Welcome, seeker. You have something to be spellbound?
- Tell me about Enchanters.
Magic, whether born of Faith or Arcane Lore, has been studied by the Wise since the very beginning of the World. The Ancient Arts of Wizardry and Channeling, called by some the "True" or "Eternal Arts were first developed and practiced by the Elves in the Age of Twilight before the count of time began. Indeed, ancient records reveal that the Elves of the Twilight Kingdom had reached the pinnacle of perfection in those lost times, and that what we know today as Magic is but a humble shadow of the power known of old. Sadly, too many secrets of the Elder Days have been lost forever, obliterated in an endless tide of cataclysm and war. None, save perhaps Zaristan the Wise, can claim to rival the power of those long vanished Masters.
The Age of Days witnessed a new ordering of the World, and the rise of the Sons of Men. As the World changed, so did Magic change with it, and seekers of arcane power soon developed New Arts, called by some the "Lesser Arts" or the "Arts of Man," for human Magi stood at the forefront of their development. Of all the New Arts, Enchantment was the first to be discovered, and has had the greatest effect on the studies of the Wise.
Early in the second century of the Age of Days the Elves of the Deathless Empire first discovered the scattered Runestones, the lost fragments of the Giant-Carved saga that foretold the destiny of the World. After much experiment, the Elvish masters learned to tap into their power. Some Magi, not content with harnessing the Stones' power, tried to fashion new Runestones of their own. Their efforts all failed, and most ended in disaster. Finally, the High Concordat of Magi ended their experiments, and further study or research in the topic was forbidden. So it would remain for centuries, until the rise of Men.
Almeus the Young, tutor of Zaristan and one of the greatest Wizards Humankind has ever known, discovered the principles of Enchantment after he seized the throne of Paolus, First King of Brethild. From arcane grimoires of the Deathless Empire the Wizard learned of the Elvish efforts to create Runestones, and took up the cause himself. Even Almeus could not succeed in fashioning new Runestones (for truly, they are the work of the All-Father, and beyond the power of lesser beings), but his attempts prompted other discoveries which revolutionized Magic throughout the World. While trying to find the ideal medium from which to fashion Runestones, Almeus determined that certain objects and materials hold an inherent "resonance potential," a sensitivity to specific magical auras and energies. In time, he found that objects placed at the intersections of ley lines slowly accumulate magical force, called Mana by initiates. Almeus devised ways to tap into the stored Mana within these objects, as well as other ways to trap mana within the substance of particular grades of stone or metal. Thus were born the Rings, Talismans, and Powerstones so prized by Wizards and Channelers alike.
Two centuries later Almeus devised the first Sigils, arcane marks based both upon the Runes and the arcane geometry of the Tapestry of Creation. When properly enchanted, a sigil acts as a trap for magical energy, a net that can bind a spell and hold it indefinitely. This, then, is the true essence of Enchantment: the ability to craft and enchant items of power. Almeus continued his work for centuries, and in the years after the Enchanters have refined their Art even further. Now while lesser Enchanters craft and enchant magical wands, staves, and talismans that hold specific spells. Techniques and Sigils have also been devised that can store the spells of Healers and Priests within enchanted objects, and Enchantment has become a universal Art, valued by all practitioners of magic.
The Enchanter's art is an arduous one: there are thousands of seals, each with its own magical affinity, and a Enchanter must also know what form, and materials best suit a given spell effect. Items of power often require rare or expensive materials, and demand the finest workmanship. For those who have the skill and the patience, the rewards are great. While some purists still scoff at Enchantment, dismissing it as a Lesser Art, few can deny its potential, or the effect it has had upon the World.
- How do I become an Enchanter?
I can teach you the ways of Seal and Sigil, but first you must do something for me. I am advancing many arcane workings, and for one of them I require the blood of one of the Scaly Ones -- not just a Lizard Man, mind you, but a sorcerer of that ilk. I have one in mind: a wily devil by the name Sss'shaass'naal, who haunts the bogs where Drakes lurk, or else wanders in the forests once held by the Wizard's Conclave. Kill him for me, and you'll find all you need to become an Enchanter. Come back and I'll teach you the rest.
- Train discipline: Enchanter
- Done
歓迎するぞ、求道者よ。帯呪させたい物をもっているのか。
エンチャンターについて話してください。
どうすればエンチャンターになれますか。
わたしは、呪紋章と呪印章について教えられるが、最初に、おまえはわたしのために仕事をしなければならない。わたしは呪的な諸仕事を進めているが、仕事の一つには有鱗者の血が必要だ。それは、ただのリザードマンのものではなく、術者の類のものでなければならない。
心当たりがある。シューシャースナールという名前の悪賢い怪物がいる。かれは、ドレイクたちが潜む泥炭地に出没、もしくは、術者結社が昔に定着した森で徘徊している。わたしのためにシューシャースナールを殺害すれば、おまえは、エンチャンターになるために必要なものを、すべて見つけるだろう。おまえが戻ってきたときに、わたしは残りのことを教える。
分野の訓練を行う:エンチャンター
終了
(0/2まで翻訳)
用語一覧
え:エンチャンター(Enchanter)
し:シューシャースナール(Sss'shaass'naal)、呪印章(Sigil)、術者結社(Wizard's Conclave)、呪紋章(Seal)
と:ドレイク(Drake)
ゆ:有鱗者(Scaly One)