Tundrathurgist
In the realm of Pannotia's arcane disciplines, where practitioners often tap into the forces of nature, this arcane discipline is known as Tundrathurgy which emerged as a particularly captivating fusion of magic and the natural order. Originating from the northernmost Polar reaches of Pannotia, Tundrathurgy centers on the wielder's skill in manipulating water and ambient moisture, culminating in an unrivaled mastery of Ice and Frost. Its adherents, commonly known as Frostcallers, possess the remarkable ability to seemingly conjure ice from thin air, employing it through various spells. Frostcallers have garnered widespread popularity globally, thanks to their adventurous spirit and nomadic way of life. Having endured challenging terrains during their studies in the Polar region of Eudai, many aspire to demonstrate their skills by aiding the less fortunate and alleviating the hardships of life through their magical abilities. Over the past thousand years, Tundrathurgy has risen as a favored magical discipline. Nowadays, it's a common sight to encounter Frostcallers in marketplaces, enjoy a drink at local public houses, or lend their magical assistance to people in various ways.
History and Culture
Tundrathurgy traces its origins to the glacial deserts of Eudai in Pannotia's Polar North, dating back to 234BE. Remarkably, despite emerging before the Great Equilibrium, a substantial historical record of Tundrathurgy's formation exists. This wealth of documentation can be attributed to the fact that only 10% of Eudai has been explored, ensuring the preservation and security of its original records from prying hands. The inaugural wielder of Tundrathurgy appears on records to be Lyria Grelar, a Venyra woman, who had journeyed to Eudai intending to enrich Ellawren's understanding of the glacial landmass. Her journals indicate that she had spent a total of six months in Eudai before becoming lost amongst its monotonous snow-capped mountains and frozen lakes. During this time, her journals indicate that she prayed extensively to the Fae Lord Bannog for help and guidance. During fervent prayers to Bannog, she discovered the ability to turn water into ice with a mere touch, a skill honed through weeks of dedicated training. Subsisting solely on glacial marine life, Lyria diligently honed her newfound powers over the ensuing years before returning to Ellawren to share her revelations.
Despite gaining limited geographical insights into Eudai, Lyria captivated the Venyra populace with her arcane prowess, leading to a significant rise in Fae Lord worship throughout the country. Eager learners sought her guidance in mastering such mystical crafts, but Lyria remained steadfast, selecting only the most devout followers of Bannog. She agreed to mentor them under the condition that they undergo training and testing in the same challenging environment she had endured.
Upon her return to Eudai, Lyria Grelar founded a glacial grove nestled deep in the heartland, famously known as the 'Polarveil.' It stands as one of the few meticulously mapped locations in the region to date. Within this icy sanctuary, her acolytes underwent rigorous training atop massive glaciers, within frozen lakes, and across snowy deserts. This comprehensive exposure to extreme natural environments served to awaken their abilities and demonstrate unwavering loyalty to their Fae Lord. It should be noted that all Tundrathurgists to date make a pilgrimage to the Polarveil to awaken their abilities as a Frostcaller, as it's believed the rigorousness of the training better assists them in awakening this dormant magical ability.
Lyria Grelar lived for another two hundred years, passing away shortly before the events of the Great Equilibrium in 14BE. Despite her departure, the Frostcallers have established their own hierarchy within Polarveil, where they continue mentoring aspiring Tundrathurgists. Their influence during the Great Equilibrium was minimal, and it is widely believed that none of the magical Interlopers who triggered the event were Frostcallers. This is attributed to the strict isolationist perspective of Frostcallers, who advocate for the use of their magic solely for the betterment of Pannotiankind and adamantly oppose any destructive applications.
In the many centuries that have followed, the Frostcallers have remained enigmatically out of the general peripheral of world politics as an organization, simply taking in new followers who worship Bannog and training them in their ways. Nowadays, most Frostcallers after finalizing their training, will head out across the globe showcasing their newfound talent and assisting the downtrodden as a way to give thanks to Bannog and his gifts.
