Dynasty sought help from the Colovian Estates in exchange for land concessions. This prompted a swift invasion of Valenwood . They then put the Thalmor in charge of the government and administration of the Bosmeri homelands. They drove back the Colovian Estates and continued warring against them over the next years. They also struck alliances with many other factions, including Elsweyr . The Second Dominion would see its demise once the seemingly invincible hosts of Tiber Septim set their eyes on the domains of the Bosmer and Khajiit. Despite the swift defeat of the Wood Elves and Khajiit, the Altmeri fleets were unbeatable until Tiber Septim used the Numidium , a mechanical demigod, to completely overpower the last remnants of the Dominion's might. Soon after, the Summerset Isles would be formally incorporated to the Third Empire as one of its many provinces. Only the holdings of the Direnni in the Isle of Balfiera held a modicum of independence as they were already quite isolated from the rest of the world. The news of the death of the Emperor Uriel V in the Battle of Ionith stirred the otherwise still waters that lie dormant beneath the imperial rule of the Summerset Isle. But for now, the Summerset Isle remains a province of the Third Empire. The Imperial province can be divided in two great regions coinciding with the two islands that compose it. They're located in the southwest of Tamriel's mainland. Summerset Isle : The main and biggest island out of the two. It has a warm climate and idyllic landscapes of forests and mountains. Great amounts of corals paint the shores. The isle contains the capital, Alinor , as well as the great cities of Cloudrest or Sunhold . The isle also used to contain one of the towers of Mundus , the Crystal tower . Auridon : The eastern, smaller island that composes the Summerset Isles. It has a very similar climate and geography to Summerset Isle: beautiful forests and craggy mountains. The island contains the cities of Firsthold , Skywatch , and Vulkhel Guard among others. Religion plays a major part in the everyday life of every single denizen of the Summerset Isles, and even of many of those living outside their ancestors' land. The Altmer live under a very strict and hierarchical society, emulating the gods they venerate. They believe they're descendants from the Aedra , and thus their pantheon is formed by the greatest of them as they aspire to one day shed their mortal coils and ascend to live among the stars. The Altmer venerate the Eight Divines. These are... Auri-El : King of the Aldmer and creator of the mortal plane, deceived by the trickster Lorkhan . Magnus : God of sorcery and designer of the mortal plane. Trinimac : God of war that led the hosts of the Aldmer against the armies of Men . Y'ffre : God of the forests and "the now". Xarxes : God of Ancestry and keeper of knowledge, scribe to Auri-El and ascended to godhood. Mara : Goddess of love and fertility, wife to Auri-El. Stendarr : God of mercy and compassion, apologist of Men and thus a controversial deity among Altmer. Syrabane : God-ancestor of magic, ascended after saving many Altmer during the Thrassian Plague and favourite of many magic apprentices.
