Esamoria

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Information

Character Full Name: Esamoria “Rose” Dayami

Character In-Game Name: Esamoria

Nickname(s): Esa, Rose.

Association(s): None, as of yet.

Race: Human

Class: Mage

Age: 36

Sex: Female

Hair: Shoulder-length, dyed black.

Eyes: Blue, growing deeper in color based on emotion.

Weight: 123 Lbs.

Height: 5' 11”

Alignment: Unknown

Appearance

She is normally seen in dark attire. This usually consists of well pressed, neat clothing. Semi-formal. She does, however, dress with elegance, when the situation warrants.

Personality

Esamoria is quite difficult to read. Her almost emotionless face is undeniably deceiving, as she could easily be overjoyed or heart-broken at any given time, but others would remain unaware. She is very ruthless with negotiations, and has a do-or-die attitude towards business. She freely speaks her mind when she means to, but avoids topics that may prove unfavorable.

History

Esamoria grew up in the normal fashion of a Human upbringing. Nothing out of the ordinary, nothing strange. Her father, Menthis Dayami, was a traveling salesman of alchemical goods and wares. Her mother, Maria Dayami, was a clothier who made wonderful dresses and hats, with a hobby of practicing simple magic on the side. Esamoria took mostly after her mother in looks and abilities, but took on her father's business nature. Staying at home for most of her child hood, she spent loads of time with her mother, learning the art of a clothier, and picking up a few neat magic tricks. Over the years, Esa's interest with the mysteries of magic grew. She always found time to slip away and read one of her mother's books, though she very rarely understood them until she was older.

On the day of her 17th birthday, Esa requested that her mother help develop Esa's magical skills. Maria was stumped, as she had no real training past a year of reading books and practicing simple magic. So the next day, she asked Esamoria if she would like to enroll in a school that helped the development of young magicians into fruitful mages. She happily agreed. She spent the next 17 years studying and practicing the art of the arcane. She soon discovered that she had a personal liking of Frost arcane magic, and thus focused her studies on learning the theory of Frost manipulation. Over the course of a few years, she developed her skills to the point where her instructors had her reassigned to a more specialized branch of the school. From here, she vigorously furthered her studies.

During her last year of the program, she was given a task, a graduating task, to create and master her own, personal spell. She spent weeks buried in books, researching and accumulating spell concepts. Finally, she decided on an idea and immediately began construction on her new spell. Her idea was simple. She planned to create a spell that allowed the capture of a creature or humanoid, while simultaneously silencing the contents of the trap, negating any spell-casting and preventing escape. She already understood the basic concept on how to build a chamber made of ice. However, she only had a thin understanding of how to silence the chamber's contents. Eventually she resolved on using the idea of runic magic, but realized that she had very little knowledge of the art. A few months passed, and she effectively developed a firm, solid chamber of ice. All that was left was to craft a rune to inscribe upon it. She boiled down her choices to a select group of sigils. Soon, she picked one and went to work on learning the inscription process. She had vast amounts of trouble with learning an art she knew so little about, but within 6 months time, she designed a method of inscribing her sigil. Left with only 3 months to perfect her creation, she buckled down and began practice, mastering the technique behind her new spell. With the final week approaching, Esamoria felt confident that her spell would definitely display her creativity and knowledge. She presented her spell to the headmaster, slowly going over the steps as she had planned and using a classmate as a subject, promising that the spell wouldn't cause any harm. Step 1, create a 5 by 5 square on the ground consisting of frozen water around the perimeter of a subject. Step 2, raise up the edges of the square to a height of 8 feet, then form a ceiling, encasing the subject. Step 3, etch the sigil on the inner side of the ceiling using arcane magic, paying close attention to detail. Step 4, complete the etched sigil, causing to activate, silencing the subject and preventing the usage of magic. It all seemed to go according to plan, right up until she finished etching out the sigil. Her classmate, who was now incased in an ice box, was claustrophobic, and her sigil effectively silenced everyone within 35 feet of the box, including the headmaster. Because of this, she was given a failing grade for her final project for not devising a way to prevent effects from influencing friends within the vicinity. She ended up graduating a year later than planned, forced to redesign the spell to use a glyph instead.

Finally out of the school, Esamoria soon learned that outside of magister social-circles and the Alliance military, her extensive study of the Arcane was useless in day to day life. With this in mind, she took up her old trade and went to work helping her mother as a clothier. For 2 years, she worked alongside her mother. That is until she one day came across a flyer advertising the recruitment of a new school for magisters, aptly named the “Sparkspin Academy of Magic”.