Description
Kyrbrec is a creature spoken of in Elven myths, Hytori legends of old that speak of Tyrnac's companion, supposedly a small glass bird with an obsidian beak that remained perched upon his shoulder. Over time as Tyrnac's domain grew and his archetypal family expanded, Kyrbrec grew in prominence and in later tales he was described as an immense vulture-like being surrounded by searing flame, wearing it like a blanket over its glass form. In the slave revolts that Tyrnac once repressed, and in the many wars against human insurgents during the fall of Silor, Kyrbrec was frequently employed onto the battlefield to lay waste to the formation of enemy armies. If not for the early Clockwork Empire's mages, who contracted with Aldir from the Choir of Fog, it is said that the avian and the Irothar he commanded would've crushed the initial human armies. Unfortunately, since the fall of Silor he has scarcely been seen, dwelling somewhere in the deep of the Mirrorlands.
Kyrbrec is a very large Archetype, with a wingspan of nearly two hundred feet, and a length of a bit over half of that. Beneath the immolation that surrounds it is its true form; clear glass, in the simple but muscular shape of a bird, with long arms leading out into razor sharp talons. Its head appears to be constructed of highly durable obsidian and it wields a sharp beak, the entity known for its alacrity and precision.
Temperament
Kyrbrec is mostly a simple creature, following the will of his summoner, and Tyrnac. He resides mostly in the Mirrorlands while not conjured, and tends to avoid interaction with others. The Archetype has been hunted by the Dranoch for years, and for this reason tends to prefer accompanying Tyrnac and hiding within his form, so the two can mutually protect one another. In terms of his personality, he is somewhat regal and discerning like other Irothar, and tends to treat his Summoner more as a companion than as a commanding force. Even an Intermediary is largely viewed as his 'equal', and he tends to operate freely without receiving or following commands.
Contract
Kyrbrec is a Qe'zhod of Tyrnac, and thus is very expensive albeit powerful. Unlike virtually any other Archetypes, it can only be called for a total of four hours. As an Intermediary, this extends to six.
Abilities
Kyrbrec is an immensely powerful Archetype. Even among Qe'zhod he is considered powerful, and given his veritably limited Contract duration, this is no surprise. He even appears to consume more aether from the mage calling him than most other Qe'zhod, and as the mage summoning him cannot recover their aether in the interim before calling him and a fight (due to his shortened duration), this means he takes a considerable amount of a mage's aether to channel and conjure. The reasons for this are, however, made eminently clear.
Kyrbrec is capable of releasing the fire of his form below him, falling like a curtain over the battlefield. Considering how massive he is, this super-heated flame will immediately cover a large area after falling, and is likely to quickly spread. Further, Kyrbrec can call this fire (or any fire) back to its form, surrounding itself once again in this layer of flame so that the carpet burning of areas beneath it can be continued repeatedly. In lieu of any present fire - such as if it is somehow suffocated or dispelled - it can super-heat the air around it and create fire from the heated oxygen, coating itself in the flame once more. Further, Kyrbrec is capable of releasing the fire of its body in more direct ways, such as directing it to an enemy from above as a torrent, or releasing condensed blasts that will rain from above and explode once hitting the ground.
Aside from this, it is fast, proportionate to its great size. Kyrbrec is also very durable. Unlike most Irothar it is not fire or glass, but both, and beneath the flames are its highly enduring glass body. If it does determine that it should descend from the sky and assault a foe on the ground, its dense and highly agile form poses an incredible threat. Kyrbrec's tail, which normally follows after it with the appearance of ribbon-like flames, is a collection of several flexible glass tendrils that move at high speeds and can pursue others ruthlessly.
Finally, Kyrbrec's breath is incredibly hot, the air around it searing and simmering. Exposure to it can cause serious burns on skin and flesh, and it appears to spread through the air almost like a mist.
This Archetype, as a Qe'zhod, is for Taelian's use alone.