While not prominently featured on the global political stage, Tundrathurgists boast a distinctive internalized culture. As mentioned earlier, Frostcallers attribute their arcane prowess to Bannog, believed to have bestowed these powers to enhance the world's natural cycle. Consequently, many Frostcallers adopt a nomadic lifestyle, journeying from one location to another to employ their gifts for benevolent purposes. Whether aiding individuals in traversing hazardous rapids with their ice-infused touch or crafting ice barriers to halt the advance of a forest fire, it has become commonplace to anticipate a Frostcaller as an approachable and almost heroic figure.
Frostcallers prefer attire crafted from various furs, with a special inclination toward those of white and gray hues, paying homage to the landscapes of their rigorous training. This choice of clothing not only aids in warding off the biting cold of their travels but also complements the wintry ambiance they conjure. Additionally, Frostcallers commonly adorn themselves with headpieces they fondly refer to as 'Aurora Diadems.' These circlet-like jewelry pieces, fashioned from silver and adorned with an assortment of opal gemstones, mirror the ethereal beauty of the aurora borealis prevalent in the polar regions of the North. The Frostcallers believe that these diadems harmonize and amplify their frosty powers, acting as a nostalgic connection to Eudai and their formative training experiences there.
During their leisure moments, Frostcallers engage in the delightful pastime of sculpting intricate ice masterpieces with their magical abilities. In a friendly competition, they strive to craft the most captivating sculptures, vying for various rewards. Some of these frozen works of art reach impressive heights, towering up to two stories, albeit transient in their beauty as they succumb to the thawing touch of the morning sun. Moreover, Frostcallers exhibit a keen fondness for Winter Festivals, particularly during Candlemas. Witnessing a significant influx of these skilled individuals, major cities come alive with the festivities, where Frostcallers actively participate and contribute their magical prowess to the creation of faux ice and snow, enhancing the enchantment of the celebrations.
At the core of Frostcaller's teachings lies a commitment to fostering community unity, extending not only among themselves but reaching out to all peoples across the known world. Actively working to defuse conflicts, they redirect focus towards the ideals of collaborative harmony rather than adversarial divisions. It's essential to note, however, that Frostcallers are not averse to engaging in conflicts themselves, should they believe it serves the greater good of the world as they perceive it.
In a peculiar twist of their community involvement, Frostcallers occasionally find themselves playing the role of matchmaker. Unable to resist the urge, they assist individuals in creating a winter-like atmosphere, fostering the perfect setting for someone to propose or express affection, further emphasizing their commitment to nurturing connections within the community.
Notable People and Locations
- Lyria Grelar - The Venyra founder of Tundrathurgy. Lyria Grelar is thought to have unlocked the ability to use Tundrathurgy from the Fae Lord Bannog, who was so impressed by her fervent worship, gave her ice manipulating abilities to help her survive the polar wastes of Eudai. She went on to form the Polarveil Grove in Eudai, where all Frostcallers develop and hone their Tundrathurgic abilities to this day.
- Bannog o’Baldpate - Bannog, also known by his full name Bannog o’Baldpate or ‘the Wind that Howls through Ancient Peaks’ is the Fae Lord best associated with the weather and its chaotic turnings. Being described as a horned obsidian gargoyle, Bannog is often worshiped through means of offerings by his followers, hoping to be recognized as his patron and receive boons as a result, though this is incredibly rare.
- Eudai - Eudai, situated in Pannotia's northern polar region, is remarkably underexplored. It serves as the birthplace of Tundrathurgy, founded by Lyria Grelar. However, it tends to be largely overlooked by those not adhering to Tundrathurgy, primarily due to its close proximity to the Dwarven Empire. As one of the world's most hazardous locations, Eudai remains fraught with danger, characterized by its lack of distinctive landmarks, often leading explorers astray into its frigid and sub-zero temperatures.
- Polarveil Grove - The Polarveil Grove, situated in the heartland of Eudai, stands as the exclusive training ground for all Frostcallers, providing the setting where they refine their craft. The perilous journey to the Polarveil Grove is reserved for the most dedicated followers of Lyria Grelar and Tundrathurgy, drawn by the promise of unlocking their latent frost-wielding potential. This sacred grove is entirely composed of ice and snow, featuring towering spired structures that reach impressive heights of three stories, along with roads crafted from permafrost. After nightfall, the grove transforms into a breathtaking spectacle as the buildings radiate a luminescent glow, illuminated by the ethereal aurora borealis that graces the sky above. This stunning display creates a marvelous and beautiful array of colors, casting a radiant light that enchants the surrounding area and glaciers.