Last edited by Taelian Edevane on Sat Jun 13, 2020 9:45 pm, edited 3 times in total. word count: 867
Description
Caru are a small bird Archetype, no larger than the average parakeet. Covered perpetually in flame and with fire occupying the space of their sclera, with the interior of their body a thin obsidian-glass. Caru have been around for thousands of years, once documented as an animal species due to their wide spread and their familial nature. However, they are spirits, one of the more common and benevolent ones. Rather than starting forest fires as one might expect them to, Caru actually help to manage and reduce their scope, capable of absorbing the heat and flame from trees in or near the place of their residence. They served to protect the integrity of the forests they lived in, though since the Sundering they have largely been confined to the Mirrorlands, and have focused themselves on a new goal: ridding their region on the rot of their land, the Dranoch.
Temperament
Caru are friendly and curious creatures, often perching on their Summoner's (or other Irothar's) shoulder and observing the world. They cannot really communicate with their Summoner, only capable of chirping, but they do appear to understand their Summoner and are keen on following their commands and heeding their words. In Sil-Elaine, where they live, the Caru will often protect travelers by colliding with Dranoch and beasts in order to defend them, even at the cost of their own lives.
Contract
Even among Nahl, the Caru are inexpensive Archetypes to summon. Their contract duration is twenty four hours, but they rarely ever last this long, given their purpose. Caru appear to be easier and quicker to Bind, making the usage of Reminiscence generally unnecessary on them.
Abilities
The Caru only really have one purpose, and it is to combust. They are effectively living grenades, flying after opponents and then exploding. The explosions they cause (leading to their banishment) expand outwards in a radius of over twenty-feet, and tend to carry immense kinetic force and pressure, as well as the heat and fire expanding from them. As such, they are more lethal than most mundane explosions.
Caru also have one less frequently utilized ability; they can communicate with Irothar, who can then communicate with the Summoner. This means that they can be used as watchers considering their very low costs, protecting a Summoner from ambush or scouting for information.
Description
Irokai, sometimes called 'Glass Elementals', are beings made of highly textured glass that often appears similar to brass and other metals. They are among the most common of Tyrnac's Archetypes, representing the standard of glass-Irothar, and they are eminently common in the Mirrorlands of Sil-Elaine. Irokai are tall, standing at around eight to nine feet (with male-structured Irokai leaning towards nine), and typically levitating slightly above the ground. Frequently called upon by Irothar-Summoners in war, they make excellent ground troops particularly for dealing with non-mages, for reasons that will be made clear below.
Temperament
The Irokai are obedient to their Summoner, though they hold the same disdainful elegance as most other Irothar. They always hold their head high, maintain a reserved posture and seem to integrate a sort of style into their fighting technique. Unlike many Archetypes they do communicate verbally with their Summoners, and with each other, forming cohesive squadrons with one another even if called by different Summoners - so long as they're on the same side. They tend to defer either to their Summoners or higher ranking Irothar, and as they are disciplined and tactically-minded, they (as made clear earlier) work excellently in groups.
Contract
The common Irokai are Vrannik-class Archetypes, and will contract with the Summoner for thirty six hours.
Abilities
The Irokai don't have any particularly special abilities. They can levitate about a foot off of the ground at-will, but aside from this their application tends to be mostly focused on their skills in melee combat. The Irokai are, as glass-Irothar, highly durable. They maintain a palpable resistance to most forms of physical damage and a slight resistance to magic, making them difficult to contend with for common soldiers, even groups of them. They are also flexible and while not incredibly fast, their weapons-use tends to be very agile and precise. They often have bladed legs, heels or soles, as well as weapons they can release from their palms, knuckles and other parts of their body (such as their breast or their shoulder-blades), though the Irokai cannot manifest more than six blades at once. Though they cannot contend with a skilled expert or master bladesman, the Irokai's maneuverability and unpredictable fighting style makes them highly lethal in sustained engagements.
Further, Irokai are capable of projecting glass shields from their elbows (drawing from their six-weapon limit), more durable than their own bodies, and are skilled at using them. Many will focus on brutishly repressing their foes with shield bashes and deflections while other of their kin finish them off.
Last edited by Taelian Edevane on Sun Jun 14, 2020 9:41 am, edited 2 times in total. word count: 513