- The Kingdom of Solgardsborg - Nestled in the far North of the Human continent of Aesox, Solgardsborg has evolved into an essential waypoint for Frostcallers embarking on their nomadic journeys across the region. The significance of Frostcallers has become so pronounced within Solgardsborgian culture that a dedicated temple, hewn into the mountains, serves as a focal point for their magical practices. It's a frequent occurrence to encounter Frostcallers in the cities of Solgardsborg, to the extent that the cultural identity of the Frostcallers has become intertwined with that of the Solgardsborians to some degree, as they celebrate the Winter all year around.
- Vorith - Vorith stands as a significant city in the northern reaches of the Kingdom of Galudon. Originally settled by migrants from Solgardsborg, Vorith has absorbed much of their homeland’s cultural heritage, making it a familiar and welcoming haven for Frostcallers from Solgardsborg. Many Frostcallers choose to temporarily settle in Vorith, considering it a home away from home. Despite the prevailing disdain for magic within the Kingdom, particularly from the authorities, the residents of Vorith staunchly defend the usage of Tundrathurgic magic. This defiance extends even in the face of the Kingdom's overall hostile stance towards magic users. As a result, Vorith has emerged as a sanctuary for Frostcallers within Galudon, where they are treated with the same respect as any other member of Galudonian society.
Spells
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Cryoquill Blast | Extending both hands, the caster fires a biting blast of wind laced with shards of ice at a target up to 15 blocks away. Make a MYS vs DEX attack roll for 1d6 damage on a hit. The target must also roll DEX of 4 or higher or be knocked Prone. | No Cooldown | Action |
| Snowflake Serenade | Summoning a heavy snow cloud overhead, the caster induces a swift and blinding snowfall across a 7x7 area for three turns. Targets within must roll DEX of 5 or higher or take 1d4 damage and fall Prone. Non-Tundrathurgists suffer a −2 Movement penalty while within the affected area. | Once per Combat | Action |
| Frostcaller's Touch | The caster freezes water surfaces underfoot as they move, forming instant bridges and pathways that melt the moment they step clear, allowing none to follow. In combat, the caster may direct this cold into a strike against a target in melee range, making a MYS vs SCR attack roll to Restrain them for one turn. | Passive | N/A |
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Arctic Mirage | Weaving a doppelganger from the light of the aurora borealis, the caster conjures a perfect double that draws enemy fire. The next 2 attacks or abilities that would strike the caster instead strike the mirage, dissipating it once both have been absorbed. The mirage may move freely but cannot attack. | Once per Combat | Action |
| Polar Resonance | The caster sculpts the air's moisture into large, stable ice constructs of any desired form - walls up to 4 blocks wide and 5 blocks tall, ladders, bridges, barriers, or decorative structures. Constructs are destroyed if they sustain more than 10 HP of damage. May be used freely outside of combat for utility or aesthetic purposes. | Once per Combat | Action |
| Shiverstrike | Drawing in a sharp breath and releasing it as a freezing gust, the caster rolls MYS vs SCR; on a hit, the target is Dazed for two turns and cannot attack. May be used freely outside of combat to extinguish fires or apply a frosty gleam to objects. | Once per Combat | Action |
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Crystalline Shardstorm | Forming up to five razor-edged icicles, the caster launches them at opponents of their choice. Make a MYS vs DEX roll for each projectile; each successful hit deals 1d4 damage. | Once per Combat | Action |
| Armoured Permafrost | Encasing themselves in durable, steely permafrost, the caster hardens their defences for three turns, gaining a flat +3 bonus to all defense roll results for the duration. | Once per Combat | Action |
| Absolute-Zero Tempest | Unleashing a torrential blizzard from their chest, the caster floods an 11x11 area centred on themselves with howling, lightless cold for three turns, blotting out sunlight save for the faint aurora that halos the caster. All non-allies within suffer −4 to all rolls and take 1d6 damage at the start of each of their turns. The caster need not maintain concentration for the duration. | Once per Week | Action